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Messages - X-Man

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211
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 03, 2019, 06:11:56 pm »
Ctrl+click will ignore consequitive UFO pop-ups.

Thanks! A useful feature indeed.

212
The X-Com Files / Re: Specialist training
« on: October 03, 2019, 03:01:54 pm »
А почему бы не сделать тренировку агентов в пилотов. Это будет более реалистично.

Ага, я тоже затрахался уже напрягать остатки былых знаний английского, чтоб что-то здесь написать ;D

213
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 03, 2019, 02:45:35 pm »
Anyway, it was THE PLAYERS who convinced me to change the alien retaliation from X-Com base assault to air domination. They didn't like defending their base twice a month, and I agree.

Is that means you will not reduce UFOs spam rate at late game stage?  :'(

214
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 02, 2019, 06:58:10 am »
It used to be an issue in the original game. No matter which difficulty you chose, after the first mission it reverted to Beginner.

Funny :) I've never heard about it.

215
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 01, 2019, 02:10:18 pm »

216
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 01, 2019, 01:50:08 pm »
What the fuck did you people expect???

The closer release is, the angrier Sol becomes :D

217
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 30, 2019, 08:01:57 pm »
...sexy Mutons.

Sol, what are you doing? You're making a new fetiche for the teen fans' unstable minds and their naughty hands ;D

218
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: September 30, 2019, 12:19:31 pm »
Wish somebody have told me that 3 weeks ago :/.

Initially, I didn't know about it too and begun a new game from superhuman (I though that it shouldn't be problematic after Final Mod Pack experience)... Well, my firs walkthrough was long, masochistic, buttheartiuos, but very fun :D The second one was pretty well while I knew all general features and tech tree.

Maybe i will start new game at veteran difficult then... but first i want to ask whats recommended settings. I see that some settings are forced by mod, but there are still some interesting settings available to player. Like sneaky AI, alien retaliation, field promotions. Sneaky AI is really important one... i feel it is already modified by mod, becouse i can feel differences between humans and aliens sneakiness, but i can be wrong.

Same go for mods, its confusing.... i have enabled X-files only, but for example aliens still pick weapons, even when i don't have that enabled. It is cool, but i wonder what happens if i enable that, what that conflict will do. And at FMP i've played without psionics, becouse for experienced player it causes little trouble, but gives huge advantage at later game.  What happens if i disable in mods, will it work...and is it adviced to use it or not? Also i would like to activate Gun Melee.

Maybe i'm dumb, one would expect some Recomended settings to be available somewhere... but i didn't manage to find it.

You guess right: many tweaks are included in this mod. You can use my file with options here from attachment (put it in 'user' folder). If you want detailed info about settings, just open it with 'Notepad++' editor and you will see there every parameter :) Anyway, this is not a recommended settings, it's an adjustment for my own preferences.


219
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: September 30, 2019, 08:01:41 am »
but its pretty obvious now that for highest difficulty its terribly broken.

Indeed. The mod is balanced for veteran difficulty. I've done the game on superhuman/ironman two times... And then tried to check it on veteran (last version)... Piece of cake in comparison with superhuman. :) Maybe it is okay when you are initially play on veteran, but after superhuman this looks like easy mode.
I'd recommend you to leave current campaign and wait for the release, which is coming soon. I heard that spam-rate of UFOs should be decreased there.

220
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 28, 2019, 08:28:40 pm »
Sorry to interrupt you, guys...  :)
Is this another device from Meridian's artifacts? http://prntscr.com/pc7d0c
I've already saw his crossbow and bow, but this is a new one for me.

221
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 28, 2019, 06:06:27 pm »
I'd say not so much entirely new armours as colour and headgear variants of existing combat/alloy/etc. armour sets. Stuff like officer suits that have no helmet, or berets/caps instead of helmets, medic suits that have white or pale green undersuits/plating and green cross decals, etc.

I'm glad to see that someone share my own thoughts :) Solarius, hear the voice of your faithful adepts! ;)

...But I think we definitely need a top-tier armour, which provides high protection against kinetic weapons like mass drivers and Gauss (Sol, you'll know why very soon ;). Don't say a word about this turtle-like MAGMA's power armor. We need something, that gives a good protection and don't have so much penalties. AND we need stormtrooper armour without jetpack.

222
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 25, 2019, 07:11:37 am »
Hey, one other question, is it possible to purchase Calicos? I researched them, but I don't have the option to buy them the way I do some other weapons I've researched.

For Calico acquisition you should learn 'Promotion I' and 'Non-Standart Weapons'. Actually, you can check all techs that you need in tech-tree screen (press key 'Q' on Geoscape screen). You will find there everything you need.

223
The X-Com Files / Re: [POLL] Commendations: hidden or not?
« on: September 24, 2019, 08:14:00 pm »
Lowered caps... Well, I hope it WILL be compensated by bonuses, otherwise it will increase the difficulty on 'superhuman' even more than it is now. I can say that it will make planning of soldiers' promotion less predictable and this is not good at the highest difficulty. And I think that penalties from armours should be lowered too.

224
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 24, 2019, 07:26:51 am »
Even so, the ballistic arc shouldn't be that aggressive, surely. I probably could've thrown grenades more effectively than using the 46mm launcher, which is kind of daft, because it implies that if you aimed the thing horizontally and fired, the round wouldn't go more than a few feet/meters before hitting dirt.

I agree with you, but it seems to be some sort of engine's specificity. Maybe the arc's angle could be adjusted in some way. Let's wait for what Sol will say. To my mind there is no need to any changes, because if it would be done we cannot use GL so effectively on the open maps.

225
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 23, 2019, 07:50:54 pm »
Passing thoughts; I just turned the Black Lotus HQ inside out, and the low ceilings in the base corridors really made the basic grenade launcher nigh unusable; I couldn't shoot them more than about three tiles in any direction which is obviously A Problem when using any non-smoke rounds. Am I missing some kind of 'flat trajectory' fire mode, or is the basic GL just not suited for indoor use at all?

Wasn't really a huge problem as my "grenadiers" could run around being medics and grabbed guns off the fallen footmen, but it was still kind of annoying. (But not as annoying as the outrageously inconsistent corridor widths!)

Bonus "sucks to be you guys" and sprite bug screenshots;

It's a GL, not a RL ;) It HAS to shoot with arc trajectory because of ballistic law. You can knee and this will increase shooting range for a few tiles.

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