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Topics - BlorkTheOrk

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1
Tools / Any modding guide suggestion?
« on: July 16, 2023, 09:27:56 am »
So, I want to make a submod to Xpiratez, or vanilla. I want it to have:

1. New Techtree:
2. New armor
3. New vehichle
4. New weapons
5. New enemy

I failed to use Unisprite studio - it crashes on start for me on Windows 7x64. Links for How-to looks dead. I completely do npt know where to start at this point. Please, help.   

2
XPiratez / What is the border between plagiarism and inspiration?
« on: April 23, 2023, 11:09:35 pm »
If I want to make a story about postapoc post alien invasion post alien leaving world with hot mutant super babes as a separate nation, what is plagiarism and what is "inspired by" would it be for you. In case you stumble upon such game at Steam or other such places?

3
XPiratez / What is the music playing? I want to know the source.
« on: August 31, 2022, 08:11:23 am »
Hello, may I ask for the source of GMWIN, GMINTER3 and GME013 source? Is there any list of music playing in game in general?

4
XPiratez / I want to find what music plays
« on: August 31, 2022, 08:09:12 am »
I want to find EPICC and  Gmenbase2 music source. Is there some list anywhere? Thanks in advance.

5
The X-Com Files / Please, change the balance so even I can play.
« on: June 14, 2022, 09:15:09 pm »
I do understand that  there are lot of for me to improve, that maybe I need to switch off self-imposed Ironman, etc, but I do believe that this mod is just too hard and in a bad, spongey way, rather than complicated hard.

A lot of missions are too grindy - dozens of mangorns, 30+ beetles, 50+ people at manors, lots of lengthy missions with dangerous enemies.
Lots of missions are too random - the Van may spawn inside a blob of people watching at it or it may spawn at the other side of the map from an outpost, so you may shoot them down while they run to you.
Lots of "Have to turn back" moments, like you are 10 turns inside a mission and suddenly a light vechicle appeared/some dudes spawn from black/some ganger threw a grenade.
Randomness of everything - I have alien power core, alien alloys, a sectoid corpse and a black lotus witch, I have mansion number 3 appeared, I fight terrorists armed with top notch gear - still no promotion 2 - my agents clown up in Bell's helicopter to try to fight light combat vechicles with some bootleg AKs.

I believe at the moment this mod just turns everything in a chore and grind. At least, it feels like this.

Some people may say that all of this adds up to atmosphere and suspens, and looks right. But I have a crew of tazzmasters who just steal people from their families, sects, outposts, zombie hordes... I once lost 5 good men to catch a girl in pink tights. She was the only one who looks suspisious there.

I'd suggest to make promotion system changes to cope at least with randomness. Or maybe some bigger transports early in game so rookie loses won't be so harsh. Maybe cult arms dealers empoverment or something. If I can't get a decent weapon, let me buy a bus or something.

Generally speaking, I hate agent number on a mission restriction - I can have a lot of vans and cars, but I can't have two of them on a mission. Give me a bus or something! There is a small fortress with dozens of armed and armored dudes in it - 6 people for it. And its even more weird that it's possible to have an 11 men APC from the start of the game.

So, please, please - change something towards easyness! 

The worst part of it is I still massively enjoy the mod and I will end up playing it later.

6
Released Mods / What is the most carefree mod now?
« on: May 25, 2022, 08:55:17 pm »
I lost in Xpiratez, I lost in Xcom-files, 40k is too much terror missions... So, is there a mod for somebody who doesn't want to complete every mission, grind score, fight 6 against 50 or to have every mission a terror mission? I want something so I can play during a coffee brake.

7
The X-Com Files / How do you complete manors?
« on: May 24, 2022, 07:58:05 pm »
I simply can't figure out how to outgun so much hostiles. 50 men on map pretty much erase my dudes with explosives. Additional pain came from armored cars zipping around. So, what is your tactics/setup for such missions? What is enough/comfortable tech for it?

Second question is strategic: do I need to clear all of the manors? Do they generate much infamy?

8
XPiratez / OCT 2601: How Early first alien base is too early?
« on: August 10, 2021, 11:04:13 pm »
So, I have first year alien base. I remember I saw somewhere that they are not supposed to happen in the first two years. Is it manageable, or is it a game over now? Is it supposed to be like this in this version?

9
So, I failed campaign second time, I need some guidelines for the next playthrough.

It all was fine - I got constant fund raises throughout the years. I researched stuff till I have nothing to reasearch. 50 scientists, 2 bases, stable +2mil a month. But 1999 arrives and I have no interceptors. '-1400' rating. I expect game over next month.

I prefer blind playthrough, but I don't know what to do, help.

 

10
XPiratez / I made it to the end(Victory post).
« on: February 23, 2021, 02:45:36 pm »
Thanks for the great game, Dioxine, all of the people who made this mod and OpenXcom itself and the whole port possible (and Microprose, but they probably all dead or something). Thank you all, forum users, for replies to my stupid questions. Especially legion1. I don't post victory posts, but usually no game takes a year to finish. Also, its great that the game is playable on Android, so I was able to play it pretty much wherever I went this year. I changed three jobs while playing it. Literally.

I want to say that the changes the mod makes with the game, all of the content it has, small tweaks of the original gameplay, like hand-to-hand combat, and others they are so wonderfull and add so much to the game - its all amazing. The sick anime world of the mod is great and I literally want to see an anime or movie in its setting.

11
It looks like the only thing I need to get access to the final mission is to catch this guy. I already got all the other codes and I guess I got all of the possible vessels. I don't see an opportunity to capture the coordinator.
I wonder if 1 billion thing at the bottom of the purchase screen will do?

12
XPiratez / How to stealth?
« on: November 15, 2020, 12:19:36 am »
After reading some stuff related to this and other mods I wonder if it is possible to sneak around instead of just kill everything.

13
Help / Are there examples of more than two arms armor?
« on: November 15, 2020, 12:13:04 am »
I saw "one-handed" armors, I wonder if more than two are possible.

14
So, recently I enjoyed a great mod from Dioxine which called XPiratez. But I am playing it for few months now. I am playing it at home, I am playing it on mobile, I am playing it on the road and when at rest. I Really want it to end some day at this point. Not because its bad, but because its like War And Peace. I guess it will take too much time to get familiar with other mods. So, I wonder if there are mods which  significantly shorter than others. Also, are there any mods which make other mods science progress and tech costs lower?

Also: How do you people feel about pacing in mods? Are there a lot of people who are actually enjoying long mods? Is there anybody interested in a shorter span mods?


15
XPiratez / How to kill a blue-shielded hovertank?
« on: November 04, 2020, 04:25:28 pm »
I just faced a blue hovertank which ate 12 mortar shells, 4 rpg shells, and 6 grenades in a row and something like 10 plasma pistol rounds. I guess I screwed. Help.

Also: is there any good universal weapon/type against anything?

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