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Messages - zetzet13

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1
The X-Com Files / Re: Ratso names!
« on: April 16, 2019, 12:00:35 am »
Here is list from the top of my head.

Spoiler:
Ratso (duh!)
Rattigan
Ratnor
McRat
Ratty
Rollsrat
Ratine
Isaac
Ratrine
Rattlerat
Comestible
Jake
Ruby
Red Rat
Ratrum
Battle Rat
Boon
Gullyrat
Cat Rat
Bully
Brimstone
Louise
Sinner
Robby
Royal with Cheese
Vinny
Victoriat
X-Rat II.
Widdle Zergling
Anti Rat
Gordon Freerat
Millie
The One
Snuggles
Neon
Prinny
Ratticus
Smerve
Chinchin
Big Bob
Ratmail
Outratter
Toblerone
JabJab
Smirk
Answer
Kojak
Beth
Leroy
Floggy
Boo
Dreamcatcher
Loko
Queef
Stinker
Breeder
Sock
Gretchen
Expectorant
Iron Ration
Slice of Life
Anti-Dog
Peta
Earthling
Sniffer
Wormtail
Mahogany
Skaven
Tickling Killer
Pointy-Head
Scarf
Third
Zed
Loveless
Nimrod
Katyusha
Ratlass
Nimble
Clubby
Shocker
Smöre
Lemmy
Dickens
Top Rat
Need
Calliope
Fangy McFacebite
Zoom
G-Rat
Utterly
Zoinks
Watts
A+
Lax
Melon Breath
Pinch
Last Resort
Squeeky
Yolo
Namu
Myoho
Renge
Kyo
Alibaba
Slash
Vest
Phelan
Odin
Seppel
Gnatz
Wedding Crasher
Sugar Cube
Destroyer of Worlds
Mephistopheles
Faust
Bepis
Witty
Zanderflex
Forced Labor
Reason
Leif
Spengbrapp
Putty
The Line
Kazabubu

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 14, 2019, 10:43:57 pm »
[...]
Also to keep post from being too offtopic:
X-Com drone have free left hand which allows it to use any piece of equipment. I won't lie, it's fun tactic to deploy a squadron of drones with dynamite, so they can carpet bomb anything below. It's a bit strange, since they don't have any contraption to operate any equipment.

https://www.youtube.com/watch?v=DpLgdN-1Lq8&vl=en


Also:

Could it be that the slow learning of the AIs has something to do with maxStats being the same as minStatsor that most stats are already maxed out by default?

3
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 21, 2018, 09:50:57 pm »
In my humble opinion the text is very nice.

Maybe one could add to the ending "...although we lack the necessary techniques for precise shaping." to hint at further technologies which will be researchable later on.

4
The X-Com Files / Re: X-Com hybrids!
« on: May 12, 2018, 06:51:41 pm »
They. Are. Awesome!

Also:

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 02, 2018, 10:36:03 pm »
Not sure if this is a bug or just a misassumption on my part:

The cyber armor is replaced by hazmat suits in hostile environments like dimension X.

The line "...protects against all battle hazards" and the helmet let me assume that it also works like the bio-exo suit.
Maybe a line could be added:

"Although not being hermetically sealed..."

or

"Although not insulating the user against hostile environments this suit offers protection against most weapons and other battle hazards."

6
The X-Com Files / Re: The X-Com Files now on Patreon!
« on: December 03, 2017, 06:39:53 pm »
F*cking pledged!

8
The X-Com Files / Re: Small suggestions
« on: May 20, 2017, 05:13:53 pm »

I'd rather like to have some new missions, where you paradrop to the site instead of landing and can't carry either armours or heavy weapons (but rifles are okay). I don't have good ideas though - suggestions appreciated.


Maybe you could add something like a base in some crater.
Maybe some faction wants to make a volcano active to appease some god/destroy a city/make a really big smoke signal for our new alien overlords.

You could also go the "Lost Valley" route with lots of strange lifeforms/dinosaurs/etc.
Maybe a government has lost contact to a research team and you have to get them out revealing some sort of sub plot.

Or some unnamed official from Xcom had to crash land in an active war zone and you have to extract that person.
Here is a list of wars that happened or started in the 1990s: https://en.wikipedia.org/wiki/List_of_wars_1990%E2%80%932002

One of your randomly chosen soldiers was on vacation and finds him/herself kidnapped.



