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Messages - Gerk

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 15, 2018, 02:45:58 am »
Wait, does the Tank Terrorist have a different stat splat? I was under the impression it was identical to the X-Com Tanks.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 14, 2018, 02:24:20 pm »
No pressure, no worries!

It's not the end of the world by any means.

I will say the mod is fantastic all-around. I've been streaming it every other morning and it's fun discovering all the new nuances and the chat (who range from my normal uninitiated regulars to X-Com vanilla vets to FMP gurus) providing their feedback as well.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 14, 2018, 09:03:12 am »
Oh, I did. Doesn't make it any less boring/unintuitive though.

If that's the route the design philosophy decided to go down, it would have been a bit more prudent to include an enemy or two that wasn't vulnerable to anything except...say, incendiaries, for example, or maybe something later on that completely negates Plasma or Lasers (assuming nothing of the sort exists already) thus requiring an answer with the other.

As it is, the three major offenders (3 AFAIK anyway: MiB tanks, silacoids, and those goofy terror snails) just seem arbitrarily thrown in. I know the guy was talking about the vanilla X-Com spirit or some vague term like that, but things being completely immune to all your AP weaponry simply did not exist in the vanilla game until long after you were expected to have ditched it all.

Either way, I was asking if any such modmods existed to kinda iron out the gameplay experience. If not, no big deal.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 14, 2018, 02:47:47 am »
If you didn't want to alter stats, then it might have been patently unwise to move a lategame unit to February.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 13, 2018, 06:48:12 pm »
Started the mod along with a friend, and we both are getting the same vibe from early game: that it should be called the Final High-Explosive Pack.

Are there any modmods to remove the ridiculous amount of "Armour Piercing" damage-immune enemies from the early game? Or at least tone them down? I can only toss so many High Explosives at Silacoids and MiB Tanks.

Besides that though, well done on the mod.

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