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Messages - the nomad

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91
The X-Com Files / Re: Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 07, 2020, 11:16:46 am »
always try to stay in cover. and just engage from high range, they can't throw that far.
Granted, you won't hit much from across half the map, but that just means you gotta shoot more  ;)

I am okay with that :) I guess I assumed they would not throw a grenade to an alone soldier. Putting my soldiers back definitely helped. Also a tank helped, I sent it just forward and they concentrated on it as I used grenades and snipers from far away.

92
The X-Com Files / Re: Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 06, 2020, 09:44:20 am »
Is there any good tactic against the grenades at Hybrid clinics? My soldiers are always wide apart and in cover but it seems like whenever they spot me they immediately toss a grenade which is near certain fatal. One of them even threw a grenade at one soldier just three tiles of him inside a room in the clinic. Kinda spammy to be honest. I can't find a way to complete them without 5-6 of my elites dead.

93
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 28, 2020, 08:04:00 pm »
I recall there being dev commands that allow stuff like making whole map visible and moving units around. Once or twice in some earlier version I had to use that myself when caves in X-Com Files spawned with portions of them inaccessible/disconnected but with enemies.

I eventually managed to complete with a lot of loads but I will look for it if happens again, thanks.

And I'm interested in those spawns, they should not happen in the first place. Do you have a save?

There is one after I used a couple of high explosives, here it is.

94
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 27, 2020, 12:50:44 pm »
Is there some kind of cheat to win a mission or kill all enemies in the map? Because I'm in a Cyberweb army attack mission, a couple of cyborgs seem to have spawned in a place inaccessible, even by explosives.

Well it seems I can reach them with 6 high explosives but my soldiers flip out by the time I prepare the bombs due to depleted readiness, so if there is anyway to modify their readiness or morale that could work too I guess. 

95
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 21, 2020, 07:20:34 pm »
Doesn't crash for me.

Can you attach a log file after the crash?

Interesting. It says savannaforest not found, it is like I don't have the map file but you do?

Here is the log file.

96
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 21, 2020, 05:09:48 pm »
Here you go.

97
The X-Com Files / Re: Re: The X-Com Files - 1.1: Big Rain
« on: January 19, 2020, 05:25:22 am »
My game crashes when I am trying to start a ufo crash which was downed by an army of a country. Want me to send the save?

98
The X-Com Files / Re: Re: The X-Com Files - 1.1: Big Rain
« on: January 16, 2020, 05:34:13 pm »
Man that readiness factor. I was about to succesfully end a very difficult medium ufo that has touched down, with only 3-4 moderate to elite agents lost. Until my remaining squad start to flip out and the remaining two sectoids easily pick them out one by one, resulting in my whole craft with awesome latest technology that also cost loads of dollars being destroyed. Readiness makes the game a lot harder, especially since I can't bring just all of my elite soldiers because half of them have very low psi strength and sectoids easily control them so I have to bring rookies with low readiness. It seems I will eventually have to start yet AGAIN lol.

I advise everyone to erase the gyms from their games btw. Really makes the game a hardcore one, which makes it tons of more fun. I don't like them because rookies just become super soldiers without getting on to the field once, some even surpassing my elite experienced soldiers who have cheated death many times. Though I am only playing in veteran, maybe it will make the game impossible on harder levels.


Nice job, man!
I'm eagerly watching your MOD and waiting for completion when it reaches:
Shogg: 100%
Cult of Apocalypse: 100%
Men in Black: 100%
Black Sun: 100%
[classified]: 100%

If you have not started playing yet, I advise you to start to get used to the mechanics of the mod. There is already an incredible amount of content and most likely you will fully master the mechanics and gameplay at the time those are completed 100%. I have already got my ass kicked twice at the time of the invasion and will probably restart. Though of course it is up to your playing preferences in the end.

99
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 26, 2019, 10:51:25 pm »
About the mod's logic, are you supposed to end all cults at the time the invasion starts in 1999? I am at Jan 1999 and I've only terminated EXALT so far. Would have finished Black Lotus too but that Boss banshee kicked my ass bad :D.

 
Merry X-Mas to you, my dear western X-Comrades!  ;)

Merry X-Mas to you too!

100
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 19, 2019, 10:50:25 pm »
Thanks for the answers.

there´s also thermo/psi vision and such.
Wouldn't recommend to use smoke grenades vs aliens or several other enemies. They just don't care...  ;D
Red Dawn does have the spotter mechanics, but I´d assume some of their higher tier officers have limited thermal vision (due implants and such), thereby filling the spotter role quite well.

This seems to be the case. In Red Dawn's case the Soldiers, Sailors and Pioneers seem to be ones shooting at me. Didn't know there was a stat that would cause them to see through smoke, that is pretty cool and indeed consistent with the implants mentioned in Red Dawn research. Ditch it is against them, then xD.

101
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 16, 2019, 08:11:02 pm »
Hello everyone.

First, what..a...FANTASTIC...mod! Kudos, Solarius Scorch and whoever attributed to it.

I am just a standard player who finished all the X-coms old&new, but I am nowhere near expert and I am yet to understand some mechanics of the game lol, especially with this mod.

Probably as regular a question as they come, but can anyone tell me EXACTLY what smoke grenades do? I seem to get various results from using it. For example when I assault Black Lotus outposts and use them around my soldiers, they can't see me and do not fire at me unless really close. My soldiers can not see outside the smoke as well, unless they are toward the end of the smoke. I thought this is what smoke grenades do.

But when I assault the Durathread factories, the same stuff does not happen with the Red Dawn. They keep firing at me in the thick of the smoke, and I do not think there is a spotter that is just a couple of tiers away from me. And I can not see the ones firing at me. I become actually disadvantaged using smoke grenades against Red Dawn. They seem to be even more likely to shoot at me when there is smoke for some reason.

So what exactly do smoke grenades do? I am sure there are no expections in Red Dawn, it just seems I don't understand what they accomplish.

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