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Messages - new_civilian

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16
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 13, 2019, 12:34:30 pm »
Cool, I will start a campaign with your mod once I finished my X-Piratez one, this will take some time, though...  ::)

I know they are starter weapons and have to be crappy, but I hate-love the harpoons that you get at the start... 8)
Combine rookie X-Com soldiers with a wimpy starter weapon, go on a difficult mission.... You get the picture  ;D

17
Released Mods / Re: Enhanced maps
« on: December 13, 2019, 12:29:28 pm »
Gee, thanks for those, they look good!

18
XPiratez / Re: Bugs & Crash Reports
« on: December 13, 2019, 12:23:02 pm »
Nepotism does not work for me either. I can click as long as I want and nothing happens. The girl later shows NEPOTISM in her achievements, though.
I attached an OLD savegame from some days ago, there's only one gal that is legit for the transformation, not sure what her name was, she died in a later mission... :'(

And the gyrocopter armor HMG seems to have problems remembering that it is loaded with ammo, I load it in the base and give it one additional ammo clip to go. When the tac game starts, only the unloaded clip in the inventory is there. Not a big issue, i simply place 2 clips in the inventory, alright.  :)


19
XPiratez / Re: [Question] Number of recommended brainers
« on: December 13, 2019, 12:15:56 pm »
Many thanks for all the advice! Atm (after I unlocked several new mission types) I am flooded with new research topics and even my now 15 brainer-gals struggle a bit with those, I will see what I can do to maximize their numbers this weekend.

20
XPiratez / Re: [Question] Number of recommended brainers
« on: December 12, 2019, 12:05:08 pm »
Ok, thanks. That woul mean 3 more atm. Do you have any numbers on how many brainers one usually has at the end of a campaign? Just that I can plan accordingly...

21
XPiratez / [Question] Number of recommended brainers
« on: December 12, 2019, 12:00:54 pm »
I started a campaign some days ago and I wonder what others might recommend in terms of brainers. At the start I had seemingly a few too much as I almost ran out of research topics, so I layed off some off them to save money, now I am getting more research topics again and I had to hire brainers again. So, in a nutshell, what is your recommended number of brainers one should hire/have and when? Or ist just "as much as you can afford"?  :)

Right now I have 12 brainers and I am i daresay beyond the initial phase of the campaign and for now it seems to be ok, but I am a bit unsure.

22
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« on: December 11, 2019, 11:54:43 am »
Gee, thanks robin for your excellent work, and thanks to the forum admins for allowing the attachments!

23
Resources / Re: Some filler maps for default terrains
« on: December 11, 2019, 11:50:51 am »
Thanks gaffer!  :)

I started a X-Piratez campaign some days ago, so don't expect new maps for some weeks, but I will make more after that.
Maybe even a new terrain (Old Army Barracks), not sure...

24
Resources / Operation Names (updated january 2nd)
« on: December 10, 2019, 02:24:33 pm »
I started making a RUL file with Operation Names for OXCE. I tried to avoid any problematic words, but still, consider this a first version.
To make the names appear you will have to use OXCE and simply put the file into your mods ruleset folder.

As always my files are free to take, hf!

update january,2nd

25
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« on: December 05, 2019, 01:34:11 pm »
There's also a Poisoning script available, which allows you to damage enemys over a certain amount of turns with an adjustable strength. It also adds a nice greenish look to the unit.
https://openxcom.org/forum/index.php/topic,5245.msg78321.html#msg78321

Oh and please, would it be possible to provide a mirror, Mega is blocked by my library...  :-\

26
XPiratez / Re: Prisoner economics: enslave, sell or rob? (+gambling)
« on: December 05, 2019, 01:19:27 pm »
I rob them if they give special resources/equipment, apart from that I sell them as my gals are very good at capturing people and I need the prison space. Money comes from other sources, it's good that Dioxine made it possible to use different approaches on this.

27
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 05, 2019, 01:14:25 pm »
One thing I have to congratulate you on, Dioxine, which is not so obvious, but very important:

You managed to adjust the overall difficulty level extremely well, so far I never encountered anything that got me completely out of the blue. When my gals got hurt, I always knew it was my fault, because I decided not to flee and kept pushing too hard. (Like the Necropirates in a dreadful night mission, where I just was way out of league and still kept on searching. After thee grave wounds I fled like I should have right at the start.)

There were even some missions that I never thought I would be able to finish, but eventually I wore the enemy down and surprisingly turned the mission into a victory.

So. Balance gets 10 of 10 points from me!

28
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 05, 2019, 01:03:38 pm »
X-Man made my day... ;D
I like that track, too, but after over 90 minutes on that map.... Maybe it was just the volume  :P

29
Resources / Re: New Alien for use as player soldier
« on: December 05, 2019, 12:56:37 pm »
Here, I made an autopsy-picture for the Little Green Men alien.

30
Resources / Re: Some filler maps for default terrains
« on: December 05, 2019, 12:55:32 pm »
Here 3 more city blocks (10x10)

Screenshots are in the zip-file.

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