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Messages - Scamps

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1
Work In Progress / Re: [WIP]X-Mars
« on: October 02, 2024, 01:36:37 pm »
Looks extremely nice! And first couple of missions are not Nord difficulty, which is pleasant  :)

A little crash: you are not supposed to shoot down retaliation UFOs :)
A fatal error has occurred: Alien Deployment STR_PIRATES_AVENGER_RETA not found

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 10, 2024, 10:09:01 am »
Shogg Village, item pile is sometimes outside exit tiles.
(Not that I intend to retreat...)

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 07, 2024, 01:36:40 am »
Vampire castle. Dude in an inaccessable area. (unless intended  :'( )

4
The X-Com Files / Re: Agricultural Flamer and Flamer
« on: July 15, 2024, 12:30:40 am »
Low TU aimed flamer sounds unrealistic. Waypoints for auto, maybe?

5
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 01, 2024, 10:22:22 am »
A bit of random feedback:
1. OpenXcom has crashed: FileRecord::at(ROUTES/SOL_SILO20.RMP): requested file not found.
2. Impassable fence gate, see screenshot.
3. Muton chieftain research can be granted by medic, unlocks endgame. Chieftain should probably grant a free prerequisite tech.

6
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 14, 2024, 11:53:21 pm »
Hi, blackwolf!
If you are not aware, xops armor has usable shoulder slots, but not outlined by boxes. Is it intentional? Other armors might have similar issues.
Also, Kamchatka is gone, and Pacific ocean in general has several 'stitches', visible if you use higher resolution and rotate the globe. Probably you combined different globes?
Both issues are minor. Thank you for your work!

7
XPiratez / Re: A thread for little questions
« on: February 14, 2024, 04:33:26 pm »
Melee evasion is checked once per burst, not once per bullet. So while you may be unlucky, you are not too unlucky.

8
40k / Re: Terror mission confusion
« on: February 07, 2024, 04:52:52 am »
- Colors on minimap
- Enemies can be cycled through numdered boxes on the right side, unlike friendlies
- Middle click suspect, look for "traitor" or such in their name
- Different sprite colors? Lol, git gud!  :)

9
XPiratez / Re: A thread for little questions
« on: February 04, 2024, 11:02:30 pm »
I don't personally like find-the-last-enemy missions, especially caves and mansions. Yeah, scanners help somewhat, still not very fun though.

But if you are asking for fun, try landmines?

10
OXCE Suggestions DONE / Re: [Suggestion] Longer search strings with 'Q'
« on: February 04, 2024, 06:24:25 pm »
Why not "cate sec", for example? I am way too lazy to type 10+ characters, so never encountered the limit  :)

11
Released Mods / Re: X-Chronicles Release, v.0.99.16
« on: December 19, 2023, 02:22:52 pm »
Been continuing my playhrough. Will post general observations another time, now some map issues.

1. Floating little trees. Should probably be 1 level lower?
2. No floor behind the door. Seems to be unintended.
3. Stone floor in Archmage tower is flammable?! Was initially ignited by HE autoguns, then fire spread. Can't extinguish with either extinguishers or wands (worked on stairs, but not on floor).

12
The X-Com Files / Re: Playthroughs of some XCF missions vs BAI 7.10.2
« on: December 08, 2023, 01:11:52 am »
Interesting. So BAI doesn't throw flares back, yet...

13
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.11.0
« on: December 01, 2023, 11:18:04 am »
Do more intelligent units still know exact enemy location for several turns? I played a couple months old version, and I believe it is the case. I guess it was done to make OXCE AI smarter, but is it still necessary with Brutal-AI? New AI is sometimes efficient to the point of being unrealistic. (Now that will probably interfere with above explosives suggestion...)

14
Released Mods / Re: X-Chronicles Release, v.0.99.16
« on: December 01, 2023, 11:00:18 am »
A question about a certain "commendation"
Spoiler:
I have "After the Limb" on all soldiers except ones recruited in later versions of the mod. Even on soldiers that never saw battle. Looking at translation files, is it supposed to be granted after a certain mission?
If it is a bug, I will remove it by editing savefle. Should help with nest morale problem somewhat )

15
Released Mods / Re: X-Chronicles Release, v.0.99.16
« on: November 30, 2023, 04:56:03 pm »
I continued my playthrough, which began on older version of the mod (paused on 99.10 or about that).

What is the expected order to unlock major roadblocks? Mine was strong artifact (from rift) -> psi initiation (from grinding small Legion ships, mediums are above my ability). I have yet to get runes. If wizards are guys that pair with barons, then I only ever saw one a while back. Capturing him proved troublesome, and I just killed him. Don't remember encountering a runemage either.

In recent versions it seems that less ships enemy spawn (less grind, hooray!). Also crew seem more random, I got to see medieval guys a couple times again (without mages though), and somewhat less legion ships.

Now I got my first nest, and it doesn't seem plausble to clear it with terrestrial tech. Will try with my limited stash of wands. But the biggest problem seems to be the high morale hit, there are 4-5 turns before everyone starts panicking. Otherwise I could try grinding. (Yes, there are a couple unresearched amulets, which could possibly help with morale given their names, but still no way to replicate them). What is expected tech level to clear nests?

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