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Messages - hipsu

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The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 06, 2021, 02:03:24 pm »
The big clash to me was that my Cavemen arrived in a Dragonfly and immediately charged out of the craft throwing Napalm everywhere. Not very infiltraty. They should start in some office room or something, like how in Ski and Beach the dudes start in a house so one could imagine some spy stuff going on before the mission started...

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 06, 2021, 12:49:40 pm »
Yeah, good luck with. Unless you have superhuman agents, use save scumming or get extraordinarily lucky with the spawns you are probably bound to lose part of your squad (that was my experience).

I agree with you about the silliness of the whole situation, but I just wanted to brag that I did it without save scumming. Napalm grenades was my trick and I threw smoke too to give cover when retrieving those UAC weapons. Sure I might have gotten lucky too, I don't deny that.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 04, 2021, 05:55:36 pm »
First off: not possible given current game mechanics. Secondly, terminating EXALT already sees X-COM/the council/whoever flooding the market with a cheaper, more effective version of it. X-COM basically creates a drug cartel for the good of mankind. Why should anyone buy an inferior version of psiclone at that point?

1. Fine. I imagined it would be relatively simple.
2. You'd manufacture the new good stuff, not inferior. And yes the Council or whoever is taking care of it (but not X-Com unless you're actually putting engineers to the task). And you bet the Council is making a sweet profit from it, those bastards. So then have the council be angry at X-Com for getting involved in the selling and disrupting the market. Or write any fluff that works.

The thought of drugs being the only profitable item and X-Com hustling at it is just too funny to me, in a dark way. And it would be funny if there were some negative consequences. And if profitable Psiclone just doesn't work story wise, then make Storm manufacturable and profitable etc.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 04, 2021, 03:57:01 pm »
Solarius, what are your plans concerning manufacturing costs/profits? Right now there are no items above (or even at) the break-even point.

Oh, I have an idea I've been meaning to suggest. Let's make Psiclone the only profitable item (gotta cater to those Exalt addicts!). Then have the game keep tally of how many you've sold, and after some number you'd start to get negative events from the Council accusing you of diverting your efforts from intercepting the Aliens to becoming a drug tycoon. ;D

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 24, 2021, 12:06:11 am »
Just raided my first STR_ALIEN_BIG_BASE_ aka Colony aka former Embassy.

My two cents for the political debate: I think it could be fun if, after a country withdraws, some sort of resistance faction would emerge. But the Alien Embassy/Colony is keeping them busy. Destroy the Colony and while you wouldn't get the country back, you'd start to get care packages from the resistance or something. What that would be, I dunno. Radar boost within that country at least, helps finding proper bases there. Maybe money (obviously less than what the country gave while still on board). Equipment maybe but could be a nuisance if it's obsolete... Anyways, I think something fun could be done here.

And if you ever decide there should be a way to get a country back, supporting the resistance with some escalating missions would be the way to go. Or supporting with costly research/manufacturing projects that trades time and money towards getting the country back...

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: March 31, 2021, 01:14:02 pm »
Do we even still need this? Most arcs are now complete...

I for one appreciate the Progress-o-meter very much. I'm quite new to this mode and it gives a good idea of the progress of this mod. I wish X-piratez had a similar roadmap somewhere.

Hmmm...I'm sorry, but I don't know what that means.  I searched around a bit, but couldn't figure it out.  I'm a bit of an amateur at this.

It's in the original post of this thread.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: March 30, 2021, 11:36:05 am »
Did you update the Progress-o-meter?

Suggestions / Optional Psi-Amp "need LOS to use" rule
« on: May 19, 2013, 04:22:33 pm »
Since I first played UFO as a kid I soon discovered how totally over powered Psi-Amps can be. When the first alien is spotted my team of Psi specialists sitting in my craft just takes control of it. Then that alien sees other aliens and you can take control of those too and soon the aliens are killing each others.

So I personally quickly adapted a self-limiting rule: a Psi user needs to see the target himself, or he can't use the Psi-Amp. That at least forces the Psi-users to go out in the field and at least be in some danger. I enjoy the rule even if I say so myself.

Maybe an OPTIONAL rule like that could be put in the advanced settings menu? (post 1.0 of course)

But if that's too obscure it's fine. I can still limit myself like I've done thus far :)

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