Author Topic: Re: The X-Com Files - 3.3: Mysteries Ancient And New  (Read 2062553 times)

Offline TheCurse

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3015 on: November 01, 2019, 02:16:19 am »
since sectopod is the ultimate tank...
how about beefing it up a little?
scatter laser instead of regular one. and melee attack. these legs can do more than walk...  ;D
at any rate, its incredibly cheap to manufacture.
(like most things requiring alloys and elerium. imo manufacturing cost could be increased for a lot of things)

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3016 on: November 01, 2019, 09:37:23 am »
But facility dictates how many soldiers can train at a time. The advanced gym might not train soldiers to a better standard, but it could allow training them on smaller space, allowing more to train at a time.

Yes, it would be possible.

As far as I am aware, that would require changing the class of all active and recruitable soldiers, as the maximal trainable values are within the class definition.

TBH I don't know what The Curse even meant, but I think you interpreted it correctly (and you are correct in your answer).

i believe you need to progress into the syndicate arc to unlock alloy ammo for black ops weapons. i've done a few campaigns now and unfortunately i've never been able to research black ops alloy ammo before lasers. i hope that helps!

I already made some changes in 1.0 to hopefully minimize this problem.

since sectopod is the ultimate tank...
how about beefing it up a little?
scatter laser instead of regular one. and melee attack. these legs can do more than walk...  ;D
at any rate, its incredibly cheap to manufacture.
(like most things requiring alloys and elerium. imo manufacturing cost could be increased for a lot of things)

Maybe you're right :) I do have such thoughts all the time...

Offline TheCurse

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3017 on: November 01, 2019, 05:53:21 pm »
now this might be a stupid question...
i´ve manufactured an alien AI. where is it? can't find it anywhere...
got 2 regular AI units on that base and thats all non-human i can see anywhere...

EDIT: nvm. it just got delivered. why does it get delivered? thought i manufactured it... o_O
« Last Edit: November 01, 2019, 05:56:56 pm by TheCurse »

Offline X-Man

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3018 on: November 01, 2019, 06:04:06 pm »
EDIT: nvm. it just got delivered. why does it get delivered? thought i manufactured it... o_O

Since Mars is far from the Earth, delivering alien AI takes some time ;D

Offline Lohland

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3019 on: November 01, 2019, 06:14:39 pm »
it just got delivered. why does it get delivered? thought i manufactured it... o_O

I guess this is a limitation of the game engine

Offline ohartenstein23

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3020 on: November 01, 2019, 07:11:42 pm »
It counts as "personnel" and therefore must be delivered to the base in order to be properly added to the base's list of stuff.

Offline TheCurse

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3021 on: November 01, 2019, 09:31:23 pm »
well there is an assigned person required too... so i guess it makes sense.
was unexpected though.

on another note, gotta love scatter blasters... ^^
line of fire, whats that?  ;D
miniguns don't care if there´s some stuff in the way.
scatter blasters don't care if there´s a house in the way...
and the higher fire cost but 15 shots instead of 10 makes it much more balanced vs weak enemies too. love it  8)

Offline LytaRyta

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Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3022 on: November 02, 2019, 02:45:37 am »
^^   :O  :o
sounds amazing

can it penetrate, break throught the ufo´s wall ?  (i mean main, outer wall (hull)

Offline TheCurse

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #3023 on: November 02, 2019, 03:00:12 am »
nope pretty sure not. but there´s other stuff for that :)


What to do with alien habitat?
found not even a research topic for it...
« Last Edit: November 02, 2019, 03:28:10 am by TheCurse »

Offline Solarius Scorch

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Re: The X-Com Files - 1.0: Judgement Day
« Reply #3024 on: November 03, 2019, 07:02:48 pm »
OK, this is the day. After four years of modding, version 1.0 has been released.

