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Messages - HT

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421
XPiratez / Re: Finally started playing this
« on: August 12, 2017, 12:24:41 pm »
Alright, I swapped back to the original font and the problem about text going beyond the pics is gone, even though I don't like the font choice. Oh well, I guess I'll have to go with this for the moment.

Playing the game is quite exciting, the way how is it different from XCOM is worth mentioning again, even though it's very hard even at low difficulties (I'm doing a test-run first to see how it plays and how far I can go). I have a few questions though: First, do you always get an infamy rating bonus every month to give you extra money, or does that feature disappear at some point? I believe it was done as a crutch to help players with the low income at the start, but even then it's not enough to pay for the salaries of the scientists guys/gals (just like XCOM!).

Second, are there ways of increasing the monthly income besides impressing the countries with a high score? As in, related research topics, like the Promotion I-III ones from Solarius' X-Files.

Third, I see you can use guns and stuff that you haven't researched yet, at the expense of not knowing its stats and such. However, does the gal using said weapon/item suffer some kind of penalty to damage/aim/whatever for using an "unknown" item? I suppose the most advanced stuff like plasma weaponry must be researched before using, as usual.

Fourth, I dunno if it's a bug, but I found I was able to research Crack twice: First I got it as a related research topic from an Academy Nurse, but then I was still able to research it again from one Crack I found during an academy mission. I saw in the tech tree that researching this eventually leads you to the Medicine research topic, but I dunno if it's worth researching the same thing twice besides for the global score.

Lastly, after researching certain npcs like the Academy Researcher, the game tells me I now can research new stuff such as the Experiment Victim, even though I was already able to research the latter from the very start.

Anyway, this is quite more fun than what I had expected, even though I'm not sure what I am doing at times.

422
XPiratez / Re: Finally started playing this
« on: August 10, 2017, 11:48:37 pm »
I checked again and I noticed the problem:

The font did change indeed, but the background of some pics make it difficult to read due the color difference, but at least the font is easier to read now. Also, some pics still have the problem about the text going beyond the pic.

There was a way to increase the size of these 'paedia screens without messing with the rest of the game's chosen resolution, but I can't find it right now.


423
XPiratez / Re: Finally started playing this
« on: August 10, 2017, 02:33:24 pm »
Thanks for the answer Luigi! Unfortunately, it doesn't seem to do anything. The changed lines you wrote are identical to the previous ones if that's the issue.

424
XPiratez / Finally started playing this
« on: August 08, 2017, 05:19:41 pm »
After having been playing X-Files, I opted to test the game that started it all. Boy, how do things change. My first "memorable" battle is my party of poorly armed pirates and a parrot against a bunch of hookers, juvenile punks and low-lifes in order to rescue a missing sister. Unfortunately, it seems that you can't reanimate her right away and that I should have tried to capture a bunch of them, judging by the low scores. Sadly, even the starting melee weapons suck, but I guess I'll keep playing and see if I can adapt to the new game-style.

By the way, what does it mean when a weapon causes Shock (ie: x4) and Reaction Disruption? I'm not sure what these two attributes mean yet.

Lastly, is there a way to restore the font color to the original one from previous versions? I was told that there's a mod lost somewhere that does that. The new one makes it a pain to read certain research texts due a poor combination of background pics and the text color, for not to mention some screens have so many words they reach the bottom and keep going, making some bits  unreadable.

425
The X-Com Files / Re: A look at faction balance.
« on: August 08, 2017, 05:14:22 pm »
Personally, I would rate the Red Dawn higher: Starting from 3rd difficulty and above, they bring tons of firepower, manpower and explosives, which are deadly until you get your own grenades and especially smoke grenades. Pioneers also tend to have high-precision/heavy weapons which can turn your guys and gals into mince-meats and love using the aforementioned grenades. The Chinese criminal stereotypes aren't a threat at low-to-mid levels unless you do a night mission against them (moment in which ninjas will sneak around and backstab you) and same thing with the Dagon Cultists and EXALT.

