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Messages - Ves

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 15, 2020, 06:10:19 am »
It isn't for everyone. If slow tech progress annoys you i'd avoid the megamods and take a look at the mods that only modify the originals to some extent. The last sentence really says a lot, since melee is a cornerstone throughout the entire campaign. It is not worth it if it frustrates you.

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The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 16, 2019, 10:12:54 pm »
I guess smoke grenades still act in the same way, but there now is a spotter/sniper mechanic in place, in that if some units spot you the enemy team knows the position for (i think) 3 turns. So you receive a lot of inaccurate fire, even if the enemy shouldn't be able to see you right now. It somewhat resembles supression fire in my opinion. But the battles now get sooooo nasty sometimes :P

Search the forum for spotter/sniper. There should be some better explanations around.   

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The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 09, 2019, 07:32:32 pm »
I think it doesn't come with OXCE included anymore. So you need to download that first:

https://openxcom.org/forum/index.php/topic,5258.0.html

Now in the main OXCE directory create a folder called user and within that a folder called mods. XcomFiles and DarkGeoscape go into that mods folder.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 28, 2019, 09:55:58 pm »
I have no idea if it's feasible, but I thought it would be nice to have a way to know directly in the tactical phase if an enemy is unknown or if it has already been dissected or if there would still be some things that an interrogation could bring for research.

I would have put that somewhere in the inventory page, the one you access when you click on the middle button on an enemy.

I'm sorry if this is too twisted a request and thanks in advance.

Doesn't that exist already? If you middleclick again on the paperdoll you get the opponents stats. If you didn't research him at least once you don't get that page.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 21, 2019, 06:02:15 pm »
Playing again after quite some time. I love the changes, mostly how hunter-killer increase the immersion for me. You deal with powerful enemies who don't just let you have Air-Superiority on a planet they control and go after you if the opportunity arises. A fast bomber on a Peacekeeping mission sometimes really forces me to keep the peace.

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XPiratez / Re: Reactivating Auto Night Vision?
« on: May 13, 2019, 02:04:15 am »
I would be interested to know why the option in the settings was removed and we now have to adjust this for every damn night mission. I just started a new campaign and NV doesn't trigger at all. If somebody was unhappy with how this worked, he could have left it off by default and only activate it once needed. Guess what, thats how it is now, but for EVERYBODY. I used it without any problems, but now have to toggle this every single time. But loud minorities always get their way, i guess.

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40k / Re: 40k
« on: December 15, 2018, 02:44:03 am »
Usually its structured like this:

The OXCE main folder has these folders:

common, standard, TFTD, UFO, user, and  OpenXcomEx (the executable)

the user folder has a subfolder called mods, and this is where all the mods are placed. They can be enabled or disabled from the ingame menu.

You then only have to start the game by using the executable in the main folder. If you start it with the executable in your picture it will not find 'common', which as mentioned above is in the main folder as well.

Some other mods like piratez and Xcom-files come with this structure already in place.

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40k / Re: 40k
« on: December 15, 2018, 01:54:20 am »
I run it on Linux, so i don't know if there are major differences, but wouldn't you usually put in into /user/mods? I don't have that executable in the folder, either.

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XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 05, 2018, 10:36:37 pm »
But does this mechanic works only if one can pick the gun with the mouse and drag it towards the unload icon? For tanks and similar units this may not work as the guns are fixed to the unit. Maybe there is a shortcut?

Yes, you are right. You have to be able to drag it.  :-[
 

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XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 05, 2018, 06:25:35 pm »
There is a new option in OXCE to allow unloading, even if the offhand isn't free. The ammo then is dropped to the floor.

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XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 04, 2018, 05:48:42 am »
Is there room for her in the barracks?

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The X-Com Files / Re: Tips for beginners?
« on: December 02, 2018, 04:32:32 am »
As you noticed being able to reach missions is one of the most important things at the beginning. So i used to build another hangar and in the early game you can reach most places and missions using 2 vans and a car, where the car is sent to the far off places.
For research i would try to get biolab early. I think its Medicine --> adcanced Medicine --> Biolab. The additional 5 scientists help to speed things up early on. Then i would keep an eye on promotion I and II with all the techs that lead to them, so you get access to advanced equipment.

First tactic i recommend is to not start the game on superhuman, which i did out of habbit. It's more of a grind than anything else and enemy placement and numbers on most maps are rather wierd, with literally 30 guys standing foot to foot right next to your puny humvee, staring you in the eye. Apart from that pistols are key at the beginning because of their rate of fire. Haven't played much more than the beginning, so this is all i can say.


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40k / Re: 40k Imperial Guard Operations
« on: November 05, 2018, 02:00:01 am »
If you play as Ultramarines, disable the Imperial guard operations mod. I found that you can't recruit marines as long as that mod is enabled, no matter which strategy you pick.

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40k / Re: 40k Bug/crashes/problemĀ“s report
« on: October 27, 2018, 07:18:31 pm »
I forgot to save the game, but i think i encountered a bug in a hulk mission. In the second stage of the mission some of my units started with less than the maximum of time units. It seemed to me they had the amount of TU's left with which they ended the previous stage. I'll add a save to this once i encounter it again. I use OpenXcom Extended 5.1 (2018-10-14).

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XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: October 21, 2018, 11:59:53 pm »
Pogroms that don't give negative score if you ignore them.

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