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Messages - ubai

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1
Open Feedback / Re: [Q] Riot Shield mod for Open XCOM Extended?
« on: October 06, 2020, 10:59:03 pm »
Thanks very much for the replies! Unfortunately, it doesn't look as if a hand held shield can add any armor to the unit holding it, though I don't know much about modding and I may be wrong. :/

2
Open Feedback / [Q] Riot Shield mod for Open XCOM Extended?
« on: October 06, 2020, 06:36:01 pm »
I was wondering if anyone knew of a mod that adds a Xenonauts style riot shield to Open XCOM.

Thanks in advance!
Matt

3
The X-Com Files / Re: First mission: panic?
« on: March 12, 2020, 03:40:11 pm »
Not sure, but it's their very first mission ever, so whatever the default readiness is. Also, I can't figure out how to check readiness. :P

4
The X-Com Files / Re: First mission: panic?
« on: March 12, 2020, 10:50:28 am »
No, I'm sure it's 10, I have been checking each turn.

5
The X-Com Files / Re: First mission: panic?
« on: March 11, 2020, 10:18:09 am »
It may be the morale mechanic in the mod, I am losing 10 morale every turn no matter what. Since my agents are brand new, it takes them longer to move so they panic before they have done anything other than move away from their car. Also, high bravery doesn't seem to affect morale loss in any way.

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The X-Com Files / First mission: panic?
« on: March 10, 2020, 06:04:34 pm »
I just started a new game and my two agents are panicking even though they have seen no enemies and have high bravery. What is happening?

Thanks,
Matt

7
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 12, 2018, 02:08:39 am »
The main thing I have noticed is that laser rifles and pistols are no longer transparent in the inventory UI, but you may know that already.

Thanks!
Matt

8
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 09, 2018, 02:57:57 pm »
Just wanted to say thanks for this mod, it is great fun! So far, I have to say that your mod has the best difficulty balance and is the only one I would consider for iron man mode.

9
The X-Com Files / Re: Tips for beginners?
« on: December 04, 2018, 05:41:40 pm »
Thanks for the tips! I discovered the middle click for techs by accident, it's been a big help. I was misled for a while by it though, on interrogations and autopsies I thought I had to have a biolab at first, which slowed me down quite a bit. Once I realized I could do autopsies and stuff without a biolab I did somewhat better.

So far I am doing OK on most missions except chupacabras and spider infestations. Chupacabras = instant abort, there is nothing fun about having your four person squad wiped out by super-fast, super-damaging uber-monsters. Honestly, I am not sure why they are showing up so early unless they are put there to deliberately wipe out your squad. I only have Kevlar vests and regular guns, so I have zero chance against them. That is the one mission I allow myself to reload because it's too ridiculous.

The first half of the spider mission is OK, but I literally can't carry enough ammo and stuff for the second part. Also the combination of color scheme and darkness in the caves make it almost impossible for me to see anything, especially since spiders are tough to spot in the first place. I usually do the first half of these missions then abort on the second half so my score isn't quite so awful.

Right now I am finding a combination of HKs, Magnums, Shotguns, and Tasers to be the most effective loadouts for my 4 person squads, along with medikits and heal sprays. I take every mission I can, but sometimes I can't reach a mission in the van before its timer expires and there is no way I am sending a two person team anywhere anymore. I really hope I get decent transport soon!

I have started interrogating gang members and raided a Cult of Dagon safe house. I am really looking forward to the various story arcs! :)

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The X-Com Files / Re: Tips for beginners?
« on: December 02, 2018, 04:38:56 am »
So far on this playthrough I have started with a base in Europe. I built my second base in the USA, and it has just come online. I have been using vans and timing my missions so I only fight in the day. I also just got kevlar vests, but I am not sure what to research next. I went with non-standard weapons for now. I will try to get biolabs next, thanks for the tip!

So far I have been using Berettas and pump shotguns so far, it seems to work well. The Glocks don't have any stopping power and the Colts seem a bit too slow.

The only mission I have aborted so far was the first one, because I saw seven chupacabras on the first turn of my very first first mission. Screw that!


11
The X-Com Files / Tips for beginners?
« on: December 01, 2018, 03:30:44 pm »
I have played a lot of XCOM, but the XCOM Files is different enough that I could use some tips to get started. So far it seems like there is no way to keep up with or even reach all the missions that pop up, and that hurts my score (and budget). It also seems like you start late in the month, so you lose points before you even get started. How do you all handle the long distance/slow speed of transport and the lack of agents?

I could also use some tips on map clearing, a lot of the maps are huge and my two (or even 4) agents take forever to finish missions, turning them into a tedious slog. Any suggestions on tactics for the early missions?

Finally, what should I research? I know logistics for the van and personal defense for the vests, but what else are good techs to help get going?


Thanks in advance for any help!
Matt

12
Troubleshooting / Re: Update linux nightly?
« on: January 30, 2016, 05:26:21 am »
Thanks again! I am new to this git thing, next time I will include the commit number.

-Matt

ps: worked like a charm this time, I am good to go. :)

13
Troubleshooting / Re: Update linux nightly?
« on: January 28, 2016, 05:08:50 am »
Hmm, it looked like it was going to work and then I got this:

Code: [Select]
Savegame/Base.cpp: In member function ‘void OpenXcom::Base::load(const YAML::Node&, OpenXcom::SavedGame*, bool, bool)’:
Savegame/Base.cpp:180:6: error: no match for ‘operator=’ (operand types are ‘std::map<std::basic_string<char>, int>::iterator {aka std::_Rb_tree_iterator<std::pair<const std::basic_string<char>, int> >}’ and ‘void’)
    i = _items->getContents()->erase(i);
      ^
Savegame/Base.cpp:180:6: note: candidate is:
In file included from /usr/include/c++/4.8/set:60:0,
                 from /usr/include/yaml-cpp/stlemitter.h:11,
                 from /usr/include/yaml-cpp/yaml.h:10,
                 from Savegame/Target.h:22,
                 from Savegame/Base.h:20,
                 from Savegame/Base.cpp:20:
/usr/include/c++/4.8/bits/stl_tree.h:157:12: note: std::_Rb_tree_iterator<std::pair<const std::basic_string<char>, int> >& std::_Rb_tree_iterator<std::pair<const std::basic_string<char>, int> >::operator=(const std::_Rb_tree_iterator<std::pair<const std::basic_string<char>, int> >&)
     struct _Rb_tree_iterator
            ^
/usr/include/c++/4.8/bits/stl_tree.h:157:12: note:   no known conversion for argument 1 from ‘void’ to ‘const std::_Rb_tree_iterator<std::pair<const std::basic_string<char>, int> >&’
make: *** [../obj/Base.o] Error 1

14
Troubleshooting / Re: Update linux nightly?
« on: January 28, 2016, 03:53:35 am »
Thanks so much! It says it is offline for maintenance but as soon as it is back up I'll give it a try.



15
Troubleshooting / Update linux nightly?
« on: January 27, 2016, 04:50:26 am »
Hello,

I'm trying to update my linux nightly build using these instructions:

Code: [Select]
cd ~/OpenXcom_dev/src
git pull
make -f Makefile.simple clean
make -f Makefile.simple

Unfortunately, when I do the "git pull" I get the following error:
Code: [Select]
error: Your local changes to the following files would be overwritten by merge:
bin/standard/xcom1/soldiers.rul
Please, commit your changes or stash them before you can merge.
Aborting

Does anyone know how I can fix this and continue with my update? Are these instructions correct?

Thanks!
Matt

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