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Messages - alexander steel wolf

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XPiratez / Re: [MAIN] XPiratez - N5 07-Jun-2023 Shadow Descent
« on: August 23, 2023, 08:42:15 pm »
You can get WIP versions from here: https://lxnt.wtf/oxem/#/Extended
Of course they're WIP, so no guarantees they will work properly. But they generally do.

Thanks for sharing and warning!, Solarius.

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XPiratez / Re: [MAIN] XPiratez - N5 07-Jun-2023 Shadow Descent
« on: August 23, 2023, 12:27:04 am »
I just built the conqueror, and the bug in version 7.9.8 of oxce also happened to me. The thing is, I don't know how to download version 7.9.10 or later. I have gone to the github page, but I have no idea. Somebody could help me?

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XPiratez / Re: What is the border between plagiarism and inspiration?
« on: April 28, 2023, 12:22:49 am »
This topic is very interesting...

The truth is that human beings mix all the elements that we have at our disposal. We already copied nature and now we do it with our own achievements. In the specific case of literature, it can be verified, through literary theory, that all types of stories are already classified (including tropes and archetypes, among other things, that influence). Thus, more than the what, what matters is the how (a story is told).

In the end, the barrier between inspiration and plagiarism will be determined by whoever pays (as it happens with the arts and with everything),that's why no one can imitate mickey mouse ears at all and then there are cheeks that just want to make easy money. Besides, copying is easy, but knowing how to copy is very, very complex. You only need to see the Terminator 2 movie (Bruno Mattei's, the Italian one) and the original. One was a complete success and another was a failure (cult, yes).

So, regardless of legal considerations, it's best not to "feel bad" and write as much as you can. If you have a minimum of self-esteem for your work and enough patience to do something decent, you will end up having your own style. I myself started with a fanfic and in the end I encouraged myself with a saga.

Greetings!

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Fan-Stuff / Re: The odyssey of chaos
« on: April 28, 2023, 12:04:23 am »
Hi, @BlorkTheOrk!

When you're a nothingman, encouragement is appreciated (hopefully my books will be good enough one day to be translated into English).
Regarding the politically incorrect I have a more "twisted" concept than that.

All the best!

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The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: December 26, 2022, 02:36:52 pm »
Hi, @Juku121!

We have never had the opportunity to cross words in this forum, but when I read it I always see you involved. Regardless of what may or may not agree with your arguments, your work to improve this mod is commendable, even admirable.

That being said, and responding to your observations, there are things that I have simply deduced, being aware that I could be missing information (either because I have not unlocked it during my game, or because I have never played xenonauts). Thanks for the clarifications, although when I played my first game I thought that the harheads (or whatever they spell), which are those robots with their brains exposed, had some relationship with the psyconauts. I don't know, I liked the idea and I saw a lot of potential, with the whole issue of the factories in which they were replacing humans.

If this idea then cannot be possible, I would then propose special missions against Osiron (that they have the Kitsune pieces).

All the best!

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The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: December 23, 2022, 09:48:01 pm »
I have been reading these last entries and I have seen that there are plans for the kitsune.

To tell the truth, it always seemed to me that they gave it to you too "easy". Not that it's necessarily a bad thing, as the mod itself is difficult, but it always seemed a little strange to me that all that knowledge had been "frozen", so to speak, and that no government had tried to replicate all that knowledge technology previously.

I was always struck by a report of some kind of robot called CHAD, which is apparently related to the xenonauts project. Could it be that psychonauts still exist, have gone mad and become half-robots and "guard" secret technologies to use for dark purposes? I'm not saying do a whole arc, but I do have some missions that, when you finish them, give you the kitsune (although I like the idea that they sold some of those technologies to Osiron, and thus special missions with Osiron would be unlocked).

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XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 09, 2022, 09:17:51 pm »
I've tried to use Matrix, but I haven't been able to figure it out (I'm a computer buff), because the messages are encrypted or something. Could someone explain to me how to use it?

