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Messages - Alex_D

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331
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 29, 2018, 07:46:11 am »
Hi Solarius,

I'm not sure if this error has been reported before, so it goes again just in case.

Spoiler:
Spawn location on Mummy map. I looked all over the map until the bug hunt showed me this odd location for a Male Tomb Guardian

332
XPiratez / Re: Newbe questions
« on: December 28, 2018, 06:34:47 am »
They get no experience if retreated from a fight before it is over (interception window for that craft closes).
I normally don't want the ground assault window to pop up for the intercepting crafts, thus when the interception windows says the craft is down, I immediately press disengage to all crafts.
Based on your research, then by doing so, the pilots won't get their experience increase because I "retreated" so I won't get bugged by the ground assault windows?

333
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 20, 2018, 08:26:49 am »
I found myself using the crossbow (and later the heavy crossbow) well into the game, even when Sonic guns became available.
The crossbows can 1-shot kill several of the enemies during underwater missions.

334
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 16, 2018, 09:44:05 pm »
One question about underwater missions:
Spoiler:
Advanced Underwater Operations  makes the larger sub "Trident" available. However, afterwards, many other underwater missions still show with the smaller sub "Calypso". Is it supposed to be this way? Is there any way to know in advance which sub is going to be when?

335
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 13, 2018, 08:02:56 am »
I think I saw this one before, but I post it just in case.

336
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 13, 2018, 04:24:14 am »
I was on a Black Lotus mission and feel pretty sure I encountered a totally invisible enemy. I had two agents with their backs against the dragonfly wall with full TUs. Something came right up on them and melee'd them both to death with some kind of blade.

I guess it makes sense for some ninja-y organization to have some invisibility, but I'm not too sure how to counter it. Are they literally unseeable? Any advice?

These are probably
Spoiler:
the Ninja Assassins. They look identical to the Ninja Warriors, except for the name and they are quite stealthy until you are like 4 tiles away. The early game has no counter to it other than tactics and a methodical approach. First, you only fight them during the day if possible. There is no reason to give them additional advantages. Second, you use (and abuse) the smoke grenades so to "level the playing field" (the unit cannot see you either). Third, bunch your people in an area of the map, where there are few or only one easy approach. You could lit the ground on fire so these units path their way toward your group the way you want. Fourth and key, use scouts with motion scanners (or dogs) to step out a bit from the centre of the smoke. Once you detect a yellow arrow without a visible unit (press ALT after a scan), that's a Ninja Assassin. You can direct all of your firepower towards that location (picture Predator "Contact!" scene :) ). Finally, you can speed up the research of the large HWP (aka tanks), Ninjas will attack them instead if they are closer. Until you research Cyber Armour, your weaker units are at risk of insta-death from them. Have no mercy towards them  :)
EDIT: Spoiler added.

337
The X-Com Files / Re: Tips for beginners?
« on: December 12, 2018, 10:10:13 pm »
I agree with pistols.

I'm on the mid to late game, and the Smart Pistol, with Tritanium ammo is all that is needed to defeat most enemies. Very often my heavy hitting guys (thrasher shotgun, arasaka, rocket launcher, etc) pull the pistol (their sidearm by default) to handle close combats and stuff. Most enemies do not have enough armor to take more than two hits with this gun. A team of 8 of them (in Cyber Armor) plus two laser tanks handled two HQ missions (Black Lotus and Church of Dagon) with only one casualty (one tank).

My rookies, which usually are very weak, are given this pistol plus one spare clip, a motion scanner, and a flash light. And if they can carry, an advanced spray medikit, a smoke grenade (pre-primed), and a stun weapon of some kind.

Is there any other pistol that can perform the same or better (accuracy of damage per TU spent)?

338
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 07, 2018, 06:58:24 am »
Should be roughly as much as Alien Alloys. I'll check.

Very little aqua plastics indeed, after capturing an intact USO.

339
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 06, 2018, 11:28:17 pm »
I mostly pre-load my team before leaving the base, with a quick check before battle, mostly to correct a minor loadout if the battle is during day or night time.

The risk of only loading pre-battle is if one accidentally drop a pre-primed grenade (that is not smoke) and forget to pick it up (or deactivate), then said grenade will explode potentially wiping out the whole inventory of the craft and some of the crew with it. The crew can be replaced but some of the inventory is rather unique or hard to manufacture  :)

340
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 06, 2018, 09:21:52 pm »
Quick Battle, I hope? :)
Sorry, nope. It was a cave mission where this critter appeared with the weapon. I quickly dispatched all of them so I did not check if the gun could actually fire at me. As lore, I figured out it could be related to the Syndicate experiment stuff, so I took a screenshot as a souvenir :)

Sorry, no idea how to reproduce it. Can you give me the exact steps?
I think it was during the equipment screen at the base. I miss-click and got the the avatar change instead of the armor change. I tried to change the avatar and got a CTD. The small AI unit was wearing either a medical or scout drone armor.

341
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 06, 2018, 09:12:55 pm »
If I remember correctly, the template prefill (F9, or any shortcut for that matter) would fill the back pack, but it doesn't fill the ammo for permanently fixed guns. I remember that I would press "Z" for autofill after pressing my shortcut key for the tank.
Maybe it got fixed in a newer OXCE release.

342
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 05, 2018, 07:44:16 pm »
There is a new option in OXCE to allow unloading, even if the offhand isn't free. The ammo then is dropped to the floor.
But does this mechanic works only if one can pick the gun with the mouse and drag it towards the unload icon? For tanks and similar units this may not work as the guns are fixed to the unit. Maybe there is a shortcut?

343
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 05, 2018, 10:22:47 am »
I found something else.
If for some reason, one decides to change the skin of a small AI robot, the game crashes. I found it out by mis-clicking (wanted to change the armor) and decided to see what happened, and I got a a CTD. The complaint was something wasn't in the .pcx of the unit.

344
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 05, 2018, 03:11:28 am »
This research requires Deep One Communities and Basic Operations.

Hmm, I'm not sure if the UFOpeadia research screen requires these techs, but if I recall correctly, I was able to go to the sea floor pretty early on and fight the gillmen and aquatoids with Crossbows. Maybe it's just Basic Operations?

When I get home I'll upgrade to the latest mod version, and check again.

EDIT: Yes, I have access to the Calypso. And I haven't researched that tech.
Also hi tech Shambler :)

345
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 04, 2018, 11:45:38 pm »
Hmm... No idea?
From the mod portal, also attached:
https://image.mod.io/mods/0640/158/lilsub.png
I don't get this image in my UFOpedia. I found the hard way that only the top 7 agents get to go down with the Calypso.

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