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Messages - Danny

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16
Offtopic / Re: How many soldiers do you prefer to have? Bases?
« on: April 09, 2014, 03:12:43 pm »
Like 10 per base, maybe 20 at my original base as a backup squad for injuries and to do mass psi trainings.

Yeah, 10 troopers  in personal armour with laser rifles and 2 laser/plasma tanks, is enough to guard any additional bases with the right layout.
And then a few extra in your mainbase to guard it, while the skyranger is away on a mission XD

17
Work In Progress / Re: Hybrid game
« on: March 29, 2014, 01:51:42 am »
Didn't the narrow tachyon beam from Cydonia's distress signal, awoke the aliens on the T'Leth? XD

18
Open Feedback / Re: openxcom - bad remake
« on: March 21, 2014, 01:43:48 pm »
Please, do not feed the trolls.

*feeds trolls* :P

19
Suggestions / Re: Identifying Alien-Base
« on: March 16, 2014, 05:26:18 pm »
Yeah, that`s possible.

But I could save the Elerium, when after a while a simple click on the base would tell me, which race is there.

Seems like an idea for a mod for me.  ;)

That is why you keep a Skyranger on the payroll, it doesn't cost Elerium... ;)

20
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: March 16, 2014, 01:27:53 pm »
Not in the original game (except with XCOMUTIL). Not sure about Open X-Com, but it shouldn't be possible.

I think it should... ^^

21
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: March 16, 2014, 12:12:35 am »
I think high explosives also work... ^^

22
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: March 15, 2014, 12:37:23 pm »
I'd be happy to spend 40 turns on this if it worked.
Therefore, no.

You can already blow open UFO's with a blaster launcher...
This way you can keep the alloys ^^

23
Open Feedback / Re: Alien Commanders
« on: March 13, 2014, 10:59:25 pm »
Snakemen don't have medics... XD

24
Open Feedback / Re: Alien Commanders
« on: March 13, 2014, 07:14:49 pm »
Mutons are much more under direct control of the Ethereals ;)

Floaters in the original aren't butchered Mutons and still have a decent amount of brain power... XD

25
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: March 13, 2014, 09:28:34 am »
The way it works is that the X-COM units remaining on site ARE the recovery team. They are responsible for gathering artifacts, corpses, live aliens, and dismantling the UFO and its components after the mission has terminated. The actual UFO is NOT taken back to base, it is simply stripped of its components, including its hull, made from alien alloys.

We should be able to start dismantling while still in battle... XD
We could open up new entrances that way... ^^

26
Suggestions / Re: Alien Base Raiding/Farming
« on: March 13, 2014, 09:25:47 am »
There is some power source in one type of alien base module, the one with a long coridor at level 0, a lift, a little room on level 1 with a big room on each of its side. The bottom-left room usualy have 2 power source.

and in OpenXCom, there is most of the time an alin engeneer with a blaster -> don't remenber having an alien with blaster each time in this room.

Wait... Really?! o_0

Even the alien food and organ storages? :\
I thought there was only Elerium in those alien power sources as in the orange tubes... XD

27
Suggestions / Re: Identifying Alien-Base
« on: March 10, 2014, 09:57:18 pm »
My problem is, with time I forget, which base is led by which race  :D

1. Attack a base.
2. See which alien is scuffling about in it, in the first turn.
3. Put all troopers back in the exit area.
4. End mission.
5. ...
6. Profit! ^^

28
Suggestions / Re: Alien Campaign and TFTD Support
« on: March 09, 2014, 11:22:21 pm »
So you start with a few scouts and need to raid Earth for resources, fighting local law enforcement and military.
Only using plasma pistols or perhaps something even weaker.

The brain in Cydonia will allow you to make stronger weapons as you fight more battles and prove they are needed... ^^

around mid game you start fighting Xcom troopers as well, with the the ultimate goal will be to wipe out all Xcom bases.
When all Xcom bases are wiped out, you get an ending cutscene with the world governments bowing to you and you slaughtering them... ^^

29
Suggestions / Re: Identifying Alien-Base
« on: March 09, 2014, 11:13:38 pm »
Hi,

just an idea from me.

At leat, when the hyperwave decoder has been build and you can see an UFO land at a base: Now it is clear, what race is in that base.

The same, when a certain ammount of UFOs has landet at an alien base (possibly 5) and you took down the landed UFO.

I`d like to have an option, where clicking on an alien base after being 100 % certain, what race leads it, does give me the name of the race.

For example, now I got 6 (!!!) alien bases in Africa. I simply can`t remeber each race.  :P

Just take out 5 bases and farm the easiest race... ^^

30
Open Feedback / Re: openxcom - bad remake
« on: March 07, 2014, 03:47:48 pm »
Hm. He is right actually. OpenXcom is no more just a reimplementation and just the necessary fixes, it's an improved, extended X-COM game. To most readers of this forum (including me) that is probably something positive. However, if somebody just wants to play the original without the bugs but also without higher resolution, modding possibilities and stuff, he does not need all the advanced options. No matter how simple the implementation to any added feature is, each and every line of code increases the probability of additional bugs. So if anyone would take up the task and create a fork without all the extras, that would be nice. I'd most likely never play that version but at least viktorcech would  ;) The funny thing is, that this alternative fork might get less testing and achieve inferior quality in the end because of moderate popularity.

You also have to think sometimes about what is a bug and what is a "feature"... XD

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