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Messages - Alex_D

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XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 23, 2019, 12:22:57 am »
In my current campaign, I'm employing castaway gals and peasants exclusively. My Gals use Death Blossoms and Vibro-axes at this stage. Very little, except for the most heavily armored, can survive to this. And a HMG Car with PS ammo (or 60mm tank) to provide support. The later usually manned by a peasant.

XPiratez / Re: A thread for little questions
« on: May 05, 2019, 09:44:58 pm »
Dioxine, please do not let anyone or anything hurt you, or the PirateZ.
I am gaming since I was 10 and am now well over 40, which makes me a gamer with 30+ yrs of experience.

AND I tell you.

Nothing comes close to the X-Piratez so far. THIS RULES. THIS beats Fallouts and STALKERS, et cetera. No such graphics, yes, but this comes from 1994. As for playability, this is Number One. Such a beautiful plot, the research tree, things here, guns... What more do they want? Some are just jealous at anything beautiful. Who doesn't like this, pronto - there's more than 10k other video gamez out there.

+1 Here
(same opinion as my namesake fellow forum member)

XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 03, 2019, 08:04:03 pm »
Plan out your bases and fill required tiles with corridors as placeholders. When you play Ironman, it's assumed you know what you're doing anyway. ;)

The planning of an initial base is not a problem. The planning of facility upgrades is the problem. Say you want to consolidate four barracks into one large barracks (or storage). This is on the main base, usually converted to research and strike, and minor manufacturing. The other bases as purpose built, usually manufacturing dedicated, or storage dedicated.

XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 02, 2019, 07:19:54 am »
I decided to remove option to teleport buildings in Ironman because really, if you play Ironman, you're too good to be cheating.

Hmm. Would you consider it still cheating if in addition to the teleporting fees ($333K, IIRC), some time (say X days) would be added on each move?

The idea is any reno takes also time. The value of X can be a % of the total amount of time that said facility takes to build from scratch, or it could be a fixed amount of days (say 3 days). Currently X is zero, so you pay the fee, and instant move. I don't know if this option is coded or not.

XPiratez / Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« on: May 01, 2019, 12:11:13 pm »
Frist post in this thread: "- Teleporting facilities no longer works in Supermutant (Ironman) mode."
Ok, it didn't occur to me that moving facilities was called teleporting. This definitely has consequences in the game play.

XPiratez / Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« on: May 01, 2019, 07:13:10 am »
Is it just me but in the new version (J14), in ironman mode, moving facilities is now not allowed, whereas in the previous version it was?

XPiratez / Re: Bugs & Crash Reports
« on: April 30, 2019, 11:28:53 pm »
I get a CTD if I land to recover the crash of this enemy craft.

See attached screenshot and save.

log portion relevant to crash:
Code: [Select]
[30-04-2019_13-27-11] [INFO] OpenXcom started successfully!
[30-04-2019_13-27-11] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[30-04-2019_13-29-20] [FATAL] A fatal error has occurred: Segmentation fault.
[30-04-2019_13-29-20] [FATAL] 0x6371c0 OpenXcom::CrossPlatform::stackTrace(void*)
[30-04-2019_13-29-20] [FATAL] 0x638960 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[30-04-2019_13-29-20] [FATAL] 0x425ad0 signalLogger(int)
[30-04-2019_13-29-20] [FATAL] 0x7633d575 CreateProcessAsUserW
[30-04-2019_13-29-20] [FATAL] 0x77d45030 RtlKnownExceptionFilter
[30-04-2019_13-29-20] [FATAL] 0x77d0979f RtlInitializeExceptionChain
[30-04-2019_13-29-50] [FATAL] OpenXcom has crashed: Segmentation fault.

EDIT: 2.
If someone is trying to replicate the error, can you try to move any base facility ? It seems somehow CTRL+LMB doesn't work anymore for me. It works if I start a new game. Funds are not a problem.

XPiratez / Re: A thread for little questions
« on: April 28, 2019, 03:25:33 am »
Yes. There are other techs open, but since it restricts access to better player craft, progression down the interrogation branch(needed for eventually unlocking the final mission), one of the primary weapons dealer contacts, and other significant milestones, why delay?

Yes, perusing the tech tree showed me some critical techs needed to complete the final mission.
It has been a while since I played the mod. I was testing if I can delay the choosing between these two divergent research paths. I'll delay until I have no other tech to research. I'll choose "Males..", because the other tech option I sort of played it in the last campaign.

XPiratez / Re: A thread for little questions
« on: April 27, 2019, 07:08:29 am »
So choosing either "Gals are superior" and "We Need Male Touch" research techs is a must, else the game won't advance ?

OpenXcom Extended / Re: [Documentation] Working Title: Useful hotkeys
« on: April 24, 2019, 02:43:36 am »
new recent versions of OXCE added these keys:

+ SHIFT+LEFT Click, instant unload of weapon. Ammo dropped on the ground. If another ammo type is held on the other hand, this ammo swap places with the ammo in the gun.

