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Messages - mrxian

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1
Suggestions / Re: Mod idea/Unit - Thing from another world
« on: May 06, 2016, 01:43:02 am »
But Incendiary weapons suck. I don't want to load out my troops with otherwise useless weapons just in case they encounter that one specific enemy.

2
Suggestions / Re: [SUGGESTION/REQUEST/QOL] Alien Interrogations
« on: March 04, 2016, 07:45:56 pm »
Alternatively, you could write a bunch of fluff information pieces that you could get from aliens after all the useful information has been exhausted. So we finally find what alien entertainment actually does.

3
Suggestions / Re: ufo/TFTD Suggestion. UFO:s/USO:s at terror missions
« on: February 26, 2016, 10:26:44 pm »
I'm not so sure - it would make the mission a lot like assaulting a landed UFO.

4
Yeah, base name numbers should have a random factor in them.

5
I looked into making a combat shields mod, and I found no way to alter stats like defense by items held in your hand.

You could make an armor that has a lot more frontal defense, but to balance it out you'd have to reduce other stats to balance it out, which is possible, but after thinking about it, I decided that that's not what I wanted to do so I lost interest.
It would be rather simple to do, too, so if you want to, have a crack at it.

6
Open Feedback / Re: Advice needed on a new playthrough.
« on: February 07, 2016, 01:15:31 pm »
I think I'll try the final mod pack first, and then if I still have the itch, I'll do Redux and/or Piratez.

Thanks for the advice everyone.

7
Open Feedback / Advice needed on a new playthrough.
« on: February 03, 2016, 09:18:24 am »
Hello everyone.

I'm getting the itch to play Xcom again. And I wanted it to be a little different, so I decided to ask advice on what modpack, if any, I should use. I know the game pretty well, but I'm not some kind of strategic master of it.

So, advice and opinions would be appreciated.

8
A very nice feature, but it would making armours even harder. :P
If you can make all the other sprites required for making armot, this tiny figurine shouldn't really be an issue.

9
OXCE Suggestions DONE / Re: Everyone fights, nobody quits?
« on: January 17, 2016, 08:44:40 pm »
Didn't they steal that idea from Top Gear?

10
OXCE Suggestions DONE / Re: Everyone fights, nobody quits?
« on: January 15, 2016, 10:39:58 am »
Wouldn't that thing spin like a ballerina on steroids?

11
OXCE Suggestions DONE / Re: Everyone fights, nobody quits?
« on: January 14, 2016, 06:23:38 pm »
But increased aim since they're firing from a stable (mostly) platform ;)
But they can't take a knee.
Well, they can, but only once, and then they go prone.

12
OXCE Suggestions DONE / Re: Everyone fights, nobody quits?
« on: January 13, 2016, 09:19:11 pm »
Wheelchaired units cannot go up stairs and have half movement?

13
Suggestions / Re: In-game manufacturing profitability view
« on: December 23, 2015, 07:52:49 pm »
Well... Yes and no, because in the beginning you don't have much to produce anyway, so the point is kinda moot.

I usually try to invest in quite a bit of extra production capabilities, because why not?

I must admit, though, that by the time they paid off their initial costs, I don't need the money anymore. Setting up a proper manufacturing section in a radar base takes several months, after all.

14
Suggestions / Re: Craft manufacturing - moving error down the stream
« on: December 22, 2015, 10:47:00 am »
Not bad an idea. Its this or listing manufacture requirements in ufopaedia.
How about both?

15
Suggestions / Re: [IDEA - TOTAL CONVERSION] Black-Com - Party in the CIA
« on: December 13, 2015, 11:17:45 pm »
Man, now I want them to do a remake of evil genius where you can actually play the missions Xcom-style.

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