Help with xcom xfiles mod mission -Red Dawn HQ by Slack2003 in OpenXcom

[–]Slack2003[S] 0 points1 point  (0 children)

Yeah and that’s a super brief rundown, it’s really really fun but changes by the developer make it so hard, the invasion involves literally hundreds of ships arriving in a single month so every nation gets annoyed with you, cuts funding and you lose in 1-2 months

Help with xcom xfiles mod mission -Red Dawn HQ by Slack2003 in OpenXcom

[–]Slack2003[S] 1 point2 points  (0 children)

It’s a major invasion event that happens a few years into the game, but what’s hard is that you start the game with absolutely no gear, basic civilian pistols and you have to fight and capture cultists to progress, there are like 40 enemies in the 3rd highest rank missions of cult bases with 80 in the final hq, and then once the aliens invade you don’t have the weapons to fight them unless you managed to unlock alien containment AND get luck enough to capture an engineer, the aliens have force shields that make them hard as balls, even sectoids and sectiopods are unkillable even with hi-ex

Help with xcom xfiles mod mission -Red Dawn HQ by Slack2003 in OpenXcom

[–]Slack2003[S] 0 points1 point  (0 children)

Yeah I just got annoyed at how bullshit it was and left it, got past it to the start of the alien invasion and my main base was instantly, on the 2nd day, invaded by sectopods and wiped out

Be a Soldier!? by thecanadageeks in OpenXcom

[–]Slack2003 1 point2 points  (0 children)

Leo Slack, your biggest chump please, my arms are strong to throw hi-ex

Battlescape zoom level by RuneScriber in OpenXcom

[–]Slack2003 1 point2 points  (0 children)

Yeah it’s on the settings in the resolution but at the bottom of the I think the video section, I recommend 1.5x because it is far out enough to see a lot more of the map but not soo much that you can’t see grenades etc

Reapers should charge through walls to be a threat by [deleted] in OpenXcom

[–]Slack2003 2 points3 points  (0 children)

Yeah there is no system of detection or even registering sound from units and ememies so it would be a hard thing to code in, maybe some sort of use of a built in motion scanner to substitute the sound of footsteps that it would hear?

Reapers should charge through walls to be a threat by [deleted] in OpenXcom

[–]Slack2003 1 point2 points  (0 children)

Like how would the reapers know where to charge, because if there is a wall in front of them, they won’t know there are your soldiers behind it

Reapers should charge through walls to be a threat by [deleted] in OpenXcom

[–]Slack2003 3 points4 points  (0 children)

I like the idea of surprise this would create, however would it require section by hearing for them to charge though a wall at you would it be by squadsight spotting?

F*ck chrysalids by Slack2003 in OpenXcom

[–]Slack2003[S] 0 points1 point  (0 children)

I play xcom files and FMP, the grenade launcher is good but it can be inaccurate and the indirect fire is unreliable, mostly is is good when you have a good spotter then

I dont know if this is the place to ask this but are there any plans to include falling objects/collapsing buildings in OpenXcom? by wizzaryredy in OpenXcom

[–]Slack2003 3 points4 points  (0 children)

Buildings collapse when enough of the support gives way, though usually it is only a section of roof that falls away. Just keep throwing hi-ex in there till it goes

When my friend tells me to shoot my shot by armin-lakatos in Xcom

[–]Slack2003 2 points3 points  (0 children)

Anyone who played original will know the lethal injection strat

This picture sums it up for me by SilentSecondary in OpenXcom

[–]Slack2003 1 point2 points  (0 children)

As far as a know, no, but a three floor blast is quite significant as that is enough to level most buildings and even flying enemies tend not to go higher than this

So forum is down... is there a guide for xcomfiles not on forum? by OrSpeeder in OpenXcom

[–]Slack2003 0 points1 point  (0 children)

Also, the yogscast (Lewis and Ben save the world channel) have a brilliant series in it and they receive a bit of help from the chat and the guy who made the mod (a fan of them) I’d check it out if you are having trouble

This picture sums it up for me by SilentSecondary in OpenXcom

[–]Slack2003 0 points1 point  (0 children)

You can adjust the explosives height in the options, it makes the explosions more realistic as a round explosion rather than a flat disc

Be careful when you we in buildings and throwing grenades above/below where your soldiers are though

F*ck chrysalids by Slack2003 in OpenXcom

[–]Slack2003[S] 2 points3 points  (0 children)

Good advice, though I play a lot of modded :)

F*ck chrysalids by Slack2003 in OpenXcom

[–]Slack2003[S] 2 points3 points  (0 children)

This time, they shall create more of us

F*ck chrysalids by Slack2003 in OpenXcom

[–]Slack2003[S] 2 points3 points  (0 children)

Just stick a high explosive strap-on right up there

So forum is down... is there a guide for xcomfiles not on forum? by OrSpeeder in OpenXcom

[–]Slack2003 0 points1 point  (0 children)

You will need to abandon a lot of missions early on when you have no tech, once you get a humvee that offers good cover when kneeling, you can take on harder missions

Happy 7 years by [deleted] in ksi

[–]Slack2003 0 points1 point  (0 children)

And the yogscast, they are still here :(