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Messages - Thermite

Pages: [1] 2 3 ... 10
1
Offtopic / Re: XCOM Inspired Fantasy Game
« on: January 10, 2021, 11:37:42 pm »
I have been away since forever!
Your work seems to be going amazingly!
Congrats Nash!

2
Offtopic / Re: Introduce yourself
« on: January 10, 2021, 11:35:37 pm »
Hi everyone,

I'd like to introduce myself. My name is Nina, I'm 25 and I'm living in Hamburg (Germany). I work as a web designer and in my freetime I love to share my interests with others.

I hope to have some nice conversations exchange within this great network! :)

Wow many eastern Europeans among us!
O_o
Welcome!!

3
Programming / Stuck AI
« on: January 10, 2021, 11:33:50 pm »
Basically going to link the snippet I put on the modded part here:
Been off from the forum for a good while, but something quite funny happened to me today after returning to the game, the game got stuck on the alien's turn because the enemy tried to enter a tile that they couldn't see through, but a unit of mine was on the other side.
XD
Going to attach the save to this, but perhaps this isn't just a modded thing, so will also notify the general topic about this bug...
Kisses to you all and happy late new year!

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 10, 2021, 11:28:52 pm »
Been off from the forum for a good while, but something quite funny happened to me today after returning to the game, the game got stuck on the alien's turn because the enemy tried to enter a tile that they couldn't see through, but a unit of mine was on the other side.
XD
Going to attach the save to this, but perhaps this isn't just a modded thing, so will also notify the general topic about this bug...
Kisses to you all and happy late new year!

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 05, 2020, 03:01:32 am »
Not sure what you mean, all tavern missions were tested and worked okay.

Guns without ammo would sound worrying, but everything looks fine to me.

They happened on a easy rider mission...

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 05, 2020, 02:59:47 am »
hmm, they appeared to work okay in testing, but I won't bet my arm on this. Would you maybe have a battle save?

Nope...
;w;

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 10, 2020, 07:58:17 pm »
Just remembered, I think criminal records aren't counting as points, just to let you know...

Also some of the, still in development, shady tavern missions just end right away because of turn limits and the enemy surrendering...
I also noticed that in the shady tavern mission for the easy riders (this is one of those weird surrender missions) there was an awful lot of guns, but no ammo.

8
The X-Com Files / Re: Alien Embassies
« on: June 10, 2020, 07:52:29 pm »
Honestly, I don't think it's that hard...

That wouldn't be enough to justify why, say, Brazil would suddenly denounce its political ties with the aliens.

It isn't a mission that would make the country go back into the fold, but that would only give away the key for you to be able to access the embassy and the country would only forfeit it's relationship with the aliens after the embassy was destroyed. Which would make the mission more of a heist than anything...

Maybe add some HWP on the fold too for the heist mission. Some points loss could also be added because the embassy key was stolen, since XCom would be interfering directly into council's politics...

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 10, 2020, 02:44:11 am »
Chemical flares get destroyed even when they aren't activated.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 10, 2020, 02:36:38 am »
Any mission that ends in a surrender with space cyberweb personnel causes the game to crash.

11
The X-Com Files / Re: Alien Embassies
« on: June 10, 2020, 02:23:54 am »
I don't understand this argument - what you described is 100% political. How can a black ops/terrorist organization be anything else than a political organization? This article looks 100% correct to me.

But you literally just said it wasn't a political organization...

There are many reasons why Alien Embassies shouldn't be removable with no limits, mostly because X-Com is not a political organization and has absolutely no way of controlling if countries ally themselves with aliens or not. I shat bricks to come up with ways to allow it in some very special circumstances which are still a big stretch.

And also:

Maybe add a hard late undercover mission on the lines of "Alien ambassador kidnapping" where there are several heavily armed hybrids, some ambassador hybrids and maybe even an alien or brainer. And, among one of them, there is a embassy key. The appearance of such missions could be tweaked to be very rare and they could be made available only after one alien embassy was already taken care of.

12
The X-Com Files / Re: Alien Embassies
« on: June 04, 2020, 08:40:09 pm »
because X-Com is not a political organization
You should review he council's chain of command ufopedia entry then...

13
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 04, 2020, 08:17:01 pm »
No...

But there is nothing there, just the dreaming stuff, that you can access later and isn't really that unique...

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 04, 2020, 08:02:38 pm »
Good point, I'll add this and similar stuff as a concealable.

And maybe allow us to buy and carry crosses, pls?

15
Suggestions / Re: Mirrorred sprites/mirrorred sprite functionality?
« on: May 29, 2020, 09:01:47 pm »
Yes.
The answer is still the same, it's not feasible.

Shit...
The original game is so impossible to modify, then?

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