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Messages - Mathel

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1
The X-Com Files / Re: concealable is not concealable
« on: May 30, 2020, 09:24:21 pm »
Concealable is used with Suits, Coats and Bulletproof Coats.
Beach Gear is used on the beach.
Labor gear is used in factory.
Sporting gear is used in ski resort.
Underwater-Capable is used underwater.
Space-Capable is (presumably) used in space. (I had no space missions yet.)

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2020, 01:28:47 pm »
I just realised one more thing about getting the HWPs out. Yes, this was a Hovertank/LASER, so it could just shoot its way out. But I am not sure it would have been possible with a Flamer HWP.
Edit: And a rocket one could blow its way out, but would damage or destroy itself.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2020, 01:10:13 pm »
yes that happens with tanks.
but they can make a new door ;)
I am aware that tanks can destroy walls. It is what I used to get it out. But it being inside the room still does not make sense. There was no way to get it in.

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2020, 12:34:58 pm »
Syndicate Assasination:
Hovertank starts in a tiny room with a regular door.

5
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 27, 2020, 06:55:10 pm »
I just did the Gertrude Ellison mission.
I guess it is expected to appear before the player has acces to Power Suits. They are impervious to her unarmed hits. (She did picked up a handgun from a bodyguard she put to sleep. Not that it was any help to her.)
The only difficulty was with the combination of wanting her alive and being stingy on stun bombs. Luckily, I had one agent trained enough in melee to hit her with a Stun Rod. Otherwise, I would have had to use the Small Launchers.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 24, 2020, 12:36:34 pm »
Hello.
I have a bug to report.
Heavy Crossbow Tritanium Bolts can not be loaded into the Heavy Crossbow.

7
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 18, 2020, 07:09:16 pm »
Question about night vision. How to change it for on/off mode with keyboard? I mean not press and hold space bar all time. I know about threshold value too, it's great but can't find exactly how to turn on/off it by single keyboard button press. Sorry if it has been already answered.
Scroll Lock

8
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 18, 2020, 11:26:00 am »
Alright, I did a little bit of testing (downloaded latest OXCE version 6.5, got the files from steam, installed on a clean computer so no mods or previous saves). And it seems like the 'instant grenades' option turns smoke grenades into normal grenades in OXCE (the damage is applied on hit, same as normal grenades, and the ground gets visually scorched alongside the smoke).

I then downloaded OpenXcom on another computer and the instant smoke grenades seemed to work properly there (no damage, no visual changes other than the smoke).

Disabling instant grenades in the OXCE version of the game makes smoke grenades work 'properly' again (not sure if it affects any other weapons, I only started playing a week ago and haven't gotten very far).

This is all in the base game, I have no other mods installed and haven't really touched the other options (yet).

This seems to be a bug with special grenades in general. I was playing Equal Terms and discovered, that incendiary grenades from it do a large explosion when on instant grenades, while without instant grenades, they just create a small patch of fire.

9
Released Mods / Re: [FINAL][MegaMod]Equal Terms 2.0++
« on: May 14, 2020, 10:14:57 am »
Correction about the incendiary grenades. I did not update yet, but I noticed they worked now. So I did some testing of my own and found out, that somehow they react with instant grenades option (I have no idea why I had those turned on), producing a large explosion rather than a small patch of fire. Without instant grenades, they work fine.

10
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 13, 2020, 07:41:56 pm »
I tried looking at it. I do not know YAML, but if I understand this line from SavedBattleGame.cpp correctly,
Code: [Select]
_turn = node["turn"].as<int>(_turn);then _turn is an integer.
So presumably something strange would happen if the mission took as long, as is integer in that YAML. Which is presumably either 2 147 483 647 or 4 294 967 295, depending on whether or not the integer is signed.

11
Released Mods / Re: [FINAL][MegaMod]Equal Terms 2.0++
« on: May 12, 2020, 10:32:38 am »
Hello. I am trying this mod and it is pretty fun.

But now whenever I try to enter this alien base, the game crashes to desktop.

Also weird things I noticed: SAW magazine looks like 1x2 item but behaves like 2x1 and incendiary grenades do damage but do not light things on fire.

12
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 07, 2020, 05:19:52 pm »
Reaper corpse is on the list, but the list is very long. Plasma weapons, Laser weapons, various tools, robots, weapon clips, acid weapons, UFO components, Psi weapons, Sonic weapons...
Strangely, Boomer organ and Reaper corpse are there too, even though they do not seem like gadgets.
The easiest to find are probably the Psiclones (already mentioned), Alien Communicators and Black Lotus Psi weapons

13
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 28, 2020, 12:30:47 pm »
Regarding HKs:
Would it be possible for crafts to retain their target after escaping interception?
When a craft is faster than a HK, it can escape the interception. But when landing at the base, crafts slow down.
I have had cases, when a craft ran out of ammo and was caught just as it was landing. It could escape the interception, but the zoom-in for the next interception started before I could order it to go somewhere else, to outpace the UFO.
But because after escaping interception, the craft tries to return to base, it just continued trying to land.

14
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 23, 2020, 08:42:36 pm »
Flyby missions happen when you shoot down their ships. Don't shoot down UFOs, and you won't provoke retaliations. :)
(As usual, catching landed UFOs is OK.)

I did not realise that Flyby was equal to Retaliation. :D
The tons of Flybys I was getting was from shooting the Flybys in previous months then. Does the alien species that does the Flyby depend on the angered species?
If yes, it would probably explain why it is almost always Floaters. They do many Flybys, I shoot most of them down, this angers them, so they do many Flybys.

15
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 23, 2020, 04:00:54 pm »
I am already researching the "Ultimate Craft". (I can already build the Tormentor, but my best cannon is Alloy Cannon, so that would be pretty useless.) But I only built my first Advanced Lab a few days ago and prioritised Power Suits over Plasma Calibration.

Plasma Calibration is next of course, to get all that Elerium out of alien clips. Then I could
A) Build Stormlances, which are significantly stronger than Stingrays (What I use).
B) Get Develop Plasma Beams and mount them on Avenger(s).

I could also develop shields and mount both shields and Plasma onto Firestorms to make them useful.

But until I had Advanced Lab, I could not even think of making Plasma Beams and Stormlances were too expensive. And the aliens were fielding many Strikers and some Battleships for some time now. Battleships are uncommon and multiple Battleships in the same day is rare, but it happens sometimes.

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