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Messages - Moon_Dew

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The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: August 02, 2019, 08:53:32 am »
This has probably been asked a thousand times already, but any advice for getting started?

XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: October 30, 2018, 12:49:07 am »
What's the point of Expeditions?

The X-Com Files / Re: The X-Com Files - 0.9.4: We Need a Bigger Gun
« on: September 08, 2018, 05:11:21 am »
Nope, didn't work.

The X-Com Files / Re: The X-Com Files - 0.9.4: We Need a Bigger Gun
« on: September 07, 2018, 08:04:46 pm »
Nope, unless the link to the fixed version isn't in the original post.

The X-Com Files / Re: The X-Com Files - 0.9.4: We Need a Bigger Gun
« on: September 07, 2018, 07:58:55 pm »
Latest build has the "Floater Legionnaire Autopsy" research topic available from the start, even those there is no Floater Legionnaire corpse in the inventory.  Don't know why no one has said anything about it yet.

40k / Re: 40k
« on: September 07, 2018, 04:53:45 pm »
Game's crashing attempting to load an Offworld Invasion map, it can't fully generate the map.

OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: September 07, 2018, 10:57:41 am »
Download it? (link to mediafire is in first post). This is replacement for recent nightly. If you have already installed new nighlty you can drop my exe in folder where nightly have its own exe.

...okay, I don't know why, but I can't wrap my head around this.  Again, how do I download Open XCom Extended?

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 07, 2018, 10:41:18 am »
Recommended advanced settings and mods?

OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: August 31, 2018, 08:41:30 am »
Okay, I give up.  How the hell do I install this?

Any good advice for early, mid, and late-game?

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 06, 2018, 03:35:25 am »
Semi-related to the thread, seeing as I'm using the FMP.

I'm trying to set up a sort of unofficial class system based on my soldier's stats, so I can get an idea of what kind of equipment to give them, but I need help coming up with the kind of stats would be needed for each class. Could you guys help me out? Here's the classes I've thought up so far:

Assault: Your rank-and-file rifleman, armed with assault rifles.
Close Combat: Gets up close with shotguns, swords, and stun batons.
Heavy Weapons: Equipped with either machine guns for suppressive fire, or rocket launchers for hard-targets.
Grenadier: Basically a lighter version of Heavy Weapons. Uses grenade launcher.
Sniper: Long ranged weaponry.
Scout: Lightly armed with pistols, submachine guns, or carbines. Medic: Equipped with at least a medkit, and possibly one light weapon like a handgun or knife.
Support: Carries smoke grenades, high explosives, mines, scanners, extra ammo, and/or extra medical supplies.

What kind of stats would I need for each class?
Also, feel free to suggest other classes I could use.

XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: October 09, 2017, 09:49:02 am »
Any other mods that pair well with the latest X-Piratez?

How do I install this?

XPiratez / Re: How to survive your first pogrom?
« on: January 17, 2017, 06:50:54 pm »
I think I got a laspistol once from a temple raid, but don't quote me on that.

Quick question about those magna-lights, do my gals actually need to hold it in their hand in order for them to work, or is just carrying them enough?

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