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Messages - thevideogameraptorboggle

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136
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: February 01, 2019, 05:39:36 am »
openxcom.log didn't help.

137
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: February 01, 2019, 05:27:46 am »
I upgraded from J10 to J11 and got an error message. "WARNING: This save relies on mods that are unavailable. Missing content will be removed, and it may fail to load. Continue?" Was there something I forgot to copy? I copied the UFO folder, my save games and options.cfg. I'll try openxcom.log next.

138
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: January 29, 2019, 01:22:45 am »
Will anything break upgrading from J10 to J11?

139
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: January 29, 2019, 12:44:00 am »
Have you tried canceling all other projects? Using the drill requires that it be the only project in the workshop at the time and you only get to use about half your runts to complete it.

Also I just saw what you did there, and it makes me sad. My double tank, Spy Zeppelin, Base taking strat is now ruined :(
I have Hellerium Distilling and Chataue De La Mort running at all times, when I play next, I'll try shutting them down and using the drill again.

140
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: January 28, 2019, 08:09:09 am »
How do I get craft with more soldier capacity than the Blowfish? I thought it was, build a workshop, use the drill on the green codex, build the Bonnaventura and or buy the Turtle, done. But a single workshop isn't enough to use the drill, and I can't build any more workshops in the same base. I was looking through videos online and saw some kind of 2x2 workshop, how do I get that/what is it called (looked in the tech tree for Large Workshop and found nothing), or is there some other weird way of getting more workshop space?

141
XPiratez / Re: [MAIN] XPiratez - J10 - 28 Dec - Christmas Underground
« on: January 23, 2019, 02:13:51 am »
I don't have the game open, but we were boxed into the lower left hand corner of the map. So dig north.

142
XPiratez / Re: [MAIN] XPiratez - J10 - 28 Dec - Christmas Underground
« on: January 23, 2019, 01:16:41 am »
I saw the pickaxe, but just thought it was a mediocre melee weapon. I also thought dirt was indestructible, although that was vanilla UFO defense, so they could have changed it for Piratez. Just take the pickaxe and attack every wall I can?

143
XPiratez / Re: Re: [MAIN] XPiratez - J10 - 28 Dec - Christmas Underground
« on: January 22, 2019, 11:29:16 pm »
Take a pickaxe and dig to the darkness.
A mighty enemy shall meet thee on the other side (a couple of rats).

Is that the actual solution, or just a workaround for a bug? I saw what I thought was a weak wall, tried blowing it up with an HE Grenade and it did nothing. Am I gonna need to bring Pickaxes on future missions like this?

144
XPiratez / Re: Re: [MAIN] XPiratez - J10 - 28 Dec - Christmas Underground
« on: January 22, 2019, 05:45:39 am »
Glitch Report? Did an Infested Cellar mission. Killed everything I could see. Passed 100 turns without a peep from the enemy, and yet it still doesn't count as cleared. What is happening?

145
I named them in honor of the Floater Commander who panicked and killed himself with a Blaster Launcher on a Battleship assault.

146
Atleast you can be like Jimmy Tango.

147
Open Feedback / Re: Why the hate for instant grenades?
« on: March 04, 2016, 05:20:03 am »
I never thought about grenade relay actually. But I prefer instant grenades over grenade relay. Because if they explode on your turn, then you can destroy cover.

148
Open Feedback / Why the hate for instant grenades?
« on: March 04, 2016, 03:42:40 am »
Ive seen so many mods like X-Piratez say not to use it, but it's one of the best things Open Xcom has done to the game. Being assured that tanky aliens like Chryssalids and Cyberdisks will die when I blow them up with a High Explosive rather than having to guess that they will die, then they don't and they kill your troopers is great. It also makes breaching and blowing up cover actually useful. If that applied to 2012 XCOM, then grenades would be useless, because after the grenade explodes and takes out the alien's cover, then the alien would move to new cover on their turn.

149
Troubleshooting / Re: Text Corruption Glitch?
« on: March 01, 2016, 07:18:06 am »
Sorry, I'm just really infuriated getting the nightly to work. Really really frustrated, it was difficult to not go full shitpost mode.

150
Troubleshooting / Re: Mac Nightly Installation help.
« on: March 01, 2016, 07:16:16 am »
So there is supposed to be an Executable? But not for mac, just a Unix executable that always fails to open the common directory.

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