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Messages - Sarissofoi

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The X-Com Files / Re: Stuck in progression
« on: July 14, 2020, 06:20:07 am »
Try to fry them using fire.
Fire ignore armor and enemy 2x2 units get 4x damage so you could burn them.

The X-Com Files / Re: Starter Tips section and how to make money
« on: January 01, 2020, 06:08:55 pm »
I mean attack safe houses and cult outposts. They usually contain extra loot(weapon/ammo/explosives/medicine boxes that you can unpack) and money items(like Bag of cash) that can be easily converted to money.
You can also sell bodies and captured prisoners and animals.
Usually you need just interrogate them only once for game progression(but doing it more help as you can get extra techs, info or dossiers which affect points).
If you are good you can stun and capture many zombies then sell them for hard cash.

The X-Com Files / Re: Starter Tips section and how to make money
« on: January 01, 2020, 03:44:43 pm »
Plundering safehouses and outposts.
Once i get 2mln just from one outpost.

XPiratez / Re: Newbe questions
« on: September 19, 2018, 03:33:39 am »
What about color coding enemies not only in green(no LoF no LoS, seen by another teammate) or red(LoS but current LoF possible or not) but also in orange(seen but no LoS). Obviously change red to have LoS an LoF.

XPiratez / Re: Newbe questions
« on: August 20, 2018, 04:22:17 pm »
The newest version will fix that problem, that was a one time thing for the J4 version.

Ah.  yeah. Noticed that. Thanks for answer anyway.

XPiratez / Re: Newbe questions
« on: August 20, 2018, 03:10:40 am »
Is there a mod or solution to starting without all these ghost and repentia lasses?
How to start with six gals?
I almost always get ghosts and some repentia chicks(the one that can not wear pirate outfits) and it kind of feel wrong.

The X-Com Files / Re: Flags
« on: August 19, 2018, 02:14:05 am »
Hey guys.
Small question.
Is there a file that govern chance of specific nationalities appear?
I try to RP as a Russia formed and backed organization(as USA have their own MiB) but if I simply remove some other nationalities the one I get had mixed flags.
Do I need rename flag names(the numbers) so they mirror number of name list that left?

Released Mods / Re: Old Mod Portal Archive
« on: August 14, 2018, 09:21:31 am »
Great job.

But its perfectly logical and make sense in the settings. Its a cruel world.
Losing Uber Gals mean that you lose part of your power. Dogs and peasants are easy to come.
Greetings BTW.
I will drop some feedback as I played some of this surprisingly good mod( I definitely didn't expected good lore or settings from mix of xcom, pirates and boobs).
The peasants stats are really low and when I understand their low melee or firing skills they should start with little more strength(maybe) and more Stamina and throwing skills. They start with shepherd clothes and shepherds used to be famous from their slingshots skills. I mean they are women from hard times living hard lives - it would make more sense to make them little more sturdy. I also would like to see some options to recruit some of the enslaved women(like warmaidens) into more trained and skilled version of peasant.
More early armors of clothes would be great too as for long time( I really play slow) I have only basic clothes for them.
The slave soldiers are fine but it would be nice if some enslaved units give Strong Slave that have better starting stats when converted.
I am currently playing with house rule to only employ starting and event recruited gals and peasants, slave soldiers and dogs(also save and hasty retreat) are my best (even if expendable) friends.

The X-Com Files / Re: Early gun balance
« on: August 03, 2018, 06:23:33 pm »
I would say that the difference in ranges are rather small but difference in rates of fire and accuracy enormous. Especially that early rifles barely offer anything that hit harder than pistols.
But that is fine.

The X-Com Files / Re: Early gun balance
« on: August 03, 2018, 06:23:04 am »
Thanks for fast reply and for answering my questions. I was modding some minor stuff on my own but it was old ago and well I was never really proficient at it.
I checked my soldiers stats and two my most killer soldiers with 50+ kills have 40+ with colt and socom but two other best soldiers have similar stats but with mp5 and groza. So maybe its just a personal bias.
Thanks again for info.

The X-Com Files / Re: Early gun balance
« on: August 03, 2018, 05:10:06 am »
Hello Guys
I am new here so please don't be too rough with me. I just started playing with this great mod and have a tons of fun.
But things were bothering me:
-mostly pistols being really really great compared to anything else early.
OK. I admit that my only game is on veteran and I just reached Promotion II after stalling game as long as I can so maybe I am playing it wrong but pistols - especially Colt but Beretta/Glock also are really great  not only on close distance but are much better on mid/long that most off the submachine guns and rifles. To be honest I was using Colt mainly and then replaced it with Socom pistol. Its very efficient at shooting and hitting anything at close and mid range(and mid range is really good).
I switched to MP5 but its worse and to Groza but its not really better outside of auto. MP5 is actually worse at distance.
I was tried some other guns but outside of amazing Mosin and Nitro most early rifles suck(they have low damage and can barely hit something at longer range).
I was wondering why?
So I checked items_XCOMFILES.rul. Your mod also have this amazing option to check weapons stats for nerds in ufopedia.
It looks like most(if not all) pistols have only aimRange. Other guns usually get aim/snap/autoRange if they have it. Shotguns also get dropoff stat. Some rifles or sniper rifles do not have aimRange or snapRange. So I am not a specialist in modding or anything and maybe its handled somewhere else but doesn't that mean that if there is no Range stat for a weapon that its Range=infinite? Or at last equal to Aim?
That would explain why pistols are so accurate and better at hitting things. Not only because you can shoot it more often and their base accuracy is great but also because their snapRange is equall to aimRange or infinite?

I am talking about efficiency of the snap shots mainly.

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