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Messages - TheCurse

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301
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 01, 2019, 06:23:50 am »
Just noticed on a concealed mission (slander) Dart Pistols were allowed, but not their ammo (Type A)...
Kinda useless.
figured it out finally.
had dart pistols but dart rifle ammo...
i´m an idiot  ;D

302
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 31, 2019, 05:41:00 pm »
got it, thanks

303
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 31, 2019, 03:33:26 pm »
oh ye, didn't notice.
However, i have no idea how to fix this myself.
Is there a patch/fix available?
(hardly have time to play this game, so definately not enough time to get into modding/messing with maps)

304
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 31, 2019, 03:06:36 am »
Crash on accepting cyberweb heist...
Quantum computer outside of map.
Error message and savegame from right before attached.

305
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 31, 2019, 02:35:05 am »
ok that is very weird then.
i had 4 dart pistols and 12 clips loaded (and double checked once the van got back to be absolutely sure its not my mistake), but there was no clips on equip screen and the dart pistols were empty.

306
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 31, 2019, 12:41:37 am »
Just noticed on a concealed mission (slander) Dart Pistols were allowed, but not their ammo (Type A)...
Kinda useless.

307
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: August 30, 2019, 08:20:45 pm »
Wow, this is insanely good  ;D
Apoc was always my favorite and just seeing this totally brings back the memories...
You´ve captured the spirit extremely well!
Also i didn't know this quality of pixel art was even possible o_O
How many souls did you sell to gain that skill?  ;D

308
The X-Com Files / Terrain / Maps
« on: August 30, 2019, 08:16:32 pm »
Making maps is probably not that easy, but are any more types/variants planned?
There are already quite a few and the variety is nice, but e.g. raiding the 15th Osiron ship i could do it probably blind, since its always exactly the same...
(or i could just try to script it... sadly no API on openXcom yet for user controlled AI  :P )

Maybe XCF could borrow some from robins apoc mod (if he doesn't mind), he´s so insanely good with the details...
I´ve seen some apoc-y stuff in XCF already... >_>

EDIT: I´ve just seen some certain lairs... awesome :D

309
The X-Com Files / Re: Minigun seems OP
« on: August 29, 2019, 01:56:24 pm »
They seem to be loved by "Nurgle-type players", who don't move much and rely on high numbers (of units but also, more directly, bullets fired) and ignored by everyone else.
Heh, i could see myself in that...
Yeah, any less dmg or acc and they´d be completely useless.
But the ability to kill up to 3 targets per turn (plus collateral if someone is in the way) for each just 30% TU is pretty hardcore.
In comparison the HMGs do partially more dmg, highly more accurate, but one salvo takes like 90% TU...
That makes more sense to me in terms of balancing.
(Also, has anyone ever been able to release the trigger of a minigun fast enough that just 10 bullets are fired?  ;) )


EDIT: i do kinda miss ammo types for the heavies... like HE or INC... the autocannon has it too, but it has bigger bullets.
But a radius 1 (or 0? just 1 tile) would still be adequate i think.
Then again... minigun with HE/INC just might be a bit too OP, even if it looks awesome. HMG could do it. Except the 90% TU cost makes it really hard to turn before shooting.
Or maybe rubber bullets for stun.
Or... buckshot minigun ammo? totally not insane at all  ;D
Is buckshot ammo -> explosion at hit -> more buckshot flying around as shrapnel possible? for when you have a gunner with really bad aim...
(even if possible, not sure what the engine would say about that. or common sense. which ever screams louder...)

310
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 29, 2019, 01:43:35 pm »
have direct negative consequences that the player has no way of knowing of before completing that research.
the -500 for sharing the ammo tech hit me by surprise pretty hard...
(definately not gonna argue about that scoring stuff)

311
The X-Com Files / Re: Minigun seems OP
« on: August 28, 2019, 12:21:20 am »
Hardly.
Only the ones that can almost carry a minigun or almost can carry minigun + spare ammo pack, overencumbered like 2-4weight at max, which are rare exceptions.
Have not noticed any downside, if its too much they might not shoot a 3rd time after turning or so...
(The ones too weak for minigun get magnum and lots of medi gel packs)

EDIT: actually could use light minigun too for weaker units... didn't bother yet, its just 25dmg/shot.

312
The X-Com Files / Re: Minigun seems OP
« on: August 27, 2019, 06:51:09 pm »
They do have armor (currently rolled out alloy vests, after armored vests), which gives a nice 2 more weight unused...
Basic setup:
Anyone > 45str -> minigun
45 - 68 -> gets some medi gels or napalm nades (though never used...)
68+ -> spare minigun ammo pack

No other items used.

Its really easy to level up rookies this way too, since its hard to miss with 30shots/turn...
And the 2 gyms are great at training the strength prequisite.
Thought about the SMG/shield strategy, but it seems too much work ;)
Of course enemy snipers may hit better over long distances, but its just 1-2 shots/turn, most enemies suck at even medium range.
Once they get over 100 acc (at least half have already) you even get +25% chance on targets far away.
Cost is not that much actually, you could add a 0 and it´d still be viable...

313
The X-Com Files / Re: Alien food / unused items
« on: August 27, 2019, 12:55:02 pm »
oh, yeah that definately is an issue.
i think that could be solved by item size though. 2x2 or 1x3 size and you can't take too many with you.
might still be exploitable.
then again, its made from an item thats not really cheap... so you *could* mass spawn them every mission, if you´re willing to give half a million away each time...

@krautbernd: you know you could just let them throw the explosives, right?  ;)

314
The X-Com Files / Re: Minigun seems OP
« on: August 27, 2019, 10:48:53 am »
Once they are halfway through with training (built 2 gyms) they can easily carry one.
I think its like 10/20%, 10 shots@35 dmg, ~50 weight, range covers everything from close to far, except across the whole map.
Don't need much mobility, just let them crouch around the vehicle and they sweep pretty anything in sight range, except when the main part is over let them advance a little and hunt strays...
Since a salvo is like 30% TUs they are not even that immobile.
(Thought about adding some snipers, but at the current state... why?)

315
The X-Com Files / Re: Alien food / unused items
« on: August 27, 2019, 12:44:52 am »
Of course the hologram can not.  ;D
Its not meant to replace rookies, just have a target at the right time at the right place to maybe catch some bullets or draw some enemies out.
Of course a rookie is better in any aspect, except more expensive, limited by transport slots (as you surely don't wanna carry 10 rookies with you) and costs score/morale if killed...

I´d imagine hologram use to draw sniper shots (or other powerful attacks) or waste a few enemy shots/TU if you throw them closer to an enemy than your units are, so less shots are actually fired at them.
Just giving some tactical options.
Like e.g. you ran around a corner and there´s 3 guys standing and you can't retreat far enough. 1 hologram closer than your unit and it´ll eat some shots/TUs. Or maybe throw 2 or 3 if you can, maybe the enemy is stupid enough to blast each other with explosives...
(Then again if you could throw 3, just use real grenades...)
Or maybe eat a chrysalid attack. Or waste an alien MC. Or eat 1 cyberdisc or blaster shot... Or make an enemy with a heavy gun melee attack since range too close... I can imagine dozens of possible scenarios where a throwable dummy unit would be kinda useful.
Cannot guarantee all are valid or worth it though. ;)

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