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Messages - Marrik

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1
Why is it that any time one of my guardsmen crouches, a little stack of sandbags magically appears in front of them?

2
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: December 06, 2023, 05:53:33 pm »
Believe it or not, I've actually ONLY ever played this mod on SH. Is there an AI downgrade if I play on lower difficulties?

3
The X-Com Files / Kitsune 106
« on: August 21, 2023, 05:09:43 am »
Is there a way to get another one if it gets shot down?

4
The X-Com Files / Dogs can't bite enemies
« on: August 15, 2023, 02:08:04 am »
for some reason, I keep getting situations where dogs are adjacent to an enemy, but when they try to bite it says "There's no one there." any idea why that is?

5
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: August 12, 2023, 10:53:06 pm »
First, take down the cultists to avoid nasty surprises. Then scout forward with a few people who have at least heavy tactical suit (a vest with a shield if not available). That will draw poltergeists' shots so you can remember from which direction the shots came from. Rush to close combat range with the heavy tactical suit guys, or after spotting (for example with a motion scanner), throw grenades or dynamites from the back lines at the location (roughly two dynamites will stun or kill a poltergeist).

An alternative tactic is to (also) use a scout drone for spotting, and then try to withdraw behind the tactical suit people, but this way the drone almost always it ends up getting wrecked. So this is only viable if you were lucky enough Ao get so many alenium shards that you have enough AI units to spare when waiting for the AI restoration duration.

A second alternative is to also employ a few untrained disposable dogs (which are not even supposed to survive the mission; I suppose bats would be even better for this due to higher TU but I never bothered with them) which do the scouting (and dying) and if by some miracle they are not shot, they can sniff out the poltergeists.

In the early game, I'd skip Haunted Houses and just do Haunted Farms, which have far fewer enemies so the situation is more manageable.

With heavy casualties, and whatever energy weapons I was lucky enough to get from Osiron crates, and Taser Cannons for everyone else (and one or two snipers for killing the gun-wielding cultists)

6
The X-Com Files / Underwater weapons
« on: August 08, 2023, 08:44:13 am »
What sort of underwater weapons do you like? Also, why can't dynamite or high explosives work underwater? IRL there would be nothing preventing them from doing so, or even being used in space.

7
The X-Com Files / "Deep Ones Bring Gifts" missions
« on: July 25, 2023, 06:13:56 am »
Is this supposed to be an undercover mission? For some reason we are able to use a Hummvee for it, but we can only use the surf mission gear. This seems like kind of a contradiction.

Also on an unrelated note, when you reload the sawed-off shotguns it makes a pumping sound, even though it's a double-barreled sawed-off. It would make more sense if it had the same sound as the double barrel.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 07, 2023, 04:14:23 am »
When I'm installing 2.9, I keep getting error messages saying "can't read from source file or disk" for minigun and heavy plasma .wav sound files. Any idea what that'd about?

9
40k / Re: [ADDON] ROSIGMA
« on: April 12, 2023, 03:22:06 am »
Has Commissars executing panicking/friendly firing guardsmen been removed? It doesn't seem to function anymore.

10
The X-Com Files / The Martian pyramids of Trinidad
« on: March 15, 2023, 09:06:13 pm »
I just attacked a cult convoy landing site in Trinidad, and the map is the surface of Mars with pyramids

11
The X-Com Files / No spider queen on spider nest mission
« on: March 12, 2023, 06:22:38 am »
I just got the spider nest mission, but there was no queen on the map. I killed 46 regular spiders, and then the mission came to an end. I never saw a queen, nor was there a queen corpse.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 29, 2023, 04:14:28 am »
Quote from: Juku121
No clue what you're talking about wrt UFOpedia. The Pedia palette itself is unchanged.

It didn't used to be extremely garish vomit-yellow and extremely dark purple with light blue text that turns teal after being read for me.

Quote from: Juku121
Battlescape items and armours use a separate, third palette there, and that's unchanged as well.

Suits used to be black, and now in the new version they are light gray. If I middle-click on something it brings up the UFOpedi page. Deleting the new color palette fixed the paperdoll and battlescape color changes, but UFOpedia still looks like something from Cruelty Squad.

Quote from: Meridian
This was fixed in OXCE 7.8.7

This is probably a dumb question, but where exactly do I download 7.8.7? The most recent link I can find is for 7.8

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 28, 2023, 08:39:00 pm »
I just installed the new version, and there are now a massively reduced number of possible agent faces, there are now only 16 in total (none of which are new from the previous version).

Also, is there any way to change the palette back? The colors for UFOpedia look horrible IMO, almost intentionally so. It reminds me of that game Cruelty Squad. I kind of hate the new color palette in general really, everything is too bright on the paperdoll screen, and on the battle map, the suits barely look like suits. It was a lot better when they were black.

14
Troubleshooting / Typing names with accent marks
« on: January 14, 2023, 07:32:23 am »
How do you type accent marks in Xcom Files with a standard English keyboard?

15
40k / Re: Where is the .rul for the Space Marines?
« on: January 09, 2023, 06:55:16 pm »
is there a way to change this for enemy guardsmen as well?

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