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Messages - Cristao

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1
Released Mods / Re: [OXCE][Compilation] Area 51 submods
« on: May 04, 2022, 05:58:52 pm »
I was looking for the Area 51 mod. I found this instead. Are we to download everything then select yes and that is the Area 51 mod? Or am I in the wrong thread?

2
Thanks Reaver - the blue and white colours look very good. I appreciate the responses as well. I will give the new version a try later on - currently in the middle of another playthrough.

LATER EDIT: I tried both armours. I preferred the white Assassin to the blue Assassin. It fit the image I had so much better.

3
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: January 16, 2022, 09:55:56 am »
This looks interesting. Will this be a Xcom but purely melee and range (excluding gunpowder weapons)?

4
My thoughts on this mod.

The Good

1. It is a very beautiful well put together mod
2. There are a lot of variations from vanilla. Weapons, Armor, Aircraft
3. I love the armours variation. I noticed from Hadriex's playthrough that you made some tweaks to armours. Those were very key.
Best armour for me - the PSI armour. I never got to use the red armour mod. I would like to borrow some graphic assets to develop my personal flying armor mod (eyes the assassin armor).
4. The PSI game was interesting - I use the first tier to continually train soldiers that were good i.e. panicking the enemy. By the time I got the amplifier I had some very strong soldiers. I had stopped panicking aliens unless they were inside ships. I had stopped panicking every alien as the side effect was them panic shooting my soldiers. I was shocked at the TU cost in the PSI disruptor. I felt the stun cost was a bit high but it can be justified. The TU cost of mind control using the disruptor meant that I kept the amplifier around.
5. Paladin and Assassin armour were justifiably expensive and solid.
6. The game is great at showing the importance of funding. You want to improve your capability? Get more research done and more monies. I looked at the initial amount and similar to Hadriex went - wow i can build about 3 bases. Boy did I learn quickly. Money is the greatest weapon in this game.
7. The UFOpedia was updated with lots of text. I liked the briefings on the alien races.
8. I liked that we could hire different types of soldiers. That was very helpful.
9. Weapons were good. I must confess that I added my current favorite weapon - the Stoner auto rifle from the UNESCO mod. The Plasma Auto-cannon is the hero of this mod. With that weapon ... all my troubles were almost all kissed away alongside the blaster and the Rocket. AE grenades were .. used a lot alongside smokes. Funny it was in your mod I learnt that Cyberdiscs can see through smoke. Previously I thought smoke helped against them.
10. Air game - Totally awesome. I avoided the Mothership at all cost except when it was landed then it was a player's wet dream. One had to be deliberate about upgrading crafts and weapons. I was confused to why some mods didnt work with some craft - it wasnt clear. When I looked into the code, I wondered if there were items missed.
11. I loved base defences and deliberately didnt build facilities to bring down ships.
12. I loved the mixture of different alien bases. It was a pleasant surprise when I first encountered the Alien Outpost. The Snakeman base was a horror. LOL!! I think this is something other mods should replicate.
13. Additional comment. On second playthrough - I encountered the Redshirt armour. I used it for the first time in Alien Outpost. This with heavy lasers and the psi fear tool .. absolutely lovely.

Cons

Not enough clarity on the aircraft mods. I found myself wondering what AL and AT meant and which was better until it hit me that AL was alloy and AT was Alien Tech.
To be honest, perhaps the later game needs some looking into - it turns into space management by the end. One needs to build a storage base (I had 3 nos), training base (I had 1 no.) and a factory base (I had 1 no.).
Could we increase the number of spaces in alien containment? Perhaps 7 is a good number.

Infact, I am currently starting another playthrough on it.

Selfish question - is it possible to make two different colours (i) a white and (ii) a dark blue version of the assassin armor.

5
I started playing this mod in December and it has been beautiful playing it. Could you upload the red armor mod you made for Hadriex?

I am almost close to the final mission and am currently building STARBLAZER. I can drop my thoughts on the mod later on.

6
Released Mods / Re: Old Mod Portal Archive
« on: November 06, 2021, 08:45:06 am »
Thanks so much for this. I couldnt find a melee mod on the new site.

7
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 21, 2021, 11:50:49 pm »
Thanks Meridian.

8
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 21, 2021, 10:30:29 pm »
Having a play through of Vanilla XCOM: UFO Defense with my kid and he mentioned something - In X Piratez we could see status indicators for units that were stunned, bleeding etc. However we couldnt see such when using OpenXcom Extended - did I miss the option for it or is there a mod that adds it? I didnt want to open a new thread for this.

9
Fascinating read...

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 28, 2020, 10:24:04 am »
Too much text for this pedia article.

11
XPiratez / Re: [MOD] Streamlined Armor Manufacturing L1 Version 1
« on: October 05, 2020, 10:30:13 pm »
Any updates for L3/L4?

12
XPiratez / Re: Sailor and Maid outfits for peasant girls
« on: September 26, 2020, 10:44:36 am »
You adding this as a mod or intention is to include in XPiratez mod?

13
XPiratez / Re: A thread for little questions
« on: May 24, 2020, 09:06:16 pm »
I think that should work.  IIRC, I used a barracuda with 4 lascannons.  But sometimes the ninja seeker fights to the death instead of crash landing at greater than 50% damage.  In general so long as you aren't blowing a ship up on the first couple of hits, your weapons aren't too OP for that ship.  Also, I don't think save scumming works to try to crash it instead of blowing it up just in case you might have tried that.


Now for my question:
 Can the spector do any mission that the starting airbus could do?  I still have the airbus gathering dust in a spare hanger but can build the spector.  I'm assuming I can sell the airbus and replace it with the spector without having future mission problems.

Aye you can - the spector is a beautiful craft.

14
XPiratez / Re: [MOD] Streamlined Armor Manufacturing K2/K3
« on: March 15, 2020, 06:30:30 pm »
This is a blessing .. thank you

15
XPiratez / Re: Bugs & Crash Reports
« on: February 17, 2020, 04:54:07 pm »
Zapper in Bootypedia

- Error in spelling of accuracy - it is spelt accurracy in the game currently. Change to 'accuracy'
- last line should IMHO be 'disallowing a faster re-fire rate'.

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