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Messages - Spess Mahren

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Brutal AI / Re: [SOURCEMOD] Brutal-AI 2.3.1
« on: January 16, 2023, 05:03:39 pm »
In regards to the lag issue I deleted my options files and the lag I was getting that was giving me visual choppiness on the geoscape and menu screens seems to be gone. Battlescape is fine and the geoscape seems just a little borderline but it could be something else, I will enable the fps counter later but my problem appears solved.

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Brutal AI / Re: [SOURCEMOD] Brutal-AI 2.3.1
« on: January 14, 2023, 05:26:54 am »
I am getting a poor frame rate with this mod on xcom files while normally I have no issues with anything openxcom and my desktop is the opposite of a toaster performance wise.

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The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 15, 2019, 05:40:24 am »
Congrats on making it to 1.0, I just wanted to ask two things. First the mod is balanced for experienced difficulty only correct? Second in regards to the default list of mini mods that openxcom comes with do I just leave everything off? Right now I'm just running the stat-string mini-mod because it doesn't effect game play at all.

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The X-Com Files / Re: The X-Com Files - 0.8.7 alpha: Into the Depths
« on: March 26, 2018, 10:08:25 pm »
I got the idea of needing to update the save from the thread in the x-piratez subforum dealing with upgrading saves.

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The X-Com Files / Re: The X-Com Files - 0.8.7 alpha: Into the Depths
« on: March 23, 2018, 04:46:25 pm »
I'm updating my save to 0.8.7 from 0.8.6 and I just wanted to double check what I need to do.
I added
- region: REGION_CARCHARODON_USO_HEAVY_CRUISER
  missions: ~
- region: REGION_LOBSTERMAN_USO_FLEET_CRUISER
  missions: ~
and I believe if I'm not mistaken that is all I need to do.           

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XPiratez / Re: A thread for little questions
« on: September 24, 2017, 11:32:37 pm »
How do people prioritize the first bounty hunting badge? Just wait it out or rush it even if you have to pour lots of cash into donations? At the moment I like rushing as many additional mission types as possible but I'm wondering if I will just be shooting myself in the foot by crowding out the bounty hunt missions.
Also when should I expect the DR. X base invasion? Have had a few games where I play the first few months before starting a new game for one reason or another and the DR. X plot line doesn't advance.

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XPiratez / Re: [MAIN] XPiratez - 0.99G5 - 23 Jul - Summer Storm Edition
« on: August 27, 2017, 10:24:57 pm »
I noticed xcom files finally was able change melee enemies behavior so they would disregard danger. Will the next Xpiratez release also have this? I remember it being a problem that moders couldn't address until someone addressed AI in OXCE+ I think.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 12, 2017, 03:54:56 am »
Was playing and in the tech tree viewer it seems the red dawn pioneer research is missing its research rewards. The red dawn pioneer and red ops also both appear twice when viewing the red dawn topic. One of the red ops entries also has a longer freebie list then the other.

9
Is there a way to tell when a group of soldiers finishes a round of training and how much they improved? I don't know when a soldier actually gets a stat increase from training and I don't know how long to keep them training or figure out how much they have benefited from the training.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 04, 2017, 11:11:42 am »
I just noticed while reading a LP of your mod that started with the version prior to your budget cut balance change and they started with 3 million income, just started another game with the current version and noticed I also have 3 million income at start. I remembered this when the LP'er manually cut his income by 2/3 to better emulate the current version.

11
I know x-com files more or less includes FMP, but I'm wondering if I should turn on improved heavy lasers/tanks or if the FMP portions of the mod already cover that. Also wanted to ask if you can do anything about melee enemies just loitering about on the battlescape turning the fights into zero risk missions because they always refuse to engage unless you put your dudes way to close to them at the end of your turn. There are exceptions of course, chupacabra's for example at least partially engage you forcing you to abort a few turns in or right at start if they come in sufficient numbers.
One more thing, how is shotgun to hit calculated? If it says 80% to hit with the reticle over the enemy in question, is that the chance for at least 1 pellet to hit or is it the chance for every pellet? Seems weird to have extremely high to hit chances or over 100% hit chance but most of the pellets still miss and I have noticed this a lot to the point where I think It isn't just subjectivity and bad luck on my part.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 01, 2017, 11:20:51 am »
Found a bug, I researched a live werewolf but got the live mongorn research result. Also looked in the files, it seems werecats suffer the same problem.

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XPiratez / Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« on: August 19, 2016, 11:33:18 pm »
So what happened to the employment mod?

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playing a new campaign and I completed cunning in roughly five days instead of roughly ten days with my two starting brainers as my first research, so I am wondering if research time is randomized or there is some other behind the curtains mechanic I am not aware of?(edit) Just noticed ufopaedia is finally back up and checked, research is randomized.

15
So does playing x piratez with sneaky AI on cause problems with game play like the TFTD damage formula? I have been using it to make the AI more difficult but just want to be sure I'm not degrading the quality of the mod by doing so.

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