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Messages - Alex_D

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346
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 04, 2018, 08:56:06 am »
Two Questions:

1. The amount of Aquaplastics recovered from USO ambushes is like 2 per mission. Standard UFOs yield several times more. Is it supposed to be this way?

2. What happened with the screen of the submersible for underwater operations where it says only 7 spots are available? I see the screenshot on the mod portal but I don't have it on the Ufopedia.

347
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 03, 2018, 01:07:34 am »
Thanks for the confirmation.
I liked the Red Dawn HQ battles. They were so epic!. See screenshot for largest surrender (for me) ever!
Finally I gave up and terminate them. I'll move to the next one in difficulty. Maybe the Black Lotus and their lovely Assassins  ?  :P

Now to install the new mod update to 0.97b (Many Thanks!).

348
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 02, 2018, 04:29:29 am »
Another question.

I researched the "Red Dawn HQ", assaulted, retrieved the data card, and researched it. But I haven't researched the "terminate the Red Dawn".
I keep getting the same HQ mission every month. I assume the mission will continue spawning until the cult termination research is completed, not when the data card is researched, right ?

349
The X-Com Files / Re: Tips for beginners?
« on: December 02, 2018, 04:23:49 am »
My 2 cents:

When I started playing the mod, I quickly figured out that the best way is to have multiple teams deployed on constant patrol across the globe. Thus three (or more) hangars per base are a must: Two cars away and a third ready to go at a moment's notice. Also build a second base asap, preferable at the opposite side of the globe of the first one. One barracks is enough for a full complement of agents. Manufacturing is not so important until a few months into the game.

I didn't use the van that much, as it was way too slow. I used a private car which travels much faster. I think I tried once the mudranger (later upgraded) but I dropped in favour of more advanced craft that comes much later. The mudranger was in my main base, and I had a weapons template ready to go in case there was a strike needed within its pitifully small range. I also keep multiple weapons template based on the type of mission that gets spawned (beach, labor, sports, etc). However the away team cars have a generic template that can fit any of them.

Not all missions are required to fight. I remember I aborted quite a few when I saw like huge numbers of critters surrounding my two agents, and there was no way to complete the mission. Very often the shooting was directly from the spawning point at each side of the cars.

Bring lots of ammo for the guns used; if you think it's enough bring two more clips per gun. One mission I remember I reloaded a couple of times (mostly to know if it was possible to finish and not to abort) was two agents against a horde of spiders during the night. The only way to beat it was to move to a high ground with a bottleneck for access. At the end I ran out of ammo and one agent was constantly doing ammo runs from the car to the defensive position atop of some ruins.

Also keep (and load into your vehicles) the recovered guns from the human factions, even if not researched, they come in handy very often to your agents.

My favorite missions are the very small maps with concealable only (leather coat is great). Usually they go pretty quick.

350
The X-Com Files / Re: Aircraft armanent
« on: December 02, 2018, 04:01:57 am »
Yes, it's possible - after all, that's how vanilla works.
Do you have any specific ideas here?
(I'm moving this discussion to a new topic.)

Well, it started with the CF-105 and one of its real-life design features that its internal bay is multipurpose. It can be missiles, rockets (nuclear tipped), bombs, more fuel, etc. In real life the space was filled with a sensor pack as part of the avionic studies.
I was thinking into creating a tiny mod about it. But then I researched better interceptors. Thus at the end I moved the plane to a remote arctic base (too keep up with the lore), to be mothballed again for the XCF part 2 (in the 2040s) :)

351
The X-Com Files / Aircraft armanent
« on: November 30, 2018, 10:34:29 pm »
A quick question with regard of a craft mounting hard-points. These can be either gun, light missiles, etc. But is there a entry where a hard point can be multipurpose? Example: The hard point (not the device) can mount a gun, or a missile, or a shield? I was thinking on having one multi-mission hard-point that can fit a wide variety of type of things (e.g. missiles and guns) rather than only one category (e.g. missiles or guns).

352
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 30, 2018, 06:43:18 am »
Not a bug, more than a nitpick.  For your consideration.

Spoiler:
Thanks for the mothballed CF-105 Avro Arrow. As a Canadian, I cannot feel more bittersweet  :P

This is a good image for a dogfight.  It looked odd, so I resized it a bit. Now the tail is not cut-off.



353
Something similar has been added to OXC today: https://i.imgur.com/ATizRr9.gifv

Shows craft range:
 - if less than the whole globe
 - at take-off only (=while craft is still in the base)
 - without considering exact take-off time (the 10 minute window)
 - all other radar circles are hidden while this one is shown

Outer (full) circle is the range, inner (dashed) circle is just to indicate what's inner and what's outer (it can get confusing when the circles are on the other side of the globe).

Thank you!
(No more annoying comments about it from me on your videos  :) )

354
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 05, 2018, 10:30:05 pm »
Is this good?

Yes!
Thanks!
My OCD can rest in peace for now  :D

355
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 05, 2018, 08:20:53 pm »
I know how locations are defined, but I don't know where Maracaibo is. There are several places with that name.
The issue is, nobody is giving me correct cooedinates... Including your "longitude of 2307". :P So I kind of stopped caring.

