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Author Topic: So OpenX-Com...  (Read 223955 times)

Rince Wind

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Re: So OpenX-Com...
« Reply #495 on: May 14, 2019, 03:06:36 pm »

Meh, pressing scroll lock once in a while is a lot less hassle.
I need it anyway, because night vision won't let you see light sources.
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Iduno

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Re: So OpenX-Com...
« Reply #496 on: May 14, 2019, 03:32:06 pm »

How do I find a wrench? Or whoever teaches me about them?

I either need that for a workshop for the codex, or build 2 extractors I guess. But I'll want the workshop eventually anyway.
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Robsoie

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Re: So OpenX-Com...
« Reply #497 on: May 14, 2019, 06:05:08 pm »

Been playing a bunch of missions with the  3/4/19 OXCE executable without any problem, so it seems like a very good workaround to the lack of auto-nvg.
When i need to see where's the lights, a simple spacebar hold show me, no need to add another keypress with the scroll lock, much better.

That said those burning city mission could sure use some rework, most of the time during this mission is spent in waiting of the multi- explosions and fire spreading not in actually doing the mission :/

edit : oh a 3rd alien base just got  built, this time in my euro/africa base cover (the 1st one is still near north pole, slightly out of my north america base radars, the 2nd one we destroyed it somewhere in asia)
And oh joy, that 3rd alien base is ... muton again (like the 1st one) well "mercenary" as they're called in x-piratez.
Damn, not going to be able to destroy it before a long time ... and all was going so well, will be a pain to offset the bad score monthly without editing the saves
« Last Edit: May 14, 2019, 07:38:32 pm by Robsoie »
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Rolan7

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Re: So OpenX-Com...
« Reply #498 on: May 14, 2019, 06:57:21 pm »

How do I find a wrench? Or whoever teaches me about them?

I either need that for a workshop for the codex, or build 2 extractors I guess. But I'll want the workshop eventually anyway.
You can get it from a lot of interrogations, with luck.  You can get the full list from the tech-tree viewer, from pressing Q on the overmap or middle clicking a research topic.  It's also a rare drop from copper casino tokens.

I'm pretty sure the main source is Warehouse Wars missions (possibly other Guild enemies, but those are the easiest to find).

It *might* also be possible to purchase a wrench before researching it?  It's the "wrench " item which requires Tools & Blades researched.  But you might have to find a sample before it can be purchased.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

amjh

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Re: So OpenX-Com...
« Reply #499 on: May 14, 2019, 08:05:35 pm »

You can buy wrenches before researching them, that's how I got them in all my games.

Edit: Clicking the [ i ] in the research browser shows all requirements to buy it, including if you need to research the item.
« Last Edit: May 14, 2019, 08:15:31 pm by amjh »
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
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Rolan7

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Re: So OpenX-Com...
« Reply #500 on: May 14, 2019, 09:24:56 pm »

Ha, I was trying to say "wrench [i]" too, hence those italics.  Doesn't look there's a good way no-format tags, or even escape them (the best hack I found is... hacky).
That's cool that you can buy the wrench though!  Sure enough, entries like "Homefront Rifle [i]" require the gun in question to be researched, but wrenches can be purchased without research.  Which is good since I just did a Warehouse Wars and received no wrench.

Got 2 staplers, though, which I needed.  This run is going slowly: Oct 2001 and my second base is pretty much a barracks, animal den, and extractor.  I blame setting my home base in the Pirate Straits, which are... islandy.  I think there's a script that's supposed to land an Academy bus (with search orders) and later a necropirate ship near your base, but neither arrived heh.  Scripted base assault arrived fine though!  It's fine, I've been cash-starved but scraping by with gambling and frugality.  Score-wise it's been close a few times, but research is mostly cutting it.