- Updated to OXCE 6.1.1.
- New features: random events, commendations (with bonuses), enhancement treatments; basic agent stats lowered for balance.
- New stat: Readiness, and associated exhaustion mechanics.
- New alien race: Chaser (sprites by Voidavatar and Finnik).
- New units: Owlman (sprites provided by Wizard Brandon, sounds by SparroHawc), Black Sun Stormtrooper, Muton Shader, Bio-drone, Ethereal Servitor, Ethereal Eliminator.
- New weapons: Messer, Hydra Laser, Magneto-Plasma Gun, Recoilless Gun, Mortar, Chainsaw (all from Piratez), Harpoon Gun, ADS (both by Finnik), Warp Rifle, Warp Cannon, Death Disc, Spectral Scythe, Cross.
- New items: Elerium Flare (by Starving Poet), Trace Flare, Rosary.
- New craft weapon: Heavy Stormlance.
- New dossiers: Grishka "Bullet" Yashin (by Dioxine), Agent "Smiles" McGee.
- New missions: Downed UFO Near Village, M.A.G.M.A. Cosmonaut Rescue (both by Finnik), Syndicate Field Test, They Came From The Sea, Depthpocalypse, Moon Outpost, Moon Underground Conduits, Alien Lunar Colony: Suburbia, Alien Lunar Colony: Main, Alien Lunar Colony: Core.
- Overhaul of agent advancement mechanics.
- Horrors now may appear on Exobiological Contamination missions after two years.
- More alien missions after invasion.
- Added armor values to certain UFOs.
- Dogs are now zombified into zombie dogs.
- Added extra "incentives" to make sure the player doesn't procrastinate.
- Psi now costs Readiness.
- Removed excessive Alien Data Slates and modified their rewards.
- Dog Bark now doesn't ignore armor completely.
- Power Armor no longer costs maintenance.
- New logos (by Arvidus).
- New Plasma Subrifle graphics (bigob by Brain_322).
- New Pickup picture (by Alex D).
- New backgrounds.
- New autopsy picture for Chaser (by Voidavatar).
- New fancy daze effect (by Finnik).
- Improved Ufopedia item page (by Kato).
- Added flags for dogs, rats and AI units.
- Added a submod with Cyrillic names (by Kato).
- Fixed funding from small countries.
- Minor updates and fixes.

Now, this doesn't at all mean that this is the end. I will continue releasing new versions just like before, at least for the foreseeable future (which means until I decide to start my next project). The 1.0 only means that I am satisfied with how the mod works now and consider it "done" enough to say so.


IMPORTANT NOTES:

1. Installation.
Unlike the previous (WIP) installments, 1.0 only contains the mod, not OXCE. You will need to get it separately. The mod has a built-in feature which gives you a warning if your OXCE is too old, but it only works on enabling the mod (so if you're unsure, disable the mod and re-enable it).

Also, the archive also contains two extra mods: Dark Geoscape (a darker palette for the globe) and XCF Cyrillic Names (for Russian and Bulgarian players). They are both optional.

You must unpack the mod folder. While OXCE reads .zip, this archive contains three different mods, so it won't be read correctly.


2. Updating from any previous version to 1.0.
Load, then save.
Then, open the save file in some text editor and change all:

Code: [Select]
mana: 0
on your agents to

Code: [Select]
mana: 50
or a similar number.

Congrats, your save is ready.

Also bear in mind that soldiers created and trained on previous installments will have significantly higher stats. This will not break the game or anything, but please understand that they're OP.

What to do with alien habitat?
found not even a research topic for it...

Alien Habitat has no function yet. :)

Offline TheCurse

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Re: The X-Com Files - 1.0: Judgement Day
« Reply #3025 on: November 03, 2019, 07:32:21 pm »
alright  ;D
congrats on finally reaching 1.0  :)

Offline Mathel

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Re: The X-Com Files - 1.0: Judgement Day
« Reply #3026 on: November 03, 2019, 07:41:29 pm »
Once I finish my game of Piratez, I am going to try this again.
V1.0 is a big deal after all.

Offline Alex_D

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Re: The X-Com Files - 1.0: Judgement Day
« Reply #3027 on: November 03, 2019, 08:00:16 pm »
Congratulations for version 1.0!
Just downloaded v1.0 mid campaign. I was using OXCE 6.1.1 already. Loaded and saved the game save in geoscape. No need to replace mana: 0 as they were already with some value.
So the new sorting items for agents are readiness and missing readiness.

Offline TheCurse

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Re: The X-Com Files - 1.0: Judgement Day
« Reply #3028 on: November 03, 2019, 08:16:46 pm »
are you going to have a full installer for 1.0 at some time or is it going to be split from now on?

Offline Meridian

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Re: The X-Com Files - 1.0: Judgement Day
« Reply #3029 on: November 03, 2019, 08:56:42 pm »
Quote
2. Updating from any previous version to 1.0.
Load, then save. Then, open the save file in some text editor and change all:
Code: [Select]
mana: 0on your agents to
Code: [Select]
mana: 50or a similar number. Congrats, your save is ready.

Btw. this is not needed. OXCE rerolls zero mana on save upgrade.