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Messages - nathandetr0it

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 25, 2019, 02:12:07 am »
Just finished my Difficulty = 2 playthrough with a successful Cydonia assault. Well done, this mod is awesome.  Loved the balance throughout; still hoping for my Plasma and Elerium slugs. I think we want an Advanced Shotgun/Alloy Shotgun that can accept a few different loads (like the Advanced Rocket Launcher). It could take a small accuracy or TU penalty vs. the normal shotgun (actually, I think the regular shotgun needs a nerf), lose a point or two of weight, and cost 1-2 alloys to produce.

Loads could include the normal AA rounds plus new slugs (Plasma and Elerium?), maybe a fusion/acid flechette round as well (less powerful than the Toxigun), and/or a stunbomb-based Stun round @ ~50 power (slug) or 4x20 (pellets)?

Is there a repo where I can mockup the changes myself for your review? :)

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 16, 2019, 02:53:57 am »
4) bravery of fighting dogs is only 10. They start to panic before anyone else. This is not very similar to "highly trained dogs are fully capable in battlefield conditions". Maybe it makes sense to increase this value? In my opinion, a well-trained combat dog is not afraid of anything at all.
The dogs panicking easily makes sense to me- they're just dogs, after all- and attack dogs in this game are, frankly, *awesome* enough as it is. $10k for a speed demon with a huge melee punch! I feel a little guilty using them; a guilt only counterbalanced by having to endure that awful sound when they die...  :'( :'(

5) What a lousy sound of shooting a light machine gun? What is interesting, in the same folder is a file with a much better sound! Did you forget to use it? :)
For the love of everything, use Daedalus' High Quality FMP Sounds! https://openxcom.org/forum/index.php/topic,2502.0.html

Yeah, it was reported before. I will release an update soonish, but I want to port some cool stuff from the X-Com Files, and this takes time.
o.O what sorts of things? More goodies? I have two requests from my almost-complete first playthrough (difficulty=2):
1. A Fire Extinguisher. I have watched, helpless, as a valiant trooper burned slowly to death after suiciding himself into a Cyberdisk.
--- but then again, there should be a reason to fear fire, and the hazmat/toxisuit has to have some use.
2. An end-game upgrade for the Shotgun's "slug" fire mode ("Depleted Elerium" shells, or something)! The shotgun kicks so much ass, and I want to take them into Cydonia so bad. 
--- but then again, I'll probably take them with Alloy rounds anyway, if I have to. That 150% accuracy is just impossible to forego.

Finally, The Scatter Laser does not have the 'autorange=30' that the Minigun has. I've added it in, in my local copy, and it makes the Scatter Laser a hilarious amount of fun, just like the Minigun was early-game. Was that omission intentional?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 10, 2019, 12:59:21 am »
This is as intended (though doesn't always happen). You should look for other methods to fight Gazers, there are a few alternatives to guns.

Indeed, I managed to find a great one, namely:
Spoiler:
packing 20 High Explosives and handing them out like candy

RE: TFTD; Definitely not. It throws the entire balance out of the window.

Thanks!

Also, in my 2.2e playthrough, I just had a STR_HYBRID_CONVOY_SMALL pop up. Fun little mission, and I think the name was correct/localized in most places "Small Hybrid Convoy", but at least somewhere the 'STR' line of text appeared instead, and needs to be replaced by the localized name.  I think it was on the intercept screen, and perhaps the mission screen as well. I'll attach a .sav when I get home, or find and patch the offending line myself.

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 20, 2019, 08:47:22 pm »
Is it intentional that you can make ~$110K per engineer per month (about 4x their salary) by producing the
Spoiler:
craft Railgun Cannon?
Not that I'm complaining, since the game is kicking my ass right now and I'm churning through money, thanks to the fact that
Spoiler:
I haven't hit the Engineer lottery yet so every mission is my troops with alloy weapons vs. a ship full of Gazers... which they can barely damage.

At least I have
Spoiler:
Railgun Tanks... which a Holodrone can destroy in a single turn.

None of this should be interpreted as criticism, as I am loving this playthrough.

