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Messages - hubaj

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XPiratez / What to do with Dr. X (version N4)
« on: November 27, 2023, 04:08:43 pm »
I am paralyzed by the decision on what to do with Dr. X. I am deciding between humiliating her and pranking her and I just don´t know what to do. What is each of thoese choices locking me out of?

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OXCE Builds & Ports / Re: OXCE v7.7.3 for Android
« on: October 10, 2022, 10:36:28 am »
I have been playing on Android for some time and I really enjoy the improvements in battlescape (including advanced movement, hit log, custom night vision).

Would it be possible to add possibility to use right and middle mouse button to base menus? Specifically to manufacture (to be able to move all engineers with one click or to set infinite number of manufactured items), purchase and selling menus and loot menu (to be able to check what I already researched and can set to autosell). It already is in research menu in a way, though including button to middle click directly in research would be nice as well.

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OXCE Builds & Ports / Re: OXCE v7.0 for Android
« on: March 22, 2021, 11:39:40 am »
OXCE v7.0 is released.

- Extended geoscape/battlescape/inventory links: https://openxcom.org/forum/index.php/topic,9506.0.html
- Touch buttons -- BIG THANKS to robin for the artwork: https://openxcom.org/forum/index.php/topic,9507.0.html


PS: I'm thoroughly disappointed that the entire Android community was able to provide exactly zero feedback in 2 weeks.

Thank you, I cannot even express how great this update is. I didn´t have much time, but so far what I tried seems to work just fine. Great placement of the button too, doesn´t get in the way. In battle android now seems to be equal to the PC version.

I would like to see something simillar implemented in Purchase and Manufacture menu (to be able to hide stuff), but that is really a minor thing.

Sorry for late reaction, I don´t check here often, I just found out.

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OXCE Builds & Ports / Re: OXCE v5.5 for Android
« on: June 30, 2019, 12:14:54 pm »
Currently no mods are there, I unistalled ocxe, deleted the oxce folder and I am trying to run pure vanila oxce.

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OXCE Builds & Ports / Re: OXCE v5.5 for Android
« on: June 30, 2019, 10:42:10 am »
Ending of logfile from my phone:
30-06-2019_09-38-25]    [ERROR]    FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[30-06-2019_09-38-26]    [INFO]    Loading rulesets...
[30-06-2019_09-38-27]    [FATAL]    A fatal error has occurred: Segmentation fault.
[30-06-2019_09-38-27]    [FATAL]    Unfortunately, no stack trace information is available

Do you want the whole logfile?

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OXCE Builds & Ports / Re: OXCE v5.5 for Android
« on: June 30, 2019, 06:53:48 am »
I seem to have some issues with android OXCE. When I first installed it (it was 5.2), it was working for both my phone (xiaomi redmi 4x, android 7.1.2) and my tablet (galaxy tab s2, android 7.0). I was using only XComfiles mod and tried 40k for a while.
After a while it stopped working on the phone. During the first screen, when OXCE is loading, it just quits without any message. I tried unistalling, deleting the OXCE folder, going to 5.3 and 5.5, result is still the same. Yesterday  I wanted to start new campaign in 40k mod on my tablet and when I switched mods, app quit and has the same behaviour as phone. Any idea what to do?

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The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 13, 2019, 02:10:33 pm »
Can I ask what are you guys talking about with playing XCF on android? I am playing it on android as well and I never had any issues. I just copied the mod folder from regular version to the appropriate folder on android version of OXCE and it seems to work just fine.

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The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 14, 2018, 11:20:44 am »
[sarcasm]It's not like it is explained in the Ufopaedia or anything.[/sarcasm]

True, its there. But I figured out the filter thing only after some time.

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The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 14, 2018, 09:46:47 am »
Hi all,

I'm new here and posted in the bugs forum for this mod and now have a question about the actual missions.

I have encountered my first industrial investigations mission. Upon Agent setup, we only have the old X-Com onesies with flashlight and health kits allowed. All the weapons, armor and ammo were stripped from the Van.

Is the goal here to secure the artifact then leave? The briefing said we were to investigate, stop the cult and apprehend the leader but with no weapons, other than melee and fisticuffs?

I think the mission briefing can be updated to something like "Your mission is to investigate and retrieve any unknown object or artifacts for our team to determine the activities by this cult."

I would appreciate any help here. Thanks!

Some missions (among them industrial investigation) allows only some weapons, equipment and armor to be taken. To check it, you can go to any item listing (craft equpiment screen, purchase screen) and select appropriate filter - you can select filters like rifles, pistols, first aid supplies etc. And there is also filter that shows you equipment allowed for industrial, beach etc. missions.

I personaly use black ops spypistols on these missions.

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The X-Com Files / Re: Cult outpost - cult base
« on: November 08, 2018, 09:46:46 am »
Researching cult operations disables safehouse missions (the "small house"), not hideouts.

Oh that explains it. I didn´t realize there is a difference there. On each of these missions (safehouse or hideout) I managed to finish without ever entering the house, they always surrender before that. So I never noticed there was difference in house size. Basically it was just bad luck, that I didn´t get any bases. I was making sure everything was fine with my game.

I agree Red Dawn HQ is really hard with 8 people. But is it doable? I would say yes, as long as you have alloy vests and good men. Still, luck plays a significant role.

I am not saying it’s not doable, but currently I am stuck with armored vests (only landed UFO I got was way at the beginning, still with the basic pistols and just two agents). So if I attempt to do it with 8 guys, it will be a close thing and probably result in losses among my veterans I do not want to accept.

By coincidence I built my second base fairly close to the Red Dawn HQ, within Osprey range. So basically my plan is to wait for them to appear, load Osprey with my veterans and couple of rookies for cannon fodder and fight it out with 16 guys.

Thanks for the answers and most of all thanks for the great mod.

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The X-Com Files / Cult outpost - cult base
« on: November 07, 2018, 09:44:06 am »
Hi guys

During my playthrough (Veteran difficulty, X-com files 0.9.6) I am having some difficulty finding cult bases. As I understood from the description in game, after you research “cult name” operations, the regular outposts should stop appearing (supposedly council salvage corps should take care of them) and you should be getting cult bases instead of them. However I have all the operations researched, the cult outposts still appear. Is that a bug? Can I somehow edit my savegame to stop lower level outposts from appearing and have just the bases?
I feel its hampering my progress to Promotion III. Only HQ I managed to research is Red Dawn (I got Red Dawn coordinator from Durathread manufacture), and that is incredibly tough, cannot manage to do it with 8 guys from Dragonfly. Now I am in December 1998 and I am starting to fear I won´t be able to get to Promotion III before the invasion begins. And I read somewhere that is really bad.

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