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Messages - trinibwoy

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1
Work In Progress / Re: Question about limitations on numeric values
« on: May 18, 2017, 05:36:11 am »
Thanks for the response man.

I just want certain encounters to feel like "boss fights". I want my team to have to work their asses off to bring down each terror unit in the game. I want the terror units to be terrifying again. This is just one way I've found that could possibly help get that feeling.
I found myself getting bored because after researching plasma and advanced armors, a veteran team blows through any encounter far too easily

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Work In Progress / Question about limitations on numeric values
« on: May 17, 2017, 02:42:31 am »
Hi guys,

Forgive me if this is a dumb question or has been answered in another post.
I am not a big modder but i do enjoy tinkering with values a lot to suit my ideal gameplay style and challenge. That being said, I often add armor values and additional hitpoints to tougher enemies like sectopods and mutons, or even turn wimps like reapers and silacoids into decent threats by upping their resilience. Is there still a limit on how high these values can go (specifically, hitpoints).
I remember there being a limit of 255 before the values would start over at zero.

...
Yes I'd love to turn reapers into giant death machines with hundreds of hitpoints, make sectopods feel like the giant super durable mecha the lore makes them out to be-every one should feel like a mini-boss battle, even turn silacoids into super resistant monsters that my elite soldiers wont just breeze through with lasers and explosives.

haha dont judge me too harshly lol

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 28, 2015, 01:50:10 pm »
Devon_v  I totally understand your frustration with Cyberdisks. Maybe its a FMP thing, maybe its an OpenXcom thing. They are early game DEMONS to deal with. I cringe in fear every time I get a Terror Mission with Sectoids.
This is not a complaint though.
I actually prefer the difficulty they present as it really adds to the early game the feeling of "Oh Crap! There's no way to stop these things without great sacrifice".
I know that my best and brightest soldiers may go home in body bags after a mission.
It makes the threat of the aliens sooo much bigger.

Whatever it is about them that makes fighting them so difficult, even with alloy weapons and early laser tech, DONT CHANGE IT! Its brutal but rewarding. And it forces different tactical thinking as I have to direct my soldiers to get within lobbing range to pepper every disk with rockets and HE packs.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 28, 2015, 01:59:43 pm »
Hi guys,
I know this may not be the right place to ask this question but FMP is the mod I am currently using and it has contributed to literally half my available soldiers crammed in the hospital with various injuries...plasma burns...reaper bites... (and please forgive me if it sounds dumb or has been previously addressed)

Is the upper limit for hiring soldiers/ engineers/ scientists still 255 like in the original XCOM or has OXC done away with those caps and i can hire my little zerglings en masse?

These missions have been kicking my ass.

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 16, 2015, 01:30:34 pm »
Soooo Solar...

Last night while playing FMP i got my second ever golden ufo encounter. (First time was in a previous playthrough a while back and the white ethereals all had heavy plasmas and shot my team almost all to hell-they didnt even have to mindrape em)
This time, they had weird looking weapons (including heavy plasmas) and it was my first complete wipeout in this playthrough. From getting panicked and killing friends, to being blown apart by plasmas and grenades, to having my own xcom-cyberdisc shot to crap and kill 3 soldiers in the explosion, to two soldiers being sniped by what i can only assume is a long range shotgun of some sort....but my real question(forgive my long winded story-the challenge was thrilling) comes from the event that caused the actual wipe.
Literally everything on the screen just exploded.
Initially i wondered if that was a blaster bomb, but i have no recollection of blaster bombs causing such a large explosion. My tank and 2  of my 3 last surviving soldiers were caught in these huge explosions that came outta nowhere.
Is that normal?
Should i just say "thats xcom baby" and try again?
Cuz now im kinda afraid of those golden ufos. Dont know if to just expect the entire battlefield to go to hell after a few turns.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 03, 2015, 02:57:56 pm »
Thanks for the input Trinibwoy. I wonder what changes you made? I thought going to Cydonia in under 1,5 years is already pretty tough in FMP, so I'm curious. (Or maybe I just can't play.)

I wouldnt say that. I'm just a very aggressive player. I tend to spam magnums and stun rods early on and this affords me lots of captures. Who doesnt fall with the first couple zaps gets shot.
The past couple games i played left me with quite a number of sectoid, snakeman and floater navs engineers and leaders. Researching those unlocked the majority of techs for me pretty early on.
By december, i was poised to nuke mars.

To compensate for my aggressiveness(and feeling like i missed loads of content) i just tinkered with the deployment data-delaying certain alien appearances, and the little spreadsheet thingie that determines item levels- ensuring that the bigger weapons will more likely come into play a lil later in the war as things escalate. Finally i just lowered the amount of available engineers on any given mission/ship to reduce the likelyhood of me accumulating a hoard of researchable goons- making the game more interesting for me.
Again, im not trying to interfere with your flow in any way, its simply small changes to accomodate my preferences. This Mod adds so much that its hard to not want to interfere sometimes ;D

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 03, 2015, 01:01:19 pm »
Random feedback/commentary:

The skymarshall is fine as is. Lorewise i understand what solar was trying to do (xcom hobbling together alien metal scraps on an old skyranger to try to make a slightly more efficient and sturdy troop carrier.) Even its layout forces a change in tactics- which IMO, adds to the experience of the game.
 
