aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bonakva

Pages: 1 2 [3] 4 5 ... 14
31
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 09:15:28 am »
For the sake of interest, I sold all the junk in your save (obsolete weapons, researched and useless items, corpses, prisoners from which there is no benefit). Left only current at the time of your game weapons and items that require research and need in production. The result is almost 5.500.000 income

32
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 08:18:05 am »
I understand...
I tried to pass Xpiratez several times.
But every time I quit at 40-60%. Too much content. Don't have that much free time...

Sadly or happily, you'll never see 100%. Xpiratez is full of mutually exclusive research. Probably somewhere between 70-80% at most...
Well unlike Xpiratez here you can see 99%))
There are a couple of mutually exclusive studies in the game.

Huh, and five years ago I discovered openxcom through FMP...
And then I saw The X-Com Files, and even later Xpiratez.
Xpiratez I never finished it, though I keep trying every half a year...
The X-Com Files is the golden mean for me.
I insanely like the beginning in these 2 mods, very exciting to watch the development of a small community into something larger, interest disappears with the growth of power, the game turns into a vanilla, with the typical shooting down and sweeping UFOs and bases.

33
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 07:11:51 am »
It is counterproductive to explore everything with 1 scientist. You're wasting a lot more time and stalling yourself in the walkthrough.
Again, the vast majority of technology and research works on immersion. They don't globally change anything or affect gameplay.
Saul has done a great job with research chains.
Everything is quite logical and intuitive.
In order to go on a branch of cults enough to study 1 time each of the cultists. Conventionally, captured a follower = learned about the cult, opened the network, flew to a small base and captured the leader = learned about the HQ, cleared the HQ = destroyed the cult.
As you go through the cult branch, you get 2nd and 3rd promotions. And that's good weapons, armor, and transports. Re-learning cultists just unlocks lore or weapons that don't compare to the one you get from the promotions.
You want better weapons and armor study alien technology (engineers and leaders, some medics and navigators). Alloys = armor. Elerium = laser weapons. Alloys and Elerium new transports and fighters.
The aliens have some useful secondary technologies, which will cause you to have to capture and learn more than 1 time. But then again most minor technologies just give you some food for thought.
All global technologies can be obtained by interrogating each of the enemies once. Extra interrogation = nice bonuses.
You can set up budget bases as outposts without hangars with an intelligence center and/or bio labs (total of 10 scientists).
Installing the base 1000
biolab 750
Intelligence Center 750
Prison cells 120
Animal cages 100
Living quarters 400
Storage room 150
Total 3.270.000 or 2.520.000 (1 lab)
Lifting money. That's 2-3 forward cult bases or 5-6 outposts.
Later on, convert into a full-fledged base with a strike force, fighters, labs, and alien containment.
What about osprey and other transports is very wrong. Without cheats and abuse of the cult HQ is very hard to take, let alone attack alien bases and ships. You will lose simply because of the density of enemy fire. That's what extra bases are for, covering new territories.

I completely understand your interest in exploring and seeing all the content. I am the same way. I love and practice reading ufopedia...
But in my opinion fundamentally you have 2 mistakes.
1. it's not a willingness at the right moment to research a really important technology with all your powers, which will give a breakthrough to the whole game
2. the lack of new bases. New bases have a complex effect on gameplay. More scientists, faster deployment of troops, more soldiers in combat, higher chance of seeing a UFO and then shooting it down (Early fighters don't fly all over the globe...)

34
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 27, 2022, 08:54:05 pm »
Subjective.
From what I see, you spend too much time on secondary technology. It's much more advantageous to have 10 scientists for 1 technology.
You could have gone into promotion 3 a long time ago. It's only 1 technology.
Alloy research unlocks new armor that makes it much easier to fight people.
I don't understand why you don't use OSPREY or dragonfly. More soldiers = more damage, much easier to control territory.
The warehouse is full of unnecessary stuff. Obsolete and weak weapons. Also, the cells are full of people who are not useful. All of this can and should be sold.
After any mission, you can automatically sell unnecessary things, some missions allow you to earn over 500000 just selling junk. With this money to build new bases and cover new territories.

35
The X-Com Files / Re: psi traning max stats
« on: April 27, 2022, 05:18:58 pm »
The default power is not pumped. Can be fixed in vars_XCOMFILES.rul
Soldiers
      psiStrength: 100
      psiSkill: 50
Hybrids
      psiStrength: 90
      psiSkill: 60
OLYMPIAN
      psiStrength: 100
      psiSkill: 100
PROTEAN
      psiStrength: 100
      psiSkill: 25
KYBEROS
      psiStrength: 100
      psiSkill: 50

36
From the Ashes / Re: From the Ashes - initial release!
« on: April 27, 2022, 02:26:05 am »
wow, thats huge! Have you tested if it fits UI space? Russian is often longer than English (i think by 20% or so), and many English stings barely fits UI.

I think I need to deploy transifex space, so it would be easier to maintain translating of the project!
I did a quick translation for myself through the machine to familiarize myself with new mechanics, simplify and enjoy the game.
There are many lexical, syntactical errors in the translation (extra commas, no or unnecessary spaces, the meaning of some words does not fit the context, and so on). But this is more than enough to get acquainted with the mod.
Regarding the interface, I just started to get acquainted with the mod, but yes, there are places where the Russian text goes beyond the line of sight. Especially in large messages that appear from time to time on the geoscape.

37
From the Ashes / Re: From the Ashes - initial release!
« on: April 26, 2022, 11:58:42 pm »
Местами слегка машинный перевод
Но для ознакомления должно хватить

38
Awesome mod. Very atmospheric. Is anyone doing any additional translation into Russian?

39
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 25, 2022, 04:51:13 pm »
Let me see the save

40
OXCE Bugs / Re: Broken translation (UNEXCOM)
« on: April 24, 2022, 08:44:54 pm »
I think I figured it out.
The mod uses some vanilla research and items but they are not translated in the mod itself. At the same time, these studies and items are translated in OXCE

41
OXCE Bugs / Re: Broken translation (UNEXCOM)
« on: April 24, 2022, 08:39:07 pm »
Research mods (new) translated
Vanilla research in English

42
OXCE Bugs / Broken translation (UNEXCOM)
« on: April 24, 2022, 07:45:10 pm »
I started playing the unexcom mod. The mod itself has a translation into Russian. But the vanilla things, research and the interface remained in English. Can you tell me how to russify everything? As far as I understand I got so that the vanilla game in English while the mod itself in Russian

43
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 24, 2022, 07:37:48 pm »
Sol, I discovered the UNEXCOM mod. Some of the weapons have amazing tracers. What a beautiful thing that is. Please implement something like that in your mod. These tracers are amazing.

44
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 23, 2022, 03:12:50 am »
Sol, maybe we should make the hangars roomy or small hangars in 1 cell? Very strange that 1 car takes a hangar for the plane. I understand that the game convention, but still...

45
Is there any way to implement the box in a vehicle? So that accidental explosions would not destroy important equipment?
As a last resort, allow equipment to be placed in the back of the vehicle

Pages: 1 2 [3] 4 5 ... 14