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Messages - Mr. Quiet

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421
Released Mods / Re: New melee weapon
« on: July 31, 2013, 11:04:30 pm »
Wow, those weapons look awesome! Please make more!! Can you show a screen without the visual effect? I think I see the X-COM symbol on the guns :OOOOO

You should edit your OP and list all your mods with screens and change the thread title to tyran_nick's Official Mods Thread or whatever you want ;)


 8)

422
Offtopic / Re: Door Kickers - Tactical indie game
« on: July 31, 2013, 10:47:58 pm »
Wow, the game is very solid. Finally, a game that I really want this year!

Thanks again kkmic, you have very good friends ;)

423
Offtopic / Re: Door Kickers - Tactical indie game
« on: July 31, 2013, 11:02:32 am »
Ohhh I wanna play this! Thx for sharing kkmic

424
Troubleshooting / Re: Elerium issue
« on: July 31, 2013, 09:36:24 am »
Tell your troopers: Do not shoot the Elerium its more valuable then you are... ^^
Lol and worth more than selling it.

425
Suggestions / Re: map suggestion - rural towns?
« on: July 29, 2013, 10:52:34 pm »
Add some abandoned homes too. I see a lot of them on my way to work. They just let the homes go to hell and forget about them for years.

426
Open Feedback / Re: Gameplay Section?
« on: July 29, 2013, 10:38:28 pm »
Would be neat to see them all organized on the forum. Where should it go under: OpenXcom, Contributions, or General?

427
Released Mods / Re: New melee weapon
« on: July 29, 2013, 10:30:49 pm »
Nice mod. Looks like you'll be tearing up a few body parts when you knock them out.

Hope to see more of your work, tyran_nick! I especially love mods that give you more creative tech to research.

428
Oh yeah, I forgot about your gangs mod, Luke! That would be really cool to see in the future. X-COM vs. humans and human hybrids too. Human hybrid/cyborg gangs because they give up free will for power and tech from the aliens. That would be really cool. Then later on you can decide if you should mess with splicing your units with alien DNA.

429
Here are some I read on other forums.

Protect the VIP CFN member. Land on the roof of the 25-story building and take out the aliens before they get to the Council member in his secret panic room on one of the top 5 floors. This mission pops up when a funding nation is paying you a certain high amount of funding. The aliens in this mission are few, but are the elite and will require skill to win without taking casualties. Not sure if they should be Thinmen synthoids for coolness.

Exterminate the Cryssalids Hive. An Alien base mission, but the catch is... Cryssalids only and the base will look like the hive from the Aliens movie. Impossible difficulty and prepare to use your high reaction fire operatives. To win, you have to eliminate the Hive Queen and then hold out until all the Cryssalids are dead. After you take out the hive Queen, all the Cryssalids in the Hive will come to you.

Protect the oil drilling platform. Land on an oil drilling platform in the middle of the ocean and defend it against the aliens. The funding nations depend on oil, so they'll want you going out if the UN Military fails.

That's all I remember :) You wanted non-alien missions right?

430
Suggestions / Re: Avoiding night terror missions
« on: July 27, 2013, 03:12:56 am »
@kkmic: The alien's ship is not crashed or damaged on terror sites. The aliens are just dropped off for a day to stir up chaos and cause fear in major cities so they eventually take over. If they meet little to no resistance, they get picked up by the huge terror ship and leave.

I'm hoping OXC would improve on this by giving you a score penalty for taking so long to get to the terror site, meeting military personnel who will go berserk when they see your Operatives, and most buildings on fire with smoke everywhere, making it almost as hard as a night mission.

431
Work In Progress / Re: bagirov's colored armors
« on: July 27, 2013, 02:24:43 am »
Same too. A few months ago I tried to find his complete mod, but I lost interest after half a day of searching.

432
Offtopic / Re: Another XCOM Project
« on: July 26, 2013, 11:06:03 am »
The reading never gets old for me 8). I wish the game showed it when you start a new game, right before the geoscape . Show a nice background of the Kiryu-Kai getting out gunned and then slaughtered like the X-COM screens.

433
Offtopic / Re: Introduce yourself
« on: July 26, 2013, 07:24:40 am »
Reminds me of the Double Fine play-through. They were equipping rookies with only a stun rod and a grenade. They're given a weapon if they survive a few missions, or pick up a weapon from a dead Operative.

434
Fan-Stuff / Re: Graphics from Ufo:TTS and Source Files
« on: July 26, 2013, 07:05:16 am »
So when will we see these in the graphics options in our game?

435
Offtopic / Re: Another XCOM Project
« on: July 25, 2013, 11:58:59 pm »
I love it already!

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