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Messages - X-Man

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The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 13, 2020, 07:02:08 am »
<....> you are the first <...>

...and the last.  ;D ;D ;D

The X-Com Files / Re: [Submod] Starfigher craft
« on: October 01, 2020, 06:25:47 pm »
What niche you suppose to fill by this craft?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 20, 2020, 10:46:48 am »
A report from community member.

Underwater operations and Advanced Underwater Operations are complete, but if we launch any underwater mission we still arrive there on Calypso craft, not Trident. In the attached save there is T'Leth Embassy mission. Check it, please.

The X-Com Files / Re: Extra rounds for Milkor MGL and GL
« on: September 16, 2020, 02:35:18 pm »
If grenades are the same, the same should be their weight I suppose. 6 Milcor nades = 8 w.u., 1 GL nade = 3 w.u... You got the idea.  :)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 27, 2020, 07:28:00 am »

Stirlitz has never been so close to failure... ;D

The X-Com Files / Re: Suggestion: Snubnose Pistols as Sport Gear?
« on: May 22, 2020, 03:04:34 pm »
You know, I'm going to consider it, since it obviously wouldn't do any damage. :)

Any suggestions for effects? Just not too wacky.

Hmm, let me think... A damage to morale, perhaps. Why?
Well, if I were a target I would become very furious if someone assful tried to piss on me from this toy! ;D

UPD: The only variant I can imagine is a chemical damage. Some chemical mixture which become toxic in response to oxygen. A real chemical weapon disguised as a water pistol.

The X-Com Files / Re: Suggestion: Snubnose Pistols as Sport Gear?
« on: May 22, 2020, 02:31:08 pm »
I don't really know about ski-missions... but I really want to use THIS hellish device on the beach ones!  ;D

Cult bases usually have 90+ enemies.

HQs on superhuman difficulty. Bases have about 50-60 bodies.

The X-Com Files / Re: Neutralization of enemies
« on: May 15, 2020, 07:07:12 am »

Precisely. But only in upcoming release.  ;)

The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: May 14, 2020, 12:47:57 pm »
In this mod - made mainly by the user Solarious Scorch

Oh, really? Are we suppose to be in the main XCF topic? ;D

The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 07, 2020, 02:56:25 pm »
I hardly need to tell the team XCOM Files is my new addiction, but that new addiction comes with one very severe frustration: namely, the research bottleneck created by Chief Engineer.

On paper it's simple enough. Get Reaper corpse, research 'cool alien gadget', then get Chief Engineer. Very simple.

In practice I have spent several games completely dry of Reapers up until the 1999 invasion, at which point I just quit in frustration. It seems to be pure luck whether you get the right 'strange creature sighting' mission or not, and I tend to get nothing but zombies. When I first started playing, I loved the sheer variety of these cryptids, but now I utterly hate them because these missions don't advance the tech tree in the exact but extremely necessary way that I need it to; and I'm just sitting on several (military assisted) crashed UFOs with parts and corpses; none of which seem to be interesting enough to any Chief Engineers because the right "cybermutant" hasn't come along.

Don't get me wrong, I understand the logic here. But please hear me out on my proposed solution:

The following are the dependencies for 'cool alien gadget':
- Obliterator (don't know why this is so low in the tech tree, never seen one)
- Reaper
- Sectoid Autopsy (surely seeing a literal alien that clearly cannot survive without artificial means given its vestigial organs should get SOMEONE curious as to all the alien tech out there)
- Orison goon, or related Orison object (this faction is the 'humans with tech too advanced for them' group, so why not have them segway into the alien tech tree)

I do think that you should earn your way up the tech tree, be reasonably able to make it to Promotion II before 1999, and furthermore not be conditioned to hate the cryptid missions simply because the sheer variety they offer is in any way a "distraction". I think we can all agree that the player should not sit there and say to themselves "if I don't get a reaper in this mission, I'm just going to turn off the game" over and over again; because that was very much my experience. Increasing the frequency of Reapers is not desirable to me, as I feel that Reapers should be a rare "wild" alien early in the game; despite the tech tree problems that rarity brings. Expand the prerequisite options, don't diminish the wow factor of Reapers.

No-no-no, forget about reapers and others. The easiest way to get a cool alien gadget is to loot psiclone from EXALT soldiers. There are also another CAG-items in the game, check tech tree (press Q on geoscape screen).

The X-Com Files / Re: (Virtualized) Headquarters
« on: April 30, 2020, 06:46:46 am »
Do I understand it correct that I can disassamble the standard headquarter if a virtualized headquarter is build?

If you dismantle HQ and put VR HQ, the building time will be full. If you put it above the time will be reduced. The same situation with intel center and upgraded IC.

The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 27, 2020, 06:17:15 pm »
I don't know about you, but I only go on special operations at night.Shooting during the day is certain death. On operations, the enemy is superior to XCOM in weapons and armor, so there is only one thing to do-use the darkness. In this situation, a gun and throwing knives are 100 times more useful than VSS, which can easily miss. And in special operations, mistakes are not forgiven. 1 shot and the agent is dead. Therefore, you will use only those things that you are sure of and that will not let you down.

The question was not about tactics, but about usefulness of VSS. Some people do their work with knives and fire extinguishers. Is that mean the other weapons are useless junk? I think not. If you find something useless, some people could not share your opinion. :P Not to mention SVD and VSS are non-standart weapons and BlackOps' ones are more effective in the hands of trained snipers. Arasaka 3000 is more effective than SVD if you want some precision rifle to your non-trained squad.

The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 27, 2020, 04:18:09 pm »
And here's the question-why do I need VSS in the game?

VSS is concealable weapon, that's the main feature. It is the only sniper rifle which could be taken to common undercover missions.

The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 25, 2020, 09:09:48 am »
How do you start the lunar story line?  I have launched the lunar satellite, but four months have passed and I still have only done the Magma Cosmonaut mission.

You should interrogate ethereal commander.

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