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Messages - Bonakva

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46
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 18, 2022, 06:20:54 pm »
What happens if you let the reptiloids put up a terraforming tower? Just the impact on the bill?

47
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 18, 2022, 04:20:35 pm »
Sol, ALIEN LASER SMG CLIP has the tag " pistols" and not "smg"

48
The X-Com Files / Re: Xcom Files: Why so many UFOs?
« on: April 18, 2022, 10:20:02 am »
I play on a veteran. And I haven't seen that many bases in 1 save either. Although I very often leave bases on purpose....

49
OXCE Suggestions DONE / [DONE][Suggestion] Award sorting
« on: April 16, 2022, 11:04:04 pm »
Is there any chance of the awards being sorted? My inner perfectionist gets frustrated because the awards are listed in a haphazard way.
For example, I would like to see "Master of the" or "Bane of" awards next to each other.

50
The X-Com Files / Re: Xcom Files: Why so many UFOs?
« on: April 16, 2022, 01:40:58 am »
Do you have an end save before you lose?

I want to look at the number of bases, location, research, maybe advise something

If the enemy base is near yours, I can advise you to provoke the enemy ships and return to your base immediately. They return to the base and do not fly out for a while

From personal experience. At the beginning of the game I use glocks, going out in shotguns. Then in mp5 and hunting rifles. Later in smg and assault rifles. Then galil and asuka, which tear up a lot, even the initial aliens.
The main thing is to get out in armord west which greatly reduce casualties during serious battles against the cult. Next tactical heavy suits that allow for almost no losses to close out the cult missions. Although I somehow manage to open up heavy trit suits at once.
What would attack the bases of the red dawn needed sniper rifles (barrett m82 or automatic sniper rifle blackops, in extreme cases rpg) against tanks. At least trophy.
To successfully fight against black lotus you need dogs or markers that reveal ninjas. Against the cult of Dagon need to fight only in the daytime because they have good night vision. Against the early enemy ships help AH8 with machine guns. Next comes the kitsune, which for a long time (in my game acts as the main force against enemy ships).

Many studies can be skipped, because they are opened immediately after the study of certain technologies, if you play for the first time it is not immediately clear. Many are simply useless because they do not make a meaningful contribution. If you have money do not be afraid to build new bases in different parts of the planet, for additional coverage of territories and construction of simple laboratories, such as bio-laboratories. They allow you to research not strong important technologies. But it should be understood that you need soldiers to repel the attacks of the cults. In my game exalt was very fond of attacking the base in north america.

51
The X-Com Files / Re: Xcom Files: Why so many UFOs?
« on: April 15, 2022, 08:17:06 am »
As of recent versions, the cult bases have their own air vehicles. They are very easy to shoot down the initial ships (helicopter, dragonfly, osprey, etc.). Basically anything below 1000 speed is at risk. Spoiler, above 1000 is also not a panacea, over time the cults appear new ships that have speed above 1000. The most dangerous according to the documents Mig29 (1300), F4 Phantom (1200), Mirage (1150) and the "angel fighter" (2350!!!). The latter humiliated me more than once even as my planes appeared...
If the cult bases are not cleaned up in time, they can greatly affect the landing. Have to trick and send landing ships in manual mode that they were not intercepted. Kitsune is very helpful on the main base. Almost always gets to the point without interception, if it has time to gain speed...

Before enemy planes appear, enemy ships can be fought with the AH-6. But at some point only kitsune can fight. In my game for a very long time only kitsune could oppose enemy ships because I couldn't get into mig31 for a long time.

52
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 13, 2022, 09:58:49 pm »
No what?
That's what I was talking about.

Can you tell me how to add a backpack to a particular armor?

53
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 12, 2022, 09:24:59 pm »
No melee values for power armor

54
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 12, 2022, 04:00:49 pm »
I see, well, that's okay.

I need help on how to edit the save version 23 for 24.
More countries!!! More money for the god of money....

55
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 12, 2022, 03:33:38 pm »
Sol, why can't a synthetic suit be used underwater now? I always imagined it was a living suit...  that breathes underwater...

56
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 10, 2022, 04:12:52 am »
Sol, add to the game disposable grenade launchers (Faustpatron, m72 law, RPG-18 Mukha) The game lacks grenade launchers on the type of shot and forget.

57
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: April 07, 2022, 05:17:18 am »
Three reinforcements in a row on a mission with the gold tower isn't too much?
Squads appeared on all sides. I was trapped.

58
What's wrong?

59
The X-Com Files / Re: The X-Com Files online Wiki
« on: April 05, 2022, 01:10:02 am »
I need an explanation. What does "stat max", "training max" and "starting max" mean? What values are we talking about?

I used to use this to compare weapons https://openxcom.org/forum/index.php?topic=8229.0
A very handy program. The wiki site has an analogue. Looks neat, but not without its flaws. I would like customizable soldier characteristics, as well as the ability to remove unnecessary graphics. For example I want to compare the two weapons only a snap shot

60
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: April 04, 2022, 07:54:19 pm »
Modify the personalLight parameter on the armour.
Note that in most cases your units do not actually give enough light to count as illuminated - the light is only for the player to see them better.
OUTRUNNER shines quite well. So good that it immediately collects all the shots

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