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Messages - HT

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76
The X-Com Files / Re: Sniper Chickens?!
« on: September 24, 2020, 03:02:57 pm »
(if you still want sniping chickens, I can make a submod!)

Yes please! That reminds me: Do the farm animals taken out by aliens count as civilians killed for scoring purposes?

77
The X-Com Files / Re: Sniper Chickens?!
« on: September 23, 2020, 04:18:22 pm »
Aaw, shame, it seems the github release already fixed this bug. Was the chicken a good shot?  :)

78
Work In Progress / Re: [WIP][BETA] MRF Liquid Armor
« on: September 21, 2020, 12:48:21 am »
HT,
Appreciate you sharing.  Glad you are enjoying it!  This armor was vanilla OXCE intended and I never configured it for features in XCom Files or other mods.  I wouldn't mind doing it, don't think it would be too complicated once I familiarized myself with what features are available to armor sets. 

It's fine, I mostly used it because it had good kinetic resistance and I was fed up with the mod's starting phase, which is all about fighting human enemies and monsters, which means this mod made the first one easier. As soon as I unlock "legit" armor, I discard the Liquid Armor.

79
The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 24, 2020, 11:08:03 pm »
I was thinking about it when i saw in UFO pedia that these armours have camo-versions which look way cooler than the stock grey-ish XCOM color.
That being said, what i would like to see instead are colour/camo works for armours you have the longest in the game. Tritanium armour, Cyber armour, Power armour and the Juggernaut.
While Tritanium and Cyber armour looks badass enough. The Power armour could use a paint job so its not this grey-ish thing and the juggernaut armour so its not this ugly yellow plastic thing that looks like a toy.

There was a mod in the old portal that did just that: Give you different recolors for the Personal Armor and the Power Armor, as different variations your soldiers could "wear". Alas, it is lost to time.


Not quite- you just need to find a decrypted key from a different source. You get one from completing the Syndicate arc and another from completing the zombie arc. You're out of luck from the fourth one onward, though.

So, if you take too long to complete the Alien Hybrid arc, you could end up stuck with aliens embassies/special bases that cannot be attacked then? I'm still dealing with the cults right now, so I haven't dealt with Embassies yet.

80
Work In Progress / Re: [WIP][BETA] MRF Liquid Armor
« on: July 14, 2020, 11:07:22 am »
So, I've been trying this mod with my ongoing XCF campaign, and here are my thoughts:
This armor rocks! It works wonders against human enemies, making the starting cults less of a threat and let your veteran agents not die to a random stray shot from a pistol. Bigger weapons and explosives are still dangerous, but at least it's not a deadly gamble against the RNG until you unlock the Armored Vest. The MRF is still slightly better than former, due not weighting the unit, but from the Tritanium Vest forwards the MRF falls behind.
Still, it's a solid-if-expensive solution for those who want to quickly get through the starting phases of the mod. It doesn't work well against monsters though due having no melee evasion as far as I checked, nor ability to use unarmed attacks. Still, it's an acceptable trade.

It's too bad the armor is not compatible with XCF's more faces, so it makes your agents temporarily adopt a different paperdoll whenever using the armor.

81
Work In Progress / Re: [XCF][Release Candidate] Inventory special
« on: July 14, 2020, 11:02:14 am »
This looks interesting. Does it work with armors from not XCF such as the Liquid Armor mod? Does the modifications work with a campaign already started? Lastly, does it work with the default suit starting armor?

82
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 08, 2020, 03:20:54 pm »
Okay. So apparently your agent gets the "Betrayer" commendation after he loses consciousness whilst carrying a live knockout grenade  :o. Seems a bit rude to put on his gravestone when his family visits his grave  ;D

Lol, it's quite unfortunate to die from such grenade, unless the agent was already wounded, which would explain the stun damage overload which resulted on his dead.


