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Topics - akk1990

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The X-Com Files / Embassy/Colony change - not sure where to go
« on: November 14, 2021, 09:04:04 pm »
Does anyone know what I need to change and in which files I would need to make the changes in order to have countries get liberated after I destroy the Alien Embassy/Colony there?

I really want to start playing this mod again but after the change in 1.8 regarding the Alien Embassy/Colony I dont want to invest the time only to have countries irreversibly leave.

Thanks in advance.

2
The X-Com Files / Couple questions regarding more recent updates
« on: July 21, 2021, 01:56:36 pm »
I've been playing this mod and really, really enjoying it. However I am on the 1.7 version of the mod.

I've been looking at the changelogs and whilst most of the things look to be great, there are three things which stood out to me thats making me weary.

First, map size reductions.

Second, Alien Embassy changes.

Thirdly, the reduction in the number of enemies based on difficulty.

With regards to the first one, which maps have been made smaller? And by how much? One of the things I love about this mod is that the maps are huge and filled with enemies that can ambush you at any time. I really dont want to lose this feeling and have maps feel too crowded or tiny.

With regards to the second point, as destroying Alien Embassies (or Alien Colonies as they are now known) doesnt reclaim the nation, is there a different way to reclaim the nation from the aliens? Is there a way to stop nations from falling at all? It just seems remarkably unbalanced and unfair that conquest can only go one way and there is jack all you can do to stop or reverse it.

And finally, with regards to the third point, how much of a reduction of enemy numbers are we talking about? Is there a way to customise the number of enemies that isnt based on difficulty if I feel like there arent enough enemies? I like playing on the hard or normal difficulty settings but not the hardest setting, but I also like fighting hordes of enemies. I dont really want the number of enemies reduced, as such I'd prefer a way to turn this change on or off. However if the reduction is only very slight then it would be ok.

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The X-Com Files / The Tormentor
« on: December 15, 2020, 10:32:47 pm »
Hi,

Any reason why the Tormentor cant use plasma cannons?

Its the most advanced interceptor you can get. It doesnt really make sense that it cant use plasma cannons.

I never really liked the lightening or the firestorm looks wise and now that I have built a bunch of plasma cannons I really dont feel like using valuable resources building those craft just to make use of the plasma cannons.

4
The X-Com Files / Promotion II in 1.7
« on: December 05, 2020, 11:19:27 am »
Hi, just got into this mod and openxcom yesterday and I just want to ask for a bit of advice.

I am in august-september 1997 so far in my game and I am still just using kevlar vests and MP5s. Not sure if I should be using anything better at this point.

However the issue I am experiencing is that I cant get Promotion II to unlock.

I have run out of tech to research. The only thing I need to unlock the XCOM report #2 is the Chief Engineer, but for that I need the 'Cool Alien Gadget' tech to unlock.

Now, ever since I managed to kidnap a sectoid during a 'local military shoots down UFO' mission I have had a plasma caster and a plasma caster clip sat in my stores, however I cant research 'cool alien gadget'.

I cant research it because I need an improved lab, which I cant get without getting Promotion III, which requires Promotion II.

So I am stuck in a research loop.

Am I missing something? What else can I find that can unlock everything I need for Promotion II that can be researched using a standard Lab?

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