aliens

Author Topic: Re: The X-Com Files - 3.3: Mysteries Ancient And New  (Read 2001665 times)

Offline Solarius Scorch

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1830 on: June 04, 2018, 01:49:22 pm »
Nice to see that we finally get an option to put out fires (or burning agents, or aliens...or civilians). Have you thought about adding a one-use option like a fire blanket?

It's certainly doable, but seems rather superfluous.

BTW, since we already have a large storage facility and large living quarters - any plans to add a large workshop in the future?

Maybe, why not. But it's not exactly a priority right now.

I can't see the damage type, for example, with the tazer i see damage type "11" instead of "stun"
What could be the problem here bois?

Most likely your language is set as en-GB instead of en-US.

Thank you!
This modification I like more and more!  ;)

Thank you! :)

Aaaargh, time to update AGAIN.

Hey, this one took me ages! :P

The translation is not very consistent. In a few simple words can you tell me what you mean by "processing".
It seems the prisoners are turning into armor?  :-[

Processing prisoners means processing prisoners: checks, interrogation, cataloguing their belongings and sending them off to an appropriate institution. But yes, sometimes it means you get to keep some of their stuff.

Offline BlackStaff

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1831 on: June 04, 2018, 02:22:16 pm »
Most likely your language is set as en-GB instead of en-US.
@ Rich
In my case my game is set to be in French. So it's not possible for me to set it to "en-US"!
But it's easy to fix this problem!  ;)
In the "\common\Language\OXCE" folder, open (with the Windows notepad) the file of your language (fr.yml for me).
At the end of the file add or modify the lines to have :
  STR_DAMAGE_10: "EMP"
  STR_DAMAGE_11: "ELECTRIC"
  STR_DAMAGE_12: "PSI"
  STR_DAMAGE_13: "WARP"
  STR_DAMAGE_14: "E-115"
  STR_DAMAGE_15: "15"
  STR_DAMAGE_16: "16"
  STR_DAMAGE_17: "17"
  STR_DAMAGE_18: "18"
  STR_DAMAGE_19: "19"

It works great in my game!  ;)


Processing prisoners means processing prisoners: checks, interrogation, cataloguing their belongings and sending them off to an appropriate institution. But yes, sometimes it means you get to keep some of their stuff.
Ah! I get it!
Thanks !
« Last Edit: June 04, 2018, 02:52:24 pm by BlackStaff »

Offline Rich

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1832 on: June 04, 2018, 06:34:27 pm »
Most likely your language is set as en-GB instead of en-US.

Yep, that was it, thanks!

@ Rich
In my case my game is set to be in French. So it's not possible for me to set it to "en-US"!
But it's easy to fix this problem!  ;)
In the "\common\Language\OXCE" folder, open (with the Windows notepad) the file of your language (fr.yml for me).
At the end of the file add or modify the lines to have :
  STR_DAMAGE_10: "EMP"
  STR_DAMAGE_11: "ELECTRIC"
  STR_DAMAGE_12: "PSI"
  STR_DAMAGE_13: "WARP"
  STR_DAMAGE_14: "E-115"
  STR_DAMAGE_15: "15"
  STR_DAMAGE_16: "16"
  STR_DAMAGE_17: "17"
  STR_DAMAGE_18: "18"
  STR_DAMAGE_19: "19"

It works great in my game!  ;)

Thanks for the info! Still, english is not my first language so US or UK (at least for me) is basically the same lol
Still good to know, thank you very much!

Offline Dr.Crowley

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1833 on: June 05, 2018, 02:22:12 am »
Is this mod playable on android port with oxce+?

I mean, is it possible to play without keyboard and only with touchscreen?

Well, as far as I know the only useful key is spacebar for night vision so you will probably will not need keyboad at all ::)

Hey, this one took me ages! :P

But for me, it was Tuesdaymerely a week :P

Whatever. The addition of fire extinguisher somewhat answered a question I would like to ask - I was so happy to get my hands on agricultural flamer... until I found my team nearly in a middle of the forest fire  ;D

Got Ski Resort mission today. The description said that I can take only sporting gear but some experimentation showed that besides Sporting Rifles this includes almost every melee weapon (except Axe, Billhook and Electric Club), Throwing Knives and even Crossbows (that were the way more useful for this mission than Sporting Rifles). Take a note, folks ;D

Yet another matter: never EVER hunt chupacabras in a farm village without shotguns! 8)

Offline Solarius Scorch

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1834 on: June 05, 2018, 09:55:31 am »
All this stuff is Sporting Equipment, doh :P And canbe filtered as such.

Offline Deviont

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1835 on: June 05, 2018, 04:28:59 pm »
Thanks for version 0.9, but I noticed a little strangeness , black lotus assassins / warriors try basically to stun my soldiers in close combat with katana ;D
« Last Edit: June 05, 2018, 04:37:20 pm by Deviont »

Offline Solarius Scorch

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1836 on: June 05, 2018, 07:23:02 pm »
Thanks for version 0.9, but I noticed a little strangeness , black lotus assassins / warriors try basically to stun my soldiers in close combat with katana ;D

Hmm... They shouldn't do that :P


EDIT: Yeah, it appears the AI still uses the fastest weapon, even if one of these weapons is unarmed... One option would be to make unarmed attacks slow, but considering the slowest weapons are easily 30 TU per attack, this isn't really viable.

I have quickly prepared a save for testing.
« Last Edit: June 05, 2018, 08:31:06 pm by Solarius Scorch »

Offline swivelchair

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1837 on: June 06, 2018, 12:59:40 am »
Im a little embarrassed that I have to keep asking for advice but here it is. How in the world do you deal with etherals? I have literally only killed one once. It took a large rocket and 3-4 turns of two guys with black ops miniguns blasting it to kill it. And the whole time the psionics wrecked my team, I cant take on a alien base if any etherals are there, 3/4 of my team are mindcontrolled or panicked by the 2nd turn.

Do they have any weaknesses? I mean maybe I just need to research more of my own psi stuff for defense but Ill need to do it soon or x-com is toast.

btw is this the right place to ask this? if it isnt sorry, I can go to another thread if need be
« Last Edit: June 06, 2018, 01:02:23 am by swivelchair »

Offline legionof1

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1838 on: June 06, 2018, 02:13:05 am »
Sounds like,
1: your example has you using a not particularly appropriate set of weapons. The key to defeating shields is throughput since they regen. Lots of low dmg shots with poor accuracy(miniguns) have a hard time dealing with shields.  Single shot high TU cost weapons won't have the damage by themselves, usually. Accurate fast firing rifles, and shotguns are the best choice. Once your past the shield etherals are pretty frail, low armor and only middling hp.

2: Defense against psi relies on your own agents Psi strength and to a lesser extent psi skill. Screen for good Psi Str when you able to. Psi Panic attacks can be mitigated by good bravery and the presence of high rank agents. Mind control effects can be mitigated by keeping your agents out of line of sight of each other. You can also have agents drop there weapons at the end of the turn so at most they just try and fisticuffs there fellows which is far less deadly then your best weapons by the time ethereals are around.

Offline Rich

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1839 on: June 06, 2018, 10:46:09 pm »
Really sorry to bother again bois, but... Are throwing knives supposed to do 0 damage?
I mean, no bonuses from throwing and such? If so i can't see them and don't know why   :-X
I've attached a screenshot of the ufopedia page...

Thanks again for the help and great mod, i'm loving it! Even if it's pretty unforgiving  :-X

Edit: maybe i'm dumb, but am i supposed to have the info tab? I can see the bonuses in there but... maybe i shouldn't see that button?
« Last Edit: June 06, 2018, 10:55:35 pm by Rich »

Offline ohartenstein23

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1840 on: June 06, 2018, 10:50:07 pm »
Really sorry to bother again bois, but... Are throwing knives supposed to do 0 damage?
I mean, no bonuses from throwing and such? If so i can't see them and don't know why   :-X
I've attached a screenshot of the ufopedia page...

Thanks again for the help and great mod, i'm loving it! Even if it's pretty unforgiving  :-X

Click the INFO button, the damage bonus formula has moved to the screen that is accessed by that button.

Offline Rich

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1841 on: June 06, 2018, 10:57:14 pm »
Click the INFO button, the damage bonus formula has moved to the screen that is accessed by that button.

Oh ok, thanks! So i'm actually dumb yay! 8)

Offline AnPro

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Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« Reply #1842 on: June 07, 2018, 02:23:44 am »
As car as I know the ES translation (of any type) has only started, so unfortunately you can only use English or Russian for now.
As for the item order, yes, they are grouped by type on all lists, plus you can filter them.
Gracias, Thanks

Offline AnPro

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1843 on: June 07, 2018, 02:39:08 am »
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.
oh, that is amazing.
Is The update complete in the first post?
I am really liked this mod, I am very new in this community... is if I update de game to the last update?, is probably lose the advance the I have? true?

Offline legionof1

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Re: The X-Com Files - 0.9 alpha: Fists of Fury
« Reply #1844 on: June 07, 2018, 02:53:05 am »
The link in the first post is the up to date version. And usually an update does not break saves.