OTHERS (not sure where do they apply):
+ Ctrl + M-click = Mind probe (in debug mode)
+ Ctrl+Alt+New Project to sort the research list by cost
+ Ctrl+Alt+Inventory to delete soldiers' equipment layouts
+ Changed slo-mo hotkey from F8 to Alt+F8

OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 22, 2019, 09:08:05 pm »

Is the option of always be able to transfer the loot after battle (versus only when there is no more room), still on the to-do-some-day list ?

New OXCE v5.4 is up.
 - Shift+click to swap loaded ammo
 - Shift+click for instant unload
I can unload the ammo directly to the ground if Shift+click. What the other option does?
It appears there are many more keyboard shortcuts than those found in the Options Menu.  Is there a page with all of the OXCE current controls available to the player ?

The X-Com Files / Re: Shogg arc design
« on: April 22, 2019, 11:52:18 am »
I believe the only two arcs required to complete a campaign are Dimension X and Atlantis. I finished a campaign just recently and I never had to face reptoids, the scorpion king, or any of the high tier mummies. Only the occasional shogg settlement battle.
I suppose any side-arc would be to provide something that benefits the player to achieve a larger advantage with regard to the big battle on Cydonia.

(I don't know the level of advancement of this feature in the mod, so I may be far out wrong) IMHO, rats as units, as it was said, rat domestication alas dog's might not be believable, unless there is some sort of additional work, like adding a chip for neural control of the rat. Add just enough carrying capacity to transport a pre-primed grenade or similar, sense or some other reaching power (akin to cats of Piratez), (near) immunity to panic, and the unit can be useful in battle. The chip can be implanted in the workshop into captured or bred rats. Breeding of a litter of baby rats may require two rats, whom arrive into the base with the kennel (cages) after a few days or so, to simulate maturity.

The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 21, 2019, 01:01:50 pm »
Does anyone have any tips for effective use of melee tactics?
I use melee when I have an enemy unit in a position where CQC would trigger preventing my agents from firing their gun or when the enemy can reaction-fire one-shot kill my agent. Else the agent is firing the gun.
I just completed a campaign a few days ago:
For what is worth, I found myself using the stun baton and the tritanium knife all the way but the end in Mars, at which point I only carried the knife as the backup melee weapon. It is 2x1 only, light, and uses little TUs per attack.
The QD slot is always with the knife, the electric club, or the flashlight, while the others with the vertical belt slots. The left shoulder is with a motion detector and a pre-primed smoke grenade. The horizontal belt with healing gel. The rest of the weapons changed over the campaign: Essentially, glocks as sidearms for most of the time, replaced by the smartpistol with alloy ammo when available. FN P-90 or CAWS as entry weapon, Arasaka 3000 for the fully trained soldiers. Support soldiers with the MG3 (I love the two bullet reaction fire). And everyone switched to Heavy Plasma once it is researched.
Are you waiting until you have strong protection like cyber armour, or are you using your rookies as expendable kamikazes? Maybe I just need to use more smoke grenades.
No, my agents are valuable, as I don't like negative scores if I can avoid it  :)
This campaign (Ironman) I didn't use dogs (I researched motion detectors early on) or hybrids (too weak). I didn't use AI units until a laser (hover) tank became available, then two of these plus 8 soldiers on the SkyMarshall as the typical squad, sorted by strength. My soldiers outfits were like kevlar/armored/tritanium vests, and when available all switched to the synthsuit (from dead mutons). Then flying suit all the way to Cydonia (Avenger with fully trained soldiers with Psi-Strength > 80). The Toxisuit and the juggernaut suit for the Dimension-X and underwater missions, respectively. The leather coat and later the bulletproof coat for the occasional undercover mission. I didn't share my techs so no power armor. Also I didn't built the cyber armor or any other armor except as noted above.
As per tactics, if my enemy is human, I fight at night and I strategically throw flashlights and/or electro-flares to create a ring of light around the dark area where my agents are. And I use the cover of darkness to ambush the enemy. The agents pick these light generating items as they move. My favorite was when the car was only available, was to drop a flashlight on one side of the car and run to the other side, and kneel. The cars block the light pretty well, forming a pretty good ambush area for unsuspecting cult gangsters. If I cannot avoid a day time battle, I use plenty of smoke grenades when in the open.

If the enemy is alien (or monsters for that matter), the night vision is usually against my agents, thus I chose to fight during the day. Smoke grenades are good for when running across open fields. But once the tanks are available they are good at "tanking" fire (or drawing reaction fire) for essentially all guns but heavy plasma and such. These aliens were priority targets for my tritanium grenades. If I cannot avoid a night battle in this case I throw flashlights around to lit the area.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 13, 2019, 11:39:25 am »
Another odd mission. I downed a mix-race terror ship.
I never saw Arthropods armed with Heavy Plasma, Reapers, Chtonites, etc. A odd combination.

OpenXcom Extended / Re: OXCE Future plans
« on: April 10, 2019, 04:29:49 am »
Probably biggest problem was automatic handling of free space. You have X^Y combinations to check. Last time I worked on this it did needed lot of testing to work correctly. And testing is not thing that programmers like doing :>

We the players are for testing :-)
What is the structure of the space management you planned?

On another topic: Recalling the last reading of the mind probe (and similar devices). Like it's done with the Motion Scanner, is there any combination of of keys that would allow the player to see again the last mind probe read? Currently I take a screenshot, but that's not an elegant solution.

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