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Messages - HT

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61
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: December 03, 2020, 01:27:33 am »
No, I haven 't removed the smoke launchers. Must be some misunderstanding (or a bug).

I think I remember reading a line which said something like "smoke launchers HWPs are a myth", as well as removing said smoke launcher for the scout chassis, but maybe I misunderstood that change.

62
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: December 02, 2020, 03:43:07 pm »
Cool! Once I finish the in-game month I'm in, I'll give this a look. What does a "surprise attack" consists in for the CQC thing?
Also, I remember reading that Scout AIs no longer have smoke launchers. Is that true? If so, why? That removes their main utility, since for scouting doges are more expendable.

63
OXCE Suggestions DONE / Re: [DONE] Spawn new enemies during the mission
« on: November 22, 2020, 05:15:56 pm »
Finally! That was one waited for ages!

64
Tools / Re: OPENXCOM TRAINER
« on: November 20, 2020, 12:18:08 am »
Finally, an update for XCF! I missed that one! It still break when trying to do certain stuff (ie: messing with production items), but it works for most basic stuff at least.

65
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: October 22, 2020, 09:45:18 pm »
Wow, a new update right when I installed the 5th version, yay! It apparently has lots of good stuff, such as finally including the type of agent next to their names in the soldier list, freaking finally. That was a life saver. Also, AI Units are also very rare to acquire, which means I have a surplus of them due using a save before the update.

Just to know: Why make AI Units so hard to acquire, when initially they're not that good with the scout drone chassis (and the medical one as well)? Until you unlock HWP tech, they're not that good compared to any regular agent, and unless you luck out and unlock the rocket launcher scout chassis early, they won't be able to contribute much to fights.

66
The X-Com Files / Re: [CRAFT] [Parody] Ghost car
« on: October 15, 2020, 07:55:27 pm »
Perhaps something like this: A rumor unlocked by interrogating specific cultists, very hard to get and harder to research, which is about a vehicle supposedly made by alien technologies. It turns out to be this car, which your XCOM personnel take in anyway since the car is curiously very spacious, and they'll use whatever they can get. It would work better if it can be unlocked before getting Promotion 3.

In concept it would work similar to the unique plane you can unlock if you're lucky interrogating EXALT Masters and the like.
Alternatively, it could be unlocked as a random event of some sort, using a similar premise (a reported strange and possibly alien vehicle turns out to be an odd car).

67
The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: October 15, 2020, 07:51:23 pm »
I meant in the sense that you're given a warning when an agent is recovered, or that at least they return to their former jobs/positions/whatever (ie: training), rather than becoming idle, and forcing you to manually put them again wherever you wish them to be.

68
The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: October 15, 2020, 06:48:54 pm »
There are actually two factors here: injury and transfer. A transformation can use either, or both. So there's no hard rules here, depends on the transformation.

I see. Can you have bio-enhancements use transfer or both then, please? That way we can keep track of when they're ready.

- For some complicated reasons related to late game balance, you can't buy AI units any more - now you have to make them out of very rare resource (you get a very limited amount in early game). On the other hand, AI units can be reactivated even if they "die", as long as you recover their remains.

Well drat, good thing I have a good reserve of AIs in my saved games. Remotely controlling a small scout drone is getting more and more complicated it seems.

Yay even more armors for dogs! No underwater capable ones, sadly. What about playable zombies controlled with chips?   ;)
Probably a bit too unethical for XCOM though.

69
The X-Com Files / Re: [CRAFT] [Parody] Ghost car
« on: October 15, 2020, 06:43:23 pm »
Clearly this should be integrated within XCF as a secret vehicle, just like the one you can get before the MiG.

70
The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: October 15, 2020, 02:37:54 am »
Not sure if it's a bug, an oddity of using not the latest update, or whatever: Whenever one of my soldiers finishes a transformation procedure (ie: Bio-enhancement unlocked from the Red Dawn drugs), they don't seem to return to their last position/job before said activity. Or at least they don't with the gym: Whoever did finish being upgraded, is removed from the gym. Moreover, the game doesn't even tell you when one of said improved agents is fully recovered.

I suppose that's because recovering agents from transformations are considered to be "wounded". Wouldn't it be better if they were "transferred" to your base instead of counting as wounded? That way the game would warn you of when an agent is finished with the transformation and returns to duty.

71
Resources / Re: [UNIT] Drone Carrier Tank
« on: October 12, 2020, 09:05:43 pm »
Very interesting! Can you copy the thread into the XCF mod subforum then, if only so that Solarius sees it? If it's good enough, he'll probably integrate this.

72
The X-Com Files / Re: [Submod] [CRAFT] Starfigher craft
« on: October 03, 2020, 01:43:35 pm »
I wonder: If I use this mod in an ongoing campaign, and later on Solarius integrates this mod as part of the main mod XCF, what would happen? Would it be safe to switch off this mod since now it's part of the standard content? Could there be a risk of having duplicate ships due the event spawning this happening twice?

73
The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: October 03, 2020, 01:39:33 pm »
No worries, good luck.

Meanwhile, I finally finished this:
I see you wanted to do an ED-209 from Robocop, and that's close enough I suppose. The ammo expenditure will be annoying to keep though.

74
The X-Com Files / Re: [Submod] Starfigher craft
« on: October 01, 2020, 02:35:25 pm »

If you want to use it right away your best bet is to replace one of the crafts (empty) by this one, and give yourself the completed research items. So, yes some tinkering is required.

What do you mean with replacing one of the "empty" crafts? I checked the ruleset briefly and they're all used. What if I started a new game? Would the event be inserted correctly then?

75
The X-Com Files / Re: [Submod] Starfigher craft
« on: October 01, 2020, 12:41:34 pm »
Looks cool! Can it be used with XCF right away, or does it require some tinkering?

Do you have to wait for an special event ingame to unlock it, or is it available from the start? Does it work with saved games?

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