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Messages - Quanti

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XPiratez / Re: Bugs & Crash Reports
« on: January 24, 2016, 05:06:35 pm »
When I got to that point my funds were pretty much inexhaustable. I needed to scrap the industrial printer in my manufacturing base to make way for another large stores, but it's pretty much the end of the game anyway so remodeling a base around building this ship won't really harm you. Plus only a few ship assaults to get some of the unbuyable stuff I didn't have in advance. Doesn't take long to do really and I like the goal it sets as preparation for your final assault after months of relatively aimless fluffing around trying to get the last parts of the research tree.

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XPiratez / Re: [MAIN] XPiratez - 0.97C - 15 Jan - Privatizing World Peace
« on: January 24, 2016, 04:16:48 pm »
Well, I finished my first game yesterday and I feel like pouring some love out.

This mod has probably been my favourite "XCom" experience I've ever had. Certainly it's been the longest, while I can beat the original Xcom and the Firaxis remake in 2 days of serious playing, this one's taken me a month to beat, which isn't a bad thing. Usually I couldn't be bothered playing something for that long but the variety of gameplay that's brought to the table through the research tree keeps the game fresh as you progress from flintlocks and bows to plasma and the really interesting options brought to the table by voodoo magic.

I think my favourite parts of all of it is just how many options you have for building a team with the different armours and enormous amounts of weapons letting you come up with tonnes of compositions. As opposed to the original where it was all heavy plasma and maybe some bombs, smoke grenades and tanks. The team I brought to the final mission had 4 different loadouts, a tank and a bunch of mercenaries, and I'm already forming some ideas as to what I want to do for my team for a second playthrough. After all, I didn't end up using dogs or half the armours/weapons because of how much there was (ayy replay value). I almost want to start again immediately but I want to see what's next to be added in.
Anyway, I just wanted to gush for a moment about what I spent my last month doing. Maybe I'll change my tune when I get off the easiest difficulty so that enemies can take hits and shoot straight, filling my memorial and my frustration higher than it was.

To add some actual input, I think there should be an option to disassemble some of the armours, an example of this being the harbinger armour, as it isn't used in the manufacturing of the final power armour which I can't remember the name of. While the armour isn't made automatically useless, it's 4 power armour parts you can't get back any of to put towards the more advanced stuff.

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XPiratez / Re: Bugs & Crash Reports
« on: January 23, 2016, 12:12:33 pm »
Well, I've got an update on that crash. Using the old exe "OpenXcomEx" let me start manufacturing the ship and then I was able to complete it and see it sitting in the hanger using the current exe, could be something related? Either way I've managed to get around the issue.

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XPiratez / Re: Bugs & Crash Reports
« on: January 22, 2016, 04:36:30 pm »
Alright, so it looks like I've got one last bug for the play through. Same kind of crash I had with the healer suit, trying to build the conquerer crashes my game.

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XPiratez / Re: [MAIN] XPiratez - 0.97C - 15 Jan - Privatizing World Peace
« on: January 22, 2016, 04:33:27 pm »
Yup that's the bug. The needItem: true lines are erroneous there.
Yep that's opened up a whole pile of new research to do, thanks.

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XPiratez / Re: [MAIN] XPiratez - 0.97C - 15 Jan - Privatizing World Peace
« on: January 22, 2016, 09:46:52 am »
Hi there, loving the mod so far just have a research problem currently going after that mysterious higher learning tech.

I've spent about half a year in game trying to find the persons or items needed to unlock it, even came on here and found out about and acquired mag containment. Eventually I gave up and learnt how to raid the rulesets for information on what I was missing and it turns out the only thing I didn't have on that list was plastasteel manufacturing, which I didn't have because I haven't researched commercial activities. (Coincidentally I don't have any of those activities tech). I have all the mission types and techs listed as requirements, but it says that there is an item needed to research it.

So what I want to know is: what is this item/person needed to research commercial activities if there's supposed to be one?

I thought about setting needitem to false but if there was just something i was missing then ill just keep going. Currently going around taking everything I can think of hostage to no avail. Just missing this and the star god key to reach the finale. As soon as I get the prerequisites for higher learning and the commander I haven't managed to coax out yet I'll be able to finish my first game. :)

Edit: The only other missions I've seen dark ones run is retaliation and land based pogroms. They use different ships and enemies in those.

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XPiratez / Re: Bugs & Crash Reports
« on: January 19, 2016, 07:26:14 am »
There seems to be a problem with the new healer armour, whenever I hit the button to manufacture it the game crashes. Using the old exe (OpenXcomEx.exe) lets me start manufacturing but as soon as one is completed the game crashes. Doesn't show up on the list of options in new battle on the main menu either.

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