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Messages - MeatLoaf

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1
Fan-Stuff / Re: Which mods/settings to make late game more difficult?
« on: September 24, 2014, 12:38:39 pm »
you could try this:
Quote
items:
  - type: STR_PSI_AMP
    requires:
      - STR_PSI_AMP
      - STR_NOPE
  - type: STR_BLASTER_LAUNCHER
    requires:
      - STR_BLASTER_LAUNCHER
      - STR_NOPE
  - type: STR_HEAVY_PLASMA
    requires:
      - STR_HEAVY_PLASMA
      - STR_NOPE
  - type: STR_PLASMA_PISTOL
    requires:
      - STR_PLASMA_PISTOL
      - STR_NOPE
  - type: STR_PLASMA_RIFLE
    requires:
      - STR_PLASMA_RIFLE
      - STR_NOPE
  - type: STR_SMALL_LAUNCHER
    requires:
      - STR_SMALL_LAUNCHER
      - STR_NOPE
Which basically makes alien weapons and psionic attacks unuseable and if it's doable (I havent tried yet) build from there.

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 08, 2014, 03:49:00 pm »
Would it be possible to add in stun rounds for the blaster launcher? Researchable after stun bombs, stun grenades and blaster bombs perhaps and made using 2 stun bombs and 1 elerium.

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2014, 07:11:17 pm »
I've definitely lost games because of how difficult it is to advance. The last game I played my base got invaded by while I was still using alloy ammo. I technically won the mission, but I lost pretty much the entire base when a structure got destroyed right below the access lift.

Even more importantly though is the absolutely terrible luck I had with catching engineers, and the worse luck I had with research topics from leaders/commanders.

Destructable facilities should always be behind the firing line rather than part of the front line.
I actually ignored alloy ammunition, I concentrated on building Dart/As early on and left a full compliment of them on the sky ranger. I had 14 snipers+ACs+Rls+Dart with 3 ammo loads for each weapon (and 3 pyro'nades each) and when going against a small ship I'd load the first 10 with DRs and the last 4 with RLs and stun everything. I just worry about the wieght capacity of the sky ranger ;)

I do agree with you on the laser tech though, half way up the plasma research tree we have everything we need to make both the vehicle mounted laser and a man-portable prototype laser (even if the magazine is the size of a rocket and only have 10 shots).

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2014, 02:05:08 pm »
I've lost several games now because I just can't find these empty techs

When you say you've lost several games do you mean actual games, or just missions? I'm half way through september now still using avalanche missiles and guass weaponry (although I do have flying power armor). Hold onto your missile launchers/auto cannons  and switch to IC ammo (don't forget the grenades!)I think I burned through 16 missiles and 20 grenades going against an etheral terrorship :)

5
Suggestions / Re: Mobile bases
« on: August 31, 2014, 03:03:57 am »
Apart from the basic idea, I think it opens an interesting possibility: a sequel game.

You are the commander of the starship Centaurus. Its five years mission: to explore the galaxy, to look for alien outposts, to intercept incoming UFOs, to learn about alien cultures and technology... And to obliterate it all!

Really, all we need is implementing a star map.

Sounds a lot like the game interceptor should have been :)

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 30, 2014, 01:19:43 pm »
Yes, it's certainly good defence, but it also looks kind of gamey. I was going for a more natural look for the default base. If anybody wants the metagame defence configuration, they're welcome to use the custom layout; exactly like in the vanilla game.
Well, new content means new tactical surprises. :) I'll say, modding success! :D
And nope, there were no changes to the fire mechanics. It's hard-coded.
Must have been a courner fire free then :( The cyberdiscs worry me because that probably means at sectopods and some others will ignore fire tiles too  :'(
You should add alternate ruleset, "casual starting base" :) Although placing the lift not adjacent to any hangar is too hardcore even by my standards :)
Seriously though, you should make a map that looks believeable but it is easier to re-configure than the standard one, as in "not having to blow up 2 hangars". Or NOT use my big quarters on startup and leave things vanilla.
I wish we had bigger bases, offset by needing control rooms, power plants and separate corridoors that don't run through the middle of sensitive science labs and right next to my soldiers beds. But the new LQ and FMP in general is deffinately a modding success :)

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 28, 2014, 03:17:07 pm »
Hahahahaha just had a real nasty fight, tried to treat it like defending a single corridoor instead of 2 distinct ones. I will never use the large facility in a small base again :). Also did you guys change the rules about fire? I saw 4 sectoids walk through it and 2 cyberdiscs park in it  ???

