Author Topic: Re: The X-Com Files - 3.4: Daggers for Hire  (Read 2361320 times)

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4830 on: November 18, 2022, 09:18:34 pm »
The answer to your woes is sniper rifles. Sniper rifles are the Fireball of XCF. All problems can be solved by Fireball sniper rifles. 8)

Offline Solarius Scorch

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4831 on: November 22, 2022, 12:57:28 pm »

Offline shaigan

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4832 on: November 23, 2022, 01:54:14 pm »
What is the target version for this mod?

Offline Solarius Scorch

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4833 on: November 23, 2022, 03:04:22 pm »
What is the target version for this mod?

You mean the OXCE version?
If yes, 7.7 or later.

Offline Chuckebaby

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4834 on: November 26, 2022, 09:20:46 pm »
I thought of a really cool story line for this game. i hope I'm not too out of line by suggesting it.
But would be super interesting if some of your soldiers (that were previously killed by cults/aliens) could be turned into zombies (maybe a super hard to kill boss) later in the game.
Like that one soldier you hated losing, his body was recovered by the aliens and fighting you in later missions.

Just a thought. Hope everyone is having a great day.
Still loving this game a lot. Find it really well thought out (the story line).

Offline Mrvex

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4835 on: November 27, 2022, 12:48:05 pm »
I thought of a really cool story line for this game. i hope I'm not too out of line by suggesting it.
But would be super interesting if some of your soldiers (that were previously killed by cults/aliens) could be turned into zombies (maybe a super hard to kill boss) later in the game.
Like that one soldier you hated losing, his body was recovered by the aliens and fighting you in later missions.

Just a thought. Hope everyone is having a great day.
Still loving this game a lot. Find it really well thought out (the story line).

Impossible because XCOM already retrieves bodies to....
Spoiler:
You can revive dead soldiers via a tech called Proteanism, yes, you can bring them back from the dead as long as their death actually left a corpse behind, so not turned in to ash by plasma weapons or being turned in to monster via Chryssalid incubation or infestor bite

Offline Solarius Scorch

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4836 on: November 29, 2022, 11:21:19 am »
Yeah, I can't think of a way to do something like this, sorry.

Offline Dreams_Of_Cheese

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4837 on: November 29, 2022, 07:29:12 pm »
Would you consider creating shield variants for later armor tiers than the armored/alloy vest? I was recently thinking about how one handed weapons fall out of usefulness outside of covert missions and a couple other edge circumstances. I think it would be fun to be able to run breacher units past 1999, particularly once personal armor becomes relevant.

Offline AmanitaVerna

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4838 on: November 29, 2022, 10:31:54 pm »
I still give four or so of my agents one-handed weapons with mag-lites on night missions.

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4839 on: November 30, 2022, 12:10:40 am »
Didn't you get the flashlight memo? :P

Offline Marrik

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4840 on: November 30, 2022, 12:18:22 am »
It would be kind of neat if we could get M203 grenade launcher attachments for M16s

Offline AmanitaVerna

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4841 on: November 30, 2022, 07:01:35 am »
Didn't you get the flashlight memo? :P

Yes, but then I checked their stats and saw that the cheap flashlights also had less range. It's not like I can't afford to buy my agents the good flashlights.

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4842 on: November 30, 2022, 08:16:03 am »
But the point was that you're wasting taxpayer money! :P

Offline Solarius Scorch

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4843 on: November 30, 2022, 01:56:02 pm »
Would you consider creating shield variants for later armor tiers than the armored/alloy vest? I was recently thinking about how one handed weapons fall out of usefulness outside of covert missions and a couple other edge circumstances. I think it would be fun to be able to run breacher units past 1999, particularly once personal armor becomes relevant.

Possibly, I just want to avoid the clutter. Any armour can potentially have a shield version...

Still, I'd like to make at least one late game breaching armour.

It would be kind of neat if we could get M203 grenade launcher attachments for M16s

Too complex. I could do it the same way as with the OICW, but that would mean losing at least one firing mode. Not worth the hassle and confusion.

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4844 on: November 30, 2022, 02:14:05 pm »
Possibly, I just want to avoid the clutter. Any armour can potentially have a shield version...
One answer to these shield/armor variant overload problems would be to make Xenonauts-style shields which are basically separate, directional shield generators. XCF already has shields (of the psychic variety), directional shield scripts inherited from Piratez and X-Chronicles reportedly has even shield HP a display. Getting the three combined and making shields independent of armour would be a large step forward, IMO.

There's also the issue of making art for some sort of advanced alien alloy shield, but I imagine that's a lesser obstacle than merging all these scripts.