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Messages - WaldoTheRanger

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31
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 17, 2020, 09:37:52 am »
Hello there

Looks like a wonderful mod. unfortunately I'm having a bit of trouble playing it.

Whenever I try to start it it says something about a missing asset related to terror missions.

happens on both the latest version and the first one, so I doubt it has to do with dehobbesifying. and other mods are disabled too of course.

full logs for both versions included:

32
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 16, 2020, 08:28:50 am »
that doesn't sound like it needs fixing. just a cool quirk of old, generally bad technology still being useful late game. adds some strategic depth.
course I've never gotten that far and don't understand the context.

33
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: November 08, 2020, 01:47:44 pm »
In that log I have made the mod master, but I just tested it regularly and it gives the same error.

34
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: November 08, 2020, 01:42:23 pm »
Hello all.

Just checking in on the status of the mod, and letting you know that it appears to be broken with oxce 6.7.x

Log file attached. Seems to be an issue with older versions of other major overhauls as well (such as xcf and reaver's)

Thanks for all the work.

35
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: September 09, 2020, 09:34:05 pm »
Aside from staying in the dark, what are your general strategy tips for these types of missions?
Especially when it's against ninjas.
I find myself savescumming a lot, sometimes even just for retreating.

36
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: September 02, 2020, 09:03:21 pm »
That was an intense cultist mission. At least it would have been for me. I definitely would have gotten shot all the way up on like turn 5.
Out of curiosity, why didn't you go for the relative safety of the building to your right? I know the van and the forest helped block a bit, but clearly a lot of things were getting through, and you were just getting lucky juking them (or so it seems to me)

37
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: August 18, 2020, 05:18:59 pm »
It could break the save, that's why I make sure to have the pause menu open first, because from what I've seen you can't open it when it's saving. but yes your way is much safer.

So basically just whenever you have money. Cool stuff.

Oh shoot, I didn't see the tu cost. I had no idea it worked on the beach though, that'll be a lifesaver next time.
I'll definitely keep those other weapon recommendations in mind. thanks.

38
The X-Com Files / Re: Early gun balance
« on: August 18, 2020, 05:04:25 pm »
Guess that's about what I should have expected. Should have assumed you'd already had gun nuts try to school you after 4 years of doing this :)
My main thing was the part about how it's frustrating for Assault rifles to not do anything against mid-late 97 cultists, but I'll check the hub before commenting again about that.

39
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 18, 2020, 08:18:25 am »
Is this the place to comment on balance?
In case it is, I'll leave this here. If not I'll copy it over to the other thread and delete this comment.

If you ever decide to re-balance all the weapones again, it would be nice to consider that assault rifles and things like the hunting rifle would do damage comparable to things like the magnum, because even though it's a smaller bullet, the muzzle velocity is much greater.
I know you have to balance it against the higher capacity and range of rifles, but I think even with comparable damage things like the magnum would still fill the role of close quarters and side arm pretty well, because of the faster firing speed.

as it relates to actual gameplay, (not just my realism fetish), it's quite frustrating to get all the way to july or august, finally have a enough ammo for your AKs and M16s to field them, just for basic goons with kevlar to regularly eat 3 rounds to the face before going down. (higher velocity shreds kevlar as well. just a thing)

Again, I know you just rebalanced everything already, so I'm not asking you to do it again just to satisfy my realism craze, but if/when you do eventually do it again, it would be nice for that to be considered.

I'm also basing this off of 1.4, not the github, so I don't know what you've already done there. just wanted to get this thought out of my brain before I go to bed. my apologies if you've already considered it.

40
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: August 18, 2020, 07:21:04 am »
I think I've gotten some cool stuff from land surveys before. Don't remember if it was worth 50k, but I was satisfied enough to do it a couple times.

Also, an easier way to cheat ironman like you were showing is to just kill the program with task manager. At least it works that way for my linux build. Haven't had any problems with that so far.
If you're quick enough with the pause menu you can also catch it during the enemy turn, though at that point I guess you might as well just edit the save to "ironman = true" on your last turn on mars. for screenshot purposes.

I'm also wondering when you pros build your third base. I borked my last playthrough pretty quickly by building a third base before august. I guess at the time (likely 4:00 am) I thought that being within an hour of Australia was our greatest security concern.

Dang.  just gave the crossbow stats a second look. I didn't realize it had a +damage for firing accuracy.  That almost makes it better than the hunting rifle except for range. Good to know.

41
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: August 14, 2020, 09:33:54 pm »
Dang. that must be a lot of zombies.

Your sense of humor is sublime. Please don't quit this playthrough.

42
Oh hello there.
Glad you liked it.
Um, well, I just realized I forgot to post the last episode here. It's up there now.

Basically I got kinda burned out on the game as a whole that last mission, so I kinda quit. for spoiler reasons as well. I've never been really good at gracefully losing in games.

I'm also going to college, so I might not have time to do another one.

But if I do I'll certainly try again. I've recently gotten a bit better at my tactical thinking and not panicking from playing way too much x-com files in way too short of a time, so I'm much better prepared I hope.

43
Thanks, useful.

And more faces are always welcome. :)

Glad you like it.
I'm not going to make my own, as fun as it would be, but I'll update it (eventually) if more are added.

44
Where are Mulder and Scully?  :D

Good question :)
I suppose you can make them.

45
Just a little thing I cooked up with copy/paste + gimp

After I discovered that right clicking on the solider's armour in the inventory screen at the base would allow you to change your soldier's faces, I tried to use it to really personalize my people, a-la fireaXcom (because I actually like that part of the new ones)

However, I quickly became frustrated by the intense amount of options, and the lack of a preview.

To find the perfect face for my character meant scrolling and clicking through 6 dozen entries, with no way to compare them along the way.

This is an attempt to fix that.

It's messy, but it's better than nothing. If someone wants to make a prettier version I'd be all for that.

Enjoy.

P.S., I know the black background makes it hard to see some of the finer details in the hair of the soldiers and etc, but sadly that's also the color of the default background in the selection screen, and trying to use the bucket function to fix this is really messy, as many of the hairdoos are the exact color of that background.

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