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Messages - Mathel

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1
The X-Com Files / Re: The X-Com Files - 3.5: Whispers In The Dark
« on: November 20, 2024, 08:52:03 pm »
I don't repack it. I just drop the mods into the /mods folder. However, since it is a simple .zip archive, anything even slightly capable of packaging should work. Master Commander (what I use to browse files on my disk) takes 3 minutes to zip the main mod (XComFiles) up.

2
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: November 15, 2024, 04:09:00 pm »
I've had an idea about this.

A new set of gear labeled Police Gear.
It would be used in missions where the enemies are expected to be civilians, such as Crop Circles, Cattle Mutilation, and League Apprehension/Node.
It would include regular pistols, SMGs, shotguns, and rifles, believably human healing devices, and human-tech sources of Smoke and Chryssalid Gas.
For armor, any armor that can be directly bought in the early-mid game, plus Bulletproof Coat and Heavy Tactical Suit.

Reasoning is, that you are fighting civilians, so the excess force and explosives shouldn't be required. And should you somehow misplace some of your equipment, it should not be anything that points to extraterrestrials.

3
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: November 13, 2024, 10:42:18 pm »
No, you were supposed to arrest them! You are the police, for God's sake! XD
If we are the police, why are we not allowed to have SWAT level gear? These guys see us (in what is considered "infiltration gear") and start shooting at us. This implies that they would also start shooting at regular police.

A low-tech melee weapon could be excused, but the League on the League Node mission includes a bunch of guys with pistols (with a low chance of SMG and a very low chance of just Crowbar), and one guy with a hight chance of assault rifle and small chance of small shotgun.

Note that this also implies that the council would rather have us dead and the secrets revealed, than some crazies killed. Crazies that start shooting when they see a group of people in suits. Such as a bunch of wedding attendies.

4
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: November 02, 2024, 10:01:29 am »
I saw a Tomb Guardian pick up a Proximity Grenade and throw it back at my people. I was both surprised and impressed.

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 12, 2024, 11:51:51 am »
I am confused about LASER BEAM (craft weapon).

The Ufopaedia description says "This conventional laser cannon is powered by a specially developed Elerium-based battery"

Yet it doesn't require the Elerium Battery tech, it is purchased, rather than manufactured using Elerium, and it does not consume Elerium to reload.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 22, 2024, 02:19:18 pm »
I just had a Military anti-monster operation (against Zombies), for which the military did not show up.
On one hand, I am glad they did not detract from my score by dying horribly. On the other, it's strange that they weren't there.

Also, are Vampire Knights supposed to be able to panic?

7
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 10, 2024, 05:01:42 pm »
Would it be possible to give ground vehicles, both X-Com and Hostile, immunity to radar but not to sight?

What I mean is, they should be only detectable in the same way as bases, not by radar from halfway across the continent.

8
XPiratez / Re: [MAIN] XPiratez - N9.5 21-Aug-2024 Second Coming
« on: September 03, 2024, 04:07:01 pm »
I imagine the miniuguns donĀ“t get overwatch because of balance, or players would move step by step on missions with only them?
I thought it was a side effect of how they are programmed.

You reaction-fire with the weapon's Snap Shot. Weapons that do not have a Snap Shot mode can't reaction-fire.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 29, 2024, 08:23:26 pm »
"Strange Lifeform: Zombie" tend to have a higher enemy count than "Zombie Infestation" missions. At least on highest difficulty.
STR_ZOMBIE_INFESTATION_MEDIUM has up 24 hostiles at default difficulty.
Menwhile, STR_MONSTERS_HUNT_LOTS_{environment} can have up to 49 hostiles at default difficulty.
(According to ruleset reference, maximal numbers for default difficulty are minimal numbers for highest)

It just feels weird when a so called "infestation" has lower numbers than what I get called to without it being called an infestation.

10
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: August 26, 2024, 08:57:07 pm »
It's funny when civilians see huge monsters with big claws being shot by armored guys with futuristic weapons and go out of their houses to shake hands with the monsters.
Especially when the monsters are too big to go through doors, so the civilians were completely safe in said houses.

It is annoying, but strangely funny.

11
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: August 15, 2024, 05:40:15 pm »
I don't understand the problem at all. By clicking on the weapon slot you can easily check what goes there. Why would anything else be needed? Maybe if you have the Little Bird, but not a single heavy weapon, but how likely is that?

You can only check what goes there if you have it in your stores. When I did my no-Tech-Tree run, I happened on Little Bird first, before getting the Humvee. I bought it, discovered that I could put RPG on it, but it would require Anti-Tank rounds. I did not have those.
At that point, I did not have any machine guns or miniguns in my stores. After a while, I sold the the Little Bird, because it was clearly useless to me. Only later did I buy and use miniguns.

