aliens

Author Topic: Re: The X-Com Files - 3.3: Mysteries Ancient And New  (Read 2168408 times)

Offline BlackStaff

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1800 on: June 01, 2018, 12:31:52 pm »
Since 1994 I play the same way!  :P
I'm not bored since these games (UFO/TFTD/Apoc) are my favorite and I play them regularly (now with OXCE+ and XFiles versions) !  ;D
And it's not at my age that I'm gonna change tactics!  8)

Offline Lohland

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1801 on: June 01, 2018, 06:36:06 pm »
Limit of 10 icons of visible opponents. Can I change it somehow? Well, at least raise to 20

Offline Meridian

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1802 on: June 01, 2018, 06:43:12 pm »
No, 10 is max.

Offline Solarius Scorch

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1803 on: June 01, 2018, 10:23:50 pm »
Version 0.9 is released.

0.9:
- New agent type: Alien Hybrid.
- New mission: Asylum Apparitions.
- New units: Bug Eye Ghost, Spectral Entity, Minotaur.
- New weapons: Macro Flamer, Giant Axe.
- New Blood Plasma extractions (Chupacabras, Megascorpions, Giant Beetles, Shadowbats, Werewolves, Werecats).
- Added unarmed attacks to most units.
- Increased Rocket Launcher firepower.
- Explosives now have varied prime TU cost (generally faster).
- Buffed Floater armor.
- Snakemen now regenerate health.
- Zombies are no longer immune to Stun (but still highly resistant).
- Syndicate CEO Psi Attack now ignores half the armor.
- First level madman wears a light vest now.
- Taser can now be used on ski missions.
- Synthsuit has better Strength bonus.
- Scout Drone is faster.
- New options to rob some enemies off their armor.
- Medi-Kit production now requires Blood Plasma.
- Some new Ufopaedia articles.
- Increased Electro-Flare power to 15 (same as vanilla).
- Depowered Sectoid shields (by 33%; regeneration stays the same).
- Janissary is no longer susceptible to E-115 damage.
- Ooze can't bleed now.
- Scout Drone ammo arrives faster.
- Decreased Fighter's firing range.
- Somewhat decreased chances for UFOs to spawn as hunter killers.
- Fixed a hole in the Skymarshall.
- Fixed a conflict of terrains, causing multiple Meridians appearing on Croc Raid missions.
- Fixed a problem with one Slander mission.
- Minor fixes.

Offline Human Ktulu

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1804 on: June 02, 2018, 09:24:07 am »
Nice X-Com Van !

Offline HT

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1805 on: June 02, 2018, 09:51:36 am »
Version 0.9 is released.

0.9:
Lots of stuff

Yay, more guns and more fire! Too bad the zombie arc is still unfinished. Hopefully the update won't have any conflict with a started campaign, especially one where the alien invasion has finally begun in-game. Does the Medi-kit spend itself after being used in a mission now? Just to be sure. I already produced lots of them and don't have the need to produce more unless they're perishable after this update.

Offline Solarius Scorch

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1806 on: June 02, 2018, 12:50:10 pm »
No problem with updating mid-campaign, just don't do it in the middle of a battle a usual.

Also, I forgot to update the Russian translation. :/ Attaching it here, just replace the file under \mods\XComFiles\Language.

Offline Lohland

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1807 on: June 02, 2018, 01:54:05 pm »
No, 10 is max.
It's a pity!

Also, I forgot to update the Russian translation.
Thanks you for Russian translation!
« Last Edit: June 02, 2018, 02:00:23 pm by Lohland »

Offline Kammerer

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1808 on: June 02, 2018, 02:10:28 pm »
Also, I forgot to update the Russian translation. :/ Attaching it here, just replace the file under \mods\XComFiles\Language.

You also forgot to upload some strings to Transifex, like Fire Extinguisher and Macro Flamer :). Attached is the translation with these strings and some minor fixes added.

Along with that, there's a missing string: STR_MICRO_FLAMER_CLIP

Offline Solarius Scorch

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1809 on: June 02, 2018, 04:46:09 pm »
You also forgot to upload some strings to Transifex, like Fire Extinguisher and Macro Flamer :). Attached is the translation with these strings and some minor fixes added.

Along with that, there's a missing string: STR_MICRO_FLAMER_CLIP

You're right, yeah... I have updated the Transifex.
Can you please add your new strings there? I'll probably screw it up. :P

Offline HT

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1810 on: June 02, 2018, 05:53:00 pm »
Skimmed a little to check the new changes. No idea which faction does use Minotaurs yet. As for Hybrid Agents of your own, they're crazy good: Identical stats to rookies with better Psi Strength by default (aka the God-Stat), they come with built-in shield that while weak it's something no-one else of your guys does and they can use any outfit. The only drawbacks are their high price and the fact they're fuck-ugly and hard to distinguish if you have multiple of them in the same mission.

As for ghosts, they're exclusive to the Asylum mission and I'm not sure if they're dependent on the Monsters: Final Solution research or not, although I would say it's unlikely. Said missions have a rather... Unique music and ghosts are immune to most attacks, as expected. You also need a special building to contain and study them, but little use for them besides that as far I've seen.

Are they part of the joke arc you mentioned at some point, Solarius?

Offline Kammerer

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1811 on: June 02, 2018, 05:59:41 pm »
Can you please add your new strings there? I'll probably screw it up. :P

Sure, no problem. Updated the translation on Transifex.

Offline Solarius Scorch

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1812 on: June 02, 2018, 09:04:45 pm »
Skimmed a little to check the new changes. No idea which faction does use Minotaurs yet.

I could tell you, but why spoil it? :)

As for Hybrid Agents of your own, they're crazy good: Identical stats to rookies with better Psi Strength by default (aka the God-Stat)

THat's not completely true and you know that. :P

they come with built-in shield that while weak it's something no-one else of your guys does and they can use any outfit. The only drawbacks are their high price and the fact they're fuck-ugly and hard to distinguish if you have multiple of them in the same mission.

They're impossible to distinguish! (To us anyway.)
And say what you will, I like brainy girls. :P

As for ghosts, they're exclusive to the Asylum mission and I'm not sure if they're dependent on the Monsters: Final Solution research or not, although I would say it's unlikely. Said missions have a rather... Unique music and ghosts are immune to most attacks, as expected. You also need a special building to contain and study them, but little use for them besides that as far I've seen.

It's the seed of a possible future arc. For now, they're basically an Easter egg.

Sure, no problem. Updated the translation on Transifex.

Thanks!

Offline Ind3gL0

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1813 on: June 03, 2018, 06:44:52 am »
Sorry if these questions have already been asked, but I'd like to know

1. Are the hotkeys rebind-able? I'd like to rebind the MMB one (the MMB doesn't really work on my mouse, and I'd like to be able to use that functionality).

2. I'm can't view the entirety of the tech tree (I have the spoilers option off in the options, and it won't let me see anything in it, any future tech options or anything I've already researched). Does that have anything to do with installing the mod, or is there something else going on with it?

Offline Solarius Scorch

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1814 on: June 03, 2018, 07:27:14 am »
Keys are changeable to the extent that can be seen in options. Unfortunately I can't help further; I think mouse buttons can't be rebound.

As for the tech tree, I have no idea what can be happening if you have spoilers off. Some research is blocked by items, some can only be gained from interrogations - have you accounted for these?