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Messages - mrbiasha

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1
40k / Re: 40k
« on: April 05, 2020, 12:13:10 am »
Those grenade throws out of darkness sometimes take me by surprise too. Pretty nasty surprise, I must admit. But generally even elite traitor guardsmen are not that tough in terms of armor and health, and this at least gives them some edge.

2
XPiratez / Re: [MAIN] XPiratez - L1 - 1 Apr - Aurora Nights
« on: April 05, 2020, 12:07:53 am »
Congrats on pulling through this map disaster and thanks for some new interesting changes too!

3
40k / Re: 40k
« on: January 07, 2020, 06:57:57 pm »
I feel obliged to relay my personal experience with the mod: while dealing with traitor guardsmen, I always find one chimera properly destroyed after successful interception, but in case of orcish wagons I have never seen even one turret destroyed and they have insane reaction fire which can easily shred a space marine in proper armour and a devastator too. So, if you end up too close to a crash, delivering zeal and fury could be extra hard. In case of orcish bases I suggest smokescreens and at least 3-4 snipers if you do not possess proper tactical armour yet as they tend to readily use rockets on you, if they spot you. Also taking down armour usually present on site could be challenging without armour-piercing ammunition or heavy weapons.

4
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 26, 2019, 12:13:39 pm »
Was a great mod when I just found it, still great and even better now, Solarius is doing great job for all us. For now can't wait for version 1.0, would be great opportunity to start a new campaign as I was beaten by the game again. I took too long in destroying human cults and when the invasion began I was stuck with advanced but still improper equipment and a torrent of different missions with increasingly stronger enemies. Must admit, that I love games which can beat me and make adjust my turtlish playstyles.

5
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: October 26, 2019, 11:56:38 am »
Hello! Currently I am playing Imperial Guard techtree and faced a problem: when I promote or requisition a regimental officer their Vox inbuilt weapon function only as an imperial guard inbuilt melee attack. Is this bug, unfinished feature or am I lacking something in-game?

6
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: May 09, 2019, 08:33:55 pm »
Hey, that's really nice to hear! New releases are always welcome  :D Though, there's really no neeed to rush if more work means more content and more quality!

7
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: January 18, 2019, 02:36:28 pm »
It's a bit too big for a minor "patch", but too small for 0.9.9... So I guess I'm falling into Piratez nomenclature slowly. :P

Is it really avoidable with similar scope of modding?  :D

Since Dioxine made quite a number of updates since I last tried Piratez, I decided to try it out again and found myself tied in a prolonged campaign, which really prevents me from trying out your latest late game updates. It is hard to have so many good mods around! :)

8
Well, what to say? Since the first time I downloaded this mod it became only bigger and better, and each new version makes you to wait the next one. Amazing work as usual Solarius! Hope you'll make even more improvements on late game!

9
The X-Com Files / Re: Re: The X-Com Files - 0.7.5 alpha: Lizard Trap
« on: November 11, 2017, 02:01:44 pm »
Most delicious updates! The mod is growing nicer and bigger!

10
Oh, wow! That's quite a lot! Could you please elaborate on AKSU and Groza balance?

11
Thanks for the update!

12
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
« on: April 17, 2017, 07:42:39 pm »
Oh! The time for celebrations has come! Numerous anthropods and sirius cultists will be sacrificed to the God of Fun!

13
The X-Com Files / Re: The X-Com Files - 0.6.3 alpha: Super Electric
« on: April 17, 2017, 07:39:50 pm »
As always a much appreciated update, though not a very big one. And I'm sure that no one will protest if you start to put more work to your modification, but I do hope that you will never start rushing yourself into it. Anything only good while the person doing it enjoys the process.

14
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.3a
« on: April 01, 2017, 06:14:12 pm »
other mods other than mine?

Good God, I'm such a dummy! There was FMP activated in between those advanced options... Sorry, I should have looked better! Also there are  something like missing names in form of STR_... for Cult Base, Alien Gate and Alien Control Console.

I've started a new clean walkthrough  and will try to bother you only with real problems with your own modification if I encounter any!

15
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.3a
« on: April 01, 2017, 05:22:11 pm »
Tried out vanilla version. Still getting "segmentation" crash on Stun Rod crafting. Also after researching first dead alien got an Alien Biology research, which in turn gave me Dart Rifle and Alien Containment. Is that right considering that there is already alien containment unit in the base and separate Dart Thrower research? On the topic of stun net explosive damage I suppose it was related to OXCE explosive earth bug.

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