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Messages - Dr.Crowley

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151
Perhaps we need a new thread for "oh shit moments in XCF". ;) Feel free to make one if you want, it's great reading.
"Field reports" would fit better  ;)

152
The X-Com Files / Re: What to do with Zombies?
« on: March 04, 2017, 11:01:02 pm »
Instead of having zombies be rescued, what if you could develop a sort of hormonal CONTROL of zombies, and produce them as replacements for dogs?
Yes, it's sort of planned, when I don't have anything better to do. ;)
Oh man, we all know that we'll can control them using tweaked X-Com Psiclone someday  :P

153
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 04, 2017, 01:27:57 pm »
For some reason, I'm still getting the same error.

Here's the ruleset file to make sure I'm not an idiot. I have no prior experience with Xcom's files.


I looked into this ruleset and found out that this chunk is still missing. That's why you keep getting this error. I fixed it for ya:

154
Playthroughs / Re: Terror From The Deep Research ... WTF?!?
« on: March 03, 2017, 05:24:27 pm »
Heh, when I introduced my friend to OXC and Ufopedia Wiki, he was really shocked by the numerous bugs of TFTD. And then he discovered "TFTD Bug Avoidance Guide" article and told me: "Damn, this whole TFTD wiki branch itself is a real bug avoidance guide!" :D
Thank god I couldn't get TFTD to work when I first discovered X-Com 13 years ago - I never felt this frustration like others.

155
Offtopic / Re: Why did the aliens fire the beacon to start TFTD.
« on: March 03, 2017, 04:17:32 pm »
Yeah, it's very possible EU/UD aliens are descendants (or at least successors) of the civilization that sent T'leth a long ago. First, Sectoid/Aquatoid relationship is the most obvious hint for this. How exactly they are related is still unknown. Altough Usopedia states that Aquatoid is sea-specific Sectoid variant, it sounds really strange that Sectoids didn't change/evolve after 65 millions years. It's more likely that they share ancestors, I guess. Second, both Usopedia AND TFTD Draft Publishing Plan clearly state that T'leth wasn't successful in contacting alien metropoly for aeons, so yes, the recently arrived new expedition had absolutely no idea that their long lost colony ship is right here on Earth. And even if Cydonia HQ finally discovered the truth about T'leth (and they did, because HQ at least knew that there is somebody down there), they probably were not so happy to mess with this derelict right now (or at all).
I must admit that I was definetely mind-controlled while reading in-game Usopedia before - many things I was barely suspecting are clearly stated there.

156
Offtopic / Re: Why did the aliens fire the beacon to start TFTD.
« on: March 03, 2017, 09:23:43 am »
Alright, let's keep the traditions of Newcomer's Necromancy and share some thoughts.
Assuming that the aliens are not martian natives, it can be possible (in my headcanon, at least) that the aliens from UFO Defence/Enemy Unknown and TFTD can be two different expeditionary forces. Bearing this in mind it's possible to see TFTD aliens as some sort of ancient lost expedition and UD aliens as more "modern" taskforce. Anyway there is absolutely no any explanation or any single hint about if martian HQ knows exactly where their predecessors went missing (sort of "they travelled to this galaxy/system/planet and then we've lost contact with them") or even that somebody of their kind visited Solar System before. The only thing we can be sure about this is the fact that Sectoids and Aquatoids are genetic relatives.
So well, if T'leth inhabitants/crew are the lost expedition and martian HQ ever heard about them... Then Cydonia could be searching for their predecessors but the conquest is their primary objective, so search&rescue mission can be "underfunded" and it's progress can be poor (because most crafts and personnel are busy fighting our glorious X-Com). The Overmi... sorry, The Big Brain couldn't waste it's resources for broadcasting the "T'leth-1, it's the Martian HQ, report immediately" message, so perhaps it deceided to look for them after the Earth will be conquered and nobody will shoot down their precious supply ships. And then SUDDENLY X-Com knocked Cydonia's door. Realizing that everything is lost, the Big Brain finally made its pre-mortem "T'leth-1, it's the Martain HQ, we got our assess kicked, take care of yourself" broadcast (there's nothing to loose anymore, so why not).
It's a real shame that TFTD's rushed development feels not only in the numerous bugs here and there but in the plot holes like this as well.  Actually we can be theorizing forever until somebody will come here and deliver a word of God. Fan theories are good but hell, it's a creator who should explain everything, not the fans. As the friend of mine told once, "damn, they made a game about aliens, got cash and then the publisher came and ordered one more game ASAP - and they made the same game but switched from UFO paranoia to "SeaQuest meets Chutlhu Mythos". The End."

UPD.: I just found out TFTD Draft Publishing Plan and suddenly remembered that I saw the indroduction text years ago. Hell yes, it says that T'leth is the lost expedition ("the remains of a vast colonization ship"). I guess the aliens used MC to make me forget this ;D
Spoiler:
And as another moment of fridge logic the term "Molecular Control" became clear for me - while in-game it's merely a psionics by another name, background-wise it is a science-y way to name magic. It really makes sense when phantasy magic is being explained in sci-fi term, oh yes! *dramatic voice*Seems like this time we, the puny earthling, are facing allmighty alien wizards who came long time ago from the distant reaches of the void between cold uncaring stars...

