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Messages - SIMON BAILIE

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661
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 02:28:45 am »
I increased the speed of some of the craft, made Avalanche, Fusion Ball and Stormlance 6 ammo. As I was getting creamed on Superhuman changed all but access lift in base facilities to 1 day construction, $1000 to build/maintain and their capacity. I also reduced the cost of soldiers, scienctists & engineers dramatically. Initially I only changed FA and REACTION stats for new troops til I had 25 over each of 8 bases. The game may seem too easy now to some players but I think it's still a challenge as I've lost a troop even with all the tweaking. On a further point are live hybrid important in the long term and bigger picture as the game crashes if you research one, you can research a corspe though. Is this a bug as I know this point has already been raised. See my attached save file.

662
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 25, 2014, 01:44:29 pm »
Yep I agree as I'm into April on my current game and have only encountered Floaters, Reapers & Sectoids so far. Took me til the middle of March to get any weapon better than convential ones except for Railguns. Exciting times and stuff ahead though. As the mod says it is very heavily influenced by live alien capture. Without psi abilitiess this would have been extremely hard but for the Batman mod I've also got going, gives your cock eyed rookies a chance. Also it helped to tweak the Xcom1 and Final Mod .rul files in respect to facilities and Xcom craft and intial starting stats of troops.

663
Programming / Re: Ufopaedia screens for Armor and Vehicles
« on: August 19, 2014, 01:24:51 am »
I agree, what you are proposing would be a big improvement, good luck!

664
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« on: August 19, 2014, 01:21:46 am »
I activated the .rul file that you were good enough to do for me, rocket launcher now looks as it should but still does not accept APFSDS rockets as right type of ammo. This is way beyond my area of knowledge. I did activate the .rul file along with the latest EQUAL TERMS mod. I have also edited some of the main .rul files as FLOATERS now have front armour of 58 and all ap rounds were bouncing off them so I've increased the power of a good many weapons to compensate. This isn't a major problem as I don't use those rockets but it's the only problem I know off on my current game and I wouldn't want it leading to major problems if that is possible. I have also reduced the number of mods I use to what I consider a bear minimum in a fulfilling game, using the FINAL MOD PACK helped me in a lot. Attached is my current latest game save. Thanks very much for any further help you may be able to offer me.

665
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 14, 2014, 06:04:32 pm »
Not sure if this is the right place for this observation and to be honest I haven't a clue about designing mods but on looking @ the rulset for the final mod I noticed something that seemed odd to me. My very limited understanding of the air combat had the interception window open @ standoff range which I think is 75km but on looking @ the new Raider ship its weapon range is 82km. How does this work in practice?

666
Work In Progress / EM CANNON
« on: August 13, 2014, 06:41:48 pm »
If I was into compiling mods I would attempt this if no one else has already. Could an EM cannon for your craft like in the 2012 remake of Xcom be implemented for opencom?

667
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« on: August 13, 2014, 05:10:59 pm »
Yes, I agree that your mod is very useful, I'm not into designing mods myself as I wouldn't have a clue where to begin but I do like to see how many I can get onto a game within reason before serious problems begin. Just one question with two points, as you will see from my attached .sav file, why does the in game & ufopaedia images of a rocket launcher look like a sniper rifle!(Still works so it's not a major problem) and why does the game say that APFSDS rockets are the wrong type of ammunition when I try to load the rocket launcher. PS why does the ufopaedia page not show the APFSDS rocket image?

668
Open Feedback / Re: MODS & COMPATIBILITY ISSUES
« on: August 12, 2014, 10:51:28 pm »
Thanks to everyone for their advice, have decided to start a new game as the only thing left was the Cydonia mission which might have been too easy. With using the Final Mod Pack and being selective about which other mods to put on I've managed to reduce the massive 131 mods down by half. Also I'm going to run my new game of the latest nightly which atm is 2014-08-12 15:12. Just two points I would like to be clear on. Firstly with regards to  the CULT mod, is it possible to only activate it after you have done almost everything else as I found on the previous game that Sectopods never appeared with Ethereals which meant I couldn't build the Xcom versions of Sectopods. Secondly can you leave activating the ALIEN REMIX mod until later in the game as I found that having it on from the start limited the number of Cyberdiscs that appeared thus slowing my ability to build Xcom Cyberdiscs.

669
Open Feedback / Re: MODS & COMPATIBILITY ISSUES
« on: August 11, 2014, 06:02:59 pm »
I'm using Windows 7 with big enough specs to more than cover everything. Was really lookin forward to going up against Mechtoids as they remind of the sectoids out of "The Bureau", apart from the fact that sectoids aren't even worth doing a battle against except for supply ships. Was also looking forward to building a few Xcom Sectopods and Xcom Enforcers but anytime I encounter Ethereals there doesn't seem to be any Sectopods, only Cult members which go down far too easy. I've attached a copy of my dx diag report showing my specs so any advice would be gratefully accepted.

670
Open Feedback / MODS & COMPATIBILITY ISSUES
« on: August 11, 2014, 03:43:51 pm »
I wanted as many mods as possible to keep the challenge level up but I seem to be running into problems, the main one is that the game crashes if I attempt to assault alien base 3 or 7 which are Calcinites. I've also noticed a few minor glitches such as the rocket launcher's image is a sniper rifle, APFSDS rockets and mind missiles come up as wrong type of ammunition. I never have been able to get the commendations mod working but have left it set @ yes to avoid the missing mods message when loading a game. All mods apart from the following have been set to yes (Aliens Pick Up Weapons, Armor Repair, Firestorm Gfx, Funding Rebalance, Jump Armor, Jumpsuit UP2, LukesDarkUFOs, Moriarty Armor, Radar Rebalance, Raven, Ryskeliinis Guns N Gadgets 1st Pack{which caused problems}, UFOextender Psionic Line Of Fire, XcomUtil Always Daytime, XcomUtil Always Nighttime, XcomUtil No Psionics, XcomUtil Starting Defensive Base and XcomUtil Statstrings). Also in all the time I've been playing I've never encountered Gazers, Anthropods, Mechtoids or the Muton Commander. Can anyone advise me please? Attached is a copy of my latest saved game file. Currently in the middle of a crashed battleship mission of "mixed heavy" aliens.

671
Open Feedback / Re: AI'S & MONEY
« on: August 11, 2014, 12:23:11 am »
Thanks

672
Open Feedback / Re: AI'S & MONEY
« on: August 10, 2014, 02:36:13 pm »
What I'm meaning is the following that you can have as part of craft deployment. I would assume that they can't improve in stats because of battle experience but I'm not sure. See the attached images.

673
Open Feedback / AI'S & MONEY
« on: August 10, 2014, 12:51:10 am »
Can anyone tell me if atificial soldiers improve with battle experience or are they just the same as HWP's? Also in Openxcom is there an upper limit to how much money you have in your funds as atm I'm away over $140 million? In the original vanilla version the game crashed at either $1 or $2 billion.

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