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Messages - Anon011

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1
OpenXcom Extended / Re: [Suggestion] Coherent Projectile Trails
« on: July 22, 2021, 09:50:01 pm »
Im glad to know its at least somewhere on the radar, better than being outright rejected feature.
Thanks for the info

2
Pretty good review, but what really drawn my attention is that it took you over 1500 battles to finish the mod. Hypothetically lets say that each battle took 10 minutes and that gives us over 250 hours of playtime. Its a huge amount of playtime for one mod, especially if you consider that there are replayability options with various mutually exclusive research techs.
I have to admit that if it is the average length of finished campaign in X-piratez then its a quite daunting one
Spoiler:
at least for me

3
OpenXcom Extended / Re: [Suggestion] Coherent Projectile Trails
« on: July 05, 2021, 01:58:27 pm »
Are you talking about this mod?
https://openxcom.org/forum/index.php/topic,9565.0.html

In fact the main inspiration for this suggestion was this mod, because if vapor trails are possible something like light beams shouldn't be outside of realm of possibility