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Messages - Mr. Mister

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16
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 10, 2020, 12:38:50 am »
Maybe "Insane Vigilante Processing" should give something more than a mere kevlar vest? At that point (mid-late promotion I, XCOM: PAU) you've had kevlar vests for quite a while, and it's much more profitable to sell the homicidal madman (assuming you don't wanna research him) and buy a vest. Plus, homicidal madmen have way more armor than a kevlar vest

I think processing them should give an Armored Vest. This way they serve as a way to early get a hold of one or two of them, just like how a couple of early homicidal maniacs can serve as early kevlar vests, assuming you want to forgoe additional researchs (which can still be pretty useful).

17
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 09, 2020, 11:03:58 am »
Well, crop circles are kinda like that. There is no external threat here except for you, so you get the flak for any casualties.

I know, and I agree with that. What I'm reporting as a bug is that Female Human Farmers are in "Strange Life Form" missions but still drop corpses worth -$10k, which is only supposed to happen for crop circles missions.

19
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 08, 2020, 01:05:14 pm »
I'm pretty sure that this is a bug with OXC directly, but I just wanted someone to confirm it because I'm not very familiar with what aren't genuine bugs and instead "intended parts of the X-COM experience":

The following screenshot depicts a situation where the soldier can't drop the expended medkit he's because the "scroll right" arrow doesn't work, probably due to the game thinking that there's still enough empty space there, despite it being impossible to drop a 2x2 item there. Clicking the "Scroll right" arrow while holding the medkit in the cursor doesn't make it scroll either. The medkit can't stack with the one already in the ground because that one still has all charges.



Should I report it in the openxcom bug tracker?

20
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 07, 2020, 10:46:29 pm »
It was a couple of reaper terrorists (Veteran) in a farm map, civilians were a dog and two female farmers (all three dead because I got there in a private car and I was not about to leave its premises). Since I've never seen female farmers in crop circles/cattle mutilation missions, where the abducted and brainwashed were only male, it might be that such later missions also featured female farmers at in earlier versions until they suddenly didn't and the female farmers were then allowed in strange lifeform missions, but their armor was never removed from loot tables? The fact that the female farmer analysis is a possible result from the (male) abducted farmer interrogation leads me to believe that female farmers are indeed not supposed to be in crop circle missions.

21
The X-Com Files / Re: Want to help?
« on: April 07, 2020, 05:07:35 pm »
Do you mind if I post your new x-com mapping guide in the /r/xcom? I know most users there are only interested in the remakes, but you never know where someone talented and interested may lie.

22
The X-Com Files / Re: concealable is not concealable
« on: April 07, 2020, 04:40:57 pm »
What if the ufopedia entry for such mission type, which you unlock and hopefully choose to auto-view when you complete the research that opens them up, mentioned more explicitely "remember to use the "Beach" filter when equipping your craft", or "Only items listed under the "Beach" filter in the Equip Craft screen will be brought"?

23
The X-Com Files / Re: AKs and grenades.
« on: April 07, 2020, 04:33:13 pm »
Started a new game.
1. AK-47 and AKM use 7.62 both, AKM was,is and will be using 7.62 caliber rounds, not 5.45. So both should have same damage, plus AKM is more accurate, not less like in current mod build.
Also swap icons, your AK-47 has AKM icon and AKM has AK-47 icon.

You should probably post that in the bug reports thread.

24
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 07, 2020, 12:12:05 pm »
Human Female Farmers can appear in "Strange Lifeform Detected" missions as civilians, but unlike normal civilians their corpses are recovereable loot (which can only be sold for -$10k). I assume that this is the cost meant to be incurred from killing farmers rather than capturing in crop circles and cow mutilation missions, which I am perfectly fine with. But in other missions, it is a bit jarring how a monster-killed female farmer costs XCOM way more than a monster-killed accountant. Sure it costs society more, but XCOM's finances in particular?

Interestingly, I don't seem to recall ever seeing female farmers in crop circles and cow mutilation missions.



Incidentally, for curiosity's sake, can XCOM agents' corpses be set to appear as recovereable loot? I'm thinking of the possibilities of adding an "agent (cover-up) funeral" manufacturing and/or research project that give a few council points or something like that. It would also makes a difference points-wise regarding recovereable corpses and non-recovereable (acid, desintegration, etc).

25
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 05, 2020, 02:45:24 pm »
Speaking of stun weapons, I dunno if it's a bug or some issue with my installation, but apparently you can see the ufopaedia page for the taser cannon, even though it requires recruitment of the chief engineer to manufacture it.

Well I thought it slightly fell into the "bad test" category of the thread's title, but I can understand your other points.

26
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 05, 2020, 12:32:59 pm »
I'm thinking that there should be a way to de-incentivize the player from using surrendered enemies as whacking dummies to train up your agents on. Either by making surrendered enemies give more points in the after-mission report than captured ones (currently the have the same value) or via awards to soldiers.

27
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 05, 2020, 12:50:59 am »
Could rephrase the bottom sentence of the window to "You'll receive X within the hour."

28
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 05, 2020, 12:36:09 am »
I take it as intentional that when you receive items via random geaoscape events  you don't get them immedieately, but in a few minutes?

I was very confused about where my promised three land surveys were, specially since their ufopedia entry, manufacturing project and shop purchase option are unlocked immedieately, before you actually get them.

29
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 14, 2019, 11:11:02 pm »
Save?

I scrapped the only save I had with a level 2 decoration, but I'll upload one as soon as I get another. Here's a save where level 1 Cavaliers and Soft Targets show their respective levels as "None".

Incidentally though, I'm not really digging the names for Soft Target and Patient. The first sounds like a negative trait for what is a purely positive one, and the second suggests that the soldier has patience.

I vote Battle-hardened or Battle-scarred, and Trauma-Thickened or Thickened Skull.

Incidentally, is it a bug if a thug spawns in an inaccessible garden?

30
The X-Com Files / Re: The X-Com Files - 1.0: Judgement Day
« on: November 14, 2019, 06:52:56 pm »
Small suggestion: I assume that the random event where you are convinced of spending 100k in renovating headquarters for 25 points only triggers when your current money is above a certain treshold (it better), so I recommend the event's description includes somewhere the sentence "Since we had so much money sitting around" or something so the player knows that's a trigger condition.

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