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Messages - quikesan

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 18, 2024, 02:37:45 pm »
About armor, I think Flying Suit is absolutely superior, even kinda OP. It makes Power Suit ("parent" on tech tree) quickly absolete, because have not movement penalties but offers slightly better protection. Also Juggernauts can have limited usage in late game for commanders and psionics.

Cool, thanks, nice insight.

This thing is just sit down here for month or so. Is it broken?

Note that the craft type is "Keep". I think it is something like you have discover a base of the Hybrids. I think that if you do the mission, it is not a UFO, but a building (kind of like a Hybrid Base)

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 18, 2024, 01:59:49 pm »
Question about Armours:

I have notice that it seems the different armours (Flying Suit, Stormtrooper Armour) try to avoid the pattern "the later the better", I guess, in order to force tactical decisions (this guy will wear this armour for this role, and some other guy will wear another armour for some other role).

So my questions are:
- In your opinion, Is there a better armour that fits for all roles?
- If not, which armour would you use for which role?

Thanks in advance

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 13, 2024, 11:24:30 pm »
xcom_visual_upgrade_v6.5

PS: and top_gun_110 will give you trouble sooner or later too

I think you were right, I disabled xcom_visual_upgrade_v6.5 (and top gun), and now the Ironfist show correct.
Eventhought... I don't think the Ironfist is work using, right? ;D

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 13, 2024, 10:26:24 pm »
xcom_visual_upgrade_v6.5

PS: and top_gun_110 will give you trouble sooner or later too

Ok, thanks for the tip.
Do you think I can disable those mods and continue the playthrough?

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 13, 2024, 10:06:37 pm »
Just turn off other (conflicting) mods.

Ok. The problem is that if I turn off the other mods, I cannot continue my actual playthrough.

I am using these mods:
- final_mod_pack_34-bkno
- final_mod_pack_extended_11-4mzb
- xcom_visual_upgrade_v6.5
- commendations-3.2
- hqsounds_fmp_v1.0
- top_gun_110

Out of these, any know suspect?


Thanks in advance

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 13, 2024, 09:08:24 pm »
Ironfist ship broken on BattleScape?

Hi, I am using the Ironfist for the first time... and it seems broken, like if the level 0 and level 1 are mismatch. Because of this, the ramp cant be used.
Any way to fix this?


Thanks very much in advance.

P.S.: is there a way to search with in a post?

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 02, 2024, 11:50:54 pm »
Which alien are you hitting? For the generic McAlien, no, it's not normal.

Actually, from a brief glance the only enemy that's even vaguely likely have such a resistance to being tased is a Reaper.

Any Alien, even Sectoids. Several times I had 3 soldiers around the Sectoid, each soldier attacking 5 times with the stunt rod, and no stunning.


The report is too vague to tell for sure. It could be that the soldier is not even hitting the target. It might not be easy to tell if you are not a veteran player. In contrast to vanilla, there are a couple of factors which might make it more difficult to hit the target compared to vanilla. Melee accuracy affects stun rod accuracy, and melee dodging feature increases the chance of missing to some degree. I suppose it's more likely that the soldier is missing than the enemy unit is resisting the attacks.

I mean, contrasting to vanilla where almost any alien would go down with one hit. Maybe the toughest (like Mutons I guess) would go down with 2 or 3 hits.

I thought about the (new compared to vanilla) 'melee accuracy'. It my be that. How can I know if a melee attack actually hit the target?

If it is that my soldiers are not even hitting the alien, Does it mean that I should only equip with stun rods the ¿strongest? soldiers and the ones with most melee accuracy? is that it?
Any tips for stunning aliens in FMP?

Thanks very much in advance.

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 01, 2024, 02:43:04 am »
Hi, I have a question about the Stun Rod.
In my actual game, I need to hit an alien like 30 times to stun them. Is this normal?

I am using FMP and FMP addon.

9
OXCE Support / Re: Pilots in OXCE with FMP + FMP extended
« on: August 22, 2024, 06:47:59 pm »
Ah ok, thanks.

But then, when I start a game, with no mod, I cannot see the pilots. Does it need to be activated?


10
OXCE Support / Pilots in OXCE with FMP + FMP extended
« on: August 22, 2024, 05:36:43 pm »
Hello

I have started a OXCE 7.13 game with the mods FMP + FMP extended (+ xcom visual upgrade + commendations + hqsounds).
I read somewhere that pilots mechanic are already in OXCE by default, but I don't see them (I mean, the planes flight without pilot).

