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Messages - Xolvix

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XPiratez / Re: Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: October 22, 2023, 09:36:36 am »
There are possible fixes in Bugs & Crashes thread.
Nice that you recognize Windows version by, well, windows xD

OK thanks, I've tried the option of removing MEGASCORPION_ARMOR from Piratez_Events.rul, we shall see if it works. I know this problem definitely didn't exist in 6.0.2 so I wonder what happened, but it's just skipping some research so no matter.

Also I guess I could be wrong about it being Windows 7 - I mean it could be Vista, they share mostly the same appearance. But that would be worse.  8)

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XPiratez / Re: Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: October 22, 2023, 06:10:22 am »
I encountered that bug as well, but I deleted the save and restarted before thinking to submit it. Clean installation as well.

Bit of a shame particularly since we've currently got screenshots of the error happening on a Windows 7 machine (FFS it's out of support, stop using it!) and a Windows 11 system, so with my Windows 10 install it would complete the trifecta. :)

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XPiratez / Re: Re: [MAIN] XPiratez - N4 17-Feb-2023 First Ending
« on: March 09, 2023, 04:26:38 am »
I think I need to add to a question asked before - what is the specific trigger now for Ninjas to build bases? I've dealt with them via helping the Lokk'Naars and got a research entry or two (ninja interception I think it was called, or something like that), but so far I haven't found any bases and the savegames don't seem to show any either.

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You're right, that does disappoint me.  :'(

I have a feeling most suggestions are discarded but hey, gotta try sometimes. No worries.

5
Sometimes it's obvious why a facility can't be dismantled - if a craft occupies a hanger, if all available lab/workshop space is being used, etc. But it's not unusual (especially in mods) for facilities to be given multiple duties like providing additional storage space, maybe holding a few prisoners for research, maybe even contributing a bit of workshop space. Sometimes I get confused as to why I can't dismantle a facility, and even if I end up going through all the stats carefully it's still not entirely obvious.

So if you try to dismantle a facility and get the "Facility in use" screen, it would be nice if there was a message (multiple if needed) for why it can't so the player can do something about it. I mean the game clearly knows - make it clear to the player.

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XPiratez / Re: [MAIN] XPiratez - N2 Apocalyptic Edition 22-Oct-2022
« on: October 23, 2022, 08:23:28 am »
I don't see it in the thread for it

According to https://github.com/MeridianOXC/OpenXcom/tree/oxce-plus 7.7.5 was committed about 9 days ago. The XPiratez package on moddb has this version already built for Windows so it's all good to go; anyone running anything else would need to build from source until official releases are put on the OXCE download thread.

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The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: May 19, 2022, 01:43:45 pm »
Is it just my imaginations or some enemies can now kneel?
It's a feature of OpenXCOM Extended. I'm not sure if mods need to have it enabled or not though.

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 29, 2022, 12:28:56 pm »
I gotta say, going back to playing this properly is both fun and tedious. I was enjoying the overpowered agents I had due to modding their characters. Now that I'm playing properly, they basically can't do much before being killed by a zombie because they can't aim for shit and their bullets bounce off the zombies, for whatever reason. It's still very early in the playthrough but I am close to my first promotion.

I think I just forgot what it means to have your characters for their lives. I got no shame in using saves; I'd never play this without them!

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 09:53:49 am »
I'm gonna do the right thing and just start again and try playing legit. I worry it's gonna be like XPiratez where I get up to a point and just lose interest, but if I just accept that it might take a very long time then it's OK.

The problem with X-Com Files/XPiratez is that they both have regular/semi-regular updates. There are ways to preserve save games even when updated, but I do like the updates and generally start new playthroughs after an update just to see what's new. No wonder I can't finish them. :D

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 08:02:27 am »
OK I guess I better get the basics under control first before trying a proper game. Thanks for the tips!

BTW, it's a guilty pleasure of mine in regular XCOM to try to learn all research if only because I want to get as close the research amount to 100% as possible. That's... proving rather difficult in X-Com Files/Xpiratez.

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 02:55:43 am »
Well obviously with original XCOM you'd stack multiple scientists on research, but there's just so damn much research in X-Com files (and XPiratez) that it seems counter productive especially when you're not always specifically aware of what's important and what's not, so I just research as much as I can simultaneously. I know you can middle-click for the tech tree to guide your research path, but there's only so much info that unless you've played the game enough times, you won't know specifically what's actually important and what's not.

The reason I avoid craft like the osprey/dragonfly is that their range is just too damn low. I'm a one-base guy (which at this point seems like a liability), I can't reach anything before I run out of fuel.

It's been said that a major issue of XCOM back in the day was that there was no real tutorial, you'd just learn how to play through trial and error. That's still the case, but the expectation that modern mods appear to have is that players have learnt everything by now. I haven't, but I'm a little bored of vanilla XCOM hence I mess around with these mods. :)

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 27, 2022, 04:45:05 am »
OK, savegame for the beginning of June attached. I suspect it's another situation which if I do what I think is OK, the UFOs are gonna be wreaking havoc regardless.

Yes it's horribly cheated (look at those funds!), but I'm mostly just powering through because I'm curious how the research progresses. I already know I'm not good enough to beat it legitimately, but maybe that'll come in time.

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 25, 2022, 09:29:32 am »
I did a little bit more experimentation as to why I had such issues with a large negative rating. Using the debug mode I powered on quickly until about April 1999. In this month I suddenly got a LOT of UFO activity, multiple UFO craft visibly flying around. Once this happened my rating started dropping extremely quickly. I doubt there would be any legitimate way of dealing with that much activity but it was clearly scaring everyone such that it destroyed the month.

I'm not sure what one is supposed to do in this case. Maybe by this point you're supposed to have a certain type of craft that can shoot them down, but nothing I had would even get to the appropriate range. Of course the UFOs are not always alien and are sometimes jets or other human craft, but still.

EDIT: Clearly I'm missing a game mechanic or I'm a terrible player. I'm blatantly cheating now but purely because it's impossible otherwise. I'm in May now and doing every single available mission perfectly (mostly via stunning all enemies via Ctrl-J) and yet my rating is severely in the negatives. I'm gonna assume the aliens are doing something major outside of my view but I don't have any idea where. This game is brutal. :)

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 23, 2022, 03:23:39 pm »
No need for debug mode, you can simply edit the save.
I haven't worked out a reliable method for doing so, since the rating is an attribute derived from several other values. People just say to enable debug mode, then Ctrl-D and Ctrl-6 to reset all your problems away.

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 23, 2022, 09:05:52 am »
OK, I have to ask if I'm playing this game wrong.

I'd gotten to August 1999 and had a negative score leading to a warning not to do it again the next month. But there were so many missions coming up, more than I had available craft. Frankly a lot of missions were getting kinda boring so I wanted to skip yet another strange life form, yet I was missing so many missions due to the frequency I felt I had to do as much as I could. I had too much research to do and it was taking so damn long that I wanted the game to just ease up for a bit!

So at the end of that month I did a little experiment and simply did research in September, no missions at all. I knew I was gonna fail but I felt like I wasn't going to avoid it even if I tried really hard, so I was curious...



Is this... expected? This seems way too negative even for not doing anything in a single month.

Anyway, now I gotta track now the procedure for enabling debug mod and resetting my score. :)

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