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Messages - X-Man

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241
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 03, 2019, 06:58:27 am »
for mods you can usually continue your current game, but keep in mind that changes to the research tree don't apply retroactively (i.e. research doesn't get re-locked), so you might come across some redundant research entries. Also I'd advise you to take a look at the ruleset reference and treat this as a learning experience. Modding OXC isn't overly complicated and most of the entries are well documented. Just take a look at the rul-files and try it. It's not like you can really 'break' anything as long as you use a fresh save.

Thank you! I'll finish my current campaign (the final is not so far) and will use your mods. If Sol will not change the situation, of course  :)

242
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 02, 2019, 05:52:10 pm »
Keep in mind that the changes I made aren't necessarily balanced and might not be bug-free (I had to modify some stuff for the last patch, and there might be some pitfalls I've missed). The mod contains more changes than I've listed here (small changes to enemy armor, craft weapon, base facilities, research progression etc.). If you're exclusively interested in the tritanium ammo you're probably better off creating your own mod and just copy the necessary entires from the manufacture/items/research.rul over.

A hundred of thanks to you!
Unfortunately, I don't know how to mod such things, so I'll try yours. Do I need to start a new game with your mod or I can continue my current game?

243
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 02, 2019, 07:52:11 am »
So I just added options for that to my XCF submod. This also ties in with my upgraded/alloy missiles, which can be produced as well as outsourced later on.
If something like this bothers you too much - mod it. That's the great thing about OXC.

Sounds great! Can you share it with me, please?

244
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 01, 2019, 09:20:34 am »
No, getting blackops alloy ammo isn't really important anyways since I got laser weapons just curious.

Yes, indeed. That's the main problem of BlackOps ammo - it is WORTHLESS, because of too late revealing of it. I don't understand what necessity driven Sol to make this ammo so difficult to use. In most of situations players reach lasers much earlier than BO tritanium ammo. I could understand this if BO TA has some powerful properties as higher armor piercing or additional damage to HP... The way of revealing BO TA should be alike M.A.G.M.A's one.

245
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 31, 2019, 07:41:45 pm »
Yeah, I'm not entirely sure how, I did these with no damage to the building exept one explosion in the backrooms by panicking hybrids but even so I should have gotten the logs, is it possible to give myself one?

If you have hovers already (basic tanks could be easily destroyed), you can crush the wall of clinic and kill all habitants there to exclude factor of explosion.

Also I can't get blackops tritanium rifle ammo even though I have all the other types, is this because I updated the game? I also have some of it from killing some hybrid but I can't research it, what do I do?


Have you obtained Syndicate's diskette?

246
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 31, 2019, 11:51:03 am »
It changes the RNG results.

If you reload before the spawn chances are calculated it will affect it; if you reload after it was calculated it won't affect it.

Got it, thanks.

247
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 31, 2019, 08:42:41 am »
Guys, anybody knows how the option "save scumming" works? I just want to know is this option re-roll chances of spawn of any mission after each loading or not?

248
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 31, 2019, 08:34:29 am »
I'm having troube finding the Advent clinic logs, I've done about 5-10 missons but found none, how do I get them?

I've found them after many and many clinic missions (don't know how much exactly)... It seems, scripts of ver. 0.9.9e work incorrectly. I've interrogated all types of hybrids, researched all techs, which depend from them, done all types of missions, but still hybrids' base haven't appeared. Same shit with Syndicate's missions: now it is July of 2000, and there were NO Syndicate's missions since early 1999.   

249
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 27, 2019, 07:36:22 pm »
I'm reading you, guys, and asking myself the question "Why people equip their crafts with soooo many items?" :o

250
The X-Com Files / Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 27, 2019, 04:21:56 pm »
I was told you don't need anything else. The decoders work flawlessly.

Thanks! But it definitely wasn't me, because I'm asking this question the first time ;)

251
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 27, 2019, 10:35:57 am »
Guys! If we have Hyperwave decoder, we no longer need any of radar systems???

252
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 25, 2019, 06:05:55 pm »
Also, as an extra, some proof that I haven't been just bumming around. ;)

So, the space missions are coming and UAC weapons will be in great demand? ;)

253
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 24, 2019, 05:24:55 am »
Maybe i'm confusing some research, but i remember having a really hard time getting the elerium battery/prerequisites for laser+blaster weapons. As for Tritanium ammo i'm not really sure tbh, since i'm running a submod that enables some more manufacturing options and research branches. From looking at the rul file, it apparently requires Syndicate Operations along with alloy ammo and the weapon/ammo in question. I think you get the Floppy from one of the lab/high-rise assaults? I'm having trouble disentangling the map&mission scripts, since i can't find which of those actually links to/uses the CORP_PHASE_1 terrain that contains the floppy, but i think you need to research Syndicate Network to get that mission to spawn.
I've learned Syn Network at the end of 1998... It seems the crappy random isn't on my side. :(

254
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 23, 2019, 10:55:09 pm »
Depends on your progression. Sounds like your either missing research in the syndicate arc you made a choice not to pursue it further. Also, coming from 0.9.8 (or earlier, i've had that savegame for quite a while) starting over in 0.9.9 had me a bit stumped as to how you're supposed to progress to laser&blaster weapons. Seems it has changed quite a bit (alien vocabulary etc.).
What segment of Cyndicates's arc do you mean? I need to solve monster problem? I do not complete it because of good farming of experience for the rookies :)  If it needs to complete for the uncovering 'disc mission', I'll do it.
And what about laser weapons... It's not so difficult to reserach, it does not demand alien vocabulary. I have 8 bases now 4 of them fully builded with all available scientific structures. So the reseraching running on average speed.

255
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 23, 2019, 07:08:12 pm »
What does the tech tree have to say about that? Do you have awll the necessary research/facilities/etc.?

Whops, sorry... Its characteristics automatically appereared in Ufopaedia :D
Still I don't know where to get Syndicate's disc to produce such ammo. I've assaulted several warehouses and laboratories but didn't obtain it. Same shit was in 0.9.9d. November 1999, I'm already learned laser weps, but still don't know advanced ammo for basic kinetic weapons. Don't you think it's a bit strange, heh? :-\

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