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XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 05, 2022, 04:12:49 pm »
Regards, Dioxine and x piratez team

I just finished x-piratez (although I have a lot left to complete), and I would like to share my impressions:

I'm going to be frank: When I saw the aesthetics and dynamics that the mod apparently had, I thought that this was going to be a "pastiche" of some frustrated amateur geek. It seemed that I was going to find a "feminist" x-com, with "otaku" elements out of the question and that it would be an insult to the legacy of x-com.

Fortunately, for me, I decided to continue seeing that it was a cult mod and... I loved it!

To define x piratez in its full dimension would be to define the affection, dedication and talent of a unique vision of the x-com universe itself. It's a combination of a variety of influences so motley and seemingly incompatible that, in a way I can barely comprehend, they fit together seamlessly to the point of practically being a new game (and not a mod, as it actually is).

It is not simply the idealized x com that is part of the collective imagination of the average player, it is the vision of someone who has been able to capture a unique work of its kind, where solemnity, irreverence and absurdity form a single narrative and playable entity. So different and so respectful of the original. X piratez is, in short, x piratez and nothing more (or nothing less).

In conclusion: I can say, without fear of being wrong, that it is currently the best mod for open xcom (yes, it is a dense and very long experience).

Right now I don't feel capable of breaking down things to improve point by point (I'm still recovering). But I would like to repeat and observe the details more thoroughly.

However, there are things that I would like to see in the future (hopefully this will not be the last version):

1º I have nothing against ninjas (I like them to be a challenge), but I wish they didn't raise their bases like rabbits. Maybe some of those bases could be invaded by zombies, or other factions could also do them instead (there is a variety, of course)

2º I have read the post about future plans and I agree that the early game should be a bit longer and that there should also be an arena event.Moreover, there could be a, shall we say, "barbarian" arena, where only primitive weapons could be used. And then another arena that allowed for arena-specific gear (like when you're facing doctor x)

3ºAnd above all, hopefully one day there will be the possibility of taking a path where you are really the bad guy. Ok, you have slaves and all that, but deep down you're an antihero. In this mod you must first of all be a pirate, and although the default path of being an antihero seems fine to me, I would love for you to be a true motherfu...

Being able to do something like in fallout 2, when you did the quests for the slavers and even had to capture children. I would love to see that kind of rawness!

And that's it, I'll keep an eye out for possible future updates. Thanks for everything!

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The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: September 27, 2022, 10:16:47 pm »
Ok, having the creatures from the sewer quest become part of the syndicate would be a good solution. In that case, I would add that the mission had a higher penalty (at least -150), so it would already have the incentive of being a threat to the monthly score.

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Fan-Stuff / Re: The odyssey of chaos
« on: September 27, 2022, 10:12:21 pm »
Thanks for the reply!

Considering that the margin of interpretation that social networks have, I think it's better not to risk uploading anything here (I don't want problems in the forum, which I love)

If anyone still wants to read something, please contact me privately.

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The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: September 27, 2022, 06:38:34 pm »
Ok, I hope to see ideas like that one day (although I suppose it will be very difficult and tedious to program).

Regarding the sewer mission, I don't mean one thing or the other. Let's see if I can explain myself with google.

As a player I perceive that this mod offers a perspective of a more detective x-com. That is, not only is there to stop the invasion, but to solve all kinds of mysteries. In that sense, the mission of the sewers would not be out of place (and personally I don't find it boring either).

The problem is that I see that the mod has an "internal logic". Threats fall into two categories:

1º Those that are part of popular folklore (they are myths and legends about creatures and events that do not appear in the mod)

2ºThose that in the end do turn out to be real.

Everything that is part of the second group becomes a priority for x-com, either destroying the threat and investigating where it comes from (and already reaching the conclusion if it is better to "leave it alone", as if it happens with the dimension x, or try to destroy it permanently).

It is true that not everything has to have an explanation (in fact, sometimes it is for the best), but there is no investigation after the mission that tries to reflect that x-com has tried to investigate the nature of the threat (or at least is very vague, treated more like a legend than something real).

