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Messages - misha_cilantro

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The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 21, 2021, 01:13:53 am »
The Skymarshall thing is indeed a map specific thing, it seems to be a small rock, I used the cannon (NOT the explosive one, I don't recommend that so close to your items and troops) and it cleared up the obstruction

Ah beans thanks for the warning! I did actually blast the ground until I could move without ever considering my gear O..o I'll... see if anything got blown up and restore if it did. Thanks for the warning.

You can go ahead and update to 1.8. Just make sure to get the latest OXCE.

Okay, I updated and it seems good. The only weirdness is that I had an Alien Embassy mission on the map. It's still there, with a missing string, and I can do it without keys now. Should I do it? Go in and abort? Hack it out of the save file somehow??


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The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 20, 2021, 06:36:38 am »
Two off-topic questions...

1) What's the recommendation for updating mid-campaign? I've got a 1.7 going that's in the first year of the invasion. Do I stick to 1.7 or is updating to 1.8 recommended?
2) Googled but came up with nothing... what's up with the Skymarshall and tanks? I can't get it off that thing! Sure, it can't hit a damn thing, but... it's a tank! I want it!

Edit: huh. the issue with the Skymarshall and my tank seems to maybe be map specific.

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Promotion III can be pretty hard to get if you happen to not get a lot of spider or shambler missions, and then when you do you don't cap them. My brother managed to miss the Shogg path entirely until into the invasion, and then had to hack his save file to get it >..<

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The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 21, 2021, 10:44:28 pm »
I'm not surprised it's difficult. I was hopped up on excitement for the game, though, and had to make a suggestion :D A single-target or grenade attack with long range would work, though that's highly abstracted. But the dog's bark works like that, so it's not sound attacks aren't abstracted similarly elsewhere. Limit just to human targets?

A cone attack would be a cool addition, though I'm sure there's a huge list of wants for OXC just as there is for this mod, haha!

Re: Cthulhu RPG -- heck yeah, it's my favorite! I love what they've done with the latest version, too. And the new Delta Green is a different, also-fantastic take! Now I'm imagining a full reskin of X-Com taking place in the 20s, running around the world fighting cultists and monsters and researching creepy artifacts. Cast magic, lose sanity! :D

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The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 20, 2021, 02:20:08 am »
Whoops, nevermind, found the donation page!

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The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 20, 2021, 02:18:43 am »
Hey Solarius, just started playing two weeks ago and this is the most fun I've had with an X-Com-like in forever. Maybe more than War of the Chosen?! Maybe! It's just so fun, and I love how it veers towards some ridiculous stuff--it really does feel like the X-Files. (And/or someone's homebrew Delta Green campaign where they added rats. I just built a rat farm!)

Anyway, here's my unasked for suggestion: megaphones! Sometimes I can't get close to a cultist to stun them without heavy losses, but after taking out enough people I've had them panic and surrender, and that's really satisfying. What if you could use a megaphone to do morale damage (after some requirements are met??) -- the old "we have you surrounded, come out with your hands up, you have no chance!" etc.

Also, question, do you have a donation thing that isn't Patreon? I don't use it, but would still like to donate!

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