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Messages - betatester

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166
The X-Com Files / Re: impossible to touch zombie
« on: December 06, 2019, 03:25:31 pm »
The more I think about it the more it seems to me that I can touch it because of the partially destroyed ground level

167
The X-Com Files / impossible to touch zombie
« on: December 06, 2019, 08:05:44 am »
I have a strange save game. I want to kill a sleeping zombie but it's impossible to touch it. Yes save scumming is on so I don't understand why I can't do this simple shoot.

168
The X-Com Files / Re: Advanced Intelligence Center
« on: December 05, 2019, 09:35:57 pm »
the ufopedia says "each base can have only one Intelligence center OR Advanced Intelligence center" the problem is the OR

169
The X-Com Files / Re: Advanced Intelligence Center
« on: December 05, 2019, 05:01:31 pm »
Thanks, it worked. Just a point, during the upgrade time 5 researchers were unavailable.

170
The X-Com Files / Advanced Intelligence Center
« on: December 05, 2019, 02:48:15 pm »
I have an intelligence center on my main base. With 40 scientists (5 for HQ, 5 for Bio Lab, 5 for Intelligence center, 25 for Science lab)
I can't build the advanced one over the normal one (facility is in use... even if at this moment nobody was interrogated but scientists maxed)
But I can build an advanced one in the base in addition to the normal one which is in contradiction with the Ufopedia.

171
The X-Com Files / Re: dumb shambler town attack
« on: December 04, 2019, 04:37:12 pm »
size  2 doors perhaps ? they will not be trapped

172
The X-Com Files / Re: dumb shambler town attack
« on: December 03, 2019, 08:49:30 pm »
sorry it took time to realize that ! can use battle simulator to see maps:
it was monster terror- native junk farm with road

173
The X-Com Files / dumb shambler town attack
« on: December 03, 2019, 08:11:11 pm »
Monsters terrorize a town.
My main teams were on the road back to the base after a successful HQ assault on Red Dawn and Cult of Dagon.
In the vicinity I dad only 2 rookies in a personal car  (hopefully with grenades, blackops magnum and blackops sniper rifle)
I sent them preparing for a tough mission with heavy casualties.
Then I saw the map:

The shamblers were for the most part behind fences with only one unit wide doors. So I kill the free ones first and for the others it was a piece of cake. They have no range attack and are unable to break fences  with melee weapons.
I had this map with spike boars already but at least they have a range attack.

Maybe the poor shamblers should not appear on this map or have a kukri capacity to break fences

174
The X-Com Files / Re: Stunned Citizens
« on: December 03, 2019, 07:32:54 pm »
please don't penalize this unless we have a way to herd them in a safe zone (giving orders with megaphones) or neuralyze them (do the MIB have the tech ?) .
Civilian are careless. Neutralizing them is the only way we have  to avoid dumb acts for the moment

175
The X-Com Files / scabbard
« on: December 02, 2019, 03:03:04 am »
one thing I always found strange in Xcom is the only place for a blade weapon is either in your hands or in the backpack. They never invented scabbard ?
Even if it's for game balance a place to put a melee weapon in (like the hand place you can only put one weapon in) and only a melee weapon (not a grenade or extra ammo) would be nice.

Maybe it could be a part of a special training, maybe with martial art training you can add the quick draw quality on the scabbard.

176
The X-Com Files / Monthly Events
« on: November 30, 2019, 02:13:00 pm »
Just some questions:
- Are bad monthly events avoidable if you succeed with some missions or pure random events ?
- Are good events the consequence of your missions or pure random ?

177
The X-Com Files / Re: Altering soldier nationality/gender probability?
« on: November 29, 2019, 01:11:36 pm »
just to be less dumb at the end of the day, it may be cool if we had the nationality with the flag to learn the flags of the world.

178
The X-Com Files / Re: How to deal with Ninjas?
« on: November 28, 2019, 11:39:19 pm »
I had good results with anti-personal mines. Especially in the black lotus HQ near the lifts. Open the lifts doors kill all what you can see. Throw mines near the doors. Let the door close. During ennemy turn wait for explosions. Repeat. Since the gear pile is near you can refill with mines.

179
Released Mods / Re: Terrain Pack considerations
« on: November 27, 2019, 12:51:30 pm »
First I love your work and I recognize all the work you have done.
AFAIK Terrain Pack isn't compatible with FMP but FMP has a modified version of it in it that is compatible. So will you release a version of your mod compatible with other mods/megamods ?

180
The X-Com Files / Re: UFO very very early
« on: November 25, 2019, 02:05:08 am »
colt 45 works well too. Stun rods don't keep them asleep until the end of the mission (at least with my rookies on 7th January). And yes even at level 2 difficulty the only solution was to rush to close combat stun them then kill them or to kill them straight with colt 45. You can put one of your rookie next to the sectoid and shoot with the other to impede his reaction fire with a strength test. Taking out 6 sectoids with 2 rookies at night (and without flashlights equipped in the first rounds because I didn't know how they work; luckily they were in the car) luckily (or not) the UFO was just next the car. It was painful to chase the 2 outside.

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