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Author Topic: Re: The X-Com Files - 3.5: Whispers In The Dark  (Read 2446011 times)

Offline Solarius Scorch

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Re: The X-Com Files - 3.4: Daggers for Hire
« Reply #6255 on: November 13, 2024, 12:34:25 pm »
I just finished a strange illogical mission. The office of the league representatives.

The mission is espionage, without weapons and armor. All enemies are armed with firearms. I killed everyone, got a +400 rating. For the fact that there were corpses, I received a -1000 rating. Did the corpses have to be dismembered right in the middle of the mission? Something is wrong here.

No, you were supposed to arrest them! You are the police, for God's sake! XD

Online Mathel

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Re: The X-Com Files - 3.4: Daggers for Hire
« Reply #6256 on: November 13, 2024, 10:42:18 pm »
No, you were supposed to arrest them! You are the police, for God's sake! XD
If we are the police, why are we not allowed to have SWAT level gear? These guys see us (in what is considered "infiltration gear") and start shooting at us. This implies that they would also start shooting at regular police.

A low-tech melee weapon could be excused, but the League on the League Node mission includes a bunch of guys with pistols (with a low chance of SMG and a very low chance of just Crowbar), and one guy with a hight chance of assault rifle and small chance of small shotgun.

Note that this also implies that the council would rather have us dead and the secrets revealed, than some crazies killed. Crazies that start shooting when they see a group of people in suits. Such as a bunch of wedding attendies.

Offline Juku121

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Re: The X-Com Files - 3.4: Daggers for Hire
« Reply #6257 on: November 14, 2024, 12:04:07 am »
Note that this also implies that the council would rather have us dead...
XCF in a nutshell. :P

Although if I'm the police, I want arrest powers over extraterrestrials. Illegal alien scum, come along quietly or there will be police UN black helmet brutality!

Online Mathel

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Re: The X-Com Files - 3.4: Daggers for Hire
« Reply #6258 on: November 15, 2024, 04:09:00 pm »
I've had an idea about this.

A new set of gear labeled Police Gear.
It would be used in missions where the enemies are expected to be civilians, such as Crop Circles, Cattle Mutilation, and League Apprehension/Node.
It would include regular pistols, SMGs, shotguns, and rifles, believably human healing devices, and human-tech sources of Smoke and Chryssalid Gas.
For armor, any armor that can be directly bought in the early-mid game, plus Bulletproof Coat and Heavy Tactical Suit.

Reasoning is, that you are fighting civilians, so the excess force and explosives shouldn't be required. And should you somehow misplace some of your equipment, it should not be anything that points to extraterrestrials.

Offline Solarius Scorch

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Re: The X-Com Files - 3.5: Whispers In The Dark
« Reply #6259 on: November 19, 2024, 11:54:04 pm »
I might do something like this, but there are many disguise options and the police is not top priority - you already act as government agents.

EDIT: Version 3.5 has just been released.

