aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Taberone

Pages: [1] 2 3 ... 6
1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 17, 2019, 05:49:13 pm »
Each report is a save, with a description of what to do to get a crash. Ideally something as simple as "press end turn, shooting happens then the game crashes". Try to make a save as close to the crash as possible (i.e. just before pressing end turn) so that testers don't have much to do.

Extra info that is useful:
1 - Screenshot of the offending unit.
2 - Info about the offending unit and how to circumvent the bug.

Get a m_range_check crash when throwing Dynamite next to a wall. The attached screenshot shows where to throw the dynamite to trigger a crash. My game version is 0.99e.

Note that I have personally modded X-COM Files so that the "power" of everything in xcomfiles.rul is multiplied by 2, for stronger weapons (due to personal preference)

2
The X-Com Files / Re: The X-Com Files - 0.7.6 alpha: Rapid Fire
« on: December 01, 2017, 06:33:29 am »
How do I use surfboards on Surf Time missions? Don't see an option to buy them anywhere. Also, is there a way to preview inventory slots for the armor you're stuck with on missions such as surf time? I'm not sure if there's a way to see other than to arrive at the mission first and then discover that the either the gear you bought won't fit or that the armor you're stuck with can carry more than the default suit and tie. I got Ski Resort missions early-ish in the game when I first played this and discovering that I could use the backpack was a shock.

3
The X-Com Files / Re: The X-Com Files - 0.7.6 alpha: Rapid Fire
« on: November 30, 2017, 04:04:28 am »
After the shooting stops is when the fun starts for Black Lotus missions. There are assassins hiding in the dark, waiting for an unsuspecting agent to pass by...

Aren't camouflaged units fun?

Having fat-as-hell Agents that keep running out of energy searching the entire forest (and every last corner of the actual building itself) is also fun.

4
The X-Com Files / Re: The X-Com Files - 0.7.6 alpha: Rapid Fire
« on: November 30, 2017, 02:55:48 am »
I'm doing the Black Lotus Cult Base mission and I've killed everyone (I think) with the exception of their leader, who I've stunned. The mission still won't end, however. The shooting has stopped, and nobody's attacked or been spotted or anything for several turns. It is now turn 14, and I'm pretty sure their leader is the only survivor. Am I supposed to abandon the mission and then it will count as a success?

Also, I've discovered that throwing knives are really, really good. They kill people way better than a .45 Colt/Magnum/AK/whatever does. I'm definitely going to use them a lot more.

5
The X-Com Files / Re: The X-Com Files - 0.7.6 alpha: Rapid Fire
« on: November 24, 2017, 01:18:57 am »
Are save files compatible with each other if I upgrade to a new version of the mod? The answer is probably yes, but it doesn't hurt to get confirmation.

6
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 16, 2017, 08:09:18 am »
Any way to override the "Mission complete - Returning to Base" behavior after I complete a mission? Having to return to base after every mission before I can respond to another one is a bit weird, and by the time my agents finally return to base the missions will usually have despawned. Being able to respond to (and try to complete) multiple missions in one go (at the cost of not being able to resupply since you're not returning to base and managing craft inventory) would be nice.

7
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 14, 2017, 02:18:42 am »
Is the SKS supposed to be weaker than the Colt? A .45 is more of a manstopper than a rifle, frequently killing cultists with one or two well-placed shots. Meanwhile, two shots from the SKS don't even seem to faze enemies until I shoot them a third time. Could just be the RNG, though, since XCOM damage is really random. Might need to use the SKS more, but I've only got the one I've looted from a dead cultist.

Had a mission to stun some investigators who knew too much way before trying out the SKS rifle. One of them spawned in an impossible-to-reach area, so I had to shoot him. Now I've got a civilian corpse I can't get rid of without losing money for some reason?

Is there a way to override the "Mission Complete - Returning to Base" behavior? I can't complete one mission and immediately respond to another one, I gotta return to base first and THEN respond to the mission. There's enough fuel left for the public transport.

Also, where does the Black Lotus loading screen come from?

