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Messages - REDACTED_KUN

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1
Offtopic / Warcraft 3 Screenies
« on: September 26, 2016, 04:09:57 pm »
Thank you davide for and cheering me up and the replies on "Not Playing OXC Anymore" thread.
Adding the Warcraft 3 screenies right now.

I can't add some Warcraft 3 Screenshots as attachments because the files are too big.

I decided using postimg because bulletdesigner has one.

Lets check it out.
---------------------------------------------------
WARCRAFT 3 DUNGEON CRAWLING MAP I MADE UP:

1: The Town i made.

2: The Cursed Cathedral Dungeon Level 1.

3: The Cursed Cathedral Dungeon Level 2.

4: The Cursed Cathedral Dungeon Level 3.

5: The Cursed Cathedral Dungeon Level 4.

6: The Cursed Cathedral Dungeon Boss Level 1. (The Skeleton King/Warlord)

7: The Cursed Cathedral Dungeon Boss Level 2. (Master of the Cathedral/Demon who cursed the building)

8: Protagonist House, Corn Farmer House and Blacksmith.

9: The Tavern (Upstairs and Downstairs).

10: Villager House and Doctor's Hut.

11: The Inn (Downstairs and Upstairs).

I did pretty good at the interiors with vannila "Support Column" models.

I liked it because i want to do a Diablo/Torment/RPG style map i'm making. I know that "Dialog Button" event triggers get too annoying because of the whole "Last Created" part. I'm going with "Player typed-in chat message" instead of that.

2
Work In Progress / Re: How to import soldiers from savegame to battle
« on: September 07, 2016, 01:12:00 am »
Man. I would like 100 or 300 or 900 soldiers in a super huge craft or in the base.

But great idea for trying to import soldiers from savegame to battle.

3
Tools / Re: MAPVIEW upgrade
« on: September 05, 2016, 05:22:37 pm »
I think it's best that everyone can fix the bugs/glitches with Large Scout and other maps.

That's what my problem is with looking around with the Large Scout map.
https://openxcom.org/forum/index.php/topic,4842.0.html

4
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: September 02, 2016, 01:59:50 am »
Ah yes! The nurgle guys are here. ^_^

Can't wait for a full version of the mod.

5
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 31, 2016, 12:49:13 am »
I think i want to try this mod out because this mod is related WH 40k (Not WH Fantasy/AoS. I still liked both WH Fantasy/AoS and WH 40k).

But the mods i always use is XOps' Xeno Operations Mod or Solarius Scorch's Final Mod Pack.


I really can't wait for a full version of this mod with no bugs and glitches.

EDIT:
Oh yeah. This thread is made by Ryskeliini.

Ryskeliini is not online.

6
Playthroughs / Re: Welcome to my Barbecue (PirateZ)
« on: August 30, 2016, 05:09:32 am »
Oh my.

They... Are... So... Dead... Meat...

7
Work In Progress / Re: A Better Inventory Slot Layout
« on: August 18, 2016, 04:57:52 am »
You're not the only one.
I'll make a new thread for this in releases, I just need to tweak the costs a bit more.

That looks nice!

Now you got Chest and Belt. :D

8
Troubleshooting / MapView Bugs and Glitches
« on: August 16, 2016, 01:49:40 am »
Backed when i was working on getting my maps back to the new location/folder of my MapView.

There are some or too many bugs and glitches on my MapView maps (Including the Large Scout Variants i'm making because variants are very important).

It keeps saying "Attack Base: One" on the last node (Node 20 or 28's importance is supposed to be One) on the Large Scout variant which is a bug or a glitch at this part.

I'm about to delete Node 20 and 28 at the part of the map to let the bug and glitch to go away.

It will take a few seconds to go away.

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 09, 2016, 11:56:43 pm »
After updating it seems the normal sniper rifle got broken:


That happened on my thing too.

10
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 09, 2016, 11:52:13 pm »
Can this mod work on Nightly builds. I would liked to try it out. But i can try it whatever i want to.

11
Work In Progress / Re: Parts of ufopedia.org available here
« on: August 09, 2016, 03:08:50 am »
The problem is that it says the "Website is offline" thing is because of the CloudFlare Atlanta timing out the connection.

That's what my issue is going on sites like openxcom.com or any sites i used to visit.

I'll wait for UFOpaedia.org to come back maybe September, October or November for that.

12
Fire - the lowly autocannon can kill a cyberdisc on superhuman in one volley if you're lucky.  Two, guaranteed, if you get bad damage rolls.

