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Messages - Gordonmull

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16
We're starting again with the storage limit exceeded. 202/200 this time. The ability to buy smoke and other grenades would be good too, or is that part of a bigger plan?

17
Hello again! Downloaded the latest version and played 4 missions during January. The only mission I didn’t take that I could reach this month was the HK crash site due to waiting for reinforcements.  Seems very playable, I had an extremely fun afternoon/evening and I’m looking forward to the rest of what you’ve got planned! Thanks very much for what you've given us so far.

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I think it was Gifty that chose the musics - you're free to suggest new ones, although I don't want the download to get too big 

Awesome choice Gifty! Yeah, more music is needed but I wouldn’t know where to begin with that!

I know it’s Alpha so there’s stuff I’ll not bother to mention for obvious reasons, and some of it will undoubtedly be pipe dreams and totally beyond the engine but here’s some notes I made while playing. Hopefully some will be helpful.

Geoscape

The air war is very cool and I love the idea of having aircraft with mutually supporting roles but it’s a bit fiddly to control. It would be really nice to have a way to order multiple craft to fly in formation with matched speed to a single waypoint. This is probably wishful thinking but I thought I’d mention it anyway.

I thought I was going to lose my returning Viking at one point when all my interceptors were refuelling/re-arming but I remembered I had turned on the “Force craft launch” option, so that saved my bacon, I launched a Talon and breathed a sigh of relief. Given how busy the skies can be this is a handy option.

Some kind of marking to show Skynet controlled territory where Tech-com bases are likely to be assaulted would be handy. Maybe a map of the situation in the UFOpaedia?

A side-effect of the idea of building bases to reach mission zones means that I can, for example, build a base near an area that I can’t reach from my initial base and then transfer my craft over to it, both perfectly safely and beyond the craft’s operational range. It seems a little cheaty given your efforts to make air travel more tactical. Maybe very long transfer times, to simulate perhaps moving the craft via sea or suchlike. Dismantled and moved by truck? Perhaps tied to a workshop project “Dismantle craft for transportation” and then reassembled at the other end? Some kind of in-flight refuelling mechanic?

Battlescape

Something that occurs to me regarding the pilots: If we are going to be having dedicated pilots as part of the killable crew of the craft, would it be possible to make evac from the Battlescape impossible or harder if the pilots are killed or wounded? It would also be nice for them to be able to advance in rank somehow, despite spending their mission on the Osprey and never firing their pistols. In addition, the rest of the unit gets promoted fast due to the sheer number of pilots.

For the first mission I imagined I would be sending a squad up against one or maybe two Terminators, who would be seriously hard to take down and maybe winning with half my squad on their feet if I played well. It played a wee bit different to that with my guys up against 8 machines. I’m not complaining, though! It was an enjoyable first encounter.

My first mission on Experienced difficulty was supporting the resistance and the second a supply drop. Both went relatively smoothly with the loss of 2 soldiers per mission. I was beginning to think it was a bit easy, with half the small army in the Osprey tooled up with the M82A1 and HEAT rounds I thought the Terminators fell disappointingly easily. I was one-shotting them frequently with it. (Might just have been RNG weirdness, though.)

Then my third mission to urgently support the resistance saw 5 deaths and I learned to respect the automatic weapons of the Terminators when one burst took down 2 squad members as they bunched up coming out of the Osprey. This one was way harder. The LZ was very hot and there were 15 machines not the 8 or 9 of previous missions.

The Skynet factory mission was even tougher: 7 KIA and 2 wounded. I won't give away the numbers I was facing. It’s a nice terrain and, yeah a total bloodbath thanks to a wide, empty landing zone. My first positive score, though, despite casualties! I'm not going to say much else about it to avoid spoiling for others except that gameplay wise it went very smoothly.

I’m looking forward to armed resistance fighters, though. I’d forgotten how irritating normal civilians are. :)

Anyway, thanks again for your work, it is very much appreciated.



18
Thank-you!!!!!!!!

My Saturday afternoon is set then. Was going to start tidying the garden but now seem to have a bottle of beer open and Tech-Com running!

A few (very) initial comments:

The start screen is awesome. I know it's a minor thing but it sets the scene.

Spoiler:
I was hoping you'd include the theme tune!

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OPTION SETTINGS RECOMMENDED
* Automatic Night Vision (no flares installed yet)
* HK landing alert

I'd also leave off Storage Limits for Recovered Items, in the Geoscape section of the Advanced options too otherwise the game will force you to sell stuff off. Also, I can't seem buy anything until 10 days have passed to build 3 more general stores to bring the storage capacity from 100 to above 202, which is the amount of gear we have stored at the beginning.

I'll likely have more to say when I resurface from the goodness.

19
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 15, 2018, 11:57:42 pm »
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Hey, that isn't bad news at all. Better something than nothing hahaha.

I agree completely. Very soon we're going to have the chance to go after a terminator. That is good news. But how many good people will die in the first battle against the machines?

I'm also very interested to try the air war side of things, though. How tense would it be to commit a "fighter" to support a ground recon mission only to have to dispatch a squad with no air cover and very little choice? Even that opens up choices. Do I send in rookies in case the machines intercept the craft or do I risk vets?

