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Messages - BlorkTheOrk

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Released Mods / Re: What is the most carefree mod now?
« on: October 21, 2022, 01:36:56 pm »
Thanks for recommending. It was quite fine.

UNEXCOM is a bit too much micromanagement and too flat learning curve - everything is a bit too good from the start. But still, I wish it was among the Released mods section, it feels pretty much completed.

XPiratez / Re: I want to find what music plays
« on: September 20, 2022, 10:14:23 am »
Thanks. I want to mention that I didn't expect AC:AH soundtrack was so fine.

From the Ashes / Re: Suggestions
« on: September 16, 2022, 12:32:40 pm »
Hello. It's mostly  not a valid suggestion, rather just thoughts, really.

So, I'm looking forward to play the mod since its release. But the problem is : I'm playing on mobile, so I need Android support.

And the second problem: the other major mods - it takes months to finish such for me. So, I am planning to try your mod after finishing the current XCFiles. But it looks like it takes forever for me to finish it(I am not sure if I am winning at this point, really). I believe there are lot of people here, who has the same situation. So, maybe please make your mod shorter if possible.

XPiratez / Re: Guys. Will XPiratez work with steam deck.
« on: September 01, 2022, 08:27:17 pm »
I know that you may install any operating system on this console. Idk how it works. They have some sort of Linux on it by default. So, you may ask how to install OXCE on Linux, I guess.

XPiratez / Re: What is the music playing? I want to know the source.
« on: September 01, 2022, 08:23:37 pm »
I was stupid, it's all easily searchable with music searching tools. GMINTER3 was from Ace Combat Assault Horizon ("Dogfight"). Actually it was my first thought because of the very acey track in the middle of the song, but I expected it to be some fan-created, not official song from the game.

XPZ Strategy/Tactics / Re: Struggling in a few areas. Research, Air, Score.
« on: September 01, 2022, 08:11:26 pm »

Expedition is invisible to interceptors.

I believe the big expedition is visible at the current patch. The small one needed. HUNT PARTY - this one.

Check out "ANAL" button at ingame bootypedia while chicking your available crafts - you need "undetectable = true" transports to deliever your gals around.

I have been looking up guides and scouring the forums but I just don't get it. I feel like I need a walkthrough to play this game, but I love it so much, I'm so torn.

A year ago the mod have changed, so you probably receive too much "build up industry and chill" advices. Cool kids (which are alive kids) do streamline research and extensive kidnapping now.

And the last one: this mod gone from "Build up industry, have all time and fun in the world" to "Right order research or infancy death" this year. So, maybe you want a version of a year or two ago before ninja bases appeared in the mod. This will be the difficulty decrease. And maybe it is a more immersive way to experience XPiratez first time (rather than rush first year).

XPiratez / Re: Guys. Will XPiratez work with steam deck.
« on: September 01, 2022, 02:59:35 pm »
If you find out if it works it will be nice to know. If you are asking if it nice to play it on touchscreen - It was great for me to play it on Android phone. UI of 1993 game fits well for fingers.

XPiratez / What is the music playing? I want to know the source.
« on: August 31, 2022, 08:11:23 am »
Hello, may I ask for the source of GMWIN, GMINTER3 and GME013 source? Is there any list of music playing in game in general?

XPiratez / I want to find what music plays
« on: August 31, 2022, 08:09:12 am »
I want to find EPICC and  Gmenbase2 music source. Is there some list anywhere? Thanks in advance.

The X-Com Files / Re: Please, change the balance so even I can play.
« on: June 18, 2022, 02:15:57 am »
What difficulty are you playing at if I might ask?

It's the middle one.

If you do manors by now and while not having promotion 2 i think you are massively behind in research.

I guess I failed to communicate here. I had more than one run and I got promotions right at time in some of them. It's more about me being unable to get promotion 2 this one last time. And while I don't have it in this particular run I am starting to think about all of the chores waiting ahead and I don't want to play it further while not wanting to drop it yet while imagining all of cool opportunities if the mod was more freestyle friendly.

Night + throwable light sources are your best weapon in such cases. This tactics also requires skills, but makes such missions doable.

30 beetles != 30 zombies.

i managed manors before and managed beetles. The tech behind is not a problem. I'm crying about the othere thing. The way I see the problem: there is a point in any mission when you just did it right and then there is no point in more enemyes after this point. I killed 25 of opposition - time to stop, but no - its time to search for the last one moron, but there are 5-25 of them. So, it becomes boring and stupid mistakes follows. It's a chore and it feels like a job. in this case beetle, zombie, cultist - all the same if they can one shot your guys. Beetles, animals in general, are the worst - they don't beeline like zombies seem to do and they never surrender. While being worth grinding.

