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Messages - Mustang

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 24, 2017, 06:40:49 am »
Enjoying FMP immensely. Ran into a reptilian terror mission tonight and one of the salamander terror units landed an auto shot into the skymarshall. Had to smoke to put the fire out and the resulting grievous injuries, deaths, and unconsciousness made for an interesting mission. Never thought incendiary would make things so interesting. I want to mention though that upon researching that terror unit there was no UFOpaedia entry for it like there was for the reptilian.

Also a question, do the MiB establish bases? I have had heavy consistent MiB activity in a region for some reason but no bases or anything

2
Offtopic / Re: More than one mission for Skyranger
« on: September 10, 2014, 09:46:10 pm »
Who cares what the soldiers want? The aliens aren't going to stop invading and give them a breather

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Offtopic / Re: What is the diference???
« on: September 10, 2014, 09:41:51 pm »
There's also an option in the mod list to allow Psi strength to increase, which leads to a monthly potential increase in psi strength for all soldiers in training. I've seen anywhere from +0 to +14 from one month of training, but the strength doesn't increase in combat like skill does

4
I know what you mean, I play with the Final Mod Pack and the floaters get explosive weapons too. I ended up adopting a strategy of having all of my soliers stand just inside of doors in rooms adjacent to the chokepoint hallway. With one or two people per room, they'll poke out of the room, fire, and move back in. The closing door stops explosives and blaster bombs so long as the aliens get gunned down as they move through the airlift

It's kind of cheesy, but every time I tried to use all my soldiers or set up defensive positions inside the hallway they would die horribly to explosives and cause a panic chain leading to my inevitable defeat

5
Early superhuman attacks are generally the norm, even in vanilla. You just have to pray it's not cyberdisks/sectoids and always keep extra soldiers and equipment back at base to deal with it.  I usually keep 2 tank/cannons in early bases to defend, though sometimes I'll make one of them a rocket launcher. I only take cannon over rocket launcher because the cannon has a lot more ammo and can still kill cyberdisks

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2014, 07:22:35 am »
Well, if you're saying you have the prerequisites, then you do, but if you can't research it, then it means you probably don't...

Psi-Amp requires:
- Mind Probe
- Psionics

Mind Probe requires:
- Alien Neurosychology
- Alien Optical Processor

Psionics require interrogation of a psionic alien.

Laser rifles require:
- Laser Cannon
- Power Source Miniaturization

Power Source Miniaturization requires:
- UFO Power Source
- Interrogation of an Engineer

Hopefully this helps.

I've lost several games now because I just can't find these empty techs. What is Alien Neuropsychology or Alien Microprocessor? Am I just supposed to research  leaders until I randomly get the empty techs I need? In my last game and my current one I finally got to Gauss, but in my current one I also just researched a sectoid commander and didn't unlock psionics. Are the requirements different for those too? Is it possible to disable this empty tech nonsense?

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 31, 2014, 03:31:22 am »
Hey I'm new to using final mod pack and I keep hitting dead ends in research, for instance I have psi-lab and mind shield but no psi amp, and I can't find a way to research gauss and laser weaponry despite meeting the prerequisites I see in the tech tree. Is it just a matter of conducting more interrogations? It's getting tedious fighting mutons with alloy weapons

8
Man the MiB tanks are murder. I eventually ran out of rockets and ended up losing the mission because none of my other weapons seemed to even put a dent in them.
I really like the mods! Never thought X-Com could feel so fresh

9
Programming / Re: Apocalypse avatars
« on: August 26, 2014, 04:41:12 am »
Can you rehost those mods for download?

10
Offtopic / Re: X-com Apocalypse
« on: May 08, 2014, 04:45:16 am »
It's a controversial opinion but Apoc is my favorite X-COM (though that doesn't mean I don't love 1/2). From what I understand it hasn't been remade or patched to the extent of the first more because it's source code is unavailable or convoluted and difficult to change. Is it even available? I'd love to see a revival of Apoc with all of the features it was supposed to have (like multiplayer) and you can see vestigial parts of the UI designed for such features, but the game's so old and unloved now that I think even with the resources it wouldn't be worth undertaking a serious project for.

11
Offtopic / Re: Introduce yourself
« on: May 08, 2014, 04:42:08 am »
Hey mustang, I remember you! Weren't you in one of the xcomufo x-com games back in the day? :) Wonder if there's any more oldies from those forums hanging around.
Sure was! I know j'ordos still hangs around that forum and continues to update his Apoc utility but I'm not sure about any of the other guys, I haven't visited there in several years :P

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Offtopic / Re: Introduce yourself
« on: May 07, 2014, 06:14:40 pm »
Hey everyone, I'm Mustang.

I recognize SupSuper from the xcomufo forums I frequented when I was ~12, looks like he's been up to a lot, hah. This time around I just finished my fourth year at university for software development, so I'd like to take a look around the code of Open X-Com and see what I can do. I've got summer ahead of me and I gotta stay sharp on my C++ :P

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