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Messages - the nomad

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31
The X-Com Files / Re: The X-Com Files - 2.2: The Inner Circle
« on: January 17, 2022, 07:52:26 pm »
Holy crap. It is indeed a big update, adding things to a lot of different aspects of the game. Many thanks Scorch, and all the others contributed to it!

Working good so far. At first it gave me an error launching the game about a ruleset but it worked on second try for some reason. I was also in a Black Lotus safehouse in my latest save and it kept crashing when I ended the turn, I had to abort it but all the new missions I did are working right.

32
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 22, 2021, 04:36:45 pm »
What's a good stun weapon to use to capture aliens? I've tried tonfa and stun rod but they just seem really iffy in reliability in stunning.

Knockout grenades and baton shells in my opinion. Even better than dart guns.

33
The X-Com Files / Re: The X-Com Files - 2.0: We Will Be Watching
« on: October 21, 2021, 06:51:50 pm »
The latest Oxce gives me errors about multiple recoverable items in Swarmid Large Corpse and Wraith Armor I think. I downgraded to OXCE 7.0 and it worked, but will old OXCE cause problems? I am asking because I remember with an old version of OXCE, safehouses did not work correctly.

34
The X-Com Files / Re: Attacking a Cult HQ : confused i am
« on: October 21, 2021, 01:17:19 am »
Sorry I am not sure what you mean. You probably mean Black Lotus HQ in which your squads start in different elevators. You just go down the lifts open its doors and assault the place.

Do you mean there are no enemies in the map? Or maybe you don't know how to go down? You stand in the center flashy tiles and press go down in the ui. Or just click on somewhere down.

35
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: October 20, 2021, 09:17:44 pm »
I'm not sure how to make this mod work. I just dragged the content of the file XFilesResound to my mod folder and agreed when it asked me for the changes, but it did not work. Where do I put the files?

Edit: Never mind I got it to work. It was supposed to be a different mod entirely and installed via the game okay. Great mod wow.

36
Offtopic / Re: Jagged Alliance 2
« on: July 11, 2021, 03:43:57 pm »
Yes I play it time to time, even the first game. Though I always get frustrated because it is very hard without savescumming, and I hate doing that. They are amazing games still.

37
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: July 05, 2021, 03:24:06 am »
It's been some time since I last played this mod, and can't see it in changelogs but I see that zombies now lunge at you the moment they see you regardless of distance. The whole mission experience changed for the better and it now feels like a proper zombie battle, them swarming and all. Wanted to give feedback that it was an amazing addition.

38
I think the number being small does not mean UFOs are not real. Even a couple of solidly investigated unexplained cases mean they are more likely to be true. Besides to me the report itself is saying they exist, it says at least some of them exhibit very advanced technology, are seen snooping around military bases, and pose not only a flight risk, but a possible national one. It just claims they do not know where UAPs come from, which of course can be true.

I think it is nothing new for those who are interested in the topic, they already declassified their previous UFO research which arrived at similiar conclusions (if I remember correctly), not to mention a couple of other countries already told the same thing as this report. But at least this latest one is a direct disclosure, albeit a very minor and probably watered down one.

39
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: June 26, 2021, 03:08:23 am »
Wow, the new additions sound awesome!

40
The X-Com Files / Re: Black Lotus Base Mission
« on: May 09, 2021, 03:10:24 am »
good news is that the avatar cannot bleed to death which is a saving grace

I think it can overstun thus die if I remember correctly. Unless it is changed.

41
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 16, 2021, 06:48:29 pm »
Guys, I know the last release was in December, and over 3 months have passed already. But I assure you that I am working hard on the mod and not stopping. It's just that the next release is very time consuming, so I hope you understand.

For the brave there is always the GitHub option. It is updated daily. It seems to work fine, only some translations may be missing, and of course there is WIP stuff in it.

Hey Scorch, will the new update affect the pre-invasion gameplay much? I am going to restart and if it does affect it I will wait.

We are happy to wait by the way, that only means another awesome update is coming :D

42
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 03, 2021, 05:00:52 pm »
Gatherings are not the issue. The town cleansing or whatever is. There are too many units on too large map, rewards for victory are garbage, since there are no useful prisoners or equipment, and score is, well, let's just say that 2 civvies spawn it the same room as the shotgun guy, and cult usually kills at least 10 people in the first turn. But the worst part is how long Cult+Cleaners turns last. I have Ryzen 3600 and I still need to wait at least about 2-5 minutes. Naturally, cows are only useful ally in the game. I honestly think it's worth it to shoot the cleaners yourself, so you feel like you did a good deed, and the turns go faster. You ain't gonna get any score out of the mission anyway.

Oh I can't argue about the length of the turns, it is a bit annoying yes. Best you can do is what Fomka suggested.

43
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 02, 2021, 07:39:02 pm »
To be honest, I am perfectly content with the numbers of enemies in the missions, even in small maps like those Cult of Apocalypse gatherings. At first I also got frustrated and ranted about how unfair and untactical it is, but really it is still tactical, you just need different tactics. Now you have to prioritize dangerous enemies, like those rocket launcher or chaingun guys, bring more medkits because you surely will get hit, use more flashbangs, etc.

If the maps were bigger then it would require again different tactics. I am content with whatever comes, as long as it is possible.

I also have no quarrel with the current sniper-spotter mechanics, I didn't have much problem with it unless I used smoke grenades in missions which include a lot of snipers and thermal vision guys (like Red Dawn bases), but that's just me of course.

44
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 24, 2021, 07:54:24 pm »
The issue is Depthopocalypse, yes. I won, but only after the civvies all died and the city was leveled.

I saw their stat block, but do not know about any good choke weapons. I might try those Warp rifles I have in stores the next time the Deathopocalypse comes.

Edit: I suppose with Choke dealing 12x damage, bad choke weapons could be enough. I will also try peppering them and extinguishing them.

I knockout Lobstermen with a knockout grenade, 2 at most. They drop fairly easily.

45
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 14, 2021, 05:31:24 am »
My base is is Albania, so kinda there. I think you think I am inexperienced, and that is why I don't want challenge, but I finished TFTD when I was a kid and did not speak english, alnong with every clone I got my hands on, so I know how to play it, I just don't find combat fun anymore. What I do like is a story, cool gadgets, enemy factions, mission types, etc. of THIS mod. In short, i love this mod DESPITE the game.
Anyhow, starting over isn't really on the table, as I spent considerable time on this, and replaying it would just be wasting it. I might cheat and remove the warning once. I have 2 more bases in construction anyway, so maybe it is salvageable.
I threw in a save if someone needs it, for some reason, not sure.

You seem to be in a normal state for that time research and progress-wise actually, but as said you will need at least two bases with more or less good soldiers with Ospreys or Dragonflys to be able to progress so you can reach any mission in the map. Yes, there is grind in the mod (like the original UFO defense actually) but it got enough variety to make me not feel it, I guess it comes down to personal likes in the end.

I get what you mean by liking the mod despite the mod though lol, I have the same feelings with Long War of X-Com Enemy Within. It is great for content, challenge etc. but some aspects do not feel fair for me so I keep getting frustrated midgame, and I just don't like restarting and do all the things yet again but it adds a lot that I can't turn back to vanilla too. I give it a couple months at least to recharge to restart if I want to by that time.


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