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Messages - Phoenix7786

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Troubleshooting / Nevermind Fixed it
« on: September 02, 2017, 10:21:58 pm »
Heya all. I haven't played this game in almost a year and after showing it to a coworker I decided to fire it back up. I transferred my current run files from my laptop to my cloud and then from my cloud to my main PC, overwriting the files on the PC. However my OpenXcom refuses to register the save files are there. What has gone wrong?

EDIT: Simply solution; laptop was running a more updated version of the nightly than my main PC was.

Most of the guys who run LP's (Let's Play videos) name their soldiers in such a way as to easily distinguish roles.

Offtopic / Re: Recommendations starting out with OpenXcom?
« on: March 06, 2016, 10:17:05 pm »
Awesome!! Thanks for the input Phoenix.

I like the UFO Extender accuracy idea. Auto shot was OP at times and aimed shot was too expensive for the random results. I see this with the TFTD damage model sets up a more predictable tactics in the battlescape.

1. Force aircraft launch sounds cool. What happens when a craft is rearming?

2. Instant grenades sounds handy for turn 1. Although prepriming grenades sounds riskier. If a soldier dies and drops a primed grenade does it go off instantly with that option enabled? Also if a soldier cooks a grenade for X number of turns does it still go off at the end of the turn?

It's my understanding that UFO Extender is meant to counter kneeling Snapshots on powerful soldiers, since they tend to have uncanny accuracy for a shot from the hip.

Force aircraft launch forces the craft to launch in its current state. If it happens to be in the middle of re-arming, it'll have whatever numbers of rounds they've managed to load in, which also means the possibility of launching a craft that's still out of ammo. THAT was an awkward interception for sure...

When grenades are primed, they won't actually go off 'til they leave your hand. So a cooked grenade won't go off. However, a dropped (as opposed to thrown) grenade (either dropped through the inventory screen or dropped upon death) will go off at the end of your turn and before the aliens' turn.

Also OXC allows you to preset your soldiers' inventories and starting positions within the craft. In your Skyranger (colloquially known as the Flying Coffin) screen, the order of the soldiers is the order they'll be relative to the ramp. One other neat thing to know is you can pre-prime grenades in your inventory screen ahead of time, so you don't have to waste precious TU's on turn 1. Right-clicking will un-pre-prime the grenade.

I forgot to mention 2 other in-game mods that you might like: 1. Aliens pick up weapons after panicking. Aliens typically drop weapons if they panic and wander around. They will never pick them back up. Often, this can result in you going all Julius Caesar on them will gun melee since they're defenseless. If you like, you can enable this option for a challenge.

2. Aliens suffer fatal wounds. When damaged, you might suffer a fatal wound. A fatal wound is pretty much a DoT (Damage-over-time) effect, slowly siphoning off your health unless a Medkit treats it. Aliens are exempt from this unless you toggle the option on. Some say this is more realistic and fair, while others dislike it since it can make capturing live targets harder. Again, choice is yours on these.

Offtopic / Re: Introduce yourself
« on: March 06, 2016, 07:30:16 am »
Welcome to OXC, Chummers :D We're happy to have you here!

Offtopic / Re: Recommendations starting out with OpenXcom?
« on: March 06, 2016, 07:18:57 am »
Welcone to OXC, Chummer :D Personally mod-wise, I recommend the shotgun, sniper rifle, and Retaliator Interceptor mod. As far as in-game mods go, I personally run with explosive radius set to 2 (to mimic a three-dimensional explosive). I force Psionics to require Line-of-Sight, so as to not to make it OP as Hell in Vanilla. I toggle on force aircraft launch just in case you need a craft to depart sooner than expected. I turn on Psi-capture, which means mind-controlling the last enemy automatically results in its capture. Speaking of capture, I re-enable the missing gun melee in case the opportunity presents itself. I customize the layout of the starting base, so you can plan your defensive positions ahead of time.