Considering the original marker for Maracaibo is in South America, and these markers usually refers to cities, it is safe to presume the marker intention is to point at the largest city in South America with the name of Maracaibo. See map link.

Thus the location I put on the screenshot I posted earlier is the correct location. My mistake was not knowing the game coordinate units, which was corrected by krautbernd.

I think it's even feasible that there was a typo in the original latitude coordinates that pushed the city location further south of this original location, albeit on the wrong shore of Lake Maracaibo. But what do we know? Maybe this is the real city location. This is an alternate reality anyways!  :P

356
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 05, 2018, 10:43:53 am »
This is a silly question: So the only way to turn off the flashlight is to put it away in the inventory? Flashlights left on the ground will be always powered on, illuminating the area like a flare but much more potent?

357
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 05, 2018, 01:26:34 am »
Yes, thanks, but Alex_D specified different coordinates. Just wanted to make sure what his intention was.

I suppose I put the coordinates in the wrong units. The number I got was from looking at the save game and see the destination coordinates of the vehicle, as shown on the screenshot. But maybe I don't understand the inner workings of the game as much as the modders here :)

358
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 05, 2018, 01:22:24 am »
Well winning through savescum is not really worth congratulating, lol. But the game was already beaten with Zubrin.

More like the game beat me when I tried with the Zubrin.
If it wasn't for the overwhelming MCs I'd probably have done it without re-loading.

Spoiler:
I still consider the Conqueror assault to be my official "timeline". It will be another few in-game months to complete all the stuff needed to build the ship in a timely manner, including the Annihilator suits. Money is not an issue anymore with my game. I'm attaching my save of just prior sending the Zubrin to Mars, for reference and mod tweaking if applicable.
I suppose I could have made more progress if I had "purchased" a Provost earlier in the campaign as opposite of waiting for the proper mission. I ended up purchasing her anyways. I'll wait for the next update before advancing the campaign a bit further. There is still some research to be done somewhere ;-)

Something I noticed is in the countless battles of this campaign, I don't remember I ever had a Blaster bomb fired my way. Is there something wrong with the mod or the aliens, or I was very lucky?

I remember in the original X-Com I usually panicked and direct all available firepower towards the blaster launchers. Nowadays, I do prioritize the attack on the EMP minilaunchers, Rocket, and RPG launchers, in that order.



359
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 04, 2018, 08:46:52 am »
I just started this mod. Very good!

Two comments:
- City of Maracaibo, Venezuela, is way off location in the geoscape.  The actual location is:
lon: 5.0304582889272318
lat: -0.19171555321853498

- I noticed something odd with the Audio. The music volume level in geoscape sort of controls the volume for the whole UI and effects. And when switched to battlescape the volume sort of changes. I haven't experienced such problem with Piratez. Then I noticed that the EXE build of OXCE in Piratez is 2018-10-14 and the one in XCF is 2018-10-07. Therefore I must assume the audio problem may be related to the EXE build. I suppose I can update the EXE with the one from Piratez and things should work fine.


360
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 04, 2018, 05:36:33 am »
Indeed a bug. I saw one of Meridian's videos and there was this two level mission. His units spawned the second level almost without TUs, and he commented that

I tried again the Brain Level, and after neutralizing everyone on the surface, my gals started with almost no TUs. Below a bit of a battle report:

Spoiler:
So after a bit of more research, I unlocked the Heavy Plasma Gun and the flechette stuff. I loaded everything on the Zubrin, all the nukes I had, BFGs, etc. Note that the battle is not 0-G therefore regular Earth surface inventory stuff works (e.g., Rum for healing).

After a couple of re-loads (my excuse: I was testing the RNG of the Zubrin), I got lucky and got all my 8 gals safe on Mars. The surface battle was fine, a bit protracted but not difficult to neutralize the Mercs and their Gauss Tanks.

With lots of wounded but none critical all my gals arrived to the Brain Level. Here's where the real "fun" started. I quickly realized that the plan is to spread out so to a MC gal cannot kill another gal. I lost nearly all of my team to friendly incidents. The advantage of being MCs is as soon as it happens these Sectopods will stop targeting my units. Yet, I still manage to kill several SGs and a few Sectopods, the later using none other than a Vibro-Ax. The best tactic is to camp inside a one-width door and wait for the Sectopod to end the turn on the other side. Then chop until victory. If possible toss a EMP grenade or use a Launcher EMP bomb before tossing.

I reloaded, as they managed to MC or kill all of my gals. I felt the play was still a test as there was no chance to survive it. However, this is where the SGs made a mistake. They MCs a gal and brought her to the corridor that is below the brain hall. While they focused their energy on my other remaining gal, they lost their grip on this one. I quickly seize the opportunity and start assaulting one of the lifts. I was down to my last gal. The SGCs bunched together blocking the lift, then I rushed to the other one. I had a choice, attempt to kill them or hit the brain. Let's say the choice was easy. See the screenshot.

It was a nice 3 month campaign IRL. I'll play again.

@ Dioxine. Is the next update a big or small one?

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