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Messages - Alex_D

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The X-Com Files / Re: Advanced Intelligence Center
« on: December 06, 2019, 02:31:42 am »
if one was to exclude the other, then it would say "each base can have either one Intelligence Center or one Advanced Intelligence Center".

The X-Com Files / Re: Advanced Intelligence Center
« on: December 05, 2019, 09:18:34 pm »
I believe the IC and the AIC can co-exist in a base.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 02, 2019, 10:40:46 pm »
The log file from the crash is no longer available. Attached is the options file.

When I get home I can attempt to replicate the error, and if successful, I'll post again.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 02, 2019, 01:44:11 pm »
A bug that causes a CTD:

Sometimes when I mis-click and try to create a new base in the geoscape, but press the ESC key to cancel. Sometimes I get a CTD, sometimes I don't. Last time it happens was with OXCE v 6.2.

I'll try to post the relevant data next time it occurs.

The X-Com Files / Re: How to deal with Ninjas?
« on: November 23, 2019, 05:29:33 am »
The early game has no counter to it other than tactics and a methodical approach.

First, you only fight them during the day if possible. There is no reason to give them additional advantages.

Second, you use (and abuse) the smoke grenades so to "level the playing field" (the unit cannot see you either).

Third, bunch your people in an area of the map, where there are few or only one easy approach. You could lit the ground on fire so these units path their way toward your group the way you want.

Fourth and key, use scouts with motion scanners (or dogs) to step out a bit from the centre of the smoke. Once you detect a yellow arrow without a visible unit (press ALT after a scan), that's a Ninja Assassin. You can direct all of your firepower towards that location (picture Predator "Contact!" scene :) ).

Finally, you can speed up the research of the large HWP (aka tanks), Ninjas will attack them instead if they are closer.

Thank you!
(I owe you beer money)

Now with the mana/fatigue/readyness essentially implemented in many of the major mods, I found myself disembarking the crew of a vessel pretty much all the time.
I know of a shortcut X, and it works but on all the crafts in the base. This means if there is another craft that I don't want their crew to disembark, I have to put them manually back.

Could it be possible to implement a shortcut for disembarking the soldiers of only the craft?  Example: Shift+X.

If there is a shortcut for said action, please disregard this post (and please inform me of said combo) :)

The X-Com Files / Re: The X-Com Files - 1.0: Judgement Day
« on: November 03, 2019, 08:00:16 pm »
Congratulations for version 1.0!
Just downloaded v1.0 mid campaign. I was using OXCE 6.1.1 already. Loaded and saved the game save in geoscape. No need to replace mana: 0 as they were already with some value.
So the new sorting items for agents are readiness and missing readiness.

XPiratez / Re: A thread for little questions
« on: November 01, 2019, 04:58:30 pm »
Ahhh  :-\
In the case of apples, since they are an ingredient for the Rum medikit, maybe could it be an alternate (even expensive) way to acquire apples besides loot from a battle?

It's not necessary anyway as apples are very plentiful.
In my last campaign, I actually ran out of apples. I had a dedicated base doing pretty much the apple wine thing non-stop. Eventually I had to stop it so apples would be reserved for the rum only.

Something I like about Piratez is the economics. I am/was hoping on some farming industry would be implemented some day. Maybe some sort of plantations that would provide random productions of produce that otherwise would require good RNG luck of a mission. After all, I need all the ingredients for that reaper meat dish I've collecting after those in-game years.  :)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 31, 2019, 03:16:13 am »
Okay, I found and fixed the problem. Thanks for reporting it, I'm grateful.
No problem.
I found a missing string.
EDIT: The STR_GHOSTS (sorting menu) is also missing.
It's after the Asylum mission. I had recovered some ectoplasm from those surveys and built a ghost tank.

The X-Com Files / Re: Surfing mission gear list?
« on: October 30, 2019, 08:57:51 pm »
Why on earth would you do such mission during night? It stays at globus for many days...
Several reasons:
- To avoid reaction fire of pistols against crossbows.
- Sometimes the enemy units spawn too close to the beach house.
- They are not aliens, so the enemy units will always be hampered by darkness. It is not that they use incendiary rounds against the X-Com agents.
- Swimsuit and sunglasses at night look cool  :)

In fact, I usually delay the start so I do my vs Humans missions at night, and my vs Aliens missions at day.

The X-Com Files / Re: Surfing mission gear list?
« on: October 30, 2019, 02:36:33 pm »
Just make an ambush near the door in the backroom of initial house with dogs/guys-with-machetes, and it will be fine for the first turns.
After a few kills grab fallens' weapons and shoot for your pleasure  ;)

This. It also helps if the mission is done at night. However, although flashlights are usually an advantage, special care is needed in this mission with any flashlight left on the starting tile, as it may lit the whole room, and thus negating the dark cover. It's best to put them in the back room, toss them out of the house as soon as possible, or just bring electro-flares.

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 27, 2019, 03:48:05 pm »
Sorry, but this sounds like toilet flushing under high pressure. XD
That's why weapon sound effects in games and movies are rarely taken from real life... They don't sound "right".

Well, that sound is possibly due the very high cycling of the gun when firing in 3-round bursts, plus the echo and supersonic boom.

Sometimes life is stranger than fiction.  :)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2019, 03:44:22 pm »
This armour doesn't exist in the actual game. Either you're in Quick Battle or cheating.
No cheating. In an actual campaign. EDIT: I attach the game save for further check.

I didn't bother researching the X-Rats until I had the scientist to spare. And in the next mission I captured one.
But selecting that armor doesn't do anything. Nor MMB.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2019, 04:03:42 am »
I don't recall being reported before.

Rat armor string missing.

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