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Topics - betatester

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16
The X-Com Files / killing alien prusonners
« on: January 16, 2020, 03:03:14 am »
I have just captured 1 floater and 1 snakeman soldiers in my last missions.
I interrogated the floater and then I plan to do the autopsy but no no corpse. The option was disabled by the mod.
You can't kill the prisoner just sell it.
You can't transfer it to a base without containment.
I want the floater autopsy for anti-grav and the snakeman autopsy for Clip B.
Is there a way to kill them or reactivating the option of corpse added after interrogation because I found it more logical.

17
The X-Com Files / Funding questions
« on: January 12, 2020, 12:15:08 am »
I have 3 countries that contribute very poorly to my budget South Africa (1000), Indonesia (4000), Ireland (1000) with 0 monthly increase since the start of the game. I'm in November 98... Winter is coming.
These countries are under radar coverage.  The radar coverage isn't complete but quite extended (lacks the 2 poles that are only partially covered). Each base has 1 long range and 1 short range radar.
 I haven't chase only one UFO (a very large aggressive UFO, surely because some successful UFO crashes, that I couldn't crash and that hasn't landed on previous month).
I suspected some alien bases but I was unable to found any even after several patrols.
Are the governments infiltrated from the start ?
What can I do ?
Is there a way to find an alien base in a save game (only one occurrence of the word "base" on save game) just to be sure.

18
The X-Com Files / question about air combat
« on: January 11, 2020, 02:22:14 am »
Sometimes aggressive UFOs engage my ships in a fight. Is there a way to run away ? because even equipped with afterburner I haven't found a way to disengage.

19
The X-Com Files / Ufopedia: Transformation
« on: January 06, 2020, 01:15:25 am »
Is it possible to add transformation requirements in stats for nerds in ufopedia because there's no button for these pages.
Bio Enhancement, Advanced pilot training, Martial arts are the current transformations in my game but some soldiers aren't qualified and I can't figure why.

20
At midnight if several research ends it's difficult to know which base research pops up.
The name of the base in research can be a nice improvement.

Maybe also in manufacture window (particularly true after a research where you can produce new things and go to manufacture without being sure of which base it is)

21
OXCE Suggestions DONE / [DONE][Suggestion] Scroll lock state in savegames
« on: December 28, 2019, 06:38:14 pm »
if you save a fight with night vision on and reload it the night vision is off.
If the state of scroll lock is saved maybe night vision can be activated if needed

22
The X-Com Files / Psi Skill experience
« on: December 21, 2019, 03:40:27 pm »
As far as I understand Flame glove and storm rose should give psi skill experience. I have just finished the asylum mission where I used flame glove a lot (and taser also to take prisoners) nevertheless at the end of the mission (even after several end of game reload) no psi skill increase. (And the team psi skill is low). Same problem with the storm rose on different mission.

23
The X-Com Files / Shogg Lantern vs Flashlight
« on: December 20, 2019, 07:36:10 pm »
do shogg lantern illuminate better than flashlight ? if power stat is related to illumination power apparently no.
it is lighter but more cumbersome 1x2 vs 1x3
so I wonder if there's a mission where it could be useful (perhaps a mission where it could word when flashlight and night-vision tech is disabled, because it's too dark, too low under the earth, because of an emp wave and so on) or it's just  an item good to sell.
I also wonder if they work on polar, siberian mission... (I don't think the temperature issue is implemented but who knows...)

Just an idea.... make it a 1x2 item as powerfull as a flashlight but lighter.
Even a better idea shogg flashlights item that use a shogg lantern  for a cost similar of a flashlight to make a shogg flashlight 1x2 4kg same illumination (or better ?) than a flashlight and immunity of the object on possible electromagnetic dysfunction. The tech could also resolve the temperature issue.
 
And add a staff comment about the shogg lantern as alternative flashlight source

another idea is a night base defense mission (because alien launched an EMP on lights) that can be easier if you have developed the shogg illumination tech on your base allowing you to still have illuminaion after an EMP.

24
The X-Com Files / aircraft questions
« on: December 18, 2019, 08:39:30 pm »
is there an easy way to know if a craft is powered by normal fuel or eulerium ?

Apparently, Raven can't use laser beam unlike in FMP (still a good craft but what a maintenance cost for a base built craft !!! even if it isn't used in the month   ;) .
What crafts can use laser beams ? plasma beams ? (an indication in tech tree please).

25
The X-Com Files / council betrayal
« on: December 14, 2019, 01:55:00 am »
I want to know if the XCF includes the council betrayak mod mechanism where you can regain the betrayers after a mission ?
If not can we use the council betrayal mod ?
maybe a mechanism like that after alien invasion start would be nice.

26
The X-Com Files / impossible to touch zombie
« on: December 06, 2019, 08:05:44 am »
I have a strange save game. I want to kill a sleeping zombie but it's impossible to touch it. Yes save scumming is on so I don't understand why I can't do this simple shoot.

27
The X-Com Files / Advanced Intelligence Center
« on: December 05, 2019, 02:48:15 pm »
I have an intelligence center on my main base. With 40 scientists (5 for HQ, 5 for Bio Lab, 5 for Intelligence center, 25 for Science lab)
I can't build the advanced one over the normal one (facility is in use... even if at this moment nobody was interrogated but scientists maxed)
But I can build an advanced one in the base in addition to the normal one which is in contradiction with the Ufopedia.

28
The X-Com Files / dumb shambler town attack
« on: December 03, 2019, 08:11:11 pm »
Monsters terrorize a town.
My main teams were on the road back to the base after a successful HQ assault on Red Dawn and Cult of Dagon.
In the vicinity I dad only 2 rookies in a personal car  (hopefully with grenades, blackops magnum and blackops sniper rifle)
I sent them preparing for a tough mission with heavy casualties.
Then I saw the map:

The shamblers were for the most part behind fences with only one unit wide doors. So I kill the free ones first and for the others it was a piece of cake. They have no range attack and are unable to break fences  with melee weapons.
I had this map with spike boars already but at least they have a range attack.

Maybe the poor shamblers should not appear on this map or have a kukri capacity to break fences

29
The X-Com Files / scabbard
« on: December 02, 2019, 03:03:04 am »
one thing I always found strange in Xcom is the only place for a blade weapon is either in your hands or in the backpack. They never invented scabbard ?
Even if it's for game balance a place to put a melee weapon in (like the hand place you can only put one weapon in) and only a melee weapon (not a grenade or extra ammo) would be nice.

Maybe it could be a part of a special training, maybe with martial art training you can add the quick draw quality on the scabbard.

30
The X-Com Files / Monthly Events
« on: November 30, 2019, 02:13:00 pm »
Just some questions:
- Are bad monthly events avoidable if you succeed with some missions or pure random events ?
- Are good events the consequence of your missions or pure random ?

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