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Messages - Apocca

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Released Mods / Re: X-Chronicles Release, v.0.99.13
« on: Today at 05:40:44 pm »
To meet dwarves you need to research all of golems. It can be done via capturing them (hard to do after "earth defense force"), or by interrogating spiritists and other ivaders (which you prefer to kill or ignore).
But bottleneck is not only there. Your last nest mission in the nest must have been special. But it was not.  :-[ I have noticed a serious bug. It will be fixed in the next update, but now you can provide your savefile and i will redact it manually.

Oh shit, I researched "earth defense force". Never saw a spiritist.
I'll update to the latest version. I see there is a fix with: "more ways to get golem techs"

Released Mods / Re: X-Chronicles Release, v.0.99.12
« on: September 10, 2023, 10:12:13 pm »
Ah, so I need a healer and a mentat adapt. Got it. Thank you.

I like that you need to train your soldiers as requirement for certain buildings. It's a unique concept for an x-com mod.
Currently enjoying the mid game. I must admit the beginning was a bit of a grind, but it gets a bit better with weapons that have better accuracy (and soldiers with better accuracy).

Still trying to figure out the weaknesses of enemies. Sometimes they go down with a single electric blast, sometimes it takes 4 electric blasts for the the same unit. Some units are immune to certain elemental damage, etc.
So far fire looks the weakest. Electric is good against shields. Ice is also good.

Mana crystals are hard to come by, but I just got the tech to be able to manufacture more.

I like the small numbers with damages and health. And big numbers with the shields. Makes it also more unique.

Research tempo is fine, I'm used to X-pirates where research is also slower and have 'gateway' research that takes very long to complete.

Released Mods / Re: X-Chronicles Release, v.0.99.12
« on: September 10, 2023, 01:33:34 pm »
I am able to make battemages and mentats but I can't seem to make farseer and biomage specialist. I have several soldiers with more than 35 psi skill. What else is needed? The ufopedia only lists 35 psi skill is needed.

Released Mods / Re: X-Chronicles Release, v.0.99.11
« on: August 10, 2023, 02:33:51 pm »
This mod looks interesting, I'll start to play it.

The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: April 06, 2023, 05:42:34 pm »
The chances aren't high. Also, there are only two such missions as of now.

Ah, ok.

XPiratez / Re: Newbe questions
« on: April 05, 2023, 05:40:41 pm »

The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: April 05, 2023, 12:07:48 pm »
What are the changes for a Dreamscape mission? I have Dreaming but after 1 year in-game I have yet to get such a mission.

The X-Com Files / Re: The final wrench in the cogs!
« on: April 05, 2023, 12:06:04 pm »
Got the Arbiter mission which allows me to continue the story arc for MiB. I'm at the point were I sometimes get mixed crews for UFOs so there is usually 1 Ethereal.
Waiting for the other Ethereal version so I can continue, but at the moment it's quite a grind with all the hybrid missions to just get some score each month.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 05, 2023, 11:46:51 am »
2) I terminated Church of Dagon, but "T'leth Embassy" missions still appears. Is it by design?

You get this because you have not finished the underwater story arc (destroy the T'Leth Tasoth Factory)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 05, 2023, 11:44:59 am »
I'm still caught in a loop with the UAC moon mission (code book). Keeps repeating over and over again.
I replaced the code that I found here  but still no difference.

Maybe my saves have become unusable, i have no idea.

I have the same issue.
I also noticed the M.A.G.M.A Reactor Malfunction mission comes back sometimes the next month.

Lot's of content.
I agree, this mod has allot of content. Hats off!

- The first phase of the game, in which you play an undercover organization, doesn't work so well.
I liked this part very much. It also states that in the description of the mod.

- In I'd say about the first half of the game, there's too much reliance on interrogation
Not an issue for me, as I played other mods which are also highly reliant on interrogations.

a couple of guaranteed "weak alien" waves
In the beginning you have a change on an UFO landing or some "Military shot down a UFO" missions.

The only issue, as with all mods is the RNG. You can be unlucky with the random rolls and not get something.

Overal very positive about this mod. Most things you are having issues with is just unlucky RNG.

The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 27, 2023, 05:51:11 pm »
I love the storylines too. Especially all the little easter eggs to different x-com games  :D

The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 16, 2023, 03:30:32 pm »
Starting playing X-Com Files and had 'military shot down UFO' mission. I was so exciting for that. Choose to go there during the day, bad decision :D

Suggestions / Re: buy/sell screen mouse wheel use
« on: March 13, 2023, 12:37:10 pm »
I was looking for this config. Had 1 mod where this worked (X-Com Reaver) but not in other mods.
Especially for Xpiratez this is handy because you can scroll to transfer 8000 tokens to another base.

XPiratez / Re: [MAIN] XPiratez - v.N3 20-Dec-2022 Clear Skies
« on: March 08, 2023, 03:49:44 pm »
For the wiki, there's been a few over the years. The current most updated/functional is this one:
Or you can use the local version included in the most current downloads of XPiratez, which is found in the xpedia2 folder in the install directory. That one can be useful if the online version hasn't been updated to the most recent patches. Read through the file in that folder to know how to use it.  I believe the online version is currently on N3.0, if that's important.

Also, posting this here for awareness/answer to a previous question:

What happened to ? It was such a good site.

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