In FML I used the flamethrower all the way to end because of how effective it was at taking down cyberdiscs - it's almost a guaranteed kill.
Yeah. I sometimes or always get bad damage rolls on those things like that.
A Cyberdisc is very hard to kill in Experienced, Veteran, Genius and Superhuman (But not in Beginner) where you're using a weapon like an auto cannon and a flamethrower.
I'd just wanted to use flamethrowers on non-robotic units like Sectoids, Floaters, etc.

But burning down a Cyberdisc with that thing ain't gonna solve a problem if you don't kill it.

That's how this hard way of beating a cyberdisc works if i don't use something that can easily kill it.



13
While i was playing Final Mod Pack on Experienced instead of Beginner. I was on a night terror mission fighting a band of Sectoids with Cyberdiscs (Since they are no Drones in OXC that can repair robotic units).

I was using Flamethrowers and Shotguns on the first terror mission. CDs keeps obliterating my troops and my best sniper in battle.

I'm going to do is do a list of things that a soldiers can kill a Cyberdisc.

Weapons i recommend for killing Cyberdiscs:
1: Miniguns and Mini-cannons. (Best for shredding some armor)
2: High explosive ammunition for Pistols, Machine Pistols, Rifles (I called them ARs), Shotguns, Miniguns, Sniper Rifles, Machine Guns and other conventional weapons. (I'd liked to have Gauss Weapons with HE, I, Shredder and other ammunition. But Solarius Scorch says no)
3: Anti-Armor, Anti-Tank and Anti-Air ammo. (It can be overkill)
4: Chainsaws? (It can possibly break the muzzle)
5: MEC Suits? (I think i can say yes to MEC suits)
6: More will be soon.
Weapons i don't recommend for killing Cyberdiscs:
1: Rocket Launchers. (I don't always use rocket launchers more often)
2: Armor Piercing Ammo. (I'm okay with that)
3: Knives and Fists. (It can make your fists bleed for punching it)
4: Tanks maybe? (Their weapons are kinda powerful than others)

I'm gonna always play on Experienced instead of Beginner because Beginner is the most boring difficulty for everyone to play.

I can still give up on Terror missions. But i depends on what thingsi have to do.

I'll make a wishlist of some things that i liked or to do or what i want.

I recommend Sectoids to have brute-like Sectoid terror units instead of Cyberdiscs.
-------------------------------------------------------
IMAGE:
*At Cyberdisc* You E.Ts are so effing dead.

14
Offtopic / Re: Things that i want the X-COM games could be
« on: July 06, 2016, 01:12:36 am »
I never dared to dream this day would come ...
We might have a potential fan of xcom:enforcer here ;)
Well way to go, R1dO. I definitely could tell. I'm not really going to install X-COM Enforcer on my Alienware laptop because of my blacklist/whitelist for games on there.

The laptop i'm using costs a lot of money for me to use at some point (Because of blue screens of death).

I think that the point is. Here's what i want UFO:EU/X-COM:UD, TFTD and APOC should be.

1: Let the geoscape and base building part be strategy first. (That's very important)

2: Then let the battlescape (For UFO Missions, Terror Missions, Cydonia, etc.) be first person/third person tactical shooter like C&C Renegade or Saints Row Games.

That's the difference.

15
Offtopic / Things that i want the X-COM games could be
« on: July 05, 2016, 02:23:15 am »
Hi. I'm here to explain some other stuff. I have interesting things to tell you guys about.

Here's a thing: I would liked to play some XCOM games (Well all i need is probably a desktop for EU2012/EW2013, The Bureau and XCOM2-2016) again.

But... I would be interested of playing it to be first person/third person army based tactical shooter like C&C Renegade or Saints Row games instead of Strategy.

I know that Julian Gollop created those games. I saw that he's working on Phoenix Point.

Here's what i want old and new X-COM games to be.

1: Keep the Geoscape view for base building and other stuff. (Very fitting for viewing the entire world)

2: First person/third person Interceptor dogfighting against UFOs. (Similar to old Interceptor style)

3: Make it to where it's first person/third person tactical shooter in battlescape missions. (That can be particularly interesting as far as i can tell.

4: Have power-ups for health, armor, stamina and more. (Especially strength power-ups, speed power ups, energy power-ups, etc.)

5: Destroy-able buildings and objects. (It can be fine)

6: I pretty sure it can 3D instead of 2D. (Like possibly models of everything X-COM).

7 *NEW*: Drive-able vehicles, cars and objects. (That will be fun)

And i think that's it for now on. *shrugs*

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