At higher levels, I would rate Dagon Cultists as the highest thanks to their deadly Deep Ones and their even deadlier Gilldogs, which aren't bothered that much by smoke. Russians ironically are not that dangerous by then as by now you probably have smoke to give yourself a defensive screen, but they're still the 2nd most dangerous faction. Lastly, EXALT Enforcers and their Exterminators are not as dangerous as the high-level Black Lotus equivalent due the fact that the latter can fly.

In short, my final classification would be something like this:

Russian Red Dawn=Dagonites>Black Lotus>EXALT

426
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 27, 2017, 09:46:22 pm »
New version, new bugs!

To start, while you did mention that dart pistols count as concealed now (haven't checked that yet), the Ufopaedia text doesn't say so. Second, I don't have a pic at the moment, but I swear that I could send agents with the Armored Vest uniform in "Osiron 'x'" misions, which I bet it wasn't intended. Third, the "Alien Biochemistry" research is still available to me even though it shouldn't. Fourth, not related to this game but more like probably something I messed up with the mod's installation, but the point is that I had the music of Piratez running instead of the one for X-Files, quite funny.  :)

Lastly, once again there's a research subject I shouldn't have access to that doesn't seem to be finished to boot. Pics attached.


427
I don't think civvies can return fire regardless of their class, due their initial nature as "alien fodder" from the original game. Regardless of the case, one thing that ensures they'll take causalities is that they always act last, meaning that the enemy side will surely take down a few of them no matter what.

428

Thanks. Again, a save would be useful, since I am not sure if it's as designed or not.

Okay then. The research topic can be found in the third base. I also warn you that I had edited my save in the past, mostly to alter the difficulty level as I mentioned in another thread, which may explain why I got a third base with the available budget (I use it mostly to store stuff, not to powergame too much).


429
Version 0.6.6 is released.

- Updated the exe to OXCE+ 3.8.
- New missions: Citizens vs. Monsters (desert and jungle variants), Police Anti-Monster Operation, Military Anti-Monster Operation, Alien Agricultural Sabotage, new Alien Terror variant.
- New alien ship: Cruiser (map by Dioxine).
- Overhauled all Marsh terrains.
- Overhauled all live and dead enemies sell prices.
- Fully randomized mission generation times.

FUCK YES! Time to start again... From March 98, no chance in hell I'll start over from the very beginning and do everything again. These new changes seem promising.

By the way, can you use another color for the post's title? That purple color is painful.


430
XPiratez / Re: [MAIN] XPiratez - 0.99G2 - 4 Jun - Shipwrecked Summer
« on: July 05, 2017, 01:03:11 pm »

0.99G.2
- Updated to OXCE+ 3.7 08-Jun-2017
- Fix: no mechtoid corpse = unwinnable campaign problem
- New: Added 6 damage types, updated weapons and armor
- New: 8 brand new faces for Gals (to a total of 96)
- New Soldier Type: Freaks
- Update: More music
- Update: Interface look updates (by Bloax)

Yay, a new update! With even more damage types (how many are there now? Over 10 at least)! And new music, hopefully fixing the issue I had with Piratez' standard battlescape's theme.

I'll have to try this mod soon and see how it compares with X-Files, which also likely get a new update as well.

431
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 05, 2017, 11:44:11 am »
I see these malicious cultists are using matter transmutation spells for great effect.  ;D

Just to know: Can you walk on these "mutated tiles", or do these count as destroyed?

432
The X-Com Files / Re: Making money
« on: June 20, 2017, 08:02:46 pm »
Just something i noticed as far as money making is concerned. You might want to take a look at the economics of ammunition production. I get around  60M/month with ~200 engineers producing and selling HWP rockets. Then again it might not be that far fetched, looking at real life military-industrial companies.

Thanks for the tip! It seems that just like vanilla XCOM, here you save the world from an alien invasion... While actively making the world more miserable by constantly selling weaponry to dictators and other criminal organizations.  ;D
NU-Xcom went a step ahead and had Arabs using plasma rifles as "pacification tools" and the like. No idea if the same joke is used in XCOM2 though.

433
Yay, a new release! Oh, just bugfixes. Still, it's something.

Did you add that congratulatory message I mentioned from MAGMA, Solarius?

434
The X-Com Files / Re: A bunch of questions from a newbie player
« on: June 16, 2017, 08:19:59 pm »
Alien Origins? they don't... Unless there's a bug.

