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Messages - Dreamsicle

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XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: June 07, 2019, 02:22:28 am »
I mean, the model is about the same size as all the other pilotable vehicles. Definitely bigger than the hovertank, which a human has no trouble squeezing into.

The hovertanks I researched can't fit humans.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2017, 07:35:02 am »
Noticed that the X Com Origins UFOPedia states that GiB was founded in 1997 even though the new date is December 1996.

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One of the main reasons for CQB code was PRECISELY to stop hammers and chainsaws from auto-hitting. They're the only thing in the new balance I'm considering to be working properly already.

I don't like the idea of magical drones, but I feel that late game weapons already allow to mop up real fast... I can always add some more, ofc.

Fair enough, though at least in my experience I've had to drop them from use as I feel the TU and weight cost were too much for me to use them now and I could get more reliable hits from sabers, cutlasses and other melee weapons.

4
Makes sense to me. First thing you're gonna do in a fight is try to push someone's gun out of the way if you manage to get that close. "Melee failure = guarantee burst of gunfire to the face" is a big and common flaw of turn based shooters.

Sure, but it's really annoying when hammers and chainsaws miss because of this. And I'm putting it really nicely.

If there's no general nerf with CQB, is there at least a way to make ranged melee like hammers and saws to be exempt from that?


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XPiratez / Re: Out of stuff to research
« on: March 11, 2017, 10:18:12 pm »
I'm pretty sure there is a soft time limit: at some point in the game, crackdowns just start happening.  At least that's what I've heard, I don't get that far.  :)

Yeah I asked about it earlier,
Spoiler:
they start beginning of year 3 (2603).


6
On my compiled Arch exe, I wasn't able to duplicate the explosion on the turn 1 save (not sure where to shoot at) but shooting the corpse on the turn 2 save does trigger the explosion. I compiled the code last night. Should I attach my exe, zip the code I compiled with, or both?

EDIT: On the turn 1 save, shooting the stones the agent is facing does not trigger the explosion on the first turn, but shooting it next turn does trigger an explosion

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 27, 2016, 06:38:38 pm »
I'm on 0.5.1b and after recruiting the military envoy, I found I was able to research the Dragonfly. Is this supposed to happen instead of occurring at promotion 2?

If it is supposed to happen,
Spoiler:
should the Dragonfly cost more in terms of points vs the Skyraider? I reduced the Dragonfly cost to 100 as it felt weird to have the Dragonfly take longer than the Skyraider. The ruleset for research are

  - name: STR_DRAGONFLY
    cost: 300
    points: 10
    dependencies:
      - STR_MILESTONE_1_SUMMARY
      - STR_MILITARY_ENVOY_CONTACT
    listOrder: 738

- name: STR_SKYRAIDER
    cost: 200
    points: 10
    dependencies:
      - STR_MILESTONE_2_SUMMARY
      - STR_DRAGONFLY
      - STR_ALIEN_POWER_SYSTEMS
    listOrder: 740


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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 22, 2016, 04:15:02 am »
The option is removed from the nightly/oxce+ 3.5, it's set on a per-item basis in the ruleset. No need to worry about it anymore! Good idea to let Solarius Scorch know that it should be removed from the readme though.

Ah it's per item, I thought it would be set globally in the vars ruleset.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 22, 2016, 03:51:56 am »
Wasn't sure if I should have put this in the main thread, but in the readme it talks about enable the spend researched items which does not exist in the 3.5 version unless it's in a ruleset. Based on other posts I could find it was enabled for FMP, but I just wanted to confirm it was the same in XCF. Also asking as I couldn't find it in vars_XCOMFILES.rul

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XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 17, 2016, 07:53:32 pm »
Cross Posting here:

I've created a new reference table for the online bootypedia that shows which vessels can go to which environment:

https://www.ufopaedia.org/index.php/Vessels_(Piratez)#Vessel_Environment_Matrix



(There are a couple other environments in the ruleset (Acid Rain and Nasdac) that don't have vessel restriction so these are not listed.)

Hmm, surprised the Conqueror can't do space missions even though it can go to Cydonia.

I also finally started a game after deciding to stop waiting for new versions to show up. I like it a lot so far! Only specific feedback I can give is that Ratmen villages feel like death traps. I'm lucky I only had 2 deaths but everyone on that op was wounded for over 20 days. I'm not going to suggest changing anything, I'll just try to change tactics and loadouts.

BTW, is there an equivalent of August 1999 where if your not at a certain tech base, you're screwed? I realize the pace isn't as strenous as vanilla OXC, but hearing about Automatic Crackdowns at Year 2 does worry me.

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: December 04, 2016, 04:20:48 am »
Hmm, from my perspective I just feel that many of the USH in XCF feels too "mundane" to be a collectible. If it was stuff like High Frequency Blades, Swordchucks (if you're open to it Solarius) WA2000s, G11s or even an AN-94, I would agree with that sentiment, but AK-47's and axes feel too ho-hum especially in the XCF setting. Of course the cults were armed with that, other players might feel it unrealistic that they get access to such weaponry.

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 29, 2016, 09:35:50 pm »
Don't some cults have alien pets? And there's wild reapers too. You don't need an alien containment for those so you definitely can get interceptors before the invasion.

In my game, by December 1998 (so technically before the invasion, even though ethereals already roam the earth), I already was working on interceptors.

I thought wild reapers are a bug? I remember seeing that as such in the bugs thread. Additionally based on the research ruleset
Spoiler:
Reapers don't unlock Alien Biology

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 26, 2016, 08:10:01 pm »
So I was able to beat the Red Dawn HQ mission by using lots of smoke grenades. I still had 4 die, but I finally finished it. Got some additional questions and feedback

1. How do I effectively take out Swarmids? Grenades work but I want to limit explosive use when in monster terror missions.

2. I'm not getting Church of Dagon Base attacks in my game which means I can't go for the HQ. I already researched Eldritch Language and I can't research any captured Dagon members. I'm only getting Cult Outpost or Activity from them. The actual invasion has started though and I think that might be why. I also took out the other 3 cults.

3. Speaking of I realized by February that my "role-playing" style by only operating agents from one base and only having at most 20 at any given time, until Promotion III was a bad idea as it took a while to get any landed UFO's for Alien Containment as many of the ones I could detect were out of Dragonfly range. It's mid-march and I was finally able to get a floater. Not a complaint or anything, just commenting on how badly I hampered myself.  :P Out of curiosity, how would you justify multiple bases of operation before military access in a narrative sense?

4. This might be because I put down Red Dawn before making the contact, but I am not able to buy any ammo for the light cannon even though I contacted the M.A.G.M.A Corp. Is my hypothesis right  or did something else happen?

I feel bad for not leaving a compliment but it's really hard to state all of my possible ones  :P so I'll say that I really loved the HQ tilesets and layouts along with the cult weapon variety.

Also regarding the "junk" research I like Arthanor's third option with regards to that. Keep up the good work! Can't wait to see what the next revision has in store.

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 20, 2016, 06:59:18 pm »
So I've got the Red Dawn HQ mission and I've having lot's of trouble doing it in a Dragonfly. Do I need to do this mission to advance to Phase 3 and presumably a Skyranger? If the answer is no, does the mission come back if it disappears?

Great mod overall though. I really like how it progresses.

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