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Messages - Jimboman

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The X-Com Files / Re: The X-Com Files - 2.0: We Will Be Watching
« on: September 21, 2021, 04:52:03 pm »

Rename "Accurized Shotgun" --> "Long Barrel Shotgun", or "Precision LR Shotgun", (LR is for Long Range), or "Honed LR Shotgun", Accurized isn't an English word.  Your mod pack is very good and I only make the recommendation because I think it would further improve it as a very professional game release.


I think the 'accurized shotgun' is in the 'xcomfiles additions' submod and not the main mod, and Solarius has nothing to do with that.

XPiratez / Re: Help 4 noob
« on: September 14, 2021, 10:06:31 pm »
I'm no expert on this game, but starting on Blackbeard for your first run is a little too tough.  Try the lower difficulties first.  John Silver if you want voodoo stuff (magic basically) or the lowest if you just want to learn.  Also, very importantly, READ THE BOOTYPEDIA as it's a great help.

Don't try to do everything at once either as there's no time limit on the game as far as I'm aware.  Research is your friend here.

I'm sure more knowledgable gamers will have better advice for you. :)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 09, 2021, 06:45:05 pm »
Morale supercharge! :o

With a name like Niamh she sounds Irish, and we do tend to make light of situations where others would run!  Ever heard the of the 'Thin Red Line' that stood firm against the French cavalry at Waterloo?  A lot of those guys were Irishmen!

It should be working now, uploaded newest version

Works great.  Thanks for the update.

I'm sorry to say this mod breaks the new version of Xcomfiles due to the changes in the barett rifle.  I had to delete this submod even just to get xcomfiles running.

XPiratez / Re: A thread for little questions
« on: September 06, 2021, 08:31:37 pm »
The lowest difficulty cuts-out a lot of the voodoo tech, and I believe you loose some armour-types as well although I'm not certain of that because I didn;t get that far before I discovered the voodoo thing and started a new game on John Silver.

You don't need to start again though, just edit the difficulty in your saved game from '0' to '1'.  Another thing I didn't learn you could do until after I'd started again!

Recruits are picked mainly from the ones who have encountered paranormal activity

Sort-of like in the old film 'Them!' where a local policeman sees the giant ants and gets drafted into the unit that sets out to destroy them.  Or maybe like Daniel Jackson and Rodney McKay in the Stargateverse, who are scientists with no previous military experience and are inept with guns at the start, but in later episodes of SG-1 and Atlantis you see them using weapons quite efficiently to fight off the enemy.

The mod began with me wanting to make the transition from Promotion 2 to 3 a bit easier with things like the LWP's and the Heavy Riot Armor (those being less tanky versions of the HWP's and Tactical suit you unlock later on), the problem with the extra missions is I don't want to bloat the game too much and they mostly help players like me who decide to play with Alien Weapons Self-destruct , not sure if people with the option off find these mission's rewards excessive

Well in my case I started a new game on 1.9.1 (just about to hit year 2) and the extra missions add a bit of variety, as I noted in a previous post.  I'm not fond of 'old weapons' like shotguns and hunting rifles, so getting AKs early from the RD missions (and being able to buy them) before Promotion II helps me a lot.  The riot gear makes you more survivable than a coat or suit as well.

I hope you're still working on this, because getting a steady supply of M16s from Exalt would make the guys in my 'Area 51' base very happy!

Im slightly confused with the convoy missions, how do you progress from small to medium to large? Is it just a number that need to be done or a specific objective/character that needs to be caught?

In the 'small' mission you need to capture a logistics guy and interrogate him to get the medium convoy mission.  He looks like a Red Dawn Sailor but he has a green-striped shirt instead of a blue one.  In the medium convoy you have to capture a logistics officer, who looks like the usual Red Dawn officer.  The one I got looked like Natasha Morova(spelling?).  If you've done the capture Natasha mission you'll know who I mean.  I haven't got a large convoy mission yet, so I don't know who to capture to move to the warehouse assault.

Thank you, it's fixed you should be able to see a project for opening crates now

I'm currently not going to be working on any future updates for now, I intend to return when I have the motivation to work on this again but for now I promise to mantain the mod and work on squashing any nasty bugs that may arise :)

Thanks for the fix, that was quick!

I find this mod adds much more 'fun' to the early game with the extra missions instead of endless monster hunts and cult safehouses, and the extra equipment helps a lot before you're able to get promotion II.

I've discovered a bug in 0.6.  I can't 'extract' from Red Dawn Ammo boxes even after researching them, although the other Red Dawn boxes work ok.

XPiratez / Re: Bugs & Crash Reports
« on: July 07, 2021, 07:58:44 pm »
I understand that, I'm just saying it's a bit weird.  :)

It doesn't stop me enjoying the game though.

XPiratez / Re: Bugs & Crash Reports
« on: July 07, 2021, 04:53:44 pm »
Don't know how I never noticed it before, but on the city raid missions none of the apartments have a bathroom!  Do rich people not poop or wash?

XPiratez / Re: A thread for little questions
« on: April 08, 2021, 09:05:07 pm »
It still doesn't work.
Tried a fresh install and it still refuses to boot. I'm thinking it's an incompatibility issue with OpenXcom Extended at this point.

That's a possibility.  Piratez comes with the 64-bit version of openxcom.  If you have a 32-bit pc you need to DL the 32-bit version of openxcom extended separately and replace the one that comes with Piratez.  I have a 32-bit laptop so I have to do that everytime Piratez is updated.

XPiratez / Re: A thread for little questions
« on: February 01, 2021, 05:22:31 pm »
"For the bank, the ideal method to get at the vaults is to tunnel in from outside at ground level on the back of the building."
Why didn't I ever think of that? I always try to tunnel my way around the almost unbreakable Spaceship Hull wall and then throw some satchel charges in.
The real annoyance is the hidden stun bombs in the vault's hallways.

Up until now I deal with banks by rushing 2 gals in Juggernaut armour with fusion torches to the bank to break in via the 'spaceship hull' walls in the basement and then trip the bombs as they aren't affected by them.  I also have two other gals following them (not too close!) to deal with the guards (the jugger gals kneel at the entrance and the others fire over their shoulders).  So far it only takes two or three turns to clear out the basement using that method, once you actually get to the bank of course!  Two other gals clear out the upper floors of the bank while the rest of the team (using a Menace-class or bigger ship) clear the other buildings in the town.

One thing is that I don't feel that the rewards are enough sometimes, particularly in later stages of the game when money and reward tokens are plentiful.  Maybe if there was some super-special weapon or hard to get Cydonia codes in there it might be more worth it.*

*Somebody's now going to tell me there are and I've been having bad RNG!

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