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Messages - firsttefl1

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1
The X-Com Files / Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« on: April 30, 2018, 10:06:07 am »
Very bad, I thought you could influence the ranking through research. :(

And how exactly is the further game influenced by this 500-point drop in reputation? Do you get 500 points less of the monthly rating just once? Or is it a permanent damage to the monthly rating?
To put it simply - is disclosing alien alloy technology to the MAGMA corporation worth it in the long run?

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 10, 2017, 12:32:16 am »
A string for "Grease Gun" is missing.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 09, 2017, 11:07:16 pm »
(This issue might already have been mentioned, but still..)

I keep getting Red Dawn HQ missions after completing the research "Terminate the Red Dawn". Is it supposed to be so?
My version is 0.7.6. Below there is a save file with Red Dawn HQ.

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 04, 2017, 01:00:30 pm »
Can you check the last download? It includes some savefiles, and those seem to use some more external mods rather than just "vanilla" XCF.

5
The X-Com Files / Re: Healing for enemy units
« on: October 04, 2017, 12:55:17 pm »
Ok, I can see your point.

 Would a fire extinguisher be a good (and possible) idea? So many of those incendiary grenade accidents (and silacoid attacks).

6
The X-Com Files / Healing for enemy units
« on: October 04, 2017, 11:47:45 am »
A certain idea has been bothering me for quite a long time (though you might call it another case of XCOM masochism) - why can't enemy units heal themselves? After all, there is a Medic unit for most of alien races. And adding some healing spray to enemy's equipment should not be hard.
The question is whether it is a feasible idea in terms of in-game mechanics. Is it possible to make enemy units use healing spray or even medkits to help themselves or their fallen allies? For now, wounded enemy units mostly retreat to bleed somewhere to death.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 21, 2017, 10:44:37 am »
1) There is a string missing ("Small hybrid convoy" mission).
(It's v. 0.6.5 though - perhaps it is already fixed).

2) It's not a bug per se, but an issue:
I can research "Alien biology" and (later) living aliens only when I have a Biolab. A "regular" laboratory won't work if there isn't a Biolab at the base. (So, if I have a new base only with a Laboratory, I cannot conduct the "Alien biology" research even if the prerequisite - researching an alien corpse - is already done). Is it supposed to be like that?

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 19, 2017, 09:39:02 pm »
Another missing string - UAC Chaingun acquisition

9
The X-Com Files / Re: Small suggestions
« on: May 19, 2017, 08:11:24 pm »
Also it would be an interesting idea to have enemy medics heal and revive their comrades - and an interesting tactic of luring out more enemies.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 19, 2017, 12:26:25 pm »
1) There is a string missing from the Select Pilot window (see the screenshot attached)
2) Additionally I cannot assign pilots to my Ravens - should it be this way? Have I missed a certain research?

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 15, 2017, 10:09:14 am »
Am I supposed to get new Dagon High Temple missions after termination of Dagon Church? Or is it a bug?

12
The X-Com Files / Re: Small suggestions
« on: May 14, 2017, 10:23:24 pm »
A couple of ideas which came to my mind while playing "The X-Com Files"

1) Possibility of having your transport disabled by enemy fire (or your own unlucky shot) - when a certain block in any X-Com craft is destroyed, the transport is considered disabled and the strike team cannot just dust off at will - they have either to finish the fight or to perish. And their return will be VERY long after that (on foot :) )
(should be an option - it'll make the game a veritable hell).
2) enemies purposefully targeting walls of your transport - making everyone's (well, mine at least) tactic "Let's chill out in Skymarshall" harder to use. This one can be combined with the first suggestion.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 14, 2017, 10:09:15 pm »
Perhaps this has already been fixed, but still - there's a certain string missing (Cult of Apocalypse mission). I'm sorry - i cannot recreate it for now, so only a screenshot.

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 09, 2017, 04:18:02 pm »
A crash when trying to start a "Cult Activity" mission with a van. I've attached the screenshot and the savefile.
I am using the latest XCF 0.6.4 version.
And there is also a persistent message STR_FAILED_CQB_CHECK - but that has already been reported today.

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 15, 2017, 06:59:11 pm »
I'm not sure whether it has already been fixed as I was playing version 0.6.2.
There is a crash at the entrance of Catacombs - as the active soldier in the attached savefile (Alexia Garcia) steps down, the game crashes. Perhaps that is what was mentioned in the changelog of version 0.6.3. ("- Fixed Catacombs entrance.")

Update: switching to 0.6.3 does not remove the crash automatically. I'll attach another save made in v. 0.6.3 (11crash.sav).

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