12
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: August 14, 2024, 05:03:41 pm »
Frankly, I don't know how to do it better... I would have to make an article and manually list all allowed weapons, regardless if the player even knows them. I'd rather leave it to the current description in Craft Equipment Types:
"Pintle-Mounted [PM]: infantry weapons mounted on a vehicle."

I was thinking a list of human tech. It would include only wepons that while possibly not researched would be known to exist.

But perhaps a better option is a list of weapon types. Now that I looked through the file, I see that it is Machine Guns (Both Light and Heavy), Miniguns, and Rocket Launchers. So just an explanation somewhere that this is what can be mounted on a pintle.

13
Released Mods / Re: The Disconnected Future. Working Version.
« on: August 11, 2024, 01:55:14 pm »
I've decided to try this. Reading the Ufopaedia, this is what I found so far.

New topic text and TWoTS Ufopaedia articles have bad colors.

Albatross' and Lysander's HWP capacity can't be read at 1920x1080 resolution, 4x scale.
Dolphin Electric's article says it has been in production for over 40 years since 1975. Since it is 2149 at the start of the game, it should say over 170 years.

Damage types 13 to 18 are unnamed

Grog Drink's effect should not be called "Healing" as it causes damage. "Stimulant" would be better.

Errant composite bracket "{" at the start of Combat Drugs Meds article.

Black Pill Meds refer to Mutant Gals. Is this related to XPiratez?

Vodka Drink's article refers to Kosmoportovaya Vodka

Many articles refer to some Madam. No idea who that is though.

Painkiller Meds have bad capitalization.

Cigar (and some other articles too) refers to Mutants. But there is no explanation as to who they are.

Cigarettes say the are named so because they can help achieve Nirvanna. But their name is not a reference to Buddhism.

Cocaine Meds also reference the Mutants.

Fun-Go Stimulant references the Mutants and the Reticulans.

Gold Bar looks like a bag of gold coins.

Silver Bar also looks like a bag of coins.

Brass Coins have the image of Alien Alloys. Probably not intended.

Machette article says it fires 9mm rounds.
So does Lead Pipe.

Civillian Hauler has the picture of a minitank. But the article says it is unarmed.

Crude Plastic Resin, Fertilizer, Raw Wood, Ephedra, Scopolamine, Barrel of Crude Oil, Gasoline and Wood should not look like Alien Alloys.

Jet Fuel article is empty.

First Mission:
STR_IMMORTALSTATUE has no good name and is invisible.
Crossbows and Bows keep saying "You take the point."

14
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: August 11, 2024, 11:57:20 am »
So the result of me trying this without access to the Tech Tree viewer is, that I lost on the end of February 1999. I failed to deal with the cults.

However, this was mostly due to playing poorly, not due to not having access to the Tech Tree. What stalled me the most was not realizing I had to dissect a monster to get Promotion I. But since it is stated in the goals for X-Com GIB, that is my fault, not the game's.
The second thing that stalled me was not knowing I needed to research all the cult networks in order to get the Military Envoy. But that was not as bad, since I still was trying to capture and interrogate new enemies anyway. I just would have put higher priority (risking soldiers more) on it, had I known it was blocking my way to Armored Vests.

In total, while I did not win, I'd say I had a fair chance, and the Tech Tree viewer is not mandatory.


One thing I think is not adequately explained is, what constitutes Pintle-Mounted guns. I did discover that RPG launcher with Anti-Tank ammo counts, but I did not have the Ammo, as all my launchers were captured with either standard ammo, or none.
So I request that when Angry Bird is unlocked, a list of human tech weapon and ammo combinations that can be loaded onto it is unlocked as well.

15
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: August 03, 2024, 09:06:40 pm »
So far, the veterans haven't been useful. Not enough monthly points.

What I just discovered is the difference caused by different positioning of landing crafte.

I tried to assault an Exalt forward base, but landed right next to the building and couldn't even leave the Dragonfly.
Then I attacked a Dagon forward base, and started at the opposite end of the map. I wiped most of their units with sniper and regular rifle fire, only losing one guy to a lucky Gillman shot, then went in and tased the Sorcerer.

Edit
So now I fought two fresh mansions. A CoD mansion and an Exalt mansion. The CoD mansion I crushed, only losing one soldier.

The Exalt I ended up barely losing, including craft, but still gained 300 points. I think it was the last Exalt non-surrendering guy that killed my last guy. Also, Sniper-Spotter mechanics are BS. My guy is out of their guy's vision because of darkness. He hits, moves, and is still killed in enemy turn when the opponent should not know the correct location.

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