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Messages - NeptunesNookGames

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1
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: November 01, 2015, 04:26:21 am »
Nook, when you have time I'd like to ask you a few questions about the expansion so that I can get some feedback. Basically they are:
1) The nicest thing about Redux
2) Anything that stood out
3) The worst thing about Redux
4) What feature did you feel more connected to
5) Any detail not included in the above

1- The mixed crews are great, and it's nice having a race like the Overlords in there to add a little variety to the later part of the game, it gets us away from Heavy Plasma/Blaster Launchering everything.
The other is the variety of maps... I used to get so tired of seeing another farm towards the end of the game, some of the newer ones you've made for the 0.7 special missions look fantastic.

2- The mission with the cultist map I had early on was great, I wish I had gotten more of those "special missions".  I think those are what makes the mod unique.

3- It's a long game, by the time I got to the end (1.5years) I was ready to move on to something else.  Once I hit 2000 all I was getting were retaliation missions, nothing new until that Overseer finally showed up.

4- I'm with Meridian on the New Reports, I think it's a great idea and could be a really great addition, but as it was/is now it's basically just a wall of stories that don't really add much.  Is it possible to add one of two into the monthly report? 

5- I know the Psi was a bit out of whack for this version, but I kinda liked it.  Something that always bugged me about the original game is how easy it gets towards the end.  As soon as things started getting easier for me (once I FINALLY got plasma tech) that's when the psi came out and started hitting hard.  It forced me to play the game and not just walk through the crash sites (as it would normally have been). 

Of all the times I've played through UFO it was one of the most enjoyable playthroughs I've had, and some of the stuff you've got in there for 0.7 (oo0h 0.8!?) looks fantastic.  I'll be eagerly awaiting Meridians LP ;)

2
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: October 30, 2015, 07:10:20 pm »
Thanks everyone for putting up with me the last few months,  We've finally reached the end!

Episode 107 "The End"

3
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: October 09, 2015, 11:34:07 pm »
I've already revised this for 0.7 by removing the Psi Strength bonus from the psionic aliens, and reducing the Hybrids' Psi Skill. I can modify the 0.5.4 ruleset that you're using if you're finding them too hard.
Congratulations on your first commander! :D
"First"???  Does there need to be a second?  :-\

No need to modify, this part of the game is usually the least interesting part (at least in vanilla once most of the tech is done), but thanks to these crazy psi attacks it is far from uninteresting.   

4
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: October 08, 2015, 04:40:31 pm »
Big day in Reduxland... Happy Cinco de Mayo  ;D


Episode 91

5
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: September 28, 2015, 12:58:48 am »
Retreat is always an option. At least until you're better equipped to deal with the hybrids.
Is it possible to be better equipped against them?  I realized my crew at the time wasn't really suited for it, but if they have a 100% chance of grabbing anyone and there's around 6 of them at a site, what can you possibly do to combat that?  I'm not criticizing, I really like having challenging aliens to deal with, I just don't see how that kind of site could be taken without a few VERY lucky blaster bombs at turn 1.

6
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: September 27, 2015, 05:58:24 pm »
Was just watching episodes 77-79 there the other day and after checking the .rul file I can see why those pink dudes (called hybrid terrorists) are doing so much successful mind control.
Spoiler:
On superhuman level they have a 100% chance to successfully mc your best troop at 28 squares distance, way beyond visual range. So I wish you luck in any future dealings with them. Apart from blindly firing half a dozen or more blaster bombs in all directions on turn 1 I'm at a loss as to what tactic to use against them.

Oh my!  If there was only 1 or 2 it might be doable, but with so many of them I don't have a clue how your supposed to deal with that.

7
Playthroughs / Re: Let's Play OpenTFTD *commendation mod
« on: September 10, 2015, 11:14:41 pm »
Episode 2 should be live shortly
lol, exactly!

8
Playthroughs / Re: Let's Play OpenTFTD *commendation mod
« on: September 10, 2015, 04:06:41 am »
Quote from: xracer
****Mental note****
recruit Simon and  NeptunesNookGames  as human shields
As long as Nook dies with style, I don't want some lame reaction fire death!  (I get plenty of those on my own)  :P

9
Playthroughs / Re: Let's Play OpenTFTD *commendation mod
« on: September 10, 2015, 01:58:11 am »
I commented on the video but I forgot to add... I had a bit of trouble hearing you over some of the game music.  It may help to turn it down a little next time.


10
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: September 07, 2015, 05:49:05 am »
I just finished a TFTD LP before this Redux one (old school Dosbox) so I'll probably wait a bit before going back to it.  I'm debating on whether to do Apocalypse (although I might wait for OpenApoc), Xenonauts, or another Openxcom one like hardmode or Piratez.

11
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: September 06, 2015, 10:50:40 pm »
The new version isn't quite out yet and my save won't be compatible anyway.  I'm almost to the end of the game so I wouldn't see much of an effect either way. 
As far as starting a new one, I haven't decided what I'm going to do next.  I might move into a different mod, there's a few well done ones out there that interest me.

12
Playthroughs / Re: What to play next?
« on: September 05, 2015, 12:52:37 am »
With all the new stuff added since Ivan's run, Piratez could be a pretty interesting playthrough.

13
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: August 23, 2015, 11:57:30 pm »
Base Attack, invincible enemy, and poor intercepting...


Episode 64

14
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: August 21, 2015, 12:01:15 am »
#s 62 & 63 are both up.  Flying suits have arrived, along with plasma tanks and the Lightning.

62 - https://www.youtube.com/watch?v=RM-eK13feAw
63 - https://www.youtube.com/watch?v=P3urvLeTtA0

15
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: August 16, 2015, 10:53:55 pm »
Finance Management, trying to fix the $6mil deficit


episode 61

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