The "wizard did it" philosophy could also be applied, but I think it would then work better as a self-contained quest, like the thing's quest, that had a reward upon completion (eg receiving 1000 points).

In conclusion: it does not add anything to the story, it does not pose any threat (as it has a very low penalty and there are many other missions to do each month), it does not have any reward, and I feel that it does not follow an internal logic either. Since there are many ideas to develop, it is still better to discard this idea (or at least reform it, even if it is not in the form of an arc).

Thanks for the patience!

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The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: September 27, 2022, 12:09:26 pm »
Thanks for the answers!

I have some suggestions on that:

1º I think either the sewer quest should be removed, or those creatures should be associated with the syndicate. Right now it is a mission with a derisory penalty, it does not add anything to the investigation and the story, and on top of that it gives the feeling that it is "residual" content. The content should always be focused on making the player want to "replay" and go deeper into those missions, and not as a simple paperwork.

2º I'm playing x-piratez and I have seen to my surprise that there are "paths" (codex, gals are superior...), I thought that maybe the excess of factions could be solved in a similar way. By getting promotion three, the secret factions would contact you (illuminati, the grid...) and you could choose one of them or none ("masochistic" path). In this way, you would choose who you want to have as enemies and who you don't (I don't know if that can be done currently in the mod). For example, if you choose the illuminati, the men in black would be your allies and missions from them would never appear (and if one day there was already a different ending based on this choice, it would be perfect). I know that as a player it's easy to "imagine" too much, but I'll leave it there just in case.

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Fan-Stuff / The odyssey of chaos
« on: September 26, 2022, 10:14:26 pm »
Hi!

I'm writing a series of books, science fiction. I know that this is not a literature forum, but these books are heavily inspired by x-com (in fact, it was originally a fan fiction, until little by little it has become a new story).

Apart from x-com, I have also been influenced by other works such as Starship troopers, Starcraft, Warhammer 40k, and others of a more psychological nature such as Evangelion, the binding of isaac or dont hug me im scared.

Currently, I am in the process of publishing the first book, and I would like to find other people's opinions. I would have no problem sharing some excerpts. The drawback would be that it is written in Spanish, and that would imply "translating" it with google (so I think the text would lose some quality due to the literarity of google).

Another thing is that the play has considerable amounts of gore and politically incorrect moments. So first of all, I would like to know if there would be any problem with posting such excerpts.

Thanks for reading!


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The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: September 26, 2022, 09:49:49 pm »
Hi!

I have tried version 2.6, and I have to say that the confrontations with the ghosts have seemed incredible to me (special mention to the music). They feel very novel and have a fairly appropriate difficulty. I hope this arc continues to develop and brings many more surprises.

I would also like to ask you a couple of questions that have arisen:

1º Do you plan to further develop the arc of the harheads (those robots that pass for humans and have factories). I think they're associated with T'leth, but it might be interesting if there was an AI like Skynet, and try to infiltrate the council or something. (I haven't played since version 2.2, but I don't think there has been any news about it. If so, I'm sorry I didn't let you know sooner)

2º Are there plans to explain and expand in arc form, those creatures from the sewers? (silt I think they were called), which look a lot like silacoids.

Thanks!


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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 19, 2022, 01:58:28 am »
Is it possible that there are "positive" penalties in open x com? I explain:

Right now ignoring a MIB meeting aliens has a pretty high penalty, could it be implemented that if the player ignores it they receive, for example, 100 positive points?

I say this because it is assumed that at least part of the council does not want you to interfere in the affairs of MIB. That positive score for not attending that mission would be like accepting a "bribe", and in a way it would represent a moral decision (the council is supposed to keep up appearances, so it could not arbitrarily expel x-com)

If you ignore the advice and complete the mission you receive the penalty (as if you canceled a critical mission). Of course, doing the mission would have the benefit for the player to have the possibility of unlocking new investigations that they would not otherwise be able to. In this way, the player would have to manage the monthly score with respect to this type of "ethical" missions.

I don't know if it could, or if you think it's a good idea, but I think it could be a good addition to the game.

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