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Messages - nicedayright

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61
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 19, 2020, 06:20:47 pm »
Also, Oh, you've added in reaction melee, that's great, thanks.

What I get for not reading the patch notes I guess.

62
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 19, 2020, 05:19:17 pm »
So your file path looks like C:\Games\X-COM UFO Defense\user\mods\XComFiles\openxcom_xfiles_1.6b, doesn't it?

Extract the zip directly into the mods folder instead.


Should end up looking like this:

63
XPiratez / Re: [MAIN] XPiratez - L5A2 01-Nov-2020 New Energy v2
« on: November 11, 2020, 04:50:43 pm »
Small bit of pedantry here, and I'm running behind on updates, so feel free to ignore if this has been addressed.

The autofire (x6) for the ol' revolver and six-shooter is labeled as slam fire, but this is inaccurate. Slamfire is a term which only applies to certain models of pump shotgun, which allow the trigger to be held down while you work the action, resulting in the gun firing instantly upon returning to battery. (Dont try this at home. Most new models will not allow this, and it's even dangerous for some of the cheaper ones.)

More correctly, the action should be called "fan fire" or "fan the hammer", which is the term for holding down the trigger of a single action revolver and manually working the cocking lever/hammer with the palm of the off hand.

Phone posted, so please excuse any spelling or grammatical errors.

64
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 08, 2020, 06:14:04 am »
Stuff like this happens IRL with cops and military units. Just for fun, look up some pictures of Brazilian or Argentinian SWAT using Bren guns and shit they've confiscated because their issue weapons just weren't cutting it.

65
40k / Re: 40k
« on: June 08, 2020, 06:11:00 am »
This has likely been asked before, and I don't want to be 'that guy', but is there a way to disable female space marines?

66
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 06, 2020, 03:59:16 pm »
Isn't the issue with cult weapons justified as transport as much or more than procurement? I mean, you are basically flying your agents in on civilian airliners and presumably shipping the guns in separately to be picked up on site... That's a lot easier to do with weapons that aren't as iconically military as a PKM.

67
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 05, 2020, 03:42:44 am »
Not going to lie, I pick my weapons for aesthetic reasons almost as much as performance. I equip my rookies with FAMAS mostly because it feels like the kind of special snowflake rifle a director would equip to make the XCOM troops seem futuristic if it were a TV show. Sorta like the ubiquitous p90 from SG1, or the CX4 in Battlestar Galactica.

68
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 04, 2020, 12:52:56 pm »
I sorta figured the main utility of the various side grade or IRL weapons wasn't so much a research gate as a stat one. The various black ops weapons (with notable exceptions) require higher stat lines before they edge out the real life weapons in utility. Things like the Black Ops Sniper Rifle only become better than their general production counterparts once a trooper has a high enough aim. The BlOps ARs and Shotguns are all noticeably heavier than their counterparts, meaning you need stronger troopers to use them effectively. That's not even mentioning the price difference.

As it stands, I'm fine with the side grade weapons being useful as is. Either to equip rookie squads once they're purchasable, or to provide irreplaceable firepower from looted stashes before you can openly buy them. I like the idea of government agents failing to report in confiscated weapons because they know that LMG they pulled out of a box might just save their life the next time they're hip-deep in werecats.

69
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 27, 2020, 05:20:24 am »
One of my terror mission civs just picked up an LMG. I didn't know they could do that.

70
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 25, 2020, 05:42:58 am »

Honestly, why does everyone know this tidbit? I don't think I know anyone IRL who would... -_-



I'm an American, man. Being worringly enthusiastic about firearms is a national pastime.

Also, uh... I play a lot of Tarkov.


In other news. I love the Clear Foliage function on the Kukri so much. A soft breaching tool that can fit on your belt, and provide almost guaranteed hits on low-evasion enemies like zombies? Sign me right the fuck up.

71
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 24, 2020, 10:51:52 am »
Hmm, I'm playing version 1.4. I investigated the purchase of Grenade Launcher. Grenades have appeared,
but there is no Grenade Launcher.

Make sure you have Promotion II and explosives license. For anything confusing, try hitting Q on the geoscape and searching the tech tree, which shows prerequisites. Some people consider that cheating, but I'm honestly not sure how I'd live without it.

72
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 24, 2020, 09:27:38 am »
As a firearm autism moment, the pedia entry for the AKM is incorrect about the calibre. The AKM still uses 7.62x39 rather than 5.45x39 as noted.

73
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 05, 2019, 01:49:59 am »
Got a crash on landing for Cyberweb Heist. Here's the save file from right before it happened.

Edit: Just noticed a new version up, so this might have already been fixed.

74
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 21, 2019, 11:41:31 pm »
Starting a new campaign again because so much has changed. I've gotta say, I really love the atmosphere of the early game in this mod so much. I can just imagine two of my agents tooling around in a car, chain smoking on their way to a reported UFO sighting, bullshitting about idiot yokels high on meth and hallucinating... then the same two agents later that night, slumped down in a truck stop diner, thousand yard staring at a cooling cup of coffee as they brainstorm reports on why there's a buckshot-ridden sectoid jammed unceremoniously in the trunk of their plasma scorched car. Probably my dream job, if I had one.

As a tactical takeaway, the shotgun AP ammo might be a bit strong for the early game: the high innate accuracy of shotguns combined with good damage and no armor penalty makes them, hands-down, better than the available rifles, especially for untrained agents. I might suggest creating two different ammo types: Shotguns Slugs available for normal shotguns early on with a penalty against armor (15%-20% maybe) and then allowing real AP rounds to become available for more advance shotguns, like the Black Ops Shotgun. This would reflect real life, as commercially available shotgun slugs are big, slow and inefficient against body armor, whereas more specialized Armor Piercing shells can't be safely fired from many civilian shotguns.


75
In other news, *how* you defend your bases is pretty important. Accidentally destroying your access lift or the facility adjoining it to the rest of the base can have VERY negative consequences.

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