Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mr. Mister

Pages: 1 2 [3] 4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 14, 2019, 05:22:26 pm »
Award Levels are showing as "None" in the geoscape. Got a a level 2 Soft Target and it was still displayed as "None", not just the first level.

The X-Com Files / Re: The X-Com Files - 1.0: Judgement Day
« on: November 14, 2019, 01:26:01 pm »
Both on Begginer and Experienced, all Culth Apprehension missions feature only a single enemy, right?

I was thinking that maybe you could boost that number a little bit, since single-target missions are more boring than they are easy, as you know never to expect any surprise, and honestly give too different portrayals of cult cell squads between difficulties (single-man subcells at Experienced and below and 2-5 man subcells above).

I don't remember the numbers for Veteran, but assuming they are 2-4, maybe you could up the begginer number to 1-2 or 1-3 and the Experienced one to 1-3 or 2-3? Still pretty easy, but it gives space for surprises.

The X-Com Files / Re: UFO very very early
« on: November 05, 2019, 01:09:43 am »
Yeah, as Solarius said, you are not "meant" to complete early UFO landing missions.

Hell, you aren't really "meant" to be able to get to them in time until you get the private car. It's not very probably for one to land in time-range of pubilc cars, and even less so in range of public vans.

Though no one but statistics and an overwhelming difference in firepower is going to actually stop you from completing one such mission, you can consider it a moderately-manageable victory to kill an ayylmao, grab it and its equipment and GTFO with the loot. It's been a while since I've played, but I seem to recall something with the early alien autopsy allowing you an early unlock of a facility that adds 5 more lab slots to your base, doubling your research speed earlier than you would do otherwise.

The X-Com Files / Re: Police ID cards
« on: October 09, 2019, 02:03:50 am »
IIRC you can research the same ID twice to get both male and female profiles, roght? You sure you don't wanna fix that silliness so the id gets consumed on research?

You can make the profile unlock give you points if you want (if it doesn't already). And make you require the ID's own ufopedia page (always unlocked on its first research) before you can sell extra instances of it.

Can you link your stream profile? I might beinterested if you really weren’t expecting this much content.

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 06, 2019, 02:52:51 am »
For a moment there I thought you had fixed handjob indexing.

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 08, 2019, 10:07:27 pm »
Maybe make it require an XCOM dog and a captured bloodhound, so that you're transferring the brain from the dog into the bloodhound's body?

As for why you can't use this tech with humans, make it so that memory is not preserved, only instinct, so that nobody in their right mind would want to donate their brain.

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 20, 2019, 07:11:53 pm »
You could rename it DeElerium, DElerium or Delerium damage both for clarity and for the pun.

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 20, 2019, 12:45:29 pm »
What is the E-115 damage type? I mean, it's elerium obviously, but I have never seen a weapon of any kind do that damage. Most elerium based weapons are either plasma guns or concussive explosives, do any weapons actually do pure elerium damage?

Actually, going by the way resistance and vulnerability to it are distributed, I cannot help but assume that it is meant to be a damage type done not by elirium, but to elirium, so elirium-infused/based/armored creatures are the only ones vulnerable to it (after it is implemented). Am I warm, Meridian Solarius?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 17, 2019, 01:27:57 am »
Can you check if researxhing the driver’s license doesn’t remove it feom inventory (thus allowing you to research the same license three times for the combat analisys of three different civilians)? It is possible I just had four licenses instead of one (leaving me one license to seçl afterward), but I didn’t check and I’m playing ironman so I cannot recheck.

Also, unrelated question, but I assume that all the dossiers unlocked through interrogations give extra points towards the council evaluation?

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 14, 2019, 02:07:27 am »
Everything compatible with current saves I assume?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 03, 2019, 12:43:23 am »
Flashbangs are listed as space-capable. I’m no chemist, but I recall reading some years ago that upon detonation it first releases a smoll cloud of powderised stuff that is immedieately oxidized by the atmospheric oxygen, producing the flash, then the vacuum created by such now-missing oxygen (now in solid oxid form) is quickly filled by the surrounding air. I’m not sure if it’d work underwater or not, but in vacuum there is no source of oxidation, nor of bang.

It’s a very minor detail, really, I don’t mind it either way. Just wanted to let you know,

Feature request: When a transport reaches the mission site and the mission start confirmation pops up, if you press "No" the transport goes is set to Return to Base.

My request would be to make a toggleable option that changes it so it is automatically set to Patrol instead.

Reason: The only reason I ever select "No" is because it's reached the site at night and I'd rather wait for daybreak than deal with a night mission.

I can (and do) of course click on the transport, click again to confirm I'm selecting the transport (as it's on top of the mission site), and select patrol, but that's 3 extra clicks I have to make about 50% of the time (playing XCOM Files where earlygame mission timers are rather long). This option would save me about 1.5 geoscape clicks per mission.

Thoughts? I'm not sure if I should be requesting this here, or if it would be more appropiate to request to OXCE.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2019, 08:46:13 am »
0.9.9.b made the unread/new entries and researches entries' text colours the same as the read/repetead ones. I see that 0.9.9's changelog listes "Fixed alt text colour", but 0.9.9.b's says nothing about it, and they were different in 0.9.9.a.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 27, 2019, 10:22:36 am »
This one is a veeeery minor case of "bad taste": On a new game, the starting PUBLIC CAR comes pre-equipped with three glocks, out of the starting four (it was four, right?) total.

Is it a common thing to have a backup loaded glock in the belt?

Pages: 1 2 [3] 4