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Messages - Jimboman

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16
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 13, 2022, 04:46:29 pm »
Some sneak peek into national armies' units that I'm working on now.

I'm busy with an Xcomfiles campaign at the the moment, but I can see it getting sidelined for a new X-Piratez game in the near future!

Question, are these enemies or allies?

17
The X-Com Files / Re: Recommended rifle
« on: October 06, 2022, 06:20:23 pm »
I like to play 'semi-realistically' in the early game, so I give my agents weapons that are available in the area of their base eg. M16s in the USA, AKs in Eastern Europe, FAMAS/L85s/AUGs in West Europe and AUGs in Australia (who use them for their military).

Once I get access to Blackops I use those, mainly the 'smart' versions, until more advanced weapons like lasers are available from MIB missions, which you use without researching them first.  Gauss weapons are powerful, but also very heavy so only one or two agents in a squad can use them so I don't bother and just sell any I capture.  I have captured Mass weapons, but I can't research them yet.

I also have some heavy weapons like MGs, RPGs, grenade launchers and cannons in my squads to deal with 'difficult' enemies.  RPGs or rocket-launchers can be used on the Little Birds along with MGs or miniguns by the way!

18
Open Feedback / Re: Terror from the Deep
« on: September 05, 2022, 05:46:22 pm »
You also need to have the files from the original game installed in the c: (or whaterver)/openxcom/tftd folder for it to run, like you do with the UFO files.

19
Yeah I ended up just resetting after I lost two of my bases. I think the biggest problem in the first play through was diddling around with all the weapon requisition techs that I wasn't even going to end up using. I did have the kitsune and the interceptor and I believe my best weapon was the black-ops magnum/regular magnum depending on money I want to spend. They carried my past the humanish enemies and some of the weaker enemies after that, but fighting the underground aliens was hard with just magnums and grenades as the mainstay weapon.

Fighting with what are basically just handguns is a problem.  You should look at it like the 'real' military and have combined arms, depending on the size of your squad.  With a Dragonfly squad (8 troopers) I have 2 with rifles (the best available, preferably Smartrifles or UAC rifles until lasers come along), 4 with P90s or UAC SMGS for CQB inside bases/UFO's, and of those 1 or 2 have grenade launchers to take out stubborn or large enemies.  The other 2 have an MG (Blackops LMG) and a cannon, preferably light- or auto-cannon, which are useful if the enemies bunch-up.  The amount of weapons the squad carries scales-up with size of squad, and with an Osprey (and larger craft) I make sure 1 or 2 troops have sniper-rifles for long-distance and also 1 or 2 have heavy anti-tank weapons for those really tough missions (useful to take down walls).

Early weapons don't need to be standardized, and I like to give my bases the 'local' guns, like M16s in the USA and AKs in Eastern Europe.  Once you get the better stuff like Blackops and UAC you should make them standard in all bases if possible.

Another tip is don't research acquisition of weapons you know you're not going to use and spend the time of getting better armor/vehicles/weapons.  Also research captured enemies and creatures asap as they can give better research topics and info on weapons and things.  Research any science building that comes up as you can't research some topics without the newer ones, and they add extra research spaces too.

I really must sit-down and write an essay on my own playstyle sometime as there's so much in Xcomfiles!

Buying and opening loot boxes when they're available (reinforced weapons boxes are good) can sometimes give you early use of high-end weapons.  I once got an early Hydra-laser that way, but I had to be spare with the ammo!

20
The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: July 30, 2022, 09:12:06 pm »
I usually start a game in the USA or in the Middle East.

I agree with Juku, build your first base in somewhere like the Swiss alps.  That way you can cover most of Europe and part of North Africa.  Try rushing promotion two and/or the helicopter/Osprey as it gives you more options.

Can't understand why you don't have time to reach missions.  It's been a while since I played this (but I still check the forums) but from what I remember the mission stays as long as at least one craft (car/van) is targeted on it.  Don't skip missions, even 'bug-hunts', as you get points for at least trying if you land, see around 20 Chupus and think 'f-this' and abort.

21
The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: July 30, 2022, 02:48:09 pm »

I'm also running 8mono's expansion.


This could be your problem.  As well as adding additional items 8mono's mod adds missions.  Try it without that mod.

22
Released Mods / Re: Adding Tanks to craft/ X-Com Files
« on: January 26, 2022, 06:34:36 pm »
Aren't tanks equipped as 'suits' for AI, just like the drones are?  Haven't got tanks in my game so far, but I do known the AI (assembled from Shards) needs to 'put on' a drone in order for it to become an 'agent' and be put on a transport.

23
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 07, 2022, 08:46:50 pm »
Surely Meridian's Openxcom extended has taken care of this, so there would no need of the patch for Piratez or Openxcomfiles.

24
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 23, 2021, 06:01:15 pm »
OXCE 7.1.11 or newer is required for the new commendations

Thank you

25
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 23, 2021, 05:34:01 pm »
I suspect something about the new commendations is broken so all of the mission type-related commendations are awarded at once regardless of the actual mission being done. This screenshot was taken after a Cult Apprehension mission off a newly started save file.

I noticed that too.  I DL'd yesterday's github version (with the new commendations) and I thought it was 8mono's xcomfilesaddon causing it, but when I disabled the mod and started a new game to check I got this as well from a creature mission.  It's not game-breaking, but it IS weird.

26
The new version is working fine now.  Thanks again for all your great work.

27
0.73b is up, fixed the missing resources crash, should be enough to make the game start but there's a few other errors going around that don't crash the game (so far) those are next but will take a bit more time

Thanks for all your hard work on this.  Will give it a try later after work.

28
I still can't support the newer versions until they're official, however I don't mind helping people patch the submod can you send me a screenshot of the error? it might be a simple fix

Update 1: Oh actually, this might be my fault because I removed one of the placeholder sprites LOL give me a sec
Update 2: I think there might be something going on with the github version at least on my end, I can't run it even without the submod on
Update 3: I'm going to update the mod with a fix but I think the resound mod might be breaking it as well
Update 4: I've uploaded a fix for the resound mod breaking with the new hybrid changes, changing these should fix that as soon as I update this message I'll finish work on the update for  the fix

Don't worry about it.  I'm not DL'ing another github version and will wait for the next official xcomfiles release, and your .72b mod works with what I have so I'll stick with it.

29
XPiratez / Re: Bugs & Crash Reports
« on: December 15, 2021, 11:59:29 pm »
hm, it crashed three times in a row, so i assumed consistency. One hour ago i had another crash on a extreme cold mission with the same message as Berggen has posted.  i have game version M3.0.1., should be the most up to date.
I'm not a modder, but there's something going on with those polar maps.

Spoiler:
the game got also insanely hard  :'(

The latest piratez version is 3.2.1, so perhaps the bug has been fixed and that's why Solarius isn't getting it.

30
I can't give you a screenshot, sorry.  The alert came-up when trying to load openxcomfiles, which then crashed, but when I removed the new mod and put the old one in again it loaded , and I can't remember what the alert was.

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