The skyranger is indeed a coffin with wings and soldiers routinely get slaughtered trying to secure that little exit area (a brutal but essential part of the game as i imagine securing any "hot" area should be).

The skymarshall just changes those dynamics, as does the Ironfist(if i recall the name correctly).
Every new transport brings with it a unique opportunity to change playstyles. It leaves us with the choice to use what suits us best. For me, I prefer long war type games so i tinkered with the fmp ruleset a bit to ensure that my game runs for at least 1.5 years before i can even think about smelling Cydonia.
That being said, every time i unlock a new transport, my tactics shift to maximising the opportunities presented by the new transport(i dont stick to any one jet because of the way "i like to play")
Adding to the list of transports however would stretch the game even further (not that i mind at all ;D). However how will such a plane with huge carrying capacity be balanced? Make it very tough but slow?
Anyway, i look forward to seeing what progress is made.  Till then, i'll be shooting sectoids


8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 15, 2015, 02:47:09 pm »
Am i wrong for not really wanting this changed? I am actually looking forward to having the final frustratingly brutal romp with the Elite of the Elite....actually be a final frustratingly brutal romp with the Elite of the Elite.
The "boss level" should feel like a boss level, no? One where you just barely scrape through through sheer skill/strength of will (and all that other heroic crap).
As i have not played Cydonia yet, my opinion is subject to change tho lol

9
Offtopic / Re: Introduce yourself
« on: May 13, 2015, 02:42:23 pm »
Cheers from Nippon. Heh, somehow I skipped over the introduction forums before making a couple of posts. I found OpenXCom after being disappointed with the Firaxis release and trying to figure out how to get the old UFO to work on my netbook. I'm just blown away with the whole project! to take an old classic, which was arguably ahead of its time, and make it a modern port is cool as hell. It's kind of like what the Stracciatella mod did for Jagged Alliance 2 (or the 1.13 project before it got all stupid and bloated).

I'm just happy my old favorites are playable again. Anyway, thanks for OpenXCom!

*Checks map to see exactly where the heck nippon is*
Hey! Welcome aboard! OXC is a dream come true lol. I still feel like a kid in a candy store with the sheer volume of mods and enhancements here.
(It really does feel like the 1.13 mod for Jagged alliance-another old favourite)
Sit back, relax and enjoy once again losing many many hours of your day :D

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 11, 2015, 07:44:53 pm »
By chance, is that a "heavy raiders" (i cant remember the exact name right now) retaliation mission? If so, I just BARELY survived an attack recently. Chrysalids, Mutons, Ethereals, Sectopods and Gazers. If i didnt JUST finish manufacturing laser weapons i may not have won.  I lost many good soldiers  and tanks though :'(
Very tough.
Loved the challenge

11
Yeah sorry for bringing that Pachyderm up, you're naturally right a new player wouldn't gamble for it, and it is as designed - all the alternate buyable crafts were always intended for experienced players who want a challenge or simply something different. Don't be depressed, everyone who played Piratez seem to write that they only learnt to survive through being repeatedly whacked :)

This mod sounds pretty awesome. I think most of us only learnt to survive even vanilla Xcom through being repeatedly whacked. lol.
Will definitely be trying this soon :)

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 24, 2015, 01:05:14 am »
Soooo I'm not sure if this is the right place to gush about this but I'm doing it anyway.
Vanilla Xcom was beginning to feel very same-y till i came across this mod (currently using version 1.1.5). Now Xcom has numerous new ways to kick my ass again ...simply because it has restored the "unknown" factor in enemy unknown. I have no idea what i will face next. Even with the plethora of new weapons at my disposal encouraging new playstyles, I still find myself repeatedly yelling:
"what the hell is a Chtonite?"
"What the hell is a tunlun?"
"The hell is this blue thing...and why wont these snail things DIE!!!??"
"A red Tasoth? and a freakin DINOSAUR? WITH MISSILES???"

So as you can possibly surmise, I've been having a blast with this so far.
Thanks sooo much to Scorch and Hobbes and everybody who contributed to making this huge mess of an awesome mod possible.

Cheers from the Caribbean  :)

13
Offtopic / Re: Introduce yourself
« on: April 22, 2015, 04:33:46 pm »
Greetings from the caribbean, folks.

I never expected to come across a project like OXC and its thriving community. I always thought myself a bit odd for liking what seemed to be such an obscure strategy game as a kid (my friends were all enamoured by more action-y titles). I hope to participate and contribute to discussions with like minded people who, like me, loved the seemingly obscure (and frustratingly difficult) little game called xcom.

Cheers

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