Recent Posts

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Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Last post by KingMob4313 on Today at 10:24:58 pm »
There will be a very basic 3.0++ version coming out this spring built just for OpenXcom Extended.
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OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« Last post by Ethereal on Today at 10:17:04 pm »
@Ethereal
I have converted all 24bit images from your mod (the latest available on the forum) to 8bit images.
You can find them in the attachment.

Thank you very much!
Unfortunately, I lost the battle with Photoshop as it was my first experience with it. I can not get him to save files in "png" format.
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The X-Com Files / Re: Asylum Apparations mission.
« Last post by HinterDemGlas on Today at 10:11:55 pm »
I'm kinda stuck on this mission. A drone and two PSI weenies are drawing the ghost fire while my lone competent agent does things but I don't think I can win or even really evacuate now.
Question:
Spoiler:
Should I have brought grenades? I fired around 77 pistol bullets into the "target" with no effect. Even shot out the candles. Can't find anything else interesting on the map (or at least the parts I can navigate without being poltered to death)

I love it though. The ghost sprites! The psychological warfare!
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The X-Com Files / Re: Tips for beginners?
« Last post by Alex_D on Today at 10:10:13 pm »
I agree with pistols.

I'm on the mid to late game, and the Smart Pistol, with Tritanium ammo is all that is needed to defeat most enemies. Very often my heavy hitting guys (thrasher shotgun, arasaka, rocket launcher, etc) pull the pistol (their sidearm by default) to handle close combats and stuff. Most enemies do not have enough armor to take more than two hits with this gun. A team of 8 of them (in Cyber Armor) plus two laser tanks handled two HQ missions (Black Lotus and Church of Dagon) with only one casualty (one tank).

My rookies, which usually are very weak, are given this pistol plus one spare clip, a motion scanner, and a flash light. And if they can carry, an advanced spray medikit, a smoke grenade (pre-primed), and a stun weapon of some kind.

Is there any other pistol that can perform the same or better (accuracy of damage per TU spent)?
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XPiratez / Re: Transifex: Piratez translations
« Last post by Solarius Scorch on Today at 09:49:17 pm »
Should I post errors in Russian translation here? Just found some. Like Flintlock Rifle's ammo(Minnie Bullet) are written as "Minigun ammo". They should be "Пуля Минье".

I think it would be more practical to do it directly on Transifex. If you want to discuss it first, best do it on the Piratez Discord - it has a dedicated channel which is practically 100% Russian.
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XPiratez / Re: Stuff I'd love to see in XPiratez!
« Last post by Negative on Today at 09:36:45 pm »
Did anyone mention Zrbite(we have some Zrbite-powered crafts seen crashed underwater) as a high-powered Hellerium substitute? Or something like this.
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XPiratez / Re: Transifex: Piratez translations
« Last post by Negative on Today at 09:34:10 pm »
Should I post errors in Russian translation here? Just found some. Like Flintlock Rifle's ammo(Minnie Bullet) are written as "Minigun ammo". They should be "Пуля Минье".
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The X-Com Files / Re: Tips for beginners?
« Last post by Mitra Lightbringer on Today at 09:33:17 pm »
Electric batons (on pistol guys) solve all the problems. As for ammo, I find having 6 (+1 in the gun) spare clips usually enough.
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XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« Last post by Negative on Today at 09:27:00 pm »
Just think about those gals in boxes as they are hiding. From "WARNING MUTANTS DETECTED! CITY PURGE INITIATED! NAPALM BLASTS IN T-MINUS 10, 9, 8..."
Think this is a sort of "disguised" mission, where you should not frame Mutant Alliance. Just some regular pureblood bandits raided city, nothing to worry about...
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Solarius Scorch on Today at 08:21:50 pm »
I think that "virtualised hq" apeears in construction list before it is researched.

Yes, my bad. :P
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