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Messages - The13thRonin

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The X-Com Files / Re: How Finished is This?
« on: January 20, 2017, 09:29:21 am »
How many 'arcs' are finished? Is the game 50% complete? 75%? 99%?

Is there more content before the FMP stuff kicks in than there is in FMP?

2
The X-Com Files / Re: How Finished is This?
« on: January 19, 2017, 06:07:10 pm »
This exactly. Though the buffs for aliens aren't too bad, I just had to do this because they were puny compared to your monstrous X-Com agents.

And yes, it's perfectly playable and finishable, you just won't be able to complete some subplots.

How extensive is the tech tree? I like games with really extensive tech trees.

3
The X-Com Files / Re: The X-Com Files - 0.5.3 alpha: Boom, Headshot!
« on: January 19, 2017, 06:05:22 pm »
What am I supposed to do about it?

I didn't say you had to do anything about it? I was explaining my fix in-case someone with the same problem reads this.

Also the problem is specific to your X-Com Files .exe I've tried the Final Mod Pack for example and it plays nicely with AVAST.

4
The X-Com Files / Re: The X-Com Files - 0.5.3 alpha: Boom, Headshot!
« on: January 19, 2017, 04:46:57 pm »
My game won't fire up? I click the .exe and AVAST starts scanning it. Then it finishes... The black window with the run information disappears and nothing opens. Any further attempts to open it fail.

EDIT: It's AVAST... Nuking AVAST for ~10 minutes allows me to open the mod... Weird... Oh well... Hopefully we can help someone with a similar problem one day.

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The X-Com Files / How Finished is This?
« on: January 19, 2017, 04:37:00 pm »
How finished is this?

6
XPiratez / Re: Self-imposed restrictions
« on: January 18, 2017, 04:49:05 pm »
My answer to big teams is to complement them with dedicated support gals - with mortars, sniper rifles, medkits, etc. They won't be participating too much in a combat (often completely sitting it out on smaller missions), but occasionally they become very crucial and useful. So you'd have ~10 front-line gals to command and 3-4 support gals that will be mostly just moving around in the back.

This also helps to train them, as least experienced people will fight on front-lines to get most XP while veteran gals will stay back as specialists.

PS: But even back in days when we started with Bonaventura, I don't think I ever used more than 14 gals in a team.

How do you get so many? I can't use more than 6 because that's all that fits in the craft?

7
XPiratez / Re: How to survive your first pogrom?
« on: January 18, 2017, 04:40:12 pm »
For early game pogroms, here are my two tips:

* Kill enemies as quickly as you can (don't try to save ammo or take them alive unless you're really confident).
* Use civilians as cannon fodder. (If the enemy can shoot at something, they generally will do so. This allows you to use relatively small amount of cover very close to the enemy and still be in relative safety. They aren't going to walk around to corner to shoot you if there is something else to shoot already.)

How does cover work? I kneel people behind bins and bushes but they still get hit.

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XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 17, 2017, 06:15:59 pm »
What's the SKILL modifier on a weapon do?

Like if I'm using a Ball Bat with one of my hands she has 95/3+50 'skill'.

What does that translate to in accuracy?

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 15, 2017, 01:11:52 pm »
Hi,

I am trying to install this mod.

When I go into Advanced Options for Geoscape there is no option for enabling 'destroy/spend item upon research' or anything that looks like it may do this. The install page for the mod says that this should be enabled. What do I do?

I am using the latest nightly of OpenXcom.

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