157
Offtopic / Re: Just skimmed the xcom enforcer manual…
« on: March 03, 2017, 06:23:45 am »
Compared to C&C: Renegade (which I enjoyed), X-Com: Enforcer is really much, much worse. Aside from yet another excuse plot and the aliens who are barely looking like themselves (mini-Reapers, everyone?), it becomes boring very quick. The gameplay itself is very repetitive and dull and even "briefings" are almost the same. However I managed to find a explaination for this - what if we will see Enforcer as in-universe video game (or rather arcade game) based on the events of First Alien War? This theory can explain why this game is so boring (video game industry in X-Com timeline isn't that advanced as IRL), hilarious (it was made a long after the first invasion) and bears almost no connection to the main series (because it's just the in-universe coin-powered arcade game).

158
Oh, yeah now we got helis!  :D

159
Offtopic / Re: Anyone Play Master of Magic?
« on: March 03, 2017, 01:37:09 am »
Played it few times almost 10 years ago. This game was a sort of "Civilization with Magic" and I found it really funny and enjoyable. I remember beating most low-tier NPC monsters with halfling slingers ;D

160
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
« on: March 02, 2017, 03:19:53 pm »
You're welcome. As I see, nobody provided you with feedback yet, so I deceided to be the first one  :D
BTW, me and my friend are doing the spellchecking for English version.

161
The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 28, 2017, 07:38:16 pm »
Shit... It is common practice for me to literally kidnap 1-2 dudes and interrogate the shit out of them. It has gotten to the point that I can basically go in and abduct ALIENS right out of their own ship in 3-4 turns in a grab and go.

1. Cut the hull open
2. Stun the shit out of them
3. Pick them up and run like hell. 

But, I'm really picky... the most valuable aliens are leaders and engineers. Medics are good for a bit, Navigators are ok. Leaders though will tell you all you want to know.

Cultists are just annoying. Every month I take a trip or two out to the murder farm and murder the shit out of some cultists for some quick points. This next month in game I'm going to try to remove 4 Alien Bases... Should be interesting.

Haha, the aliens are something to be feared for me. Even before 1999 UFO Landing missions were a major disaster for my agents because of superior alien weapons and mind control. Cultists can be a real pain too, but at least you have Alloy Vests (and Shields) that will probably protect your agents from gunfire (well, except "holy shit" enemies like Black Lostus Avatar). Aliens are completely different picture - even Alien Alloy armor can't help againt laser or plasma weapons.

162
The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 28, 2017, 07:00:24 pm »
See for yourself:
Oh yes, it's PKM (Пулемёт Калашникова Модернизированный/PK Machine Gun).

Church of Dagon: 100%
Black Lotus: 100%
Red Dawn: 100%
EXALT: 100%
Strange Life Forms: 100%
So Alien Cult and Mutant arcs are completed... Nice.

other: ?
Well, you forgot Zombies.

163
The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 28, 2017, 04:08:28 pm »
2) All marker missions will disappear after their time is up, even if targeted by a vehicle. I felt the vanilla mechanics was too gamey and lenient. These timers are (mostly) pretty long, so even vans are normally able to get there on time, but it will probably even emphasize the need to keep squads in different parts of the globe (either in bases or in vehicles).

Uh, no rest for the wicked, eh?
3) The Dragonfly will be available later than before. The current slot will be occupied by a standard helicopter with a capacity of 6 and medium range/speed (think better but smaller Airborne Mudranger).

Yay, black helicopters! ;) Oh, and I found Mudrangers completely useless.
4) A multitude of new real life weapons. A3K will be available later, its current place will be taken by QBU-88. My current personal favourite among the newcomers is the SWD (Russian sniper rifle) and the PKM (Russian machine gun).

Wait, you mean RPK (ручной пулемёт Калашникова/Kalashnikov's LMG)?
But it's only a fraction of the changes; the list is already longer than for any previous update, and I think more important on average. It will be released after the next version of OXC (and after Meridian mergers it with OXCE+), and I also need to make the helicopter graphics. And I'll probably add more junk along the way.
Remind us, please, how much finished are the "story arcs" at this moment?

164
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
« on: February 28, 2017, 03:58:35 pm »
There is a mistake in the ruleset, which you can easily fix yourself.
Oh well. Thanks for help!

UPD.: mutant interrogation report is empty because string STR_MUTANT_INTERROGATION_UFOPEDIA is completely missing. Changed this for myself.

UPD.#2: got another crash after researching living Tasoth Soldier:
Quote
[01-03-2017_02-48-39]   [FATAL]   A fatal error has occurred: Research STR_MC_DISRUPTOR_DEP not found
[01-03-2017_02-49-02]   [FATAL]   OpenXcom has crashed: Research STR_MC_DISRUPTOR_DEP not found
As far as I understand this is vanilla TFTD tech tree branch that somehow survived removal in this mod.

165
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 28, 2017, 03:48:35 pm »
I like the word "ichthyac" - it's very nice word to describe dagonites  ;D

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