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Messages - jepeman

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Some vehicles in ufopedia don't have a breakdown on what equipment slots they have. Light missile, heavy missile, cannon, beam, engine slot, shield slot, electronics slot, etc.

For example, how it should be:
MiG-31 has 2 slots and description says they are 1 cannon, 1 light missile.

Following vehicle descriptions don't say what the slots are used for.
Humvee, 1 slot
Interceptor, 2 slots
Lightning, 3 slots
Firestorms, 4 slots
Avenger, 4 slots

These do say what the slots are used for:
Darkstar (ultimate radar craft)

Some of the craft weapons ufopedia entries have the same issue, not saying what type they are (slot they go into).
Stingray  (there is the heavy stingray that says its heavy, and normal stingray that says nothing)
Avalance, doesn't straight up say the type, but does say its "extremely heavy load".
Fusion Ball
Cannon, doesn't say type, though is obvious
Laser cannon, again says its a beam weapon in description, just no straight up type: beam
Plasma beam, again says its a beam weapon in description, just no straight up type: beam

The X-Com Files / Re: The X-Com Files - 0.7.6 alpha: Rapid Fire
« on: November 30, 2017, 02:16:28 pm »
I did the first magma lab mission with mega zombies, etc. by camping in the plane for a long time and reaction shooting / shooting the couple that stayed in sight. They didn't seem to want to come on board the plane? Admittedly, I'm playing on a much lower difficulty, so there might be that too.

Also, thanks for the earlier answer tkzv. Ive continued playing knowing Im in no rush since I already got pretty much all the techs you normally start the vanilla version and the mod content continues after 1999.

The X-Com Files / Re: The X-Com Files - 0.7.6 alpha: Rapid Fire
« on: November 26, 2017, 01:55:30 pm »
Been playing this amazing mod for a while, thanks for all the great work!

Im getting close to the year 1999 and wondering, does the XCom files cults, zombies, monsters, syndicates, mad scientists, etc. content end then and the game switch to more traditional XCom (with final modpack kinda)? Or does the XCom files content continue going on along with UFOs starting to show up more (invasion)?

Worried that I've been too slow tackling the arcs.

My current situation, some spoilers.
I have killed the 4 cults, ended secret cave missions from spawning (did the research saying goverments/others handling them now) and maybe finished the zombie arc (though haven't seen vampires outside of a couple army vs undead battles, so probably still more to go).

Currently fighting Syndicate, Osiron, Hybrids, Cyberweb, random monsters.
Never seen any of the Shogg content (aside from lantern research) or Cult of the Apocalypse. Though you're listing their completion percentage so low, maybe they're just mentioned here and there in research?

XPiratez / Re: A thread for little questions
« on: April 07, 2017, 07:53:48 pm »
You need:
Broken Traders Rep
Eurasian Autonomy

These give you access to:
Siberia Base Investigation (needs Mess Hall facility)
Once that researched, you get a special mission in Siberia.   Russian files will be on the leader there.

That was it, never interrogated a traders rep.

XPiratez / Re: A thread for little questions
« on: April 07, 2017, 07:06:14 pm »
Where can I find "The Russian Files"?
They unlock the advanced laser weapons and some plasma and fusion weapons from my understanding.

Current progress, contains minor spoilers:
I've already researched plasma weapons (heavy, etc.), annihilator armor and have interrogated all 4 main leaders).
Only enemy types I encounter any more are mercenary, academy, church, star gods, trader's guild.
Also the occasional smuggler, pink ship and "hell thing".

So no reticulans or civilians, since I've researched the no targeting and reticulan-human fusion and mutant alliances and no pogroms either.
Humanists and spartans are nonexistant, same with deep ones practically.

Am I meant to shoot down a govt fusion cruiser, despite practically being told not to? Or a mutant alliance one?
I seem to recall getting some unlock by shooting down an early game govt ship. Been playing this game for several months now, its such a long game. :)

XPiratez / Re: A thread for little questions
« on: March 17, 2017, 01:03:18 am »
Any way to speed up craft repair?

Besides the craft specific repair speed multiplier, like kraken having 2x speed, crab 3x speed, etc.
Does having more runts in the base the craft is housed in help? My main air base has no runts.

Asking since I have a kraken being repaired for 10 days after some wonderful tanking against big invasion.

XPiratez / Changing difficulty midgame
« on: February 11, 2017, 06:45:50 pm »
Can there be any adverse effects (bugs!) on changing the difficulty midgame in XPiratez?
Found threads on changing difficulty in vanilla xcom and apparently no problems.

Obviously I would do it on geomap instead of inbattle, just in case.

Is it also really as simple as changing just one int value (IE. "difficulty: 2" -> "difficulty: 1" in my case), or are there some other parameters elsewhere?

Basically just wanting to drop the difficulty one notch to reduce enemy amounts and make combat quicker.
Game is a lot bigger and longer than I first realised. :)

XPiratez / Re: Killing an unconscious enemy on the ground?
« on: January 20, 2017, 04:52:00 pm »
Thanks for the answers.
I knew I had seen the execute command somewhere, it was when I first set up the game and options, didn't occur to check there again.  :)

However, for the life of me I can't find the setting to (dis)allow enemies to pick up dropped weapons and items, is it ingame setting or an .ini tweak? Not necessary yet, but might enable it in the future if things get too tough.

XPiratez / Killing an unconscious enemy on the ground?
« on: January 19, 2017, 06:32:56 pm »
How can you kill an unconscious enemy on the ground?

I tried shooting on the tile with bodies without luck and I guess I could blow up the bodies, but hoping for something easier/better.

I vaguely remember seeing a command to kill a unconscious enemy with a melee weapon somehow, but can't find it again ingame or via googling.

Mainly want to finish off some ghouls to prevent them from standing up again because of their regen (and maybe some other future enemy types I haven't encountered yet), or does it actually matter?
It seems like missions can end even when they've regained consciousness and I don't know if they can pick up weapons or grenades or have any way of attacking people?

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