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Messages - eclecticbibliophile

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1
Released Mods / Re: [OXCE][Compilation] Area 51 submods
« on: July 13, 2022, 07:10:44 pm »
The Resistance Base mod says it was deleted?

2
The only way to tell the difference between a corpse and an unconscious unit is to stand over it and check the inventory (barring mod added indicators), so aliens knowing from a distance feels out of place to me. And if they could, why would they distinguish between who knocked them out?

3
Suggestions / Re: Ability to autoshoot in a line as one shot
« on: June 28, 2022, 10:26:30 pm »
Then I don't think I understand what it is that you want, I guess

4
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 27, 2022, 02:32:05 am »
This feels like a mistake lol

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Suggestions / Re: Ability to autoshoot in a line as one shot
« on: June 26, 2022, 06:11:29 pm »
You could make a bullet sprite that looks like three bullets, and triple the damage of the shot

6
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 26, 2022, 03:11:41 am »
I only just got a psi lab running, but have been using the x-weapons for months. Can't carry much other gear but they can actually burst down shields

7
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 25, 2022, 02:33:31 pm »
Can I ask why the x-series weapons are so heavy? The rifle clip weighs as much as a normal rifle, and the x-sniper is actually heavier than the Heavy Cannon.

EDIT: the rifle is heavier than the rocket launcher??

8
OpenXcom Extended / Re: Weapons that don't really take up a hand
« on: June 19, 2022, 05:49:36 pm »
Here's what you're looking for, the special weapon section: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor

9
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: July 22, 2021, 03:08:06 pm »
Thank you very much! Shame about the bug, but I really appreciate the effort

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Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: June 07, 2021, 08:34:49 pm »
Any idea how I would go about getting this working on OXCE v7.0?

11
Released Mods / Re: Reaver's Rebalance
« on: November 19, 2020, 02:44:15 am »
Oh, wow, I'm an idiot. Sorry, please forgive me.

12
Released Mods / Re: Reaver's Rebalance
« on: November 19, 2020, 01:11:25 am »
I'm having a bit of an issue; I'm unable to build laser cannons (or tanks) because a laser cannon is listed as a necessary material to build one.

13
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 06, 2015, 01:11:05 am »
No need to go through that much trouble; it was probably some sort of fluke. I'll let you know if it happens again though, and will play without Ironman from now on

Well, I've got a brand new save for you to try it out on! It's on the nightly from the third (openxcom_git_master_2015_12_03_2332.zip) because I'm a dolt and thought I could will it into working. No quickdraw slot mod this time, though.

14
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 05, 2015, 09:51:30 pm »
Here you go, quick slot disabled version.

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Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 05, 2015, 05:13:47 pm »
I'm running the latest nightly, so maybe that's the issue. I'll try using an older version. Thank you very much for trying  :)

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