...wait I just realized I'm playing with TFTD damage. AUGH! Is that recommended for this mod?

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Hi Solarius, is this already included in the FMP?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 17, 2019, 08:20:33 pm »
Can we get a child forum for this mod?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 12, 2019, 11:56:27 pm »
I'll give feedback on any changes I notice from 2.2d.  I'm in May of year one on my first playthrough (on Experienced- I've beaten the vanilla game once like 10 years ago) and I have never had this much fun playing xcom. Man, the fricking minigun is amazing amounts of fun. As long as you get the scouts [way] out of the way first.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 07, 2019, 08:10:26 pm »
Also, man cyberdisks suuuuuck unless you're packing
Spoiler:
flamethrowers! I'm watching Lewis and Ben save the world in parallel with my playthrough, thank goodness they tried the flamer.  My first terror mission was on the railyard map, and the entire rail line itself was a cyberdisk kill zone with 4-5 cybers. Even once I realized it was the flamethrower I needed, I still lost 6 troops. Stocking three of them on the skyraider from now on! Maybe packing incendiary ammo will work too? Don't tell me :)

Also loving the larger office towers and the labyrinthine pathing, requiring lots of on-the-fly decisions and tactics.

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Hi all, just a heads up for anyone that doesn't yet have a copy of the game files for UFO Defense and/or TFTD: both are $1.49 over at GOG today!

UFO Defense: https://www.gog.com/game/xcom_ufo_defense
TFTD: https://www.gog.com/game/xcom_terror_from_the_deep

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Released Mods / Re: [SOUND] High Quality Sounds
« on: June 04, 2019, 06:21:03 am »
And mine!

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 04, 2019, 01:23:05 am »
Hi all, just wanted to drop a thanks for this mod and the hundreds of hours that surely went into the selection and balancing- what an awesome time.

12
Recently traded my Flip (ARM Rockchip w/ 4GB RAM) for the HP 13 G1 (Intel m5 w/ 8GB RAM) which means an architecture swap and whole new implementation! I'll post my progress getting this going with some mods.

[/quote]
Holy crap, could someone make a port for the Yoga 11e Chromebook? It's what most schools use for chromebooks in my area.
I know this is a year old, but for posterity running linux on a chromebook (in my case, via crouton) requires access to the OS, meaning putting the device into developer mode. It's unlikely that's allowed on a school chromebook is going to let you get away with that.

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Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: January 12, 2017, 05:44:52 am »
O, tryed and both 1.0 and 1.1 are working:


(v.10)



(v1.1)

 :'( :'(

It works on Linux if you systematically rename all of the files it reports as missing or bad with the correct case (either lower or upper).  In one case (no pun intended) you must copy and rename an entire subfolder with the different case.

I think you have to do this to about 8 files/folders. Took me about 10 minutes.

After that... it works!

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haha ok, ok.  Let me enjoy my minor, outdated victory for a few weeks, first!

15
    Hi All, with my inaugural post, I wanted to announce that I have successfully gotten OXC up and running on my ARM-architecture ASUS Flip Chromebook! It took me a week, lots of trial and error, and some leveling up of my linux skills (from level 1 to level... 1.05).

    My setup:
    • ASUS Flip Chromebook (C100PA-DB2, ARM Architecture)
    • Stable-Channel ChromeOS
    • Developer Mode (OS Verification Disabled)
    OpenXcom is running on ubuntu-in-a-window style linux, using crouton (via xiwi and the Chrome extension)
    • Lnux install is Trusty Tahr (14.04) Ubuntu
    • Desktop Environment is Xfce 4.10
    • OpenXcom version is 1.0 Release

    This is my third successful major compile-from-source project on this setup (I am such a newb), after 'Battle for Wesnoth' and 'Freeciv', with lots of other minor compiles and installs of various dependencies. This was by far the trickiest, and I'm sure my implementation is relatively nasty, but everything works!

    Not sure if anyone else will find this useful, but I'm pumped and wanted to share with you guys.  Thanks for everyone's hard work making this project a reality!

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