That's odd. I just checked the tech tree and it seems Reaper Terrorists are capable of giving you this research topic if you interrogate one alive. Sure, they should need an alien containment facility, but seeing they're pretty much oversized attack beasts, perhaps it can be assumed they can be treated as such. Moreover, they spawned for me once or twice every few months, including one of them during April, the month I currently stopped playing.

I also need to eliminate a cult to unlock the 3rd Summary research topic, which gets me Promotion 3, so I think I got all of the prerequisites.

More strange is a bug I forgot to comment: Gilldogs, creatures which are obviously way more alien and monstrous, they don't need an Alien Containment facility to survive (and thus be investigated).

WTF is "leather" outfit? :)

I meant a Leather Coat. The game tends to capitalize the armor equipment you use, so I thought that was enough reference. Sorry for any possible misunderstanding.

There is such a sniper rifle too. :)

I think I found which one: The Vitorez, a rare one from the Red Dawn. Unfortunately I believe I never found one in my play-trough and they have dealt with, so I'll have to skip this one. Nothing that enough grenades can't solve!  :)

Yes! :)

Interesting, that's a good reason to build intercepting aircraft early and hope that the Base Defenses have different aliens other than mere Sectoids, or at least better gear/higher ranked enemies.

Yes, being in the centre of the light, they are extremely well-lit and visible. But it has nothing to do with night vision. ;)

I see. That's all I wanted to know for now. Carry on with your job! I'm eager to see what will the future bring.

435
The X-Com Files / Re: A bunch of questions from a newbie player
« on: June 16, 2017, 04:42:05 pm »
Was the mission spawned a month after the termination?

Well, I went and quickly went through another in-game month to test this (cheating a bit with CTR+K though to speed up the test) and yeah, it happens during April a few times. I managed to finish the relevant "Terminate the 'X'" research topics during the last days of the previous month except for the Black Lotus, as they refuse to spawn a Cult Base mission. The EXALT had at least 2 Cult Outpost missions, plus one more during the first days of the following month, but I stopped testing at that point.

Too bad though, I believe I missed an unique pistol that sometimes EXALT Masters have during Cult Base missions and above nor I was able to fight (and research) that Armored Car they have, but nothing game-changing.

Also, Reapers, in spite of being obviously aliens, are treated as animals, letting me access "Alien Origins" and thus Promotion 3 early. Is that intentional? Just to know.

It was Dioxine. :P

I see, I suppose that explains it.  ;) Also, I saw that not-really-subtle cameo of Meridian. It was funny.

Ouch. Fixed. ;)

Note that I didn't try if Alloy vests with shields count, I guess they do. It would help if said missions explained what is considered "civilian" (the "NONE" and "LEATHER" outfits namely), as right now it merely says "unknown").

Well, they're still a bit too obvious... And I wanted to force some missions in nice suits.

I see. Still, I think something that could help a little the player are research-able bigger weapons that can be concealed. I mean, IRL there's stuff like sniper rifles inside totally non-suspicious bags. Or perhaps XCOM agents could carry around violin cases to hide Tommy Guns here.  :)


If you want, you can at least pursue the Syndicate arc, which is finished.

I don't know which one is this though, so far I finished the Hybrid Network research and thus they should start appearing, as well as the Osiron ones, but I haven't found anything about these yet. As for aliens, outside of the occasional UFO with Sectoids, little so far, to the point that I'm not sure if I should bother getting Interceptors when they're available until 1999 arrives.

Can you force a Base Attack mission if you somehow shoot down these minor UFOs?

Maybe, if hw fell. :) I have never seen this.

Thankfully the mission was able to be completed without issues, the few remaining survivors surrendered.

Funnily enough I found that the Cultists of Dagon tend to fight to the last man in several cases, but that's intentional I guess.

It just provides artificial light, just like flares or streetlamps in cities. It has nothing to do with night vision as such - sufficient light simply dispels darkness.

But does the unit carrying the flashlight a priority target for the enemy units? Or make he/she easier to see (and thus attack) by the enemy as well? That's what I wished to know.

It's actually smaller during the day, but bigger at night.

Figures, it's more or less what I had expected. Thanks for your answers!

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