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Messages - ivandogovich

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31
Hey guys, bear with me as I'm new to the whole Open Xcom thing and looking to play the Xcom files mod.

I downloaded OXCE from the Download and Installation thread, but cannot find any instructions within said installation instructions thread.

Wondering if anyone can point me in the right direction as I have no Idea what I'm doing.

If you are playing XCOM files, you don't need to download OXCE nor the Nightly.  The appropriate build of OXCE is  already included in the XCOM Files package.

You still will need to original game files into the appropriate folders, to get the game to run.  Look for instructions in the Xcom files mod.

32
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: November 28, 2018, 03:57:33 am »
Upgrading a campaign is best done during a Geoscape save.  That way you avoid crashes if items were changed and (ie, new gunshot sound, but the save is still looking for the old one).   The other consideration is that its nice to do it before you begin a new month.  The beginning of the month handles all the mission generation for that month and upgrading before the month change allows any newer missions to be in the spawning pool.

33
XPiratez / Re: Uses of the riot grenade?
« on: November 27, 2018, 10:00:26 pm »
I go with Hallucigen for non-lethal early.  For heavier stuff, they get Frags, Willie Petes and later Hellerium grenades.

The Riot grenade just doesn't hold up for either non-lethal or lethal, but they are great for the Megapol troops to toss at you.  A lot of weapons in Piratez are like that.  They are more flavor, as I feel these are.

34
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: November 27, 2018, 03:58:50 am »
Dear Dioxine, in reply to the thing I said about nukes, I am still running J5 and I have not had nasty nukers wiping out my squads. Also, where I used to collect baby nukes for fun and fire them back, I have just obtained only 4 and I am up to 2606.

Secondly, no alien bases detected at all, which is a good thing but curious.

I hope this makes sense.

Love,

Maggie

There was a bug in previous versions, that prevented enemy bases being built.  It sounds like you are suffering from that.   Baby nukes are extremely common on the Supply Ships that visit enemy bases every month.  I have 4 bases in my 2602 campaign, and I've harvested tons of nukes.

I highly recommend upgrading your campaign to get the bug fixes that are provided with each release.

35
XPiratez / Re: Bugs & Crash Reports
« on: November 20, 2018, 03:29:38 pm »
Thanks for your bugfix/ruleset info, FG!  Much Appreciated!

36
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 16, 2018, 11:10:12 pm »
Forgot to also ask: I've gotten the admiral del corazon outfit, but i can't research it to find out what it does. What do?

Shotgun fist applies the 1 hp and 10 stun to the user.  To the enemy it applies 4 rounds of birdshot damage. (14 damage X 32 pellets in all blasts).

Admiral Del Corazon:  Huge boost to bravery but should be used by high ranking gals.  You can put it on a gal to see the impacts.  This makes bravery scaling weapons especially attractive (Boarding Guns, Handles, Billhooks, etc.).  Use Alt in the inventory screen with a gal wearing the outfit to compare damage potentials of these weapons.

37
XPiratez / Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
« on: November 13, 2018, 10:08:46 pm »
Just a suggestion: the Dragonfly is still the *Advanced Hover Suit, so maybe change the name of the recipe to bring it in line?

If you use the Unified Uniform Production Names Mod, that will be addressed, iirc.
https://openxcom.org/forum/index.php/topic,5713.0.html

38
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 05, 2018, 03:54:47 pm »
At this point, once the Sway Government mission is complete, the nation leaves the funding pool and the enemy base is built.

This isn't a problem really, as the base provides monthly opportunities to attack their supply ships and farm lovely goodies like baby nukes and slaves.  The funding loss is negligible in the overall scheme as your general operating expenses should be covered by profitable manufacturing, ie Grog, Chemicals, etc. 

I recommend playing on and reaping the rewards.

39
XPiratez / Re: Bugs & Crash Reports
« on: October 28, 2018, 03:56:11 pm »
The Secret Base mission was patched in 99J6b.  This bug was reported and fixed already.

If you are not willing to keep up to date with current releases, you will be subject to whatever bugs exist in those version.

40
XPiratez / Re: Bugs & Crash Reports
« on: October 27, 2018, 12:24:41 am »
en-GB.yml from v.099_J8:
line 4754 and line 4755 are the same

STR_BOUNTY_HUNTING_PRIZE_PLASMA_BLADES_UFOPEDIA
and
STR_BOUNTY_HUNTING_PRIZE_PLASMA_BLADES_UFOPEDIA

en_US is the  approved version for Piratez

41
Released Mods / Re: New Mod Portal!
« on: October 16, 2018, 03:53:39 pm »

42
XPiratez / Re: Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 16, 2018, 02:34:19 am »
Doing an assault on the guild base and nothing is so much as scratching the Guildmaster. Were they buffed recently because he's tanking panzerfaust hits to the back with zero damage when one is enough to kill a Marsec Bodyguard.

Any recommended can openers anyone would like to suggest at different points in the game? Or a reliable way to capture power armored foes beyond hope you don't kill them in one go?

The Guildmasters have a massive shield that is soaking up the damage from your panzer faust.  You can see this as the color flash on the battle sprite.  Once you reduce it enough, you will then only be dealing with his incredibly souped up power armor. 

I like voodoo for these targets.  I was able to take one down with 3 shots from a Wand of Pain in my earliest encounter with them, in this campaign.  Seduction can be super strong too.

43
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
« on: October 15, 2018, 08:18:46 pm »
Heya Nord!
Poet, Ohartenstein and I were talking about Meridian's first vid.  We all thought there could be a really good improvement to your dropzones from the flying boat.

How about having the squad face in all directions?



ohartenstein23Today at 10:12 AM
Just do facings from 0 to 7 clockwise starting with the right-most aquanaut
    deployment:
      - [2, 6, 0, 0]
      - [4, 6, 0, 1]
      - [6, 6, 0, 2]
      - [8, 6, 0, 3]
      - [1, 4, 0, 7]
      - [3, 4, 0, 6]
      - [5, 4, 0, 5]
      - [7, 4, 0, 4]

44
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 12, 2018, 05:48:50 pm »
Allready fixed, will upload when i add something graphic-related. Can't decide what exactly.

Here is a mod with a shock indicator that is a yellow lightning bolt.  I think it works well.  There are some alternate symbols there too.

https://openxcom.org/forum/index.php/topic,6405.0.html

45
XPiratez / Re: Newbe questions
« on: October 12, 2018, 12:08:21 am »
If you leave a crash site, it will eventually despawn after a few days.  No impact on score, but you get the score from shooting it down.

Editing save game difficulty is fine.  Just be aware that lowest difficulty nerfs enemy armor and hp, while highest boosts it.  Other impacts are more enemy spawns on missions as difficulty increases, and some timed missions start sooner on higher difficulties.  As your campaign is already at 40 months this should not matter.

Ive gotten a ton of Heavy Gauss raiding enemy supply ships that land at their bases.
The ninja seekers however, are just one of those really tough tech gates right now.  You have to be lucky with the ninja mission spawns.

Might be worth firing brainers for a while.

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