The biggest grip is that North and South America missions are out of my range XD  But I'm finally scraping funds together for a Turtle (went green codex this time).
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

amjh

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Re: So OpenX-Com...
« Reply #501 on: May 14, 2019, 09:54:49 pm »

I think at least one stapler is guaranteed from the warehouses, but the wrenches are completely random.
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
Argblarg 5 am not all tiles are done what the

lastverb

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Re: So OpenX-Com...
« Reply #502 on: May 15, 2019, 03:27:53 am »

I think at least one stapler is guaranteed from the warehouses, but the wrenches are completely random.
Stapler is not guaranteed. There is 20% chance to spawn on ground, and one of enemies that only single can spawn (team leader i think) has a 20% chance to spawn with stapler in that mission. Other ways to get it is also random weapon of some single enemies on later ufos (gated behind ingame months). Yes, I had to check it because after 5 warehouse wars, I still didn't have one on January 2nd year.
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Egan_BW

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Re: So OpenX-Com...
« Reply #503 on: May 15, 2019, 08:23:26 am »

Doesn't look there's a good way no-format tags, or even escape them (the best hack I found is... hacky).

It's [nobbc].
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Insatiable consumption. Ceaseless motion. Unstoppable destruction.

sluissa

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Re: So OpenX-Com...
« Reply #504 on: May 15, 2019, 08:45:54 am »

Wrenches can also be found somewhat often on some of the larger civilian shipping. The ones with laborers and female laborers. And possibly the guild mining ships, I MIGHT have gotten one there too.

They used to be MUCH more difficult to find. They were the bottleneck that was stopping a lot of people before guild staplers became it. But staplers aren't as difficult to find as wrenches used to be either.

As for downgrading to older OXCE... I agree, the NVG is a pain, but it's a single button press at the beginning of a mission. The other benefits from upgrading are better. But I'll agree, the new auto-NVG code is bad... (I even mentioned it to the OXCE dev... with no solid response to whether it'd be fixed. *shrug*)
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Robsoie

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Re: So OpenX-Com...
« Reply #505 on: May 15, 2019, 08:55:09 am »

Still i don't understand why the dev don't simply make it an option, this way it would fit everyone, those who want to play night mission completely dark at first then press a key to enable nvg when needed, and those who want to play night mission with auto NVG and press a key to disable it when needed.

Actually it was like that previously if i remember well.
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amjh

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Re: So OpenX-Com...
« Reply #506 on: May 15, 2019, 11:05:46 am »

The old earth books have been my biggest block, I usually have to get them through interrogation. In my current game I've been really unlucky with young ubers, any I've seen in missions spawned in dangerous locations. One tried to fight a pink demon with a baseball bat.
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
Argblarg 5 am not all tiles are done what the

frostshotgg

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Re: So OpenX-Com...
« Reply #507 on: May 15, 2019, 03:03:00 pm »

Can someone give me a run down of the shadowtech animal ships? I bought the snake when I unlocked it but deploying from it has been absolute misery and I'd like to use a different ship, but I don't want to burn 1mil or however much I wind up losing on credits just to be in a worse situation.
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Rolan7

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Re: So OpenX-Com...
« Reply #508 on: May 15, 2019, 03:29:11 pm »

The ships you get depend on what codex you took.  The turtle (green or gold) is probably the best transport, it has a lot of room (including 2 aux) and has doors.  It's pretty slow though.  I'm about to use it again, I didn't have it with grey codex.

The Shadowbat is... wonky, its main "feature" is that it doesn't have any lights.  This makes deployment safer, kinda.  I used it for Lokk'narrs for fluff, and usually deployed them through the wings to snipe stuff.
The Jellyfish supposedly has a built-in guided voodoo gun, but I never tried it.

I used the Snake a lot with a small team of elite gals, sometimes sniping from the top but usually stacking up on the first floor doors.  I agree it's kinda a pain though, and it has a lot of windows which draw reaction fire (but are frustratingly tricky to shoot out of, particularly when enemies are close).  It's mostly useful as an interceptor.
I used the "flagship" as my primary dropship, the name of which depends on Codex but I think they share similar designs.  The lack of doors and aux slots is tricky, but deploying through the floor hole can work well.  When they don't land over shrubbery, heh.  It's also set up to rush snipers to the roof quickly.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

amjh

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Re: So OpenX-Com...
« Reply #509 on: May 15, 2019, 05:17:43 pm »

I just got three young ubers from a single mutant pogrom.
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
Argblarg 5 am not all tiles are done what the
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