8
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 13, 2017, 06:06:57 am »
Do shotguns share the same ammo, or does every single shotgun use shotgun shells that are incompatible with each other? Haven't tried using any shotgun other than the 8-round Pump Shotgun yet. Pump Shotgun is really good, and I like the range on it, too. It's not your typical videogame shotgun that can only shoot up to three centimeters before the pellets magically self destruct in midair. The range seems pretty realistic, and I think the shotguns are going to be my favorite weapons in this mod.

9
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 11, 2017, 05:43:53 am »
Are Black Lotus gangers more important than the other cults (EXALT, Red Dawn, etc)? I've noticed that whenever I do missions against them, I get a special loading screen showing some lady with two swords on her back. Other cults seem to get the same loading screen background, but not the Black Lotus.

10
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 10, 2017, 08:39:34 am »
Came back to openXCOM to try out this mod after reading about it on Tv Tropes and I must say, this is really good so far. I thought I was gonna hate the two-seater car thing because it won't feel like a meatgrinder like original XCOM (Nothing like coming to a mission with 14 rookies and coming back with only a handful of survivors), but I actually loved it.

Having to go at missions with only two agents at once (or even one agent, if the other one gets wounded and you don't hire replacements until it's too late like me) is definitely challenging and a nice change of pace.  The whole conspiracy thing with shutting up farmers by tazing them within 10 turns and the men in black vibe is pretty nice, too.

Only gripe I have with X-COM Files so far is the "You lose at close combat" thing. Not sure what exactly it is, but my Agent decided to whip around in the wrong direction and shotgun the other Agent in the face rather than shoot the cyber-gorilla(?) thingy trying to beat him to death.

11


There should be a way to unload unused items for craft equipment. I've got all this stuff...



...And this much goes unused. The way I equip my troopers before combat is that I equip EVERYTHiNG on the skyranger, then I distribute it to my troopers, then I take away everything unused one by one. Slowly and painfully. Take away exactly 13 grenades from the skyranger, take away exactly 8 stun rods, take away exactly 4 laser rifles, etc. No unused gear lying inside the Skyranger when the battle starts, but I had to do that manually.

If I try to reduce how much "taking away unused items manually" I do by taking what I think I need, that doesn't work either, because I'm terrible at predicting how much they'll actually need, and usually take too much or too little. If I just take everything on the skyranger and leave all the excess gear on the floor, then I'd get screwed over if I were to play UFO Redux/Area 51 (Because it has missions where your objective is to escape, and all that excess gear is left behind). Currently playing mostly-vanilla XCOM, then I'm trying the Area 51 mod again.

12
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 13, 2016, 04:59:21 am »
Browsing my Android's files on a PC, I can't find an Sd Card folder, only internal storage.

Installed the apk and got to the preloader on my One Touch pop 7. I tapped the button to copy both UFO and TFTD data to the directory. I hit "Save and restart" and OpenXCOM closed itself, as expected... Except for the part where OpenXCOM doesn't even launch and keeps briefly flashing the preloader before closing itself. It gets to "generating a list of assets" before closing on the preloader.

I managed to get it to be green(UFO version is the patched one, TFTD version is the DOS one) when I chose the location of the UFO/TFTD folders, and hit the "use app cache" button for the path to config/saves/game data before the problem started. (screenshot in the attachment is from before I hit "use app cache")

13
Offtopic / Separate installations for OpenXCOM Possible?
« on: October 25, 2015, 06:55:48 pm »
Would it be possible to have separate installations for OPENXCOM(If thats the right word)? For example, one for Piratez, one for Final Mod Pack, and one for my regular OpenXCOM?

14
Suggestions / Re: Rehash: Play as Aliens
« on: July 02, 2015, 09:09:51 pm »
Was going to ask "What will keep the player from spamming Terror Missions" but it seems you already have it down. Nice.

15
Suggestions / Re: Rehash: Play as Aliens
« on: July 01, 2015, 04:12:48 am »

Pages: [1] 2 3 ... 6