UFO Extender accuracy is going to be a love-it-or-hate-it thing. It causes dramatic accuracy drops at long distances, to make aimed shot more useful. I personally prefer instant-grenades, however there are some who feel it makes the game too easy. You can always resort to using but not abusing it. I personally prefer TFTD's damage-scale of 50%-150% damage, instead of the casino-like 0%-200% Vanilla has. There are certain enemies that will be much harder as a result but armour is likely to make a bigger difference. That being said, the best armour in the game can still get you killed in 1 shot; it's just not as likely now.

I allow Psionics to raise with in-battle experience, similar to how your other stats work. Psi-labs still give the best bang for your buck regarding that though.

Open Feedback / Re: Why the hate for instant grenades?
« on: March 04, 2016, 08:13:01 am »
I don't hate instant grenades at all.

Offtopic / Re: Decided to pop my face in here.
« on: March 03, 2016, 07:51:46 pm »
Color me interested!

XPiratez / Re: The slow grafix revamp
« on: March 03, 2016, 07:39:25 am »
By the way Bloax I re-read my post and realized I came across as a bit ungrateful and criticizing, considering the amazing work you've done with these. Please know that I think these are awesome even if I do not agree with certain aesthetics.

Offtopic / Re: New to XCOM and want some advice
« on: March 03, 2016, 07:37:46 am »
Congratulations on enjoying the game so much! Reading your post has been sooooooo nostalgic for when I first played. Good starter mods for players that I would recommend are the shotgun mod, sniper rifle mod, and Retaliator Interceptor mod.

One thing I overlooked my first run were proximity grenades. Those things work great to cover your soldiers or even just to set a booby-trap for an alien to wander into. Of course, on a terror site, civilians might haplessly wander into them too so do be careful. Having a rocketeer or two can help immensely in the early game. Are you making sure to use a tank or two (the things called HWP's)? Those are decent enough enforcers who can take a shot or two. I like to use them as scouts that won't make you scream in rage when they die because their stats are fixed. Also do remember it is *VITAL* to use electro-flares if you absolutely must do a mission at night.

XPiratez / Re: The slow grafix revamp
« on: March 02, 2016, 08:07:35 pm »
Am I the only one who dislikes the rather man-ish stomach?

Playthroughs / Re: Newbie in need of advices!
« on: March 02, 2016, 10:45:25 am »
Xcom is challenging and fun enough without getting into deep, detailed mods. I 2nd Warboy's suggestion to get some Sectoid skulls under your belt! If you want a decent run for your 1st time, I suggest the shotgun mod, sniper rifle mod, and Retaliator mod. Those will help give you an extra nudge to help you out in the challenging times at the start.

Out of curiosity, are you remembering to use smoke grenades to cover your exit from the Skyranger and are you using any kind of tanks (the things called HWP's)?

XPiratez / Re: [MAIN] XPiratez - 0.97D - 29 Jan - High Times
« on: March 01, 2016, 10:27:42 am »
Not really, the first part was enough to convince me to never touch anything Firaxis will ever make :)

Actually I've upgraded to new .exe, testing, bugfixing. I should release new version soon.

X2 is actually pretty damn fantastic. It's a complete upgrade over Xcom'12, as far as I am concerned.

I do have a question about Piratez, though; we are NOT supposed to use the version listed in mods, right? Only the versions you upload to Mediafire?

Offtopic / Re: Destroying a cyber disc
« on: March 01, 2016, 10:22:58 am »
We're all very kind here. By all means ask questions, pick our brains. No such thing as dumb questions here (my post history is full of those) and no shame in newb questions as a fresh-faced player.

Offtopic / Re: Destroying a cyber disc
« on: March 01, 2016, 06:49:53 am »
Welcome to X-com, by the way! We're happy to have you!

Offtopic / Re: Destroying a cyber disc
« on: March 01, 2016, 01:55:13 am »
Your conventional ballistic weaponry can also do the trick, but it'll be like cutting down a tree with a butter knife.

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