All of these could be some sort of mini campaign with several levels.




From a gameplay perspective it would add several things.
When going with the secret route, you would first have to investigate. Maybe you could give dossiers some new meaning with this.

The missions themselves would be some sort of endurance match.
You would have to carefully choose the loadout and then be economical over the mission/levels.
You would also need to scavange whatever you find.

Depending on what scenario is chosen the player would also have some new enemies to fight.

When the mission is complete you could get an artifact or money, decrease a faction's influence, increase Xcom's standing with a nation.


I... I don't know man. I'm just throwing ideas here.
The address you once gave for people to donate does not work btw.  ;D

9
The X-Com Files / Re: Dossiers wanted!
« on: February 13, 2017, 12:07:20 am »
Here is a rough draft since I have time on my hands.
Sorry if the style and English is not great but right now I'm having a slight fever  :(

-------------------------------------------


Name: William Carter
Role: Former Agent/Squad Leader
Affiliation: Former CIA/Rogue Agent
Details:

After serving in the Pacific theater during the Second World War he started working as a field operative for the CIA in 1948.

It is presumed he defected to a rogue association of agents while being on an assignment in the U.S.S.R. 

He then set up a house fire at home killing his entire family to fake psychological trauma
This way he got a post in the CIA's administration, where he went on to gather trust and intel.


He is implicated in several attacks on US military facilities in the 1960s. The first being the destruction of the Groom Range facility and at least participation in the assassination of J. Edgar Hoover.


Reports claim that his group used advanced weapon technology suggesting that it operated on a world wide scale with large amounts of funding from the shadows.


In the following weeks he played a major role in several Kidnappings of scientists, engineers and military personnel as well as bloody raids on civilians.


There were findings that interrogations took place, where he also took part in the torture of abductees.
One report details a long vertical cut in the face of one of his victims.

During a raid on the main hideout of aforementioned association he was wounded.
It is still unclear what happened to him afterwards.

There is a strong possibility that he escaped, taking some of the advanced technologies with him.
If that is the case it could be that our enemies may have access to those.

10
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 26, 2016, 06:35:03 pm »


How about taking Arthanor's suggestion of making primitive/improvised/savage weapons a fluffy research topic with text but leaving them out of the shop.
During the early stages those items are gathered in sufficient quantities to be used by curious players.

As it is now the cluttering issue is merely pushed to the research screen which is already chock full of your marvelous ideas.
By leaving those items out of the shop, it won't be completely filled with useless items at the end of the game. By then every squaddie is running around with a blaster launcher anyway.


That being said I truly adore your work ever since you took over the FMP and can't wait to see this bud blossom.
Do you take donations by the way?

I also love Nord's recent artwork. Especially because it is in the same style as the original.


Sorry that I can't contribute anything else right now.

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 10, 2016, 05:18:26 pm »
Thank you so much for still working on this excellent brainchild of yours.
Also thank you that I now an excuse to restart the campaign so I can discard that last Cyberdiscddebacle I had.


 :)

12
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 12, 2015, 12:25:04 am »
That apartment building looks like a nightmare to breach in a terror mission...
I imagine Chryssalids lurking under the beds.  :'(

But that was your plan all along, wasn't it?

13
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 02, 2015, 03:37:44 pm »
Hello.
Congratulations to page 120.
Since version 1.5 this mod gets even better and better.

Only a small map problem with the Skymarshall.

Maybe they should install some chainsaws and sprayers filled with agent orange into the main ramp.

Thanks for the hard work.

14
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 03, 2015, 03:16:53 pm »
Regarding those early life savers.

In first aid skin adhesives are used.
That is nothing more than sterile super glue,

For unmanageable bleeding there's fibrin glue which is basically poured into the wound.

Last but not least there are medical staplers.

15
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 13, 2014, 11:39:19 am »
Hi!
I totally enjoy this mod because I had to restart so often.
Sometimes it gets tedious to start from scratch but every game is so different after the first weeks.

I ran into a game breaking problem after I had upgraded to this nightly: openxcom_git_master_2014_09_13_0319

In the terror mission in this game I wanted my tank to shot, but that crashes the game.
I don't know if it's the nightly update or the mod pack because I didn't play much and my tank hadn't fired until now so the last few battlescape missions were okay.

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