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Messages - DarkerDark

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XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 08, 2017, 05:56:54 am »
Thanks for the savefile edit explanation, Solarius. I accidentally destroyed my hull and tiny drill by cancelling the manufacturing process. The mod starts you off with 30 workshop space, but using the tiny drill on the hull needs 30 space exactly, so you can start the process before realizing you can't actually assign any runts to it because of lack of space. Cancelling the production destroys the materials involved.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 29, 2015, 10:39:55 am »
I just started a new game on a new computer with the latest nightly and it seems like shotguns don't give any experience/stat gains from buckshot hits. I've got a guy with two kills and he's still a rookie. Heh.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 15, 2015, 11:30:16 am »
fire takes forever to kill something meanwhile the cyberdisc is shooting back

I thought the same thing with flamethrowers when I first played FMP, but then I found out that the flamethrower ignores armor and actually does more damage to big 4-square terror units. I play on Superhuman and cyberdiscs will routinely die to a couple of good hits from the flamethrower. The trick is to catch them when they're at ground level and to use smoke grenades (or smoke caused by the high-explosives you've been pelting them with) to mask your approach so you can get in range.

My early squad loadouts usually included 2 flame throwers, 2 rocket launchers with 6 - 9 rockets, 10 - 15 high explosives, 10 - 15 smoke grenades, and 12 - 15 regular grenades. I found the only time cyberdiscs were really scarey is when they were flying high, because then they'd see over the smoke and pick off anyone who would try to scout ahead. Of course, there was that one mission where a few of them were hiding on top of my skyranger and decided to reveal themselves the turn after my officers jumped out of the craft... That battle didn't end well.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 11, 2015, 10:45:31 am »
It's gotta be said, this modpack is pretty fun!

I'm really enjoying the special missions and the variety of races to fight against.

Spoiler:
The MiB mission where they're having a meeting with the sectoid leader and his hybrids was a blast to play through and it very much sets up the MiB as alien-dealing goons rather than just misguided humans. Two thumbs up to the guys who came up with that mission.

I like the arsenal of early weapons available, though a few of them have been phased out of my squads after letting me down far too often (SMG and the miniguns). The laser weapons are good and will be distributed amongst my men, and when it comes to Gauss weapons, the Gauss Sniper Rifle is king. Actually, the Gauss Sniper Rifle might be a little too good compared to its Gauss brethren (maybe lowering the ammo count on it would help balance it?)

I am wondering a little bit about production strategies though, is there anything I should be manufacturing for money, or is it all pretty much balanced profit wise?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 09, 2015, 09:15:54 pm »
Some of the sections of the factory raid map are buggy. There are certain stairs that cannot be climbed and I think I've got an alien stuck in a room on one of the upper floors that I just can't get to. I've tried high explosives and rockets to try to flush the alien out, but all it ends up doing is destroying the floor tiles surrounding his prison which means I can't throw any more high explosives up there as the walls are still intact. It's quite annoying. Are the walls indestructible or does it just require higher tier weapons?

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Work In Progress / Re: custom missions ideas
« on: March 06, 2015, 08:32:24 am »
It'd be kind of neat if we could get a series of special missions for alien infiltration attempts. For instance, having a couple of mind-controlling aliens in a presidential palace/government building protected by their human hosts.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 27, 2015, 02:31:26 am »
Does anyone use miniguns and HMG with current stats they have? May be some tweaking is warranted? I`m just curious.

I've been playing the mod for a few weeks now and I can't really find much of a use for the minigun or the HMG in my team. I play with the accuracy extender script settings, so most of the autoshot attacks have little to no accuracy beyond point blank, this means that in my game only the low TU cost autoshot weapons get used, as they have to run up to the enemy to engage and then run back behind cover before they get blasted by any of the aliens they didn't kill. So most missions my assault rifle troopers supported by sniper rifles (over 100% accuracy across the map on aimed shot with half my TUs to spare!) do most of the fighting. The HMG and the miniguns kind of just sit back and watch (or throw grenades).

On another note, I also play with the alternate movement script, allowing for sprinting, and I'm finding this makes the sniper rifles dominate the battlefield. I have just researched Gauss Sniper Rifles. My team is now mostly Gauss sniper rifles. They have mobility, do a lot of damage, and they barely ever miss. It seems a bit silly clearing out UFOs with sniper rifles, but hey, that's X-Com baby!

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 15, 2015, 01:39:48 pm »
Hello gentlemen,

Is there an old nightly I should be using with this mod to run it smoothly?

I seem to be having problems with constant crashes with the nightlies I've tried so far.

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