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Messages - Helmount

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1
Playthroughs / Re: Odd happenings
« on: July 19, 2014, 09:18:44 pm »
My bet is on the FMP. It fits the description, and Helmount always reports FMP-related stuff all over the place. :P Honestly I'm flattered, but FMP is not vanilla and has its own thread.

And I am 95% sure Ethereals in January shouldn't be happening with the latest FMP version.

Yeah. I get a little enthusiastic. Thanks for the 'proper' thread.

2
Suggestions / Re: Troop order in the assault craft
« on: July 17, 2014, 12:38:59 am »
Yep. I suppose I should have figured that out. Duh. Thanks!

3
Suggestions / Troop order in the assault craft
« on: July 16, 2014, 01:07:07 am »
One (among many) of the best things in OXcom is the ability to rearrange troops in the assault vehicle. Is there a keyboard shortcut I missed that will move a trooper to the top? Or the bottom for that matter. If not, can it be done? I want my rookies in front. Cannon fodder.

4
Thanks!  Good ideas.

5
Playthroughs / Odd happenings
« on: July 11, 2014, 11:20:32 pm »
I started my first base in Europe and by mid month I had shot down and recovered one sectoid ship and managed an assault/terror mission? against some Men in Black.  A large UFO overflies my base heading East and my interceptors are able to track it to a landing in central Siberia. The Skyranger follows (I figure I'll give it a shot). We land in some kind of weird night-shaded mine or factory complex (a gulag?). The first fire team deploys around the ramp and the little scout-bot heads out for a look around. I hear lots of shooting and the screams of many civilians dying. On turn two the droid rounds a corner and comes face to face with an Ethereal! Everybody pops smoke and hauls ass back into the Skyranger. The speedy little bot even manages to scurry through the door and then we are jets-on and out of there headed for home. A -360 score.

What the heck! Ethereals on January 17th?

6
Work In Progress / Re: Mod Pack Crashes
« on: July 06, 2014, 11:51:11 pm »
Worked!  Thanks!

7
Work In Progress / Re: OXCOM + Mod Pack
« on: July 05, 2014, 12:57:40 am »
Thanks! I'll try that!

8
Work In Progress / OXCOM + Mod Pack
« on: July 04, 2014, 12:41:51 am »
Howdy,
I was getting CTD with OXCOM after installing the mod-pack. I Uninstalled the lot, checked for folders and files left over and kill'd 'em. I downloaded and ran the Windows install for Milestone 1.0. I Downloaded and extracted the 0.5.3? Version of the mod pack Latest anyway. Did a cold boot. Now I get the program is not responding and the windows default crash message if I even try to run it. I'm not sure if I want to mess about in the registry for a game. I assume that after all your fine work you would wish to allow users to do a clean install?
Hoping for help!
Helmount

9
Work In Progress / Re: Mod Pack Crashes
« on: July 03, 2014, 06:34:59 am »
It appears that having the First Aid Kit in inventory will crash the Geoscape if one aborts a mission. On the other hand I can't establish a causal relationship, soooo.....

10
Work In Progress / Mod Pack Crashes
« on: July 03, 2014, 06:32:03 am »
Howdy,
First. Wow, just wow! The ModPack.
The game is crashing now, but if I can help, I'll be happy to do so. Are there dump files or config issues I can provide info on? The bit with the First Aid kit  on the battlescape has been noted elsewhere, and it is replicated here. I also have unexplained CTD from the geoscape, and I can't see any reason for it. I'll keep playing. Let me know if there is any info I can provide.
Thanks!
Helmount

11
Open Feedback / Psionics and early soldiers, Mechanics of Psi Labs
« on: July 01, 2014, 01:48:22 am »
Howdy,
In the original I sweated through terror and recovery missions with psi-able aliens. Kill 'em all. I never understood the mechanics of psionics. Are soldiers in the skyranger still training in the lab if assigned there? Should I build psi-labs at my troop bases to take advantage of this? Or should I build a psi-training base with space for fifty down in Antarctica and commit them there. How ruthless should I be in hiring/firing? If I have a soldier with 9 missions and 15 kills who is able to carry a rocket launcher, a sidearm, and four heavy rockets but has a psi of 50, is he sacked? How about at 40, or 30? I already accept slightly lower stat standards for garrison troopers. Is it 'safe' to do so with psi? I haven't found answers to this in the guides and FAQs, but perhaps I have not looked through the appropriate FM. They seem to be questions for my S-1 or S-7 rather than my S-3.
Any light would be appreciated.
Helmount

12
Work In Progress / Re: Better penetrators
« on: June 23, 2014, 03:49:28 am »
Thanks!

13
Open Feedback / Re: Yaay 1.0 %cough% TFTD %cough yaaay woooo 1.0
« on: June 23, 2014, 01:12:12 am »
I'm not sure if a Lovecraftian Porn Flick can be properly termed bestiality or an abomination. Except of course in the sense that Lovecraftian creatures are abominations. I still think there are some interesting equipment and armor options available.
[With tongue firmly in cheek]
Stephan

14
Work In Progress / Better penetrators
« on: June 23, 2014, 01:05:00 am »
Howdy!
I'm playing with the shotgun mod and I like the way that research can produce a new round for my alley sweeper. Has anyone done a mod to produce alien alloy AP penetrators for the heavy cannon and the auto-cannon? I generally use my auto-cannons to clear terrain, but with better ammunition, they could be used against those pesky cyberdiscs and maybe even sectopods.
Or would it require a new version of the auto-cannon?  I've seen the mini-gun mod, but have not played it.
Thoughts?
Regards,
Stephan

15
Open Feedback / Thanks!
« on: June 23, 2014, 12:57:20 am »
Squad!
I absolutely adore what you have done here! X-COM, CivIV, and SPWAW are the games that I revisit over and over.  Yeah, I buy/download/play new games, but those three always bring me back. Now I have a whole new Alien universe to explore. And it looks like the project is ongoing, despite the new version. It's hard to better a classic, but y'all have done so. Kudos!
Stephan
P.S. Coin follows.

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