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Messages - Valken

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Suggestions / UFO TV Series Theme sounds and songs?
« on: March 03, 2019, 01:55:00 pm »
As X-com was originally inspired by the TV Show UFO, I was wondering if there were such a themed mod to pay tribute to the TV show?

SHADO = X-Com...

Would love to see some of the Gerry Anderson models, sounds and music in the game as a tribute.

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Offtopic / Re: Hungarian Topik - Magyaroknak
« on: February 27, 2019, 04:31:28 pm »
If you make your mod in English, would be glad to help. I translated your message:

Hi all!
 
 I hope me there are still a few who are interested in the subject, and here's a few things in their own language, offers can
 
 I myself did a couple of modot (Building Mod Pack), to do so right away I would like a little help:
-Who is in the mood to try it out use and report back if you find any errors or have any suggestions it would be
-I'm looking for and 1-2 people, who would you like to join me modol and, because elkél the help (whether graphics or programming)
 
 thank you and have a nice game for everyone!

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Work In Progress / Re: [OXCE] Crewed Weapons Testing
« on: January 29, 2019, 03:30:26 pm »
I love this idea so much... I hope it gets added to X-Com Files as that is my current game...

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Hey, I like toys too and remember all those X-Com Legos from way way before!

Some advice, take time to setup you scenes or figures with a better background and use as much SUNLIGHT as possible for the shots. I will tell you my toy pictures looks 4-8x better with sunlight or outside vs an indoor or studio lighting...

Also makes us appreciate it more and helps improve your camera's limitations.

Thanks for sharing and hope to see more of this. I wish I had the money to setup an awesome Lego X-Com collection.

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Offtopic / Re: XCOM Inspired Fantasy Game
« on: January 03, 2019, 09:00:14 am »
Beautiful pixel artwork! Would love to see a demo video once you have a working alpha build.

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The X-Com Files / Re: The Thing arc
« on: November 30, 2018, 06:23:31 am »
Wow... cannot wait to see this added to the X-Com Files mod in the future!

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The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 16, 2018, 05:59:02 pm »
Thanks for the advice Niewiem! I may go back to replay it for fun. :D

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The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 16, 2018, 05:42:27 am »
So I cleared that mission and I wanted to point out some discrepancies but it may be base on my first play through for the Industrial Investigations mission:

1) I cannot find the filter for weapons or gears under a mission specific parameter.
2) I did NOT research other captured cult yet so that may be it. I just built my biolab finally so that may be why #1 was not working yet.
3) Under Ufopaedia, the pistols listed as concealable did not apply to that mission so there must be another filter somewhere. I probably need to do more research with the captured specimens to unlock the tech tree.
4) I figured it out by carrying all the weapons in my inventory to the mission and letting the mission filter out the non allowed weapons. I did complete the objective based on this.

Over all, it felt like a loop trap where some of the weapons listed as concealable cannot be used, from my inventory, and the current mission came up maybe earlier  than my tech tree had allowed.

It was an improvised assault which I completed and that was half of the fun figuring out how to get buy in those situations.

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The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 14, 2018, 12:27:41 pm »
[sarcasm]It's not like it is explained in the Ufopaedia or anything.[/sarcasm]

Ah noted but I only recently came back to X-Com hence needed a little direction to find all the info. Its not like the mission says to consult the Ufopaedia for further details. I forget how much less hand holding older games were before...


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Offtopic / FPS Games with X-Com elements
« on: November 14, 2018, 12:07:35 pm »
Hi all,

I thought I share some links I found regarding other games like X-Com or inspired by it but with different gameplay mechanics or perspectives, as more X-Com games, the better, to me anyways:

Russia 2055 - Mix of X-Com (background) with ARMA hardcore FPS gaming:


Developers Forums:

https://forums.unrealengine.com/community/work-in-progress/1533676-game-russia-2055

X-Com Doom Enemies:

https://forum.zdoom.org/viewtopic.php?f=19&t=61243



X-Com Doom mapset in FPS

https://www.moddb.com/mods/x-coom-ufo-ue/#7145341




You can mix the 2 above to get a pretty good experience. The map set is amazing especially for the alien recovery missions. Really feels like you're at eye level with the X-Com agents yet with the classic pixelated feel... yes, give them time to create more X-Com like enemies as the Doom demons are placeholders.

Enjoy and share!





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The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 14, 2018, 06:50:19 am »
Hi all,

I'm new here and posted in the bugs forum for this mod and now have a question about the actual missions.

I have encountered my first industrial investigations mission. Upon Agent setup, we only have the old X-Com onesies with flashlight and health kits allowed. All the weapons, armor and ammo were stripped from the Van.

Is the goal here to secure the artifact then leave? The briefing said we were to investigate, stop the cult and apprehend the leader but with no weapons, other than melee and fisticuffs?

I think the mission briefing can be updated to something like "Your mission is to investigate and retrieve any unknown object or artifacts for our team to determine the activities by this cult."

I would appreciate any help here. Thanks!

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2018, 03:15:50 pm »
Thanks Niewiem.

I was getting worried and was wondering how the heck Mulder and Sculley would handle ETs when they can't even put down those pesky zombies!

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2018, 02:17:19 pm »
Hi Meridian, Solarius and Niewiem,

Thanks for the warm welcome and explanation of the game mechanics. I will do some more ballistics testing to see how each gun operates. I was mainly carrying the TASER to capture the enemy, like in the old X-Com but didn't know about the CQC mechanics affecting AIM shots.

Also, can I safely update the OXCE nightly executibles or is that not recommended to continue an existing campaign?

I'm in my 3rd month now and just starting to see the UFOs come up so am getting so really invested and don't want to start over again...

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2018, 07:37:58 am »
Hi all,

I'm new but have been an X-Com fan for a long time, from the old XcomUFO and Strategy Core websites but rarely post. I've been playing this mod with OpenXcomEx at Superhuman and encountered some bugs or weird behavior:

1) Wall Bug - There is map bug in that the left most alien is trapped in that space unless I shoot the wall. See the picture and save file to check. I moved one of the Agents to the wall I had to shoot to gain access into that area. AFAIK, there is no way to simply walk in there.

2) Save15 - When using TASER PISTOL, there is an AIM bug? If i walk towards an enemy, i have to be already facing him to AIM and shoot at him correctly. If he is off my actual line of site and I click AIM on him, the player would turn around but off by about 45 degrees and mostly miss.

I am using the Oct 28 branch of OXE and the current mod linked in the downloads post. The only other mods I am using are the PSX Sound FX, UFOCF Soundtrack and the updated Geoscape icons from the mod forums.

Appreciate looking into this and keep up the great work.

Make X-Com Great Again!

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