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Messages - amokk_gw

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1
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 28, 2024, 09:58:24 am »
Just get Ethereal Speaker from Alien Orbital Station.

What orbital station? Do I get a mission for those? I have never come accross something that mentions an alien orbital station.

2
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 26, 2024, 11:02:42 pm »
Well I haven't even seen an Arbiter UFO yet. And I generally haven't seen any UFOs with Ethereals as the race.

3
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 26, 2024, 10:08:29 pm »
Okay so I gotta get a MiB commander first. I think I've seen the battle ship, but for some reason even a simple railgun on my tormentor completly destroys it instead of just grounding it. Not sure what's going on there.

4
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 26, 2024, 08:57:18 pm »
I haven't seen an Ethereal commander either. The highest I've seen is a Leader in a mixed race mission. I've not yet seen a single UFO with Ethereal as the race. Also I have not seen a MIB commander yet. I think I've done all the MiB missions that occured so far, but I could be mistaken there.

5
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 26, 2024, 04:09:13 pm »
I'm stuck and don't know how to proceed. Running version 3.1.

I've done all research and I am basically waiting for Ethereal to show up. I think I need an Ethereal Legate to get to Cydonia or Bust. I've got the commander research done, I've got plasma and fusion weapon research done.

Is there anything I need to do as a prerequisite for Ethereal to appear?

6
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 29, 2023, 10:22:54 pm »
Is there a way to disable reaction fire for a soldier or the whole squad for a mission or permanently? Draining the timeunits is quite tedious.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 04, 2023, 09:28:20 pm »
Well I didn't lose all soldiers. I only lost 1. The rest weren't even on the mission. And the craft was not part of the mission either.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 04, 2023, 08:14:44 pm »
I did a dreamer mission today. The asthetics are really cool, but the cake is a bit silly.

Anyway, the rookie that was chosen for this adventure died and I lost the whole craft. It wasn't clear that the whole craft and all the other agents were at stake here, so if possible, I'd not count that as a squad wipe, otherwise it would be good to at least make that clear in the mission description.

9
OXCE Support / Re: Colors wrong in Battlescape, OXCE 7.9.8
« on: September 16, 2023, 12:32:55 am »
I think it's a combination between Dark Geoscape mod and the update of OXCE. It's not a save. It's simply clicking on new battle in the main menu. All mods disabled except Dark Geoscape in the new version will result in this. In 7.7 it looks fine. I checked the mod. It's the same version and the file has the same size and timestamp, so the mod should by all accounts and measures be identical. The only variable is the OXCE version.

EDIT: Sorry, yes you're right. I actually haven't turned off the x-com-files properly. If I turn that off, the first 7.7 screenshot looks bad too.

EDIT2: After some more debugging, I found the culprit: Resources/Pals/NEW_XCF_PALLET.pal (part of the X-COM-Files mod). Deleting that from the customPalettes resolves the issue.

10
Hello I downloaded OXCE 7.9.8 and the colors are wrong compared to OXCE 7.7.

Original in 7.7:



Off colors in 7.9.8:



Does anyone know how to fix this?

Thanks in advance!

11
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 01, 2023, 11:38:07 pm »
Not all research topics have associated items you can recover, some (most? I have no clue what the actual percentage is) can only be obtained via interrogation.

It says that the research requires the Anti-Matter Containment item, so that's why I'm asking where to find it. You can also get research by just getting lucky and interrogating an engineer, but I'd rather look for the item, that's more fun.

12
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 01, 2023, 07:59:17 pm »
Is it possible to update the mod in the middle of a save game or does every new minor version of the mod require a new save file?

Also there are certain items, where I have no clue where to find them such as the anti-matter containment. I know you can complete the research by just interrogating a bunch of engineers, but where is the fun in that. Is there a way to look up in which mission items like these occur?

13
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: January 12, 2023, 03:32:50 pm »
I love some of the more rare monster missions like Bloodmoon with the white werewolfs and the Spidernest. I think it would be cool to flesh out the monster arcs a bit more. I'd also love an alternate progression route through monsters rather than the cults.

14
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: January 08, 2023, 01:25:40 am »
This is a pretty stupid argument if you consider it on the complexity of iron man. The bio-exo suit on the manor is just garbage. If you see an assassin, then with a 90% probability you immediately get 3-4 throwing knives. If you miraculously survive, then the agent needs to be treated on the next turn, and often by two different people. Assassins are neutralized either by accidentally shooting a minigun, or they are put into a stupor in the doorway by a dog barking. With subsequent execution. Any other encounter with an assassin with a 95% probability is the death of an agent. It's ridiculous to assume that bio exo will really save you from meeting an assassin. On Iron Man, agents with health above 50 are a huge rarity until the discovery of delta radiation.

I found the best to deal with assassins are motion scanners. Since smokes aren't really necessary in Black Lotus missions, equipping every soldier with a motion scanner is quite usefull. But there will be turns where the soldiers are busy with other tasks and don't have TUs for motion scanners, so some will likely slip through until the situation is more or less stabilized. But I found that in the first couple of turns assassins are relatively rarely an issue.

15
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: January 04, 2023, 10:46:10 pm »
I've been thinking about the relative lack of "Files" in the mod, and about how more espionage or investigation style missions might be incorporated within the limits of the X-COM Engine. Here are some ideas I thought I'd share:

Just wanted to say, I love all your suggestions, really great ideas!

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