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 28, 2014, 09:45:03 am »
Also, with the new update...
I saw the new base layout and I just asked myself...why?

While I don't honestly think it's any worse than your normal starting base, I admit it's sort of beta. Maybe you could suggest a better arrangement? A simple drawing would suffice.

And that is why I always build my own base. I have a couple of suggestions but I need to wait for a base assault to see the fire lines of the LQ.

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 27, 2014, 04:00:09 pm »
Lol sorry I havent actually tried out the tanks, it was just one of my peeves about the vannila game (and if I had any graphical talent the gren tank would look like this). Also it may have been inspired by a bit of vodka while reading hobbes' work :)

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 27, 2014, 02:05:27 pm »
I doubt you'd be able to reach a balance in the games finances, you could possibly do it if OXCOM 1 was split into 3 different games which 3 different geo-political landscapes and financial situations. If you included TFTD (which would make so much more logical sence if it came before EU) it'd probably end up at 5 chapters (First Contact, Turning The Tide, Reinforcements, Burning Skies, Killing The Hive).

Oh and if you guys are having trouble early game I just threw this together:

Rocket Tank - power increased to 100 ammo reduced to 6 (35% 1 shot chance against cyberdiscs)
GL Tank - fires (18) 40mm grenades and takes the role of the vannilla rocket tank
Auto Cannon Tank - 'Cause 3xHE is better than a single AP shell right?

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 26, 2014, 05:14:48 pm »
Ruthless, all of you.

:)


Gotta tell you, I hate it when people die. The thing is though, I know whats coming. Early game I prioritise those who'll be able to take the cyberdiscs I know to be coming. Once I get the psy labs I dance Gangam style, and protect those who can withstand the etherals. Your troops can be assets or they are liabilities, troopers will die so which do you protect?

PS yeah I know I could pre-screen assets from liabilities, but someone will die...

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 26, 2014, 03:02:01 pm »
REMOVE WEIGHTS ON ARMOUR
I get it "realism", but it helps early game for the few good men.

The few good men shouldn't be on the front line, they should be 2nd line taking sniper shots at spotted targets. I think 5-10% of recruits are keepers which means 90%+ are cannon fodder laying down their lives to keep the elites alive...

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 26, 2014, 01:17:59 pm »
Okay so I have a confession to make, as I said earlier I've had to learn a lot of new tactics while playing this mod. One of my tactics involves not botherin to research aliens until I have the important stuff... even though all of my troops have the dart rifle in their back packs :/

2 missions later I have every single rank of sectoid and chtont (sp lol) and a tunlun across my bases. Oh HAI gauss tech :)

Also you weren't wrong about hobbes' work being long but worth the read :)

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2014, 10:04:11 am »
Hi!

I play OXC with the final mod pack and it is nice! I feel like if I am a little child again who played X-com on his old 386 pc :)

But a few questions popped in my mind during these two days I play (in game it is december now and have about 56million $):

- What is the exact rank pre-requisite of plasma weaponry? Leaders of Sectoid\Snakeman and Anthropod just gave me a short entry how the elerium-reaction works in the weapons but no access for the weapon research. Already have laser- and gauss-weapons and toxigun (what I have ammo but I can not research it for some reason)...

- What do I need for small launcher? Already researched the stun- and elerium-ammo but the launcher is not appeared for research and thus I can not use it in combat.
I can't research the small launcher ammo types, but I do have the launcher done :p

As for the Plasma weapons you need to capture any rank other than soldier... Be warned though there are 4 different tech lines you need to run up to get the plasma weapons.

Hobbes story, do I have to buy it somewhere or is there a link to it?

/edit the only workable tech upgrades I have completed (100 scientists, May) personal armor raven/alloy sky ranger and dart gun/type A :) I have had to learn alot of new load outs/tactics for the early game.

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2014, 07:25:11 am »
I have 150 ele, build the fastest interceptor, have heavy gauss, I fight ethereals now..
and still I can't research plasma weapons! is that normal? I have no more reseach subjects, did power suply, navigation, ofc. alloys, corps of sect float ether, captured live aliens (but not high levels yet).
You need to capture a sectoid/snakeman/etheral/muton/floater of rank engineer or above. 3 other pre-requisites just say "need item" which I assume refers to the data slates.

/edit I find it a little odd that we are not allowed to use these captured weapons until we know how to perfectly recreate them, surely you only need to know what the buttons do, how to load it and how to fire it?

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