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Messages - Ves

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XPiratez / Re: Reactivating Auto Night Vision?
« on: May 13, 2019, 02:04:15 am »
I would be interested to know why the option in the settings was removed and we now have to adjust this for every damn night mission. I just started a new campaign and NV doesn't trigger at all. If somebody was unhappy with how this worked, he could have left it off by default and only activate it once needed. Guess what, thats how it is now, but for EVERYBODY. I used it without any problems, but now have to toggle this every single time. But loud minorities always get their way, i guess.

40k / Re: 40k
« on: December 15, 2018, 02:44:03 am »
Usually its structured like this:

The OXCE main folder has these folders:

common, standard, TFTD, UFO, user, and  OpenXcomEx (the executable)

the user folder has a subfolder called mods, and this is where all the mods are placed. They can be enabled or disabled from the ingame menu.

You then only have to start the game by using the executable in the main folder. If you start it with the executable in your picture it will not find 'common', which as mentioned above is in the main folder as well.

Some other mods like piratez and Xcom-files come with this structure already in place.

40k / Re: 40k
« on: December 15, 2018, 01:54:20 am »
I run it on Linux, so i don't know if there are major differences, but wouldn't you usually put in into /user/mods? I don't have that executable in the folder, either.

XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 05, 2018, 10:36:37 pm »
But does this mechanic works only if one can pick the gun with the mouse and drag it towards the unload icon? For tanks and similar units this may not work as the guns are fixed to the unit. Maybe there is a shortcut?

Yes, you are right. You have to be able to drag it.  :-[

XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 05, 2018, 06:25:35 pm »
There is a new option in OXCE to allow unloading, even if the offhand isn't free. The ammo then is dropped to the floor.

XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 04, 2018, 05:48:42 am »
Is there room for her in the barracks?

The X-Com Files / Re: Tips for beginners?
« on: December 02, 2018, 04:32:32 am »
As you noticed being able to reach missions is one of the most important things at the beginning. So i used to build another hangar and in the early game you can reach most places and missions using 2 vans and a car, where the car is sent to the far off places.
For research i would try to get biolab early. I think its Medicine --> adcanced Medicine --> Biolab. The additional 5 scientists help to speed things up early on. Then i would keep an eye on promotion I and II with all the techs that lead to them, so you get access to advanced equipment.

First tactic i recommend is to not start the game on superhuman, which i did out of habbit. It's more of a grind than anything else and enemy placement and numbers on most maps are rather wierd, with literally 30 guys standing foot to foot right next to your puny humvee, staring you in the eye. Apart from that pistols are key at the beginning because of their rate of fire. Haven't played much more than the beginning, so this is all i can say.

40k / Re: 40k Imperial Guard Operations
« on: November 05, 2018, 02:00:01 am »
If you play as Ultramarines, disable the Imperial guard operations mod. I found that you can't recruit marines as long as that mod is enabled, no matter which strategy you pick.

40k / Re: 40k Bug/crashes/problemĀ“s report
« on: October 27, 2018, 07:18:31 pm »
I forgot to save the game, but i think i encountered a bug in a hulk mission. In the second stage of the mission some of my units started with less than the maximum of time units. It seemed to me they had the amount of TU's left with which they ended the previous stage. I'll add a save to this once i encounter it again. I use OpenXcom Extended 5.1 (2018-10-14).

XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: October 21, 2018, 11:59:53 pm »
Pogroms that don't give negative score if you ignore them.

XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 08, 2018, 06:32:18 pm »
What would you say is still missing that keeps you from playing it? I mean, you can complete the campaign and after winning you even get an outro. I think it is amazing that you can come back to the mod after a while and discover what has changed since you last played it.

XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 03, 2018, 02:29:26 am »
Did you see them get zombified? Might not be intended , since in J6:

 Fix: Cats and Rabbits can no longer be zombified

XPiratez / Re: Bugs & Crash Reports
« on: September 28, 2018, 09:00:33 pm »
I think i have a problem in my game with space freighters not showing up at all.  The only significant research i think i'm missing is a "belter" and i suspect thats an enemy on that freighter mission. I also updated the version several times during this campaign, so that could be the issue. Might be RNG, but i am waiting for quite some time now and could buy the planet from the space governor by now. It would be an offer he can't refuse.

XPiratez / Re: Newbe questions
« on: September 06, 2018, 06:51:42 pm »
Don't you get bughunt mode if there are only 2 enemies left?

XPiratez / Re: Defensive layout strategies
« on: September 06, 2018, 12:50:05 am »
I place extractors somewhere near the hangars as well. Enemy terror units (not he 2x2 units) have a tendency to camp on their second floor, and i'm uncomfortable having them elsewhere in the base. Better not having to watch too many directions.

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