Actually, where are we putting all these planes, Hobbes? Hangars are really big. I'm already planning in my head for 2 fighters, 1 air recon, 1 ground recon and one transport in one base. Doesn't leave much room.

20
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 15, 2018, 06:38:03 pm »
 
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Air combat is nearly done, needs a lot of testing, and I already started working on some ground missions. I should release an alpha in the next days

YEEEEEEESSSSSSS!!!!!!! :D :D :D

Sorry, did I give away my excitement there?


21
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 07, 2018, 08:29:06 pm »
Looking and sounding awesome so far. Some serious game wizardry going on here!  :) :)

22
OXCE Suggestions DONE / Re: Hunter-killer
« on: February 05, 2018, 12:02:22 am »
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I got good news for you: I was waiting for this feature to get an alpha ready of the Terminator total conversion ;D

 ;D ;D ;D ;D Superb!

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No ETAs though - everytime I look at it I remember something new that needs to be converted or added. But with this feature I should be able to introduce a working Geoscape where you can intercept aerial Hunter Killers, and on the tactical side it's already possible to add a couple of missions (not Base Defense yet though - that's another thing that is taking longer because of missing sprites).

Especially in wargaming, patience is a virtue ;) It's a great concept and something totally different from other conversions. I've been keeping a hopeful eye out for news!


23
OXCE Suggestions DONE / Re: Hunter-killer
« on: February 04, 2018, 10:10:36 pm »
I really hope that this fantastic work from Meridian will mean that your Terminator mod might be closer to an alpha, Hobbes. I'm really looking forward to that one if you're still going with it.

24
Open Feedback / Re: Change Geoscape Background?
« on: November 07, 2017, 12:15:45 pm »
I'm not much of a modder but hopefully this might be of some help: https://www.ufopaedia.org/index.php/Rulesets_(OpenXcom)

25
Yeah, it's super-annoying to play against and super-OP to play with.

Once you can't stand it anymore, just find this "enableCloseQuartersCombat: 1" in the ruleset and change 1 to 0 to disable the whole thing.

Thanks, Meridian :D Much appreciated.

26
Just had my first CQB moments. Really jarring. I went in with 2 agents against one Dagon supporter and we were opened up on from a two story building We quickly moved in as a team to nail the perp. My sergeant got slain with a knife. At this point my rookie should have been able to take the suspect down. Nope. She turned and shot the wall then did that again two more times and I'm left thinking, "WTF? That's not a fair game!" Then she took a few shots to the face on the alien turn and team was lost.

Can't say I'm a fan of this development. Loving everything else but this just doesn't feel right. Honestly not sure whether to revert back to an earlier version because that was just so visually horrible to watch.

Anyroad, had to give the feedback, I'd rather it was more positive!

27
The X-Com Files / Re: The X-Com Files - 0.5.5 alpha: I'll Dissect You!
« on: February 11, 2017, 08:35:31 pm »
Some research yes, actual invasion no.

I'm up to UFO-6 in September. At least I know it's nothing to worry about, thanks.

28
The X-Com Files / Re: The X-Com Files - 0.5.5 alpha: I'll Dissect You!
« on: February 11, 2017, 07:43:57 pm »
Should I be getting UFOs in August and September 1997 or have I made a knickers of my install?

29
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 11, 2017, 06:44:36 pm »
I really enjoyed my first run through but I've started on 5.5 now and I'll be reporting bugs as I go. Couldn't be bothered the first time, sorry, I just got carried away with playing! I've already said I'm truly loving this mod.

I realise the tazer is from your FMP but should it train throw? Seems illogical to me. If it's already been discussed, just say, I don't want to reopen old arguments I know nothing about.

Giant spider autopsy:

"Its venom sacks are not very poisonous to humans, but may cause deep wounds"

Should be

"Its venom sacs are not very poisonous to humans but" etc.

And I think would it sound better like this:

"Its venom sacs are not very poisonous to humans but its fangs may cause deep wounds."

30
Just popped by to say I've been playing your mod since just before Christmas (so I've had plenty of free time to play) and wow!  ;D I never knew I needed this but apparently it's an old x-files and x-com fan's happiest gaming dream! Totally having a blast.

Loves: the story, the premise, the lead up to war, it's dark and dingy atmosphere, the 'pedia entry for Teamwork, a new appreciation for earth tech, the need for new tactics and the huge roleplaying opportunities. *draws breath* New enemies (especially the weird mutant creatures), reduced team size (hated at first but love now), no explosives or indirect fire in the beginning adds one whopping challenge to the grenadier style of player. 

Hates: erm...nothing so far, really, not one solitary gripe. Yet  ;)

Not spotted any bugs of note apart from a couple of 'pedia entries that could be worded better but I didn't think worth bothering to report at this stage. Only other thing was the taser pistol, which I understand is from FMP so this is probably intentional, but it seems odd to me that a pistol trains the throw stat.

Anyway thank you very much for what is really a new game, I'm off to play it now!

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