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Messages - yetiisyou

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1
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 27, 2019, 11:33:30 am »

As for some specifics:

I forgot to tell you that I used it in a bunch of FMP

I suppose that without FMP it will be a little easier))

2
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 25, 2019, 07:00:19 pm »
So it was a few days of hell on a genius level. But the soldiers did not want to learn to shoot straight, enemy tanks were armored, and units without armor withstand several sniper shots. Even dogs from the first shot often do not die. Keeping a balance between lost battles and won battles, it all comes down to a weak economy and long research.
My subjective opinion is that this mod is even harder to feel long war on a difficult level. My patience has run out after losing the third game in two days.

3
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 23, 2019, 07:43:16 pm »
work it
thx!

4
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 22, 2019, 07:39:39 pm »
last build that work with this mod "openxcom_git_master_2019_06_05_1233.exe"

5
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 22, 2019, 06:48:45 pm »
So, mod was installed on last version Openxcom and can't start

Spoiler:

 [22-06-2019_18-35-57]   [ERROR]   failed to load 'X-COM Classic Remastered'; mod disabled
Error for 'STR_MUTON_MELEE_WEAPON': offset '-5' have incorrect value in set 'BIGOBS.PCK'


my version https://yadi.sk/d/wrTg4Iu21enlew

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 23, 2017, 07:35:12 am »
Yeah! Work it! ))

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 22, 2017, 08:27:09 pm »
removed the questionable and unnecessary. but the game I have passed without a single mistake.

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 22, 2017, 08:17:26 pm »
I went through the game without any problems. I started again at a high level of complexity. I captured eight bases, and now the game crashed when departing the base (


9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 14, 2017, 03:46:45 pm »
Kill sectopod. research in factory disassembly sectopod.
alien electronics still missing in the study, though it is present in the inventory.
(

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 14, 2017, 12:08:22 pm »
Unfortunately, I'm in the Russian version. But I understand that this is another bug, because I have studied everything.

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 14, 2017, 11:34:53 am »
I do not understand you. I say that already researched sektopod (alive and dead)

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 14, 2017, 10:19:11 am »
I have examined the corpse and the living sectopod. and what else is needed for progress?

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 13, 2017, 11:40:36 pm »
Thank you for update  ::)

Tell me please what to do for research final battleship?

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 08, 2017, 05:45:51 pm »
Acvtually, darkened UFOs should be all included in the mod... But I'm not 100% sure, so it's not on the list. I'd rather not use it.


if author of FMP is not sure whether there is in this supplement "darkened UFOs" and does not advise to use it, the better I will not use it.

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 08, 2017, 03:42:26 pm »
aga.
but such about Darkened_UFO_Vanilla_Variants nothing said in readme, and how do I know - it is included in the mod or not?
Comrade commando says included))

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