aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nonenone

Pages: [1]
1
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 21, 2024, 01:59:03 pm »
Version 1.1 is up.
Changelog:
- Temporary fix for an OXC (or OXCE) bug with second-stage mission deployements. Now rifts will work almost properly.
- Minor bugfixing;
- Minor prices balancing.

To Nonenone, Mathel, EleriumWind: it is all the same bug, and it is fixed with crutches and patchleather. :) Xcom spawn zone in rift missions will look ugly, but no ctd's.

Thanks

2
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 16, 2024, 08:47:32 pm »
Weird error. I cant end any battle due to error with something about spawning an unit after i kill the last enemy. The only thing i changed in save file is funding since i had problem with it

3
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: April 15, 2024, 05:12:59 pm »
I'd suggest increasing sell prices of invader stuff, at least. Also, I'd suggest making various special events (beast terror missions, graveyards, rifts, etc.) yield something you can sell for some money (currently the corpses aren't worth much at all), for example shai-huluds could be disassembled to produce expensive teeth or something. At the moment, these missions are money-wise worthless, yet take some time to complete (especially if you have village mazes, tough enemies, etc.; FWIW I also got glass spider once in antarctic and the mission was unsolvable: one of them was camouflaging on an inaccessible ice island, and I had to use debug mode to get rid of it)

I'm currently in January 2022 and total council funding is at 19M (I have the whole globe covered with 6 bases). There's still 3-4M surplus every month (with about 150 scientists). Yet I'm still only 19 % through the research tree. To make the game progression faster and reduce the grinding elements somewhat, I suppose you could also increase the council funding and how fast it grows. There could also be some items engineers could manufacture and you could sell, to make use of engineers and earn money, but I understand completely if you want to avoid that kind of economy (I have felt it's rather stupid myself).

Hmm? I wonder if these are phased properly. You are able to get X-contract likely much earlier than getting psions. It seems you get on the path leading to psionic powers through researching fire mage, rune mage, etc. I have postponed researching them to delay legionaires and more difficult enemies appearing.

But for what it's worth, X sniper rifles are at least very usable with humans. Others I haven't used that much (though rifle could be useful with spare clips).

BTW, I think the first alien base (hive) appeared in October 2021 or so. I don't think there's much chance of dealing with it yet, so I have had to leave it be and grow. Also, there have been some other enemies that seem to be non-defeatible for now (for example the UFOs with stalkers and the other beasts, the other ice thingies behind ice rift).

How for the love of god you have 19m from council? I barely scrap by selling most of the stuff since i cant keep more than 30 scientists in July of 2021 and i just got x weapons

4
The X-Com Files / Re: How often you lose everything you had on craft
« on: March 30, 2024, 03:11:16 am »
I use the alternative equipment option of OXCE, meaning the only stuff on my crafts is the stuff my agents use, and some extra grenades healing items and generic magazines (and some "rare problem solvers" like a couple RPGs and the Tazer Cannon). So I usually only lose those! But I haven't lost an entire craft since the HMMV days. I have no qualms about aborting, and leaving a panicking agent behind

EDIT: Alternate Craft Equipment Management. It's nice for roleplaying and specializing your agents too, but you will have to configure the crew and equipment in base before sending them on their mission, instead of last-minute.

Could you tell me how did you set their equipment before mission? I have no idea how to give them stuff before mission and i want to try your way

5
The X-Com Files / How often you lose everything you had on craft
« on: March 29, 2024, 01:33:24 am »
In the last 9 missions i got hit by rockets and explosives so often that i lost 4 times everything i had on my craft. That includes ancient katana and other unique stuff plus over 4 times 80+ of tritanium ammo and im getting a little mad about it since im out of it. How often you lose stuff on the craft due to explosions and how do you cope with it?

6
The X-Com Files / Position Marker use
« on: March 09, 2023, 01:19:14 am »
I tried to use them but they were right away destroyed by enemies so i was not able to see their use. If someone has experience with them could you describe what they are really used for and how to make them useful?

Pages: [1]