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Messages - kzwix

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XPiratez / Re: Help ! (several questions)
« on: June 30, 2022, 10:34:08 pm »
Aaah, so THAT was the reason why the key to turn the personal lights on/off didn't seem to work !
Good to know, thanks !

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XPiratez / Re: Help ! (several questions)
« on: June 30, 2022, 08:00:22 pm »
Ok, thanks for letting me know that expeditions, in addition to being extremely slow, can also be shot down by enemies. Good to know.

Well, now that I'm beginning to have some space for people at my base, I'll try and recruit more. Also, I have more questions:

9) Is there any difference between researching the "None of the above Captain", and not researching any of them ?  Apart from the time spent to research the tech, and the possible infamy coming with it ? [Edit: Found out myself. The crew deemed me lazy for not choosing... and it cost me 50 infamy.]

10) From what greattuna said, I guess that 6 brainers on the 3rd month isn't much. However, I fail to see how I could get much more money. I mean, I already sold a lot of things (except some materials which seem valuable), and I already heavily used save/load for some missions... So, did I miss something ?  I've read about the Chateau de la Mort, but this is another tech which looks a bit far away...

11) Is it normal to get a Chrysallis (and all these zombies) in a month-2 academy mission ?  I had to cheese that one (by putting people on the 4 squares of the elevator), and reload a good number of times, before I managed to down it... Melee was obviously a no-go, as the little bastard retaliates. Muskets and shotguns weren't really ideal

12) Nightvision and night missions. A lot of guides tend to instruct you to go into night vision mode, and turn off your personal lights. However, the orange monochrome look of the land (and the fact that it becomes colored, albeit very dark, if I press Scroll Lock) makes me think that we already start night missions in Night Vision mode. Also, I think our personal lights are off by default, but I could be mistaken ?

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XPiratez / Help ! (several questions)
« on: June 30, 2022, 03:16:07 pm »
Hello,

I'm a noob at this mod, despite having finished both XCom and TFTD.
I'm overwhelmed by the sheer number of techs and the lack of "obvious" direction in which to go to get something specific. Also, I cannot find good resources (such as wiki) to help in my predicament.

I've recently lost a game 4 or 5 months in, after two negative score. Because, mostly, I'm unable to shoot down traffic (even when its PEDESTRIAN traffic - I know it's merely a different sprite and different stats for a "UFO", but still, it's kinda annoying to be unable to assault a ground-moving hiking party without having to "shoot it down" first.)


So, I'd like to know:

1) How soon we're supposed to have interceptors up and running (my second try is on the second difficulty). The resources I've found mention things like air-bikes and the like, but even they seem to be quite far in the tech tree (from what the 'query' tool shows)

2) What the effects of the "Captain" choice are. I've seen that they all have one (or two) exclusive techs, except for "none of the above Captain", which has nothing. Is there any interest in choosing that one (except, maybe, as a handicap) ? What are Pride/Might/Vision/Faith linked to ?  Same question for Ax-Crazy/Lewd/Pig-Headed/Bookworm/Daydreamer/Troubleseeker.

3) How is score related to science ?  Are all techs worth the same ? Or are expensive (or rare) tech worth more ? I barely broke through with positive score on the second month (having 4 brainers then), and I fear a quick "game over" if it continues like this.

4) I've a lot of difficulty recruiting brainers (they're really expensive, and I lack booty to recruit more). In the second difficulty, during the 3rd month, I have 6. Is it supposed to be enough ? I tend to capture people faster than I can interrogate them (which means I had to ransom prisoners on my last two missions).

5) There are also captured enemies I cannot research (zombies, for instance). Do I have to unlock that first with other buildings/tech ?

6) How do Hunting expeditions work (the "ship") ?  Are they any different from, say, the "military" expedition ?  I used one for hard missions, on my last game, but they lock your gals for so long that you miss up on a lot of other opportunities (and expanding the base facilities isn't easy - I recently unlocked the right to create Crew Quarters, but in didn't in the last game, for instance, and the burrows aren't up to snuff)

7) In the last game, I was a "Jackass Captain", which had unlocked some exploration stuff. I could theoretically get crates of stuff, which my runts could disassemble... I never, ever, understood how I was supposed to send my expeditions to try and find such stuff. Did I need the specific 'craft' (an exploration team, or some thing) ? Or would any craft have worked ?  What should I have done ?

8 ) Sometimes, a stunned character has a "ZZZzzz" over it. Sometimes, it seems like a "Ghost" icon. What is the difference ? Is the "Ghost" icon indicating that he won't come up by itself ?

I'm pretty sure there are a lot of questions I should ask, but let's say these will be enough for now :)

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Programming / Re: Need help building OpenXcom (Windows 7 x64)
« on: October 13, 2013, 07:25:35 pm »
Nope, I was building all the libs one by one. I'll try with those dependencies, and let you know how it went. Thanks :)

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Programming / Need help building OpenXcom (Windows 7 x64)
« on: October 13, 2013, 02:31:17 pm »
Hi,

I've taken the OpenXcom sources, and I've taken the 64b versions of SDL and the other libs (they are said to be compatible even with 32b), but I didn't manage to build successfully the whole set.

In fact, I built SDL, but then, when I compiled the SDL-related libraries, they wouldn't link properly.


Can someone help me ?  I wonder if it has to do with compiling 64b versions, but I'm not that familiar with big projects, so I have difficulties understanding what is wrong.

Thanks in anticipation.

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