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Messages - TheCurse

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1
The X-Com Files / Re: Counter-grenade tactics
« on: February 03, 2021, 12:03:40 pm »
shoot them before they can throw grenades...

2
try it, you´re in for a hell of a ride ;)

the mod itself is gigantic.
its basically a mash up of all xcom games ever. still feels very "xcom" though.

considering difficulty... its "challenging". even if you´re really good at the original game, might wanna consider starting on "veteran" (the mod is balanced for that), and prepare not to win the first few attempts... ;)

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 24, 2021, 02:54:07 pm »
well, should have gone by day :)

4
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 16, 2021, 11:03:12 am »
they have psi vision, so they can sense your presence through walls ´n such.
however, psi attacks are weaker the further away from target... so it is different from OG.
(would be pretty cool if they´d factor that in when deciding who to attack, but well they do not)

5
The X-Com Files / Re: Night vision device?
« on: January 13, 2021, 12:50:07 pm »
i think thats intended.
as most enemies see a lot less at night (some don't care much at all), it might be a bit OP to abuse night missions like that then...

6
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 04, 2021, 05:12:54 pm »
the map layout makes it rather easy.
if you go in with mostly melee stun, you can have it easily in like 2-3 turns...
the easier the mission, the larger the despawn penalty.
(also urgency of the mission is kinda applied, thats why this has so much)

7
The X-Com Files / Re: Making money
« on: November 10, 2020, 01:10:32 pm »
its your main income source usually.
a single money suitcase is 100k. you can get a dozen of them in some missions. one UFO landing gets you millions.
so if you do missions its of course no guaranteed income, but usually you can get a lot more than the council income that way.

8
The X-Com Files / Re: Making money
« on: November 10, 2020, 10:46:29 am »
basically its hard to make any money manufacturing stuff in the current version. most will be huge loss.

when you say income, do you mean monthly from council, or all income?
since the main source of money is selling stuff... weapons, opened weapon/explosives creates content, dead bodies (or live prisoners) and the cult missions literally give you suitcases full of money...

9
The X-Com Files / Re: Issue with sprite alignment
« on: October 08, 2020, 03:21:29 pm »
Why did the chicken cross the road?
To pick up its gauss rifle...

10
The X-Com Files / Re: Extra rounds for Milkor MGL and GL
« on: September 16, 2020, 10:22:38 pm »
No, the weight is more logarithmic than additive... Else a human body wouldn't weigh as much as 12 grenades.
aw cmon, log weight is just gonna complicate stuff a lot... and it doesn't add up properly.
linear weight makes much more sense...

that being said, since gameplay > reality, i could totally live with a 6pack of nades weighting as much as 3 or 4 single ones...

11
OpenXcom Extended / [DONE?][SUGGESTION] Transport weight limit
« on: September 15, 2020, 03:04:51 pm »
Since there was item limit (and we all hated it...), how about weight limit?

Basic idea:
A transport has a weight limit, and it limits how much equipment you can take on a mission, based on item weight.
Advanced I:
Includes personel and armors.
So e.g. if you really wanna give everyone heavy armor, you might have to do without your dozen spare rockets... Or have to cut back on troop size.
Especially for early transports (e.g. xcf helicopter), you can either have your 6 guys with vests and equipment, or just 4 of them in heavy armor...


This might open up more strategic depth for troop composition and loadout, as you cannot just carry everything you might need anymore and just use on site, or if you do, might have to cut back on team size. Gives a lot of balancing options for heavy weapons and their ammo, as well as tanks.
May keep people (like me...) from putting everyone in the heaviest armor they can find, equip minigun for everyone and keep some spare mags, so may lead to a lot more equipment diversity in loadout.


(very optional extension)
Advanced II:
Includes loot weight too. So you cannot transport all contents of the battleship you just raided back if you did not leave some weight reserve...
May include the possibility of having them transported to your base in a matter of days or so, but some items (stunned enemies etc) would have to be taken by your transport or left on mission site.

(there´s so much things to do with weight...)
Advanced III:
Missions may have a transport weight limit. For whatever reason... (no idea how to put that story wise. But modders may find a way...)
E.g. special missions limit you to 120 weight, so you can get 4 guys with guns, or 2 with launchers and some spare missiles... even if the transport could hold more.

12
The X-Com Files / Re: Communion of Apocalypse
« on: July 14, 2020, 12:05:59 pm »
yes

13
The X-Com Files / Re: Stuck in progression
« on: July 14, 2020, 12:05:51 pm »
Nah i think RD is pretty easy, once you get rid of the tanks.
Fire is good (never tried it), but since you got blops stuff, minigun does the job well :)

14
The X-Com Files / Re: The X-Com Files online Wiki
« on: July 08, 2020, 11:05:04 am »
I did a dmg/hit ratio simulator. 1000 is definately not enough, i´m running at like 100k for each distance and even there are differences.
the area calculation would be the right way if you want a proper percentage. but its really hard to do.

15
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 07, 2020, 09:11:49 am »
ye but even a capacitor of that immense charge would be a lot lighter than that...
(i´d suspect a smaller battery part to charge the large capacitor, its usualy for setups with those requirements)

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