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Messages - zetzet13

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16
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 03, 2015, 03:16:53 pm »
Regarding those early life savers.

In first aid skin adhesives are used.
That is nothing more than sterile super glue,

For unmanageable bleeding there's fibrin glue which is basically poured into the wound.

Last but not least there are medical staplers.

17
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 13, 2014, 11:39:19 am »
Hi!
I totally enjoy this mod because I had to restart so often.
Sometimes it gets tedious to start from scratch but every game is so different after the first weeks.

I ran into a game breaking problem after I had upgraded to this nightly: openxcom_git_master_2014_09_13_0319

In the terror mission in this game I wanted my tank to shot, but that crashes the game.
I don't know if it's the nightly update or the mod pack because I didn't play much and my tank hadn't fired until now so the last few battlescape missions were okay.

18
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 24, 2014, 06:36:59 pm »
Hello!

Here is something about research.
I just noticed that often times you don't get a notice when new research is unlocked.
It's there in the topics but easy to miss.

Is there any way to change that?

Sadly I can't give a specific topic right because I just noticed by accident.
the last few topics I researched were Alien Leaders, so maybe that's the problem?

19
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 19, 2014, 05:19:45 pm »
It will, but I'll restart for a third time.  ;)
Feels just like then when I was still a teenager with the DOS version.

Thanks and keep up the good work!

20
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 19, 2014, 01:42:40 pm »
Thanks for the hard work.
I like this very much.

Two short questions about the mod and the tech tree:

1. Seeing as you reached version 0.6 is it actually possible to beat the game right now or is it still too early?

2. I'm now in my 4th month and desperately in need of new weaponry. I captured some Navigators and researched everything up to Gauss Cannon and Laser Defense, but there still isn't anything for my soldiers popping up.
The last 5 missions were only Gazers, so I can't stun them as hard as I try since I'm stuck with prods, tasers and Dart Rifles.

It's really getting bad.  Like Xcom bad...  ;D

21
Open Feedback / Speed of Base Building
« on: July 17, 2014, 08:42:05 pm »
Hello everyone and thanks for this great project!


I remember that there was an option in xcomutil or ufoextender which let idle engineers contribute to base building.

Is that so in OXC as well?
If yes, how much would they contribute?

Thanks in advance!

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