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Messages - Belcanzor

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31
The X-Com Files / Re: Some of your most Bizarre missions?
« on: December 15, 2023, 03:00:01 am »
You mean medum scouts and stuff? It's hard if you intend to outshoot the plasma rifles with your peashooters. But with measly 40-60$k, you can execute very-high tech
Code: [Select]
smoked incendiary dog rush ⭐ technique. And it becomes fairly manageable. The luck I'm getting here is ridicilous, though. Dare I say, "bizzare". But it also goes better if you don't get sectoids facing you.

On the other topic, I had no idea that industrial missions can be so fun.

In your vdeo I see you put the prisoners in the green spot. They dont wake in that place? Asking because handcuff is a pain.

32
The X-Com Files / Re: Crops and MIBs
« on: December 10, 2023, 03:36:23 pm »
I read the report but I also "fail" a mission with deep ones and win. Thanks for answer.

33
The X-Com Files / Crops and MIBs
« on: December 10, 2023, 02:59:05 pm »
They come at turn 10.
- Can they be defeated? I put 2 to sleep with electric stick but they are too many.
- Reinforces stop?

34
The X-Com Files / Re: [submod]Submod list for XCF
« on: December 08, 2023, 04:35:29 am »
You are not wrong, but you are not completely right, either.

Megaphone works fine with lazy loading. You can use the attached file to get the missing animation and kill the error, if you wish.

MWEP is similarly fucked (very minorly, though) and the author needs to unfuck it. I'm not going to try to deduce what image they were trying to reference with their '700' and '800'.

Hangar mod is completely okay, as far as I can tell. Well, unless you use BAI.

Yautja hunt has sound issues, which can be fixed with the other attachment.



Spoiler" Money?":
Interesting. What other problems do you have that are shared between X-Com and real life? ;D
I m at loss of words. How very kind of you.
Question: The hangar cause some game unbalance?
These can be added mid game?
Also: Please dont worry about this. I report the mods that dont work, was not my intention to demand someone fix them.

35
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 07, 2023, 03:31:12 am »
As Juku hinted, you're going to have a very uphill battle if you intend to go for osprey with only 5 researchers. Your primary focus at start should be at expanding the research capacity to 15 via intelligence center and bio labs ASAP (ideally within the first couple of months). Then you can relax a bit and focus on researching the other useful stuff. Depending on circumstances (such as RNG and money), the next step is either to build more bases, possibly with more researches or wait for science lab (additional 25 researchers, costs 2M to build and scientists also a lot, so it may make sense to save your pennies in preparation for a while). You can get science lab after promotion 2 so before OSPREY (which also requires having all cult 'operations' researched ie. successful cult outpost missions with 'leader' captured, while Promotion 2 does not).
I just unlocked the buildings for extra scientist but I dont have money because I made another base :p I need like 2 month of savings. I love it.

36
The X-Com Files / Re: [submod]Submod list for XCF
« on: December 07, 2023, 03:28:47 am »
Yautja hunt seems problematic indeed, made a new section for 'dead' mods.


The rest seem to load fine and have features that appear to work, though I did not do extensive tests. The only one I can say 100% works is the megaphone.

What were your issues with them? Mod didn't load (what was the error message?), mod crashed during gameplay, mod features didn't work as advertised or at all?
For me they give a "fatal error" and go desktop.
For example: some mods crash IF you disable "lazy loading", as far I know that mean "missing sprites", in other words if you manage to load them later they can cause problems.
Please correct me if I m wrong on this.
Edit : I need money! Both in game and rl.

37
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 06, 2023, 02:49:30 am »
No, it's the
Spoiler:
lurking Cybermites. I think they're only found on the Moon, and hatch preyyu quickly, so not a big issue. But a proxy mine based on that could be nasty.



Mudranger is also handy for assaulting cult HQs, since those spawn in fixed locations. But, yes, it's a rather niche craft otherwise. Myself, I made it into a proto-Osprey, 12 men with global reach (the idea was that they fly to a military base and borrow an APC from there) but as slow as a van or thereabouts.
Thank you. I try to find that proto-Osprey. I hope some way of lab appear soon because I got tons of stuff to investigate and just 5 people.

38
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 06, 2023, 02:47:39 am »
Mudranger is very usefull if you need to bring a lot of soldiers to something very upsetting that can spawn too close to you base if RNG hates you. (You will see what I'm talking about in time.)
Other than that, I find it useless.
Perhaps buy it at the start was a bad idea. Thanks for answer. I m still exploring the mod and restart several times because I fail to understand this is a total conversion , as example: first thing I did in my 1st try was using all the money on hire scientist at day 1 :p

39
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 05, 2023, 04:02:59 am »
I just start your mod incredible mod.
First question:
Whats the deal with the Mudranger? Some kind of internal joke?
And: An entire hangar for just a car? I try not add much mods and play as pure of your design, but I know there is an hangar mod.
Again: Incredible!

40
The X-Com Files / Re: [submod]Submod list for XCF
« on: December 04, 2023, 05:48:49 am »
Some mods no longer work.
Can you edit the front page and remove those?
- Megaphone
- Yautja hint
- Hangar
- Mwep (its updated but dont work)
Tested in openxcom_extended_v7.9.8-win64
Im downloading another version of openxcom.
Please tell me if I m doing something wrong.

41
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 29, 2023, 02:40:56 am »
This is from additional USO variants, still hunting them. Thanks, will fix.- No, i dont want it. Maybe some terror units...
- impossible.
- impossible.
- will cause bugs.
Impressive power is synthesis :p

42
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 28, 2023, 04:08:36 am »
Feature proposal:
- Recruit/brainwash aliens
- Tech to reduce build time
- Special mini ship pen for the small ships
- Remove limit for tanks/drones, just spaces

About to end mod (I think) already got sound cannons and a year as passed

43
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 21, 2023, 04:56:50 am »
The fact that an Aquatoid Navigator can only be acquired at Terror missions is ridiculous if not horrible. Terror mission are literally the last place to look for a navigators. Navigators are supposed to be where alien navigations are -- in Usos! Is this mod is build around that a player already knows what and where to get in order to proceed?
Perhaps bad luck? I found navigators in ships.

44
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 19, 2023, 08:07:07 am »
For me this mod is the best mod at the moment for tftd. Only miss "armed civilians" and fight in water and land like the hybrid.

Congratulations and thank you!
I speak too soon. It got armed civilians and all the stuff I miss from other mods.

45
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 12, 2023, 11:07:21 pm »
For me this mod is the best mod at the moment for tftd. Only miss "armed civilians" and fight in water and land like the hybrid.

Congratulations and thank you!

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