Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1949319 times)

Offline Solarius Scorch

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1755 on: April 30, 2018, 01:03:18 pm »
And how exactly is the further game influenced by this 500-point drop in reputation? Do you get 500 points less of the monthly rating just once? Or is it a permanent damage to the monthly rating?

You only get a -500 once, at the end of the month.
There are, however, certain other permanent effects... But is it worth it? In my opinion yes (like Human Traitor said), but I purposefully left you with a choice. After all it's a conspiracy game.

Offline DoxaLogos (JG)

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1756 on: April 30, 2018, 06:54:45 pm »
To put it simply - is disclosing alien alloy technology to the MAGMA corporation worth it in the long run?

Personally, I'd say it's worth it, but I haven't finished a playthrough yet.   Solarius would know better of course :)  It's super easy to make up for a 500 pt hit. 

Offline krautbernd

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Re: Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1757 on: May 10, 2018, 04:05:45 pm »
Returning to this great mod after some months of absence. Some gripes/inconsistencies i noticed on my new playthrough:

The item restrictions for the "special missions" (resort, beach, etc) should be made clear beforehand, preferably in the details-section in the info panel. I just found myself ankle-deep in the snow, with only some med-kits and flashlights against enimies armed with pistols and SMGs. It's also interesting how you can tazers to the beach,but not to the ski resort - any particular reason for this?

Offline ohartenstein23

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1758 on: May 10, 2018, 04:30:04 pm »
You can see exactly what weapons you can bring using the filters on the craft inventory screen - there are item categories defined for each type of infiltration/special mission.

Offline Solarius Scorch

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1759 on: May 10, 2018, 05:15:13 pm »
Yes, exactly.

As for the taser, I guess it should be available on ski missions too... I will check, may be a bug.

Offline krautbernd

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1760 on: May 10, 2018, 11:59:13 pm »
Oh, thanks for the heads-up. I didn't know that.

Offline Cristao

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1761 on: May 12, 2018, 12:27:19 pm »
How does one use electro flares - I really liked using them to light locations I had been in during dark or night missions but cant seem to figure it out in Xcom Files.

Offline Solarius Scorch

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1762 on: May 12, 2018, 12:46:43 pm »
How does one use electro flares - I really liked using them to light locations I had been in during dark or night missions but cant seem to figure it out in Xcom Files.


Grab... Prime... Throw. Like any other grenade.
What is the big mystery? O_o

Offline Cristao

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1763 on: May 12, 2018, 03:17:02 pm »
Thanks. For some reason that didnt work in an earlier mission. Doing Zombie Hive presently.

Offline Moon_Dew

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1764 on: May 14, 2018, 08:35:16 am »
Any good advice for early, mid, and late-game?

Offline khade

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1765 on: May 14, 2018, 10:56:47 am »
Don't die?   ;D


Unfortunately, I'm still pretty early in the game.

My advice is to always have more ammunition than you thing you need, specifically for zombies, having to finish them with knives sucks.

Offline Solarius Scorch

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1766 on: May 15, 2018, 08:27:59 pm »
Any good advice for early, mid, and late-game?

Read the Bootypedia. And read the readme, it contains a (very short) entry with starting advice. :)

My advice is to always have more ammunition than you thing you need, specifically for zombies, having to finish them with knives sucks.

Definitely good advice. I usually pack at the very least 25 bullets per pistol, more for smaller ones (with bigger clips).

Offline krautbernd

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1767 on: May 15, 2018, 09:47:47 pm »
Read the Bootypedia. And read the readme, it contains a (very short) entry with starting advice. :)
Bootypedia? AM i missing out on something?  ::)

BTW, do you have any plans on including something akin to the arctic biomes in the Area 51 mod, especially the underground temple?

Offline khade

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1768 on: May 16, 2018, 12:01:15 am »
Solarius has spent too much time with the Piratez mod, it seems, you'll want to look at the UFOpedia, though it's basically the same thing, same shortcuts and everything.

Offline Solarius Scorch

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1769 on: May 16, 2018, 03:18:39 pm »
Yes, I usually respond to this question in relation to Piratez, sorry. :)

 
BTW, do you have any plans on including something akin to the arctic biomes in the Area 51 mod, especially the underground temple?

What exactly do you mean? Terrains? Missions? Enemies?