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Messages - quikesan

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2016, 07:00:46 pm »
one more thing: apparently now Aliens DO pick up weapons :P

I was doing some "morale training": after disarming every sectoid in a battleship, just two remaining, a leader and an navigator. The leader is surrounded by my unarmed soldiers, panicking them, and the navigator is just waking around unarmed, so, me not paying him any attention. Few turns later, he goes in the the ship, comes back armed with a heavy plasma.... hell happen against my men lol.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2016, 06:08:51 pm »
oh! by the way. I checked and I have found few tech trees around, but I don't know which one is the most updated. Could you point me out to the last one?
cheers!

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2016, 06:06:15 pm »
So, some weeks ago I though about that awesome game that Xcom is, and checking the web I found... openxcom! awesome!
And after some more research, I found, there are mods! OMG!

So I installed FMP, and these are some of my comments

Overhall great.

- The remade tech tree is cool. Makes the game longer and more logical. Apparently the weapons and equip is not "the next is always better". This forces to tactical decision. In vanilla was kind of easy to reach plasma cannons, and then everything is very easy. I am August and I still have no idea how plasma works. I need more alien engineers to confess I guess :P. The downsize is that the game maybe becomes TOO long, and the risk of becoming repetitive arises. Long and big tech tree is cool, but maybe shorter research times would be nice. I have 150 scientist and I always have the feeling that my research goes very slow, because I have tons of things to research (for example, my "interrogations queue" is huge, about 20 aliens waiting to be interrogated). But the problem of becoming too long and therefore repetitive is partially compensated with other stuff of the mod such as:

- Random alien ship room distribution. As far as I know, the alien ships have random doors and rooms distributions. Or a least several. I think this is the best contribution to avoid the game to become repetitive. I have had very funny (and stressing) tactical missions, thinking about how to storm the ship having no idea how it is inside.

- the introduction of more species, and the Hybrids and MiB. Although my only contact with Hybrids is Hybrids Castle (few of them). No contact with MiB yet.

- to avoid repetitiveness, I think it would be cool to have short of missions (like in UFO2012). The hybrid Castle is the best (as far as my game is, the only) example of this.


possible bugs I have found:

- when in a corner of a ship, if an alien is diagonal from you, you can see him, shoot him (with out pressing "ctrl" to "shot blind") but the shot always misses hitting the corner against you, even if the alien is right next to you.

- once happened to me: an alien ship appears. I intercept it. By the picture it is an abductor. Crashes down. I send the Skyranger... but then the mission is a Hybrid Fortress ¿? I can provide with a savegame if needed.



I will post more comments along my game. I am enjoying it a lot :)
cheers!

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 04, 2016, 05:35:14 pm »
So Leaders and Commanders do not hold any special knowledge that is chosen randomly. They do give you some special knowledge, but it's automatic once you research one of these and is not random. In other words, there's no need to "save" them for anything.

Thanks for the info. So, then it means that leaders and commanders are just needed specifically for psi stuff (sectoid leader/commander) and Cydonia or Burst, right? (since all other stuff you can get from engineers, navigators and medics)

What did happen to me, is that I researched a sectoid Leader, expecting go push the research towards psi stuff (lab, amp, etc), and I got... alien food, or something like that. And the worst is that I obviously had tons of alien food (and other stuff like surgery and other things, that in vanilla were useless but now they aren't apparently :P). So, I have changed now my "research politic", to research stuff first, and then interrogations, to avoid "wasting" an alien interrogation in getting something I can research from the thing itself.

I'm not sure, but it also happend to me that I interrogate an alien (I thought it was a leader) and it gave me nothing. I don't know if it a bug. Maybe was a navigator and I had all that navigators give... don't know. I don't know if, when you have gotten all that a certain interrogation gives you (let say, navigators), you can still research a navigator to get nothing.

Any how, great mod, great work.
if it's ok, I will post my comments and experiences in the next post :)

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 29, 2016, 09:57:05 pm »
Hi,

I'm new here, so I don't know if a question about how the mod works goes here... but here it goes.

I am capturing Sectoid leaders, and when I research them they give me random stuff, instead the Psi lab.
The last one that I researched gave me Alien Surgery.
Is this intended? How can I do to save precious alive sectoid leaders, and make them give me useful stuff when researched?

Thanks a lot!

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