That reminds me: If you throw two different explosives timed at 0 one near another, will the two explode one after the other, or will the first explosion destroy the second explosive without triggering detonation? I would say it's the first one, but explosions can destroy objects such as corpses if you're careless, so I wished to confirm.
Say you throw a regular grenade along with an Alien Alloy fragmentation grenade against the same target.

83
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 02, 2020, 05:49:37 pm »
There was that mod that allowed you to use a military copter shortly after researching the civilian one, which allowed you to bring one extra squaddie. Alas, it is no longer compatible, a shame. Although it would make sense for the military envoy to provide you with a discontinued military helicopter capable of air inerception at some point, probably at Promotion 3, if you don't have better stuff by then.

84
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 01, 2020, 09:21:33 pm »
Maybe without increasing the power, for alance reasons (also because the weapon remains the same).

To be fair, special ammo for many guns does increase the power of the gun itself. IE: Any weapon's standard ammo vs the armor alloy version.

Speaking of: Alien Alloy Ammo (aka AAA) sounds better than Tritanium Ammo. Give us AAA back, please!   :)

The Stun Launcher? But it has nothing to do with the Stun Launcher, tech wise! The Taser Cannon is still electric, even if powered by E-115.

I know they're unrelated tech-wise, but it is the natural progression of sorts. The Stun Launcher is the best non-lethal weapon, or at least better than the Taser Cannon.

Priceless! :)

Could be remade into a Staff Input event.

85
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 01, 2020, 09:16:18 pm »
Yes, it's supposed to have it. Yes, it's probably pointless.

About that: Can the HUMVEE be modified so that the weapon point works as a turret in the Battlescape combat mode? I've seen other mods do so, such as Piratez and WH40k. It would make the vehicle more useful than a stopgap between the Van and the Helicopter.

86
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 01, 2020, 04:00:39 pm »

(Not sure how balanced they would be against other ranged stun weapons, though...)


Make it a researchable clip that uses Elerium Batteries to produce greater electric shocks with more power and less weight, translating into a special magazine that requires Elerium to build that does more damage, can shoot 4 times, has better range and weights less.

In terms of effectiveness it would be behind the Stun Launcher, the ultimate non-lethal weapon. There are better options in the Power Mace and Stun Rods, but these require melee, which makes the improved Heavy Taser better until the endgame.

The dart guns are okay too, but they take ages to build and don't work against zombies and machines, so it should be okay.

87
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 30, 2020, 03:46:11 pm »
Regarding getting alien engineers, IIRC in previous versions Chtonic Mini-Bases were a good place to "farm" aliens. While the xenos themselves look identical, they're not well-suited fighting in caves, so it was easy to capture them en masse and hoard soldiers, engineers and what have you. Commanders were a thing as well, but that was removed in one of the updates.

88
The X-Com Files / Re: Verly early UFO's?
« on: June 24, 2020, 05:59:19 pm »
Yep, without alien containment you won't capture any of them alive, and you can't do that without researching a dead alien first, which will take ages with 5 scientists or less. If you manage to interrogate one early though, you have a chance to unlock very powerful techs. However, the main prize is being able to research Alien Alloys early, which are key to unlock powerful armors, ammo and even a  source of outcome that will let you dominate cults once you unlock the right technologies.

89
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 24, 2020, 01:33:15 am »
Not every xcom unit has to be a soldier, there are drones and tanks

True, it's highly recommended to do so to not only have more firepower, but to avoid excessive micromanaging once big ships are used.

In a Roman mod though, auxiliary units could be warbeasts such as dogs, mounted chariots and/or horse-riders and so on. Still, more than 20 units it's way too many.

90
The X-Com Files / Re: Verly early UFO's?
« on: June 23, 2020, 08:37:08 pm »
If you feel brave, you can test your luck with shotguns, melee weapons such as knives, and ambushes to kill these "early UFOs". If you succeed, the gains will be enormous! Most importantly, since it's unlikely you'll get to capture any Sectoid alive, you can shoot to kill with little issue. Melee and shotguns work better in said early raids.

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