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Messages - Hadriex

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1
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 08, 2024, 06:37:16 am »
Looks like so much has been added since I played it. Don't know when I'll have the opportunity to give the completed mod a go but I find I keep thinking more about this one then most of the other mods I've tried. It's such a wild reinterpretation.

2
Released Mods / Re: X-Chronicles Release, v.0.99.14
« on: September 23, 2023, 04:15:18 pm »
I can't figure out how to make the hero armor.

3
Released Mods / Re: X-Chronicles Release, v.0.99.14
« on: September 23, 2023, 01:23:31 am »
Thank you

5
Released Mods / Re: X-Chronicles Release, v.0.99.13
« on: September 21, 2023, 04:34:53 pm »
Thank you.

I'm at November 2023. I think the bottleneck is that I need to meet a dwarf, how do I find one?

6
Released Mods / Re: X-Chronicles Release, v.0.99.12
« on: September 15, 2023, 01:04:38 am »
Ah. OK then.

I'd like a bug fix patch if you've already got the work done.

7
Released Mods / Re: X-Chronicles Release, v.0.99.12
« on: September 12, 2023, 04:35:47 pm »
How do I make medical armor? I can make warrior and crusader, but I can't seem to craft the savior/medical armor.

8
Released Mods / Re: X-Chronicles Release, v.0.99.12
« on: September 09, 2023, 05:21:28 pm »
Ah I see, I need to capture more monsters. All right then. Thank you.

9
Released Mods / Re: X-Chronicles Release, v.0.99.12
« on: September 09, 2023, 12:56:34 pm »
Thank you, that cleared up a couple things. But the sigil thing continues to be a problem. I've interrogated every spellcaster available. I have the sigils unlocked but cannot craft them.

Easier to show, here:

https://www.youtube.com/watch?v=XLTXuJNowBs

10
Released Mods / Re: X-Chronicles Release, v.0.99.12
« on: September 09, 2023, 02:20:27 am »
three questions.

how do I do the battlemage exam? I researched it awhile ago, but while the healer exam shows up in my transformations, battlemage exam is nowhere I can find.

What is the mana operator? I see it mentioned in UFOpedia and was expecting to find it in a research. but I've researched everything available and did not find it. Am I missing something?

I've gained the ability to create spells, but for some reason only fireball and fire claw. How do I get the other level 1 sigils?

11
Released Mods / Re: X-Chronicles Release, v.0.99.12
« on: August 31, 2023, 12:52:15 pm »
Great. :)

Also glad to see the rifts fix. I lost one game when I tried to stick to 1 base because no rift spawned in range for 3 months so I'm super glad to see that patch note.


I would love if the low walls could be vaulted or climber over. Both for the player and the enemies. I know someone was working on something like that, though I have no idea if it went anywhere. Looks like it made all walls climbable which is definitely not what I'd want, but it might be on the right track to making selective things climbable (or even the creation of climbing enemies or climbing armor).

Here's a link to a showcase: https://www.youtube.com/watch?v=zVQrEJTwuAg

On the subject of fences, the chainlink fences are impervious to nearly all small, or even heavy weapons fire. Explosives still tear them down, but I've had tanks fire machine guns and every bullet bounces harmlessly off a chainlink fence. I suspect this has to do with the lowered damage and hit point values in the X-Chronicles. I'd much rather it were easier to tear holes in the fences. If possible I wish melee weapons could cut through them as well, so enemies could slash through the fence.

On a whole I'm loving the concept and enjoying seeing all the cool shit you put into this. I'll no doubt have more feedback when I complete the game.

12
Released Mods / Re: X-Chronicles Release, v.0.99.11
« on: August 23, 2023, 12:36:50 am »
Game crashed when I researched Extraterrestial Equipment. The error log says 'Research STR_UFO_MATERIALS not found'

I have it recorded on video and I have the save file, if there's any more info you need.

13
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: February 15, 2022, 04:29:09 pm »
Damn. This and the new engine upgrades sound amazing.

14
The X-Com Files / Is this viable?
« on: February 11, 2022, 01:42:27 am »
I've been playing Xcom files with a friend, and have a few badasses we named who have survived while everyone else died, but don't qualify for martial arts training. So I'm thinking of implementing a house rule (let's call it a soft mod), if one of these guys can manage to get 'master of' with the flame glove, dagon's staff, or storm rose, then I'll edit the save file to bump that warrior up to 30 psi strength.

Thing is, I'm wondering if it's far too difficult. Or if someone's got a better idea for a way to 'train' psi strength. I don't think it should be to easy, but I like the idea that with some dedication our guys can overcome their innate flaws and qualify for martial arts training.

15
A few things I've always really wanted, but are kinda pipe dreams.

#1 Arbalest: A big heavy version of the crossbow that deals awesome damage, but, takes like 90% TU to reload the damn thing. Clip size 1. It's heavy. Available early in the game.
The UFOpedia mentioned outdated weapons that are overengineered being useful, well, this would be the poster child. Tactically you could carry one into battle, fire it once, then whip out a sidearm. Or, if given the opportunity duck for cover and spend a round reloading it.

#2 brass knuckles: I dunno why but I always wish that some of the gangsters randomly had this crappy melee option. Just seems like something these punks would use. Maybe it can train bravery if you want it to have some use.

#3 Silver Bullets. Probably beyond the scope of what you're doing to add a damage type, but imagine if all the artificial creatures, from werewolves to chupacabra had a weakness to silver. When hunting creature sightings you keep a couple revolvers loaded with silvered rounds just in case.

#4 neuralyzer spray. For the men in black. It's like pepper spray but a bit more effective, when researched the page would say it's a chemical cocktail that make's it's target forget the last few hours, and probably disorients the hell out of them.

Anyway, keep it up, next time I play a round of the xcom files I'll definitely be using your work :)

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