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Messages - DevFried

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1
40k / Re: [ADDON] ROSIGMA
« on: October 25, 2022, 05:48:44 am »

Saw damage display like this on Beagle's stream of this addon, is it some kind of mod or an option?

2
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: October 15, 2022, 06:19:03 pm »
Looks like all you need to do is edit STR_SECTOPOD_ARMOR2 to STR_SECTOPOD_ARMOR in armors_XCOMFILES.rul to make it work (as that's the correct definition of that item). Sounds seem to work fine on newest version after that.

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The X-Com Files / Re: Shogg arc design
« on: April 30, 2019, 01:57:01 pm »
True. Reminder to always buy more rat. BUY RAT

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The X-Com Files / Re: [MOD] Recruit Concerned Citizens
« on: April 29, 2019, 12:41:50 pm »
Man, I wish recruited citizens would match their looks as agents. Case in point, I had a "monsters vs citizens" type mission and a local beach babe (absolute hero) not only survived the attack (whereas every other civvie just died), she also charged in and started punching them, even though she was unarmed, even though she was bleeding and gravely wounded, bravest woman I've ever seen. Unfortunately she lost her consciousness but I stabilized her and didn't let her die. This is where I had the idea of "recruiting" brave citizens such as this, but all I could do at that moment is to roleplay that my most recent recruited rookie was her, although I couldn't find her exact appearance which made me a little sad. Plastic surgery exists though, right?

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 22, 2019, 09:29:40 am »
Just noticed that Medipack is actually adding morale on heal, not retracting it.

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The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 21, 2019, 04:53:21 pm »
Is it alright to use current piratez openxcomex launcher on xcom files? It has some additional features such as free storage display and splash screen on load.

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Also holy crap just managed to repel my first bullfrogs early, on a private car no less since humvee was too slow to reach in time. I don't think I could've done that if I didn't have heavy machine gun and a lucky spawn in the corner while frogs had to come to me. So I sprayed them with hmg, while throwing tons of dynamite on them, then switched to a second hmg as well. Luckily my agents managed to tank through some spits and the only one frog that was close decided to charge in and missed. Nevertheless, it was still pretty intense, and unfortunately one civ got hit by one of my dynamites, but most of them survived since they were knocked out.

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The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 20, 2019, 02:22:46 am »
I agree it's sometimes beneficial to spawn near the cult building, but not when they're all already outside waiting for you to move (which makes sense actually because they had you coming). Charging at them like that would be suicidal with every armed dude shooting at you not once, but three-four times with their full TUs. So what usually happens:
1. You spawn super close to the base. Cultists are inside, whom you can effortlessly whack as they try to exit, for extra sadist points you can also burn/poison all the exits so they set themselves on fire/damage themselves as they move, throw the mines, cooked grenades, etc, full police brutality mode. That's the easiest smackdown and it's really fun.
2. Same as 1, but cultists are all outside swarming your vehicle and staring at you. This is where you die. Sometimes you can make it if you're able to kill the closest dudes without dying and taking cover behind your car/near objects which never seem to spawn closely (but all enemies conveniently have cover), however this always results at least in one injury.
3. You spawn relatively far on the opposite corner of the building. This can be either slow and boring, or exciting and thrilling infiltration with long-range sniping involved. Enemies can surprise you with their sniper-spotter tactic too and grenade launcher you all the way from their base (which you can do too and it's fun seeing them go apeshit when you grenade their highest ranking dude from afar as they start shooting each other).

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The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 19, 2019, 03:01:56 am »
Hello, great mod, love the atmosphere, enjoying it a lot currently (although its spotlight is mostly taken by piratez it seems). Just had some questions/input:

1. Sometimes in outpost missions enemies can start with like ten enemies staring right into your face on your first turn (especially fun when you have couple of exalt agents with grenade launchers), ready to blast the entire mag at once the second you do anything, you have no chance of survival even with a smoke and killing as much enemies as possible on your turn with grenades or whatever, until later on when you can afford tanking all of the damage with armor.

2. On jungle maps, various plants can block your path around the spawn vehicle and it's not easy to break them, I also had a cult hideout mission with the building placed in the corner of the map with a lake in front of it and the only tiny path it had to it was blocked by plants again, so enemy melee fighters had no chance of getting to me, but so did I. I didn't have fire at the time too. Is it possible to use machete to cut them down?

3. I guess you're not meant to tackle some missions very early on your first year, but I generally did well with everything game was throwing at me, even the early reaper mission with two reapers while I only had pistols and shotguns (captured them both, had a good map where I could shoot them without getting smacked using bait&switch tactics and the fact that they're too fat and couldn't fit between the trees and small lakes), but the only legit mission I had to abort because of how bullshit it was, was the bullfrog infestation mission. The map had like ten of them and they all had insane reaction fire and shoot three-four times a turn across the map with lethal precision, with each of their projectiles instantly knocking you out and burning your TU if you manage to withstand, and I had absolutely no means of dealing with them at that time, I couldn't even kill one with everything I got (reaper-tier health and defenses too?!).

4. Not sure if this is possible to change for grenades only, but I found myself unpriming the grenade too many times on accident when I just wanted to throw it, so I thought maybe switch the action position so the throw action would be the first instead of last for grenades?

5. At one point when I was in a pinch I accidentally activated incendiary grenade instead of smoke and burned my entire squad. May I suggest changing incendiary sprite a little to make it more distinct? It looks too similar to a smoke right now.

6. Flashbangs can be thrown as items farther than being used as bangs which is kinda weird to me. Does it magically become heavier when activated? But I guess that's the quirk of "use" vs "throw" which is boosted by strength.

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