So, I want tools to allow me to move on if I score enough of something. I suggest more liberal promotions, so I don't wait till the right mission appear so I can gather the right fancy hats dudes. Or allow me to autopass promotions when I have dead, or at least living aliens. Or maybe if I score some great number in mission.  I suggest maybe political/industrial way to do things - allow me to pay someone else to catch at least some fancyhats and allow me to do industry in general. Atmosphere-wise, I want more obvious in-game suggestions about what to catch. Not tech-tree suggestion, but in game. Again, when I got an alien corpse, Council, we maybe can move on from the cultists plot. Lastly, I suggest to add ability to buy veteran troops like you may do it in Xpiratez.

TLDR: generally speaking I want the mod to be more flexible and more clear in promotion department. I want industrial/economical/political ways to expand XCOM organisation. And the last, but not least: less grindy and less obligatory missions (more of my dudes, less of their dudes will be my suggestion).

The X-Com Files / Re: How do you complete manors?
« on: June 14, 2022, 09:19:52 pm »
Scout Drones have Anticamo of 5 (I think). They can spot assassins from 9 tiles away instead of 4.

Actually, it makes black lotus pretty trivial, thanks! I never thought that they have just simple camo, I thought its something like psi-power checks or something(thanks to ordinary warriors)

What else has this Anticamo property?

The X-Com Files / Please, change the balance so even I can play.
« on: June 14, 2022, 09:15:09 pm »
I do understand that  there are lot of for me to improve, that maybe I need to switch off self-imposed Ironman, etc, but I do believe that this mod is just too hard and in a bad, spongey way, rather than complicated hard.

A lot of missions are too grindy - dozens of mangorns, 30+ beetles, 50+ people at manors, lots of lengthy missions with dangerous enemies.
Lots of missions are too random - the Van may spawn inside a blob of people watching at it or it may spawn at the other side of the map from an outpost, so you may shoot them down while they run to you.
Lots of "Have to turn back" moments, like you are 10 turns inside a mission and suddenly a light vechicle appeared/some dudes spawn from black/some ganger threw a grenade.
Randomness of everything - I have alien power core, alien alloys, a sectoid corpse and a black lotus witch, I have mansion number 3 appeared, I fight terrorists armed with top notch gear - still no promotion 2 - my agents clown up in Bell's helicopter to try to fight light combat vechicles with some bootleg AKs.

I believe at the moment this mod just turns everything in a chore and grind. At least, it feels like this.

Some people may say that all of this adds up to atmosphere and suspens, and looks right. But I have a crew of tazzmasters who just steal people from their families, sects, outposts, zombie hordes... I once lost 5 good men to catch a girl in pink tights. She was the only one who looks suspisious there.

I'd suggest to make promotion system changes to cope at least with randomness. Or maybe some bigger transports early in game so rookie loses won't be so harsh. Maybe cult arms dealers empoverment or something. If I can't get a decent weapon, let me buy a bus or something.

Generally speaking, I hate agent number on a mission restriction - I can have a lot of vans and cars, but I can't have two of them on a mission. Give me a bus or something! There is a small fortress with dozens of armed and armored dudes in it - 6 people for it. And its even more weird that it's possible to have an 11 men APC from the start of the game.

So, please, please - change something towards easyness! 

The worst part of it is I still massively enjoy the mod and I will end up playing it later.

Released Mods / Re: What is the most carefree mod now?
« on: May 25, 2022, 10:25:58 pm »
Thanks! I'll give it a try.

Released Mods / What is the most carefree mod now?
« on: May 25, 2022, 08:55:17 pm »
I lost in Xpiratez, I lost in Xcom-files, 40k is too much terror missions... So, is there a mod for somebody who doesn't want to complete every mission, grind score, fight 6 against 50 or to have every mission a terror mission? I want something so I can play during a coffee brake.

The X-Com Files / How do you complete manors?
« on: May 24, 2022, 07:58:05 pm »
I simply can't figure out how to outgun so much hostiles. 50 men on map pretty much erase my dudes with explosives. Additional pain came from armored cars zipping around. So, what is your tactics/setup for such missions? What is enough/comfortable tech for it?

Second question is strategic: do I need to clear all of the manors? Do they generate much infamy?

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