Author Topic: The X-Com Files - 1.4: Signs of Apocalypse  (Read 578047 times)

Offline Nord

  • Commander
  • *****
  • Posts: 1195
  • The Gate will open... someday.
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2145 on: November 05, 2018, 03:20:00 pm »
Autopsy... Maybe later.
Also, muckstar inventory sprite - evilpixie says, that this have no indexed palette. Is this some kind of palette trick?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 9681
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2146 on: November 05, 2018, 05:11:22 pm »
Autopsy... Maybe later.
Also, muckstar inventory sprite - evilpixie says, that this have no indexed palette. Is this some kind of palette trick?

Yes, it uses a custom palette. The trick is to use _CPAL at the end of the resource definition, and the palette must still be 256 colours.
There is a GIMP plugin made by Tylor which automatically converts RGB pictures to this format. I can provide it later or you can try finding it on the forums.

Offline Nord

  • Commander
  • *****
  • Posts: 1195
  • The Gate will open... someday.
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2147 on: November 07, 2018, 07:28:12 pm »
Autopsy... Maybe later.
Not really good, but  i think better than existed.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 9681
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2148 on: November 07, 2018, 07:30:36 pm »
Pretty nice, though the spikes are too small and numerous on the autopsy.

Offline Abyss

  • Colonel
  • ****
  • Posts: 158
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2149 on: November 08, 2018, 04:18:39 am »
Yes, at the moment it's the only way.
In Piratez I used to press "F" to off the whole illumination that depends on the player.

Offline Toothless Shark

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2150 on: November 13, 2018, 03:43:37 pm »
Just a quick question - how do i unlock Gauss weapons? I never found any and am almost finished with fusion weapons research. Have all other weapon types finished (lasers and blasters too, ofc.). I just can't find any gauss weapon to unlock that research.

Offline Valken

  • Sergeant
  • **
  • Posts: 14
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2151 on: November 14, 2018, 06:50:19 am »
Hi all,

I'm new here and posted in the bugs forum for this mod and now have a question about the actual missions.

I have encountered my first industrial investigations mission. Upon Agent setup, we only have the old X-Com onesies with flashlight and health kits allowed. All the weapons, armor and ammo were stripped from the Van.

Is the goal here to secure the artifact then leave? The briefing said we were to investigate, stop the cult and apprehend the leader but with no weapons, other than melee and fisticuffs?

I think the mission briefing can be updated to something like "Your mission is to investigate and retrieve any unknown object or artifacts for our team to determine the activities by this cult."

I would appreciate any help here. Thanks!

Offline hubaj

  • Squaddie
  • *
  • Posts: 8
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2152 on: November 14, 2018, 09:46:47 am »
Hi all,

I'm new here and posted in the bugs forum for this mod and now have a question about the actual missions.

I have encountered my first industrial investigations mission. Upon Agent setup, we only have the old X-Com onesies with flashlight and health kits allowed. All the weapons, armor and ammo were stripped from the Van.

Is the goal here to secure the artifact then leave? The briefing said we were to investigate, stop the cult and apprehend the leader but with no weapons, other than melee and fisticuffs?

I think the mission briefing can be updated to something like "Your mission is to investigate and retrieve any unknown object or artifacts for our team to determine the activities by this cult."

I would appreciate any help here. Thanks!

Some missions (among them industrial investigation) allows only some weapons, equipment and armor to be taken. To check it, you can go to any item listing (craft equpiment screen, purchase screen) and select appropriate filter - you can select filters like rifles, pistols, first aid supplies etc. And there is also filter that shows you equipment allowed for industrial, beach etc. missions.

I personaly use black ops spypistols on these missions.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 9681
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2153 on: November 14, 2018, 10:49:16 am »
[sarcasm]It's not like it is explained in the Ufopaedia or anything.[/sarcasm]

Offline legionof1

  • Commander
  • *****
  • Posts: 1527
  • Bullets go that way. Money comes this way.
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2154 on: November 14, 2018, 11:16:06 am »
Read or die. :P I feel like some days the intro for both piratez and XCF should be 15 mins of some screaming that as angrily as possible. and then make it unskippable.

Offline hubaj

  • Squaddie
  • *
  • Posts: 8
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2155 on: November 14, 2018, 11:20:44 am »
[sarcasm]It's not like it is explained in the Ufopaedia or anything.[/sarcasm]

True, its there. But I figured out the filter thing only after some time.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 9681
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2156 on: November 14, 2018, 11:48:46 am »
True, its there. But I figured out the filter thing only after some time.

All right, noted. I can add some article on this; the problem is, I don't know which UI features need additional explanation, if any.

Offline Valken

  • Sergeant
  • **
  • Posts: 14
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2157 on: November 14, 2018, 12:27:41 pm »
[sarcasm]It's not like it is explained in the Ufopaedia or anything.[/sarcasm]

Ah noted but I only recently came back to X-Com hence needed a little direction to find all the info. Its not like the mission says to consult the Ufopaedia for further details. I forget how much less hand holding older games were before...


Offline Niewiem

  • Captain
  • ***
  • Posts: 85
    • View Profile
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2158 on: November 14, 2018, 01:43:42 pm »
Yeah
Basically first thing you should do when starting any mod here is go to Ufopedia(or any version of it) and read all articles. Then you can start playing.

@Solarius/@Meridian (as this might be more OpenXcom issue than just Xcom Files)
Is there a way to add pop-up window with something like "read the ufopedia before going further!" at the start of game?  I think that would show a lot of people first and most basic step :D

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 6286
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: The X-Com Files - 0.9.6: Tales of The Abyss
« Reply #2159 on: November 14, 2018, 03:04:29 pm »
Yes, put it in the readme file and/or mod portal description.

And if people don't read it, it's their problem... I'm not going to bother the majority with an annoying popup.

Also, not reading it is not bad either... I played xcom as 12/13-year old when it came out, with poor english skills and without any manual (or forum, or chat, or internet)... and I still had tons of fun. You don't need to understand everything immediately to have fun.