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Messages - Niewiem

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16
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 14, 2018, 01:43:42 pm »
Yeah
Basically first thing you should do when starting any mod here is go to Ufopedia(or any version of it) and read all articles. Then you can start playing.

@Solarius/@Meridian (as this might be more OpenXcom issue than just Xcom Files)
Is there a way to add pop-up window with something like "read the ufopedia before going further!" at the start of game?  I think that would show a lot of people first and most basic step :D

17
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2018, 02:27:28 pm »
Updating OXCE/XCom-Files should not be a problem. Just remember never to do it when on battlescape save(bigger chances of something going wrong) and it should work properly.
If it would require game restart update should say it explicitly but I do not remember when was last time when that was needed :)

Those UFOs are just scouts - do not worry you have about 2 years before invasion will start.


18
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2018, 11:49:09 am »
I am not sure if it is realistic (but I think if you come with gun to close quaters someone can make it harder for you to hit him) but it eliminates tactic to come close to alien and auto shot him because you cannot miss from next tile :P now you can and I think that mechanic is very good

19
The X-Com Files / Re: The Vampire Castle
« on: October 25, 2018, 07:40:05 pm »
I stunned her using power maces and synthsuits :)

20
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: October 23, 2018, 02:32:31 pm »
I do not know answer to your question but from what I know
- Xcom HQ has global detection but very low rate

Pile of blablabla that I was wrong about :D

Someone could correct me if I just wrote some stupidity :D (Thanks ohartenstein :D )

21
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: October 22, 2018, 12:04:34 pm »
Build hyper-wave decoder and check what missions are they on. I will not make it easy with list of missions that always land but you can have it after few tries. Also if they are on low attitude most times they either have already landed just a second ago or will soon land :)

22
The X-Com Files / Re: X-Com Files feedback
« on: October 19, 2018, 02:16:12 pm »
I think I found a mod that could help you with what you need :) I am no expert but I think that it should work with X-com files and maybe Solarius could even incorporate it :)
https://openxcom.org/forum/index.php/topic,6644.0.html

Edit
Do not and I repeat do not assault muton base without better equipment. Obliterators (the muton mechanized unit) shoot elirium rockets which hurt like hell and have 100 armor from every side. I usually take them with squad full of soldiers with synthsuits and power mace(elirium maces? - don`t remember what those are called)

23
The X-Com Files / Re: X-Com Files feedback
« on: October 18, 2018, 11:31:31 am »
I am at work right now - so cannot check requirements for Advanced Lab - will post them for you later.

24
The X-Com Files / Re: X-Com Files feedback
« on: October 18, 2018, 12:50:28 am »
You need advanced laboratory to research most alien weapons.

Wait are you saying that you are going out of skymarshall on turn 1? That is biggest mistake you could ever do - all enemys have full TU and they can reaction fire you. First thing you do is passing a turn - then you go out and get less than half reaction fire you got earlier ;)

I was using Caws and Pulse Rifles until I moved to laser/gaus weapons and I think I have faced few muton ships with that but yeah those missions were hard.
BTW kill all the mutons you can :D You can make synthsuits out of them which will actually allow even a rookie to carry big gun - also with synthsuits you can go mele against aliens and have big chance of it working.

25
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 17, 2018, 07:40:45 pm »
Also maybe a stupid question but did you copy original game to Xcom Files?

26
The X-Com Files / Re: X-Com Files feedback
« on: October 17, 2018, 07:39:56 pm »
The best weapon from magma for me was magma pulse rifle with alloy ammo. But you needed few magma missions for that.

27
Released Mods / Re: New Mod Portal!
« on: October 16, 2018, 04:12:33 pm »
Yeah I can see updated too :)

28
The X-Com Files / Re: IVAN mod
« on: October 16, 2018, 04:11:08 pm »
It actually sounds pretty intresting - I do not speak russian though so will not use it ;)
But maybe Solarius could incorporate some of things you done if he thinks they are in line with what he wants.
Good new content is always fun if you ask me.

29
The X-Com Files / Re: IVAN mod
« on: October 16, 2018, 11:15:00 am »
What exactly does this mod do? :)

30
The X-Com Files / Re: X-Com Files feedback
« on: October 10, 2018, 05:29:12 pm »
The spawning of missions is random - there is really not much that can be done about that. I was the one who got dagon really late :)

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