Then I though a mod was needed, so I added the Top Gun mod. Then the pilots mechanic appeared, but apparently only for vanilla planes.  The Raven, for example, doesn't have pilots. I asked in the Top Gun Mod, and they told me that the mod is intended to work with OXCE alone, without FMP.

Then, the question is: Is the Pilots mechanics in OXCE 7.13 by default?

Cheers and thanks in advance

11
Released Mods / Re: New Mod Portal!
« on: August 21, 2024, 02:45:17 pm »
I'm sorry if this is a silly question, but I have been search in the forum already and I could find the answer:

How do you actually use mod.io to install mods?
You are supposed to suscribe to the mods and they are automatically installed?
There is no previous configuration to use mod.io ?

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2016, 07:00:46 pm »
one more thing: apparently now Aliens DO pick up weapons :P

I was doing some "morale training": after disarming every sectoid in a battleship, just two remaining, a leader and an navigator. The leader is surrounded by my unarmed soldiers, panicking them, and the navigator is just waking around unarmed, so, me not paying him any attention. Few turns later, he goes in the the ship, comes back armed with a heavy plasma.... hell happen against my men lol.

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2016, 06:08:51 pm »
oh! by the way. I checked and I have found few tech trees around, but I don't know which one is the most updated. Could you point me out to the last one?
cheers!

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2016, 06:06:15 pm »
So, some weeks ago I though about that awesome game that Xcom is, and checking the web I found... openxcom! awesome!
And after some more research, I found, there are mods! OMG!

So I installed FMP, and these are some of my comments

Overhall great.

- The remade tech tree is cool. Makes the game longer and more logical. Apparently the weapons and equip is not "the next is always better". This forces to tactical decision. In vanilla was kind of easy to reach plasma cannons, and then everything is very easy. I am August and I still have no idea how plasma works. I need more alien engineers to confess I guess :P. The downsize is that the game maybe becomes TOO long, and the risk of becoming repetitive arises. Long and big tech tree is cool, but maybe shorter research times would be nice. I have 150 scientist and I always have the feeling that my research goes very slow, because I have tons of things to research (for example, my "interrogations queue" is huge, about 20 aliens waiting to be interrogated). But the problem of becoming too long and therefore repetitive is partially compensated with other stuff of the mod such as:

- Random alien ship room distribution. As far as I know, the alien ships have random doors and rooms distributions. Or a least several. I think this is the best contribution to avoid the game to become repetitive. I have had very funny (and stressing) tactical missions, thinking about how to storm the ship having no idea how it is inside.

- the introduction of more species, and the Hybrids and MiB. Although my only contact with Hybrids is Hybrids Castle (few of them). No contact with MiB yet.

- to avoid repetitiveness, I think it would be cool to have short of missions (like in UFO2012). The hybrid Castle is the best (as far as my game is, the only) example of this.


possible bugs I have found:

- when in a corner of a ship, if an alien is diagonal from you, you can see him, shoot him (with out pressing "ctrl" to "shot blind") but the shot always misses hitting the corner against you, even if the alien is right next to you.

- once happened to me: an alien ship appears. I intercept it. By the picture it is an abductor. Crashes down. I send the Skyranger... but then the mission is a Hybrid Fortress ¿? I can provide with a savegame if needed.



I will post more comments along my game. I am enjoying it a lot :)
cheers!

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2016, 05:35:14 pm »
So Leaders and Commanders do not hold any special knowledge that is chosen randomly. They do give you some special knowledge, but it's automatic once you research one of these and is not random. In other words, there's no need to "save" them for anything.

Thanks for the info. So, then it means that leaders and commanders are just needed specifically for psi stuff (sectoid leader/commander) and Cydonia or Burst, right? (since all other stuff you can get from engineers, navigators and medics)

What did happen to me, is that I researched a sectoid Leader, expecting go push the research towards psi stuff (lab, amp, etc), and I got... alien food, or something like that. And the worst is that I obviously had tons of alien food (and other stuff like surgery and other things, that in vanilla were useless but now they aren't apparently :P). So, I have changed now my "research politic", to research stuff first, and then interrogations, to avoid "wasting" an alien interrogation in getting something I can research from the thing itself.

I'm not sure, but it also happend to me that I interrogate an alien (I thought it was a leader) and it gave me nothing. I don't know if it a bug. Maybe was a navigator and I had all that navigators give... don't know. I don't know if, when you have gotten all that a certain interrogation gives you (let say, navigators), you can still research a navigator to get nothing.

Any how, great mod, great work.
if it's ok, I will post my comments and experiences in the next post :)

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