- OXCE 7.14 is required.
- New HWP armor: Alenhead.
- New missions: Dark One Rampage (co-op with Dioxine), Armory of Apocalypse (co-op with Dioxine), Night At The Museum (co-op with Cosmic Afro), Cyberweb Recruitment, Mannequin Madness, Hybrid Hideout.
- New units: Antediluvian Ghost, Saurian Ghost (both in co-op with Cosmic Afro), Dark One.
- New item: Dimension X Research Notes.
- New lore articles.
- New Ufopaedia illustrations.
- New agent names.
- UFOs reappear after mission sites despawn.
- Enabled ground inventory paging display.
- 5 new Industrial Slum maps (by Dioxine) and enabled huge maps in the script.
- 1 new Urban map (by Dioxine).
- 2 new Junkfarm maps (by Dioxine).
- 2 new Underwater City maps (by Dioxine).
- 1 new Catacombs map.
- TNI installation costs 20% gained Sanity.
- Sectoid Legacy gives 10 Sanity.
- Doubled Advanced Intelligence Center detection efficiency.
- Simplified Elerium Battery tech tree and some Hybrid interrogations.
- Streamlined craft assembly space requirements.
- Finding Kitsune now also requires X-Com History: X-Com Bureau.
- Reclamation of Aether missions now require initial research.
- Some one-time missions are less likely to occur.
- Osiron Stakeout is less common after Boss is researched.
- Expanded rare Osiron loot.
- Captured Armored Cars are now stored in the warehouse.
- Tweaked Church of Dagon HQ unit roster.
- More explosives in Cyberweb Battleship Assault.
- Added Underwater-Capable, Space-Capable and Concealable tags on relevant armors.
- Rebalanced G11 damage.
- Improved Cyber Armor, Bulletproof Coat, Night Ops and Carapace Plate bigobs (by Talpiot).
- Improved Tommy Gun bigob (by Bloax).
- Improved Easy Rider and Ghost Blade bigob.
- Better death sound for Asmodean Cobra.
- Chempistol is now properly concealable.
- Added sound on the Holodevice.
- Fixed cult infiltrations and made them less common.
- Fixed positioning of the BlackOps Pistol Clip.
- Fixed commendations on hired veterans (thanks to Zrrr).
- Fixed Syndicate CEO surrendering.
- Fixed missing Scoped Hunting Rifle commendation.
- Fixed City Riot deployment.
- Fixed Syndicate Monster Lab and Dreamscape Necromancer's Dungeon map generation.
- Port terrain fixes (by Dioxine).
- Fixed big base map generation (thanks to CrazedHarpooner).
- Fixed Den of Villainy briefing.
- Fixed black hair recolors.
- Minor fixes.

Offline remiz

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Re: The X-Com Files - 3.5: Whispers In The Dark
« Reply #6260 on: November 20, 2024, 06:41:02 pm »
i think latest release needs repacking, openxcom cant see mod. "pakowanie" problem?

Offline CrazedHarpooner

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Re: The X-Com Files - 3.5: Whispers In The Dark
« Reply #6261 on: November 20, 2024, 07:02:34 pm »
It looks like it was unintentionally packed into a subfolder. Just extract the folders within 'pakowanie' and it'll work. But yes, it'll be probably wise to repackage it without that folder.

Offline remiz

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Re: The X-Com Files - 3.5: Whispers In The Dark
« Reply #6262 on: November 20, 2024, 07:59:46 pm »
what do you use for repack? 7z is taking ages!!! like a day....

Online Mathel

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Re: The X-Com Files - 3.5: Whispers In The Dark
« Reply #6263 on: November 20, 2024, 08:52:03 pm »
I don't repack it. I just drop the mods into the /mods folder. However, since it is a simple .zip archive, anything even slightly capable of packaging should work. Master Commander (what I use to browse files on my disk) takes 3 minutes to zip the main mod (XComFiles) up.
« Last Edit: November 20, 2024, 08:53:37 pm by Mathel »

Offline Solarius Scorch

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Re: The X-Com Files - 3.5: Whispers In The Dark
« Reply #6264 on: November 21, 2024, 12:27:21 pm »
Yup, my bad - there's an extra level of folders.

I'll make a fixed release once I deal with some issues. For now, just move the folders by hand, sorry.

Offline remiz

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Re: The X-Com Files - 3.5: Whispers In The Dark
« Reply #6265 on: Today at 05:23:16 pm »
unpacked, moved up files, still cant see it. 3.41 is visible but 3.5 isnt. Tried with newest openxcom 7.14 and with 7.15.

Offline Stone Lake

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Re: The X-Com Files - 3.5: Whispers In The Dark
« Reply #6266 on: Today at 05:44:42 pm »
Quote
unpacked, moved up files, still cant see it. 3.41 is visible but 3.5 isnt. Tried with newest openxcom 7.14 and with 7.15.
You have to move/delete old version out of the dir, game doesn't support two mods with same id