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Messages - tarkalak

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31
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 27, 2022, 12:51:34 am »
Do you know that Hangars also have storage capacity? So, in theory, you don't need to build additional storage facility. But in practice, with your habit to bring ALL items in a craft, 1 hangar is definitely not enough...
Yes, this F10 trick is a game changer!

Hangars have 25 capacity. Armored vests are 1 each, so 25-16 = 9 size for arming 16 soldiers.
That is about 0.5 size per soldier and 1 extra. Rifles are 0.2. Pistols and most clips are 0.1. Medkits are between 0.1 and 0.5. Grenades are 0.1 as well. Desert Eagle ammo is 0.025, so it might be better to use it for the shield wall.

So 0.4 for a weapon and two clips and another 0.1 for a grenade or something. And another 1 size remaining to share between soldiers.

Night time is out of the question, since I will not have the space for flares. Going in without armor is also out of the question.

Huh, it is not as bad as I thought at first glance, thanks for reminding me.

This feels a bit underarmed, though. I don't use that many grenades, but I do use them. It seems barely doable, I may try it when I do end up with an Osprey.
Worst thing is, that size is only visible in the stats for nerds or storage, but not on the equipping screen. So it is a lot of hassle.

In any case, if I start the general stores immediately after the Living Quarters is finished in Bioko, it will finish a day after the Hangar. So not much of a difference.

Hah, tarkalak's stuff pile is amateur hour compared to this. ;D

What can I say, the cults love cleaning it up sometimes. :D

32
Suggestions / Re: Ability to autoshoot in a line as one shot
« on: June 27, 2022, 12:06:15 am »
every thing is possible to implement, full 3d graphic, dynamic object collapse, active FPS view, YouTube feed, Twitch integration, you name it.
But cost of some of them is so big that its not worth even consider (who will pay it?).

and your suggestion is similar to this, not so over the top but cost a lot as do not fit current engine and would require lot of change to make it happens.

Put real life aliens commanding the game aliens.
Checkmate.

33
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 25, 2022, 01:15:52 pm »
Chapter 19: The Age of the 007. Spypistols and CAWS too.



And the Labor Undercover missions goes smoothly as well. I made a mistake charging into the Warrior instead of illuminating him with flares, but he missed all of his shots somehow.

34
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 25, 2022, 12:30:30 pm »
A quick little mission against the Stormies.

35
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 25, 2022, 10:54:42 am »
I concentrate on getting the Osprey faster. Also We get the BlackOps Spypistol and CAWS acquisition.
I send over the Labor mission and a small Stormie mission pops up.

36
The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: June 24, 2022, 03:52:00 pm »
Cult Suppression missions also have both Lads and Pioneers. They're kind of a 'failure to Network' thing, though. And even then both Lads and Pioneers appear in them. I don't know of a single mission that only has Lads.

Safehouses are only Gangsters and Lads, I believe.

37
The X-Com Files / Re: Chemical illuminator
« on: June 24, 2022, 03:44:15 pm »
Hmmm, I guess you could upgrade, but I faced a similar choice myself and elected to start over.

If you hate the chemical flare expiration badly enough, you can go find
Code: [Select]
  - type: STR_CHEMICAL_FLARE
in items_XCOMFILES.rul and change
Code: [Select]
    recover: false
to
Code: [Select]
    recover: true

Also, I didn't say I agreed with Solarius' take on chemical flares. I disagree with a lot of his takes on things, actually. :P But it's his mod, so what he says, goes.

I don't think I had any trouble upgrading a save continuously from 0.9something to now. Solarius adds save breaking stuff very rarely.

38
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 24, 2022, 02:22:20 pm »
Some more research is done. I am not sure if I can get the Spypistol before the mission, but I will wait on it for a while.

And then a Durathread Factory pops up. A bit early for my liking. I think the factory stays for a while, so I will wait for the Osprey for it. I don't have that many active agents to loose more to wounds.

39
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 24, 2022, 01:15:13 pm »
Assassins apparently are not evil enough to go into that jungle. There are only the Avatar and a shitload of Footmen. You'd have been fine... Well, as fine as a jungle mission ever is, especially with sanity loss and a shielded enemy. I think I've seen a streamer lose this mission because the Avatar kept being immune to KO grenades and similar, and his sanity eventually ran out.

I thought it was your usual Outpost quantity of enemies. Anyway, I am reluctant to go in without the Osprey now.

Are you dissing the BO Pistol here?! :o

No, I just don't need to replace the one I lost on the dead Rookie. I had 6 or so, so I should still have more than I actually use.

No, no, the ones the Intelligence Officer is pinpointing are safe houses, while X-Com will start ignoring safehouses. Totally makes sense, right? Maybe you want one of these bright-coloured pills to make it make sense? ;D
RGB Lightnings incoming in 3 ... 2 ...

:D

40
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 23, 2022, 05:41:44 pm »
Some more research is done. We finally figured out where Exalt is hiding their drugs and will be able to meet their bosses now. Somehow this allows us to buy the Ultimate Craft (for now). The mighty Osprey.

41
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 23, 2022, 04:52:02 pm »
Turns 2, 3 and Summary.

I lost the Scout Drone, I admit, in a pretty dumb way. I have no good way of detecting the Assassins now, so I decided to retreat instead. I don't remember how much was the penalty for a failed mission, but I probably didn't do better.

42
Oh, nice, I got that pun.

They say:
What do pimps and farmers have in common?
They both need a hoe to stay in business.

Always wonder, how do you distinct similar sounding words in English? I'm Russian and for example Skye and sky sounds exactly the same for me. Englishmen, can you recognize one and another by ear? I imagine that yes.

One time I heard a misuse of Russian simikar sounding words, but they sound very distinct for my ear. They were собор and забор.

Context usually.

Bulgarian мед [med] may mean honey or copper. They are different words, even have different genders (мед honey is male and мед copper is female). They also have different full grammatical articles, i.e. the honey is медът[medut], while the copper is медта [medta]. There are other examples of such words that have the same spelling and reading, or that differ only in where the stress is placed. You can usually catch it by the context.

43
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 23, 2022, 04:28:08 pm »
Great opportunity to disappear for a few years, not gonna lie. :D

Anyway, turn 1 and I already made a deadly mistake. Well, more like "in need of reassembly" mistake, since these AIs don't really die so easily.

44
The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: June 22, 2022, 06:45:14 pm »
This is definitely a nitpick but the sprite for the sten gun isn't a sten, it's a stirling smg.
Also isn't it odd that the Red Dawn Lad gives you Red Dawn network but the pioneer doesn't?

Can you get a Pioneer without a Lad?

Network unlocks the missions with Pioneers if I recall correctly.

45
The X-Com Files / Re: Instant grenades trigger
« on: June 22, 2022, 06:42:38 pm »
Greetings!
Why is the "instant grenades" setting unavailable to change?

Something in the line of Solarius thinks it is too easy for the player.

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