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Messages - Moon_Dew

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16
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: September 07, 2018, 10:57:41 am »
Download it? (link to mediafire is in first post). This is replacement for recent nightly. If you have already installed new nighlty you can drop my exe in folder where nightly have its own exe.

...okay, I don't know why, but I can't wrap my head around this.  Again, how do I download Open XCom Extended?

17
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 07, 2018, 10:41:18 am »
Recommended advanced settings and mods?

18
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: August 31, 2018, 08:41:30 am »
Okay, I give up.  How the hell do I install this?

19
Any good advice for early, mid, and late-game?

20
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 06, 2018, 03:35:25 am »
Semi-related to the thread, seeing as I'm using the FMP.

I'm trying to set up a sort of unofficial class system based on my soldier's stats, so I can get an idea of what kind of equipment to give them, but I need help coming up with the kind of stats would be needed for each class. Could you guys help me out? Here's the classes I've thought up so far:

Assault: Your rank-and-file rifleman, armed with assault rifles.
Close Combat: Gets up close with shotguns, swords, and stun batons.
Heavy Weapons: Equipped with either machine guns for suppressive fire, or rocket launchers for hard-targets.
Grenadier: Basically a lighter version of Heavy Weapons. Uses grenade launcher.
Sniper: Long ranged weaponry.
Scout: Lightly armed with pistols, submachine guns, or carbines. Medic: Equipped with at least a medkit, and possibly one light weapon like a handgun or knife.
Support: Carries smoke grenades, high explosives, mines, scanners, extra ammo, and/or extra medical supplies.

What kind of stats would I need for each class?
Also, feel free to suggest other classes I could use.

21
XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: October 09, 2017, 09:49:02 am »
Any other mods that pair well with the latest X-Piratez?

22
How do I install this?

23
XPiratez / Re: How to survive your first pogrom?
« on: January 17, 2017, 06:50:54 pm »
I think I got a laspistol once from a temple raid, but don't quote me on that.

24
Quick question about those magna-lights, do my gals actually need to hold it in their hand in order for them to work, or is just carrying them enough?

25
I knew about that, but I was hoping to get answers to specific questions (just a general idea of what to do, doesn't have to be highly detailed) without have to dig through a wall of text, or IDing what's associated with the latest version and what may be outdated.

Call me lazy, if you wish, it just seems like a little too much effort on my part.

26
What research should I focus on at first?  Which vehicles should I use as soon as they're available?  Which factions and mission types should I focus on first?  When should I start building new bases?

Also, how do I start hunting down ships in the early game (before I have access to the mercenaries' fighters)?

27
XPiratez / Re: How do I mod my files to make my Hands stronger?
« on: August 25, 2016, 04:36:18 pm »
Here - unzip into the mods folder, edit the stats in soldiers.rul as you see fit, then activate the mod.

Do you have a mod that'll affect training caps too?

28
XPiratez / Re: How do I mod my files to make my Hands stronger?
« on: August 25, 2016, 04:03:54 pm »
Great, now the black market's messed up!  I'm trying to double the min and max stats of my piratez, as well as doubling how high their stats can be trained, and  the stats cap.  Could someone here make a mod that'll do that?  Cheating, I know, but cheating can be fun too (besides, for a human sub-species called the Ubers, they're not all that uber in my opinion.)

29
XPiratez / Re: How do I mod my files to make my Hands stronger?
« on: August 25, 2016, 03:37:43 pm »
Unless there's some weird sort of anti-hacking feature, modifying my piratez' stats in the ruleset causes the game to default to regular OpenXCOM, regardless of whether or not the XPirateZ mod's activated.

30
XPiratez / Re: How do I mod my files to make my Hands stronger?
« on: August 25, 2016, 03:15:32 pm »
Unless I'm just crappy at this, I feel like my piratez are getting killed a little too much for my liking.  How do I improve their potential stats (that is, the lowest and highest their stats can be)?

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