Author Topic: The X-Com Files - 1.4: Signs of Apocalypse  (Read 550027 times)

Offline Thermite

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3405 on: April 05, 2020, 01:43:02 am »
As per Psi-gifted soldiers, I realized once Psi-screening becomes available, I hire and fire a large bunch of candidates (like 30 to 50 at the time). I only retain those with Psi of 90 or more and fire the rest. And in no time all soldiers will be Psi resistant.
The mod Stat strings becomes very helpful for screening and rapid firing from the Sell menu.

I don't know why, but stat strings isn't showing for me on XCF, could Solarius Scorch make sure they are compatible? Because it does show for XC:UD. Or at least make a compatible version?

Offline Bobit

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3406 on: April 05, 2020, 04:36:16 am »
XCOMfiles is considered a different "game" / master mod just like TFTD is a different game. Making a version for XCOMfiles as simple as changing the master. But while you're at it you should probably customize the stat strings because desirable stat strings are very different in this game.

Offline HumanTraitor

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3407 on: April 05, 2020, 11:42:24 am »
You could edit the metadata file of XCOMFiles to set "isMasterMod" to false, enabling the use of mods for XCOM1 as well as XCOM Files if they're relevant. That should do the trick.

Offline BlackStaff

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3408 on: April 05, 2020, 12:02:31 pm »
You could edit the metadata file of XCOMFiles to set "isMasterMod" to false, enabling the use of mods for XCOM1 as well as XCOM Files if they're relevant. That should do the trick.
I may have misunderstood what you said (I use an online translator).
But in XComFiles I use some classic MODS (modified of course for OXF)  that work very well...
I deleted a lot of them that were useless... but I still use three of them (four if I count a music mod).

Offline HumanTraitor

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3409 on: April 05, 2020, 12:30:19 pm »
If you check the mod's files, you should see a file called "metadata". Open it with Wordpad or an equivalent program and try what I suggested. XFiles will then become a "regular" XCOM1 mod instead of a Master mod, which means all of the mods you used for XCOM1 should work again, if they can be applied to XCF. There's a mod called Recruitment Office for example that works if you do that trick. Others like the "No Psionics!" mod that comes with OXCE won't work though.

Offline BlackStaff

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3410 on: April 05, 2020, 12:44:48 pm »
Your solution changes the status of the XCF game.
There is another way to change the MODs (not XCF) to work properly!

Offline Solarius Scorch

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3411 on: April 05, 2020, 01:19:00 pm »
Vanilla strings wouldn't make much sense in XCF, as it's a different scale.

1.3.2 has been released.
- New weapon: Taser Cannon (by Finnik, sprites by Brain_322).
- New sprite for the Plasma Carbine (by Brain_322).
- Proper paperdoll for the Large Alien Drone (by Brain_322).
- Sentinel is now a transport (map by Dioxine).
- 4 new Dimension X Base buildings (by Wolverin).
- Made defensive drones inventory a bit friendlier.
- Fixed the letter э in small font (by Kato).
- Fixed Tritanium Shrapnel Rocket and Laser Cutter not being manufacturable.
- Fixed a crash on some ADVENT missions.
- Fixed potential disconnected sections in the Chtonite Base.
- Various terrain fixes.
- Other minor fixes.

Offline HumanTraitor

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3412 on: April 05, 2020, 01:30:59 pm »
FUCK YES! Time to test the new update! That reminds me:

Why the change of the Blaster Lasers to Turbolasers? Just to know, it doesn't sound as catchy as "Blaster Lasers". The only reason I can think about is to avoid confusion with the alien Blaster Launcher, but it is a minor nitpick.

Also, now that doges finally have mechanized armor of sorts, will their cyber-armors allow them to go to space missions if they don't do that already? Are even more advanced power armor for doges considered at this point, or not yet?

Lastly, while my solution changes the status of XCF game, it is way easier than manually changing each mod's status one by one. So, it's your choice.

Offline Mathel

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3413 on: April 05, 2020, 06:10:56 pm »
Third upgrade in a row.
I have a question about weapons. For purposes of commendations, are carabines rifles, or SMGs?

Offline Alex_D

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3414 on: April 05, 2020, 09:50:05 pm »
I see there are new popup missions for underwater battles.
One request/question: To what extent it would be possible to include in the mission description whether it's a 7- 15- or more person underwater craft ?

Offline Bobit

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3415 on: April 05, 2020, 11:57:35 pm »
@Mathel
Rifles according to items_XCOMFILES.rul.

@Alex_D
Totally possible, just change the appropriate string in Language/en-us.yml. You can ctrl-f for the current text. You will see that it's duplicated. Change on of those values.

Offline the nomad

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3416 on: April 06, 2020, 01:46:13 am »
Is the Overwatcher perk bugged? I keep getting the bonus with soldiers who did not even reaction fire.

Offline TheCurse

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3417 on: April 06, 2020, 02:58:12 am »
so, osiron warehouse mission just popped up. In wuhan... >_>
still not sure if its a good idea...

EDIT: well great, one of my guys is coughing now...
« Last Edit: April 06, 2020, 03:20:50 am by TheCurse »

Offline Mathel

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3418 on: April 06, 2020, 10:57:42 am »
@Bobit
Thanks.

@TheCurse
How did you manage to stretch your game to Dec 2019?

Offline The Doer of Stuff

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3419 on: April 06, 2020, 03:20:06 pm »
Possibly dumb question, but where how do I get my hands on a gauss Pistol/rifle/other gauss weapon? I don't really need it, since in my game I already have plasmas and turbolasers and even blaster weapons, but it annoys my inner completionist to not be able to get started on the mass driver and ultimately gauss weapon line.