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Messages - Rndl99

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Released Mods / Re: Adding Tanks to craft/ X-Com Files
« on: January 26, 2022, 08:23:17 pm »
Oh, boy. Yep, that's it. If it's explained ingame, I have completely missed that. I thought AI is only for drones...

Anyway, thanks!

Released Mods / Adding Tanks to craft/ X-Com Files
« on: January 26, 2022, 04:53:34 pm »
This may be a stupid question, but I'm honestly stumped :D

I'm playing version 2.2 of X-Com Files, whether the mod is relevant or not, and as usual, most of the time I use only soldiers without any tanks/ai units/etc.
But after researching Gunship/AC, I got curious and wanted to play with that. Well, after multiple tries I have no idea how to add it to the craft. Tried with a standard launcher tank, and can't do it as well. Ammunition for tanks is visible on equip screen, but not the tanks. Skymarshal has HWP capacity of 4, so that should be enough, right?

What do I miss? Thanks. Some screens attached.

Tried to run with OXCE 7.4 - clean install, I get below error on startup:

[ERROR]   During linking rulesets of armors:
Error for 'HOVERTANK_AQWA_ARMOR_GAUSS_A_UC': Wrong index 3449 for sound set BATTLE.CAT
Error for 'HOVERTANK_AQWA_ARMOR_ROCKET_A_UC': Wrong index 3449 for sound set BATTLE.CAT
Error for 'HOVERTANK_AQWA_ARMOR_SONIC_A_UC': Wrong index 3449 for sound set BATTLE.CAT

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 25, 2020, 08:44:15 pm »
Ok, tried latest version (0.9.6). A lot of issues are fixed, thanks!

I've managed to capture and research few alive aliens, but objectives didn't change. Killed few Outsiders, but don't see any shards anywhere. I still have some research available, but nothing seems to move the story. But managed to increase size of Skyranger :) still, the replacement is kinda confusing, because new skyranger has exactly the same name as the old one :)

Shooting heavy rocket can leave behind some weird walls. It's difficut to explain, I will try to attach images to show how it looks.

Sometimes, attack gives some interesting extra info that appears in place of soldier stats, like "hit 39, pierce 3" or something and make target turn red for a fraction of a second. I love this effect, but it seems completely random. Can appear in one mission and then be completely gone for the rest of the game session. May be an engine bug.

Difficulty is still kinda crazy :) I know, I've tried superhuman, but still, base defense with soldiers having starting equipment against some heavy mutons, few sectopods and ethereal or two is basically a game over most of the time.

I haven't played version extended 6.4 before, so I'm kinda cofused about this whole mana/battle focus thing. Not sure if it's explained anywhere.

Cheers, keep up the good work! Don't know who made the new terrains, but the look great!

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 22, 2020, 04:04:49 pm »
This is one of the most unique and interesting mods out there. Huge amount of work went into this! Class skills are one of the few additions that XCOM 2012 done better than original.

Now to the problems :)

At this moment this mod is so unbalanced that it is almost unplayable.

In no particular order:

Funds are toned down, but not in a consistent way, some items have original price. Nevertheless, with 20k funds per month, it's not really possible to afford a new base for 800k.
Also, Skyranger can't be bought or manufactured, so other bases can't be used for anything other than interception.
Engineers/scientist cost 1 million each Oo...
Crew limit of 4 makes the early game much more difficult. In few months of game time haven't seen any research for other crafts or upgrades.
It seems that score is computed from all events around the globe, even those that are not seen by player, i.e. outside of detection range. I shot down almost every UFO that was detected, except for very large, won all combat missions, including few terror missions and two landed battleships, and still after three months or so, score started to drop into negative thousands, ending the game on 1st of June due to low score.
I've managed to capture few aliens including Outsider or two, but never got the chance to research the live Outsider or skeleton key. Wthout one, alien bases can't be accessed, which probably also affects the score.

Anyway, with issues addressed, this mod can be great! Good luck!

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