Author Topic: X-Com Files Mod, Superman, Ironman-ish  (Read 211818 times)

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #195 on: August 24, 2020, 10:47:12 am »
I've never seen a logical reason to introduce the nude armour, so it's unused now. Adding it just for the lulz doesn't seem appropriate.

I have never changed the frog, it's the same size as always.

Yeah, it doesn't fit.

I guess my memory retrofitted it to the 2x2 box.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #196 on: August 25, 2020, 03:32:31 pm »
Well, it is 2x2! Always has been.

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #197 on: August 26, 2020, 11:37:54 am »
Well, it is 2x2! Always has been.

Yes, but the sprite is smaller than most 2x2 units, so my brain remembered it as bigger frog sprite.

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #198 on: August 26, 2020, 10:09:36 pm »
And now returning to our regular Monster Hunt mission in Canada (or thereabout).

Also I upgraded to 1.5. It is a shot in the Dark, I know.

The None armor has been removed (again, I think I saw it before once in some let's play). And it is not possible to change away from it in the "Agents" tab. But the "Equip Craft" worked. I guess the agents just needed some privacy in the craft, rather than the mess hall.

No more Nudist Alien Scammers.

« Last Edit: August 26, 2020, 10:27:50 pm by tarkalak »

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #199 on: August 26, 2020, 10:35:00 pm »
Shamblers show up. Let's remember the last time we saw these guys ...

[sound effect of film projector starting up]

Shamblers first day out.

OK, we will show these Shamblers a trick or two next time, M'KEY.

It is NEXT TIME, M'KEY!
« Last Edit: August 26, 2020, 10:38:06 pm by tarkalak »

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #200 on: August 26, 2020, 11:21:50 pm »
Let's roll.

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #201 on: August 26, 2020, 11:27:23 pm »
OK, I can either run away or try to shoot some more into that shambler. Let's choose option 2 this time.

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #202 on: August 26, 2020, 11:47:30 pm »
Let's hope they don't catch us, but one of them will catch up and miss. I guess that is our cue to leave.
« Last Edit: August 27, 2020, 10:13:01 am by tarkalak »

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #203 on: August 26, 2020, 11:49:47 pm »
Well, they are too close for comfort and we couldn't kill any other.

I also did redo the first turn to get the agents better hiding places behind the car, but we don't have the firepower to deal with the Shamblers yet.
« Last Edit: August 27, 2020, 10:13:37 am by tarkalak »

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #204 on: August 26, 2020, 11:53:47 pm »
Outcome. We did some firing, we killed one, 18 points in the bag.

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #205 on: August 27, 2020, 12:41:17 am »
And we get to research that Red Dawnie Gangsta. We also have the Logistician officer complain. Just a regular Wednesday.

I also found out that the Bio Lab is only 1 day from completion and I buy 2 scientists and sell 1 Electric Club. I have onle a few zombies to sell other than that and almost no other loot.

I know that the scientists will only work about 7-8 days this month for a full salary, but I still need that work.

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #206 on: August 27, 2020, 10:55:36 am »
Let's buy another one. We only had to sell 7 farmers on the organ market.

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #207 on: August 27, 2020, 10:59:56 am »
Another Strange Life Form crops up.

EDIT: And immediately after that a Crop Circles crop up.
« Last Edit: August 27, 2020, 11:03:07 am by tarkalak »

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #208 on: August 27, 2020, 11:40:08 am »
And a new research was finished.
« Last Edit: August 27, 2020, 11:53:35 am by tarkalak »

Offline tarkalak

  • Commander
  • *****
  • Posts: 1460
    • View Profile
Re: X-Com Files Mod, Superman, Ironman-ish
« Reply #209 on: August 27, 2020, 11:53:16 am »
And now that we are close to the start of a new Chapter, nah a whole new book of the saga, let's talk about the starting guns. It is not like I should have done that at the beginning.

Pump-Action Shotgun - a nice shotgun with 5x15 pellets. It isn't that bad, but the real deal has 7x15, solid slugs for 40 and even some 25 damage stun ammo. Also the pump-action has 8 shells per carriage and I like the ammo sprite more than the later version. It is effective against unarmored enemies, but fails miserably if they have something like 15 armor or more. I don't remember how much the Shamblers had, but that is why it is ineffective against them.

Small Shotgun - has the standard 7x15 shotgun damage and is small and concealable, but it's range is only 3 with fall off 6. I never use it.

Glock - has good low damage and fast firing. Also has a two shot auto. I don't use it much, because I think the beretta does better damage per turn and the auto is worst than using a shotgun.

Beretta - A light accurate and fast handgun. Lacks power like all in it's class, but I kind of like it and used it as a training gun even later on.

Light Pistol - Weak and inaccurate. Takes only 1x1 in inventory though. Terrible pistol. It's only saving graces are using it for reaction fire training (it is very small and light) and ski resort infiltrations.

Snubnose Pistol - Has good power and small size, but inaccurate (It's range is bellow the 20 for other pistols) and a small magazine. Practically useless.

Colt - Has the best damage of the starting pistols. Good (in the lack of a better) at shooting things with a little armor. Has a small 7 shot carriage so needs a lot of reloads.

All of the above, except for the Light pistol will be rendered obsolete very, very soon.
« Last Edit: August 27, 2020, 11:56:58 am by tarkalak »