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Messages - BreakRelease

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The X-Com Files / Re: Invisible Ninjas??? Black Lotus HQ
« on: December 01, 2022, 09:32:34 am »
The only thing that works against sniper/spotter is running behind full cover. I fought the red dawn by firing hunting rifles and then running behind my helicopter. Nothing is a sure bet against grenades, though.

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The X-Com Files / Re: Invisible Ninjas??? Black Lotus HQ
« on: December 01, 2022, 03:11:35 am »
Save scum. Once a mod designer decides to use the tools at their disposal to tilt the game against the player, that's the signal that it is okay to use the tools provided to you to tilt them back.
I bet you 99% of players just save scum against ninjas, I sure did. The best method I've found without save scumming is to smoke grenade and camp, periodically running around to check for the assassin. It's just too damn tedious, though. Same with poltergeists, although my recommendation to others would be to just not research Cover:Scientists because the ghost levels are a hassle without much reward.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 29, 2022, 03:22:05 am »
Havent updated to the newest version yet (so 2.6), but i got a terror mission with a impossible terrain for non-fliers...
I just got the same thing, on version 2.7 terror mission at Seychelles Island.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 26, 2022, 10:38:36 pm »
Evidently I can also only bring 7 agents to the "earlier" underwater missions even though I have Advanced Underwater Operations unlocked. Not a big problem, but it's not what I was expecting.

With the latest update, enemies in some Dimension X missions have been acting indefinitely. For their progress, I even have to click on the sign "the application is not responding" several times. So far, this has happened to me on the two final cyberweb missions. At the same time, other large-scale missions not related to changing x are played perfectly.
Not trying to contradict you, just adding a data point: I also did these missions recently and didn't come across any issues like that.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 26, 2022, 10:21:29 pm »
Isn't the Tasoth Factory non-watery, i.e. a pressurised facility?
It has a restricted armor set and swaps armors to their underwater variants.
I find the whole "synthsuit lets you survive underwater"-thing a bit strange tbh. How does "being stronger" equal "can breath underwater" and "not getting crushed to death"?
Presumably it has less to do with being stronger and more to do with being a pressurized suit. It's clearly not an accident that it has an underwater variant, as one can deduce by reading the UFOPedia entry for Dog Synthgear.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 26, 2022, 01:11:42 pm »
It'd be nice if armor lists were more consistent for underwater missions. After tackling the Tasoth factory with Synthsuits suddenly I can't bring them to the T'leth Embassy or Deep One Village Raid missions.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 19, 2022, 08:53:35 pm »
v 2.7, The Sound of Graves, had a ghost that sat inside the hill at full health forever preventing me from completing the mission. Finally just edited the save file to increase his position/height by 1.

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The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: November 18, 2022, 04:22:57 pm »
Nice thread, I'll add the best Bravery training method I've found: go to a milk run mission and have a dog bark at your soldiers for a little while.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 17, 2022, 07:52:46 am »
No, it's not even possible to set up a research to do such things; either it's available for research or not.

Can't you just research the card in base B and then the termination in your main base?
I couldn't, although I suppose it sounds strange enough that you won't believe me without evidence. I've long since overwritten the save. Maybe eventually I will recreate the scenario.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 16, 2022, 03:05:59 am »
Red Dawn Memory Card doesn't require Intelligence Center in the first place. Also, it doesn't terminate Red Dawn automatically, it only enables you to do so.
It seems like you misread my post. I suggested that it should require the intelligence center (which implicitly agrees that it currently does not) because researching it without an intelligence center consumes the disk without granting the termination research topic. I initially researched the memory card and was surprised to find that when it finished I did not get that termination topic. Then I loaded a prior save, transferred the memory card to my primary base (which does have an intelligence center) and when research completed I got the topic as expected.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 11, 2022, 11:32:53 pm »
Researching the Red Dawn Memory Card in a base without an Intelligence Center removes it without granting Terminate the Red Dawn! It would be nice if the memory card research required that facility so that people like me don't fall into this trap. Presumably similar cases exist with other technologies.

Background: I have a main base and a secondary one with just one Science Lab. Since this secondary base has more limited research options, I try to give it a higher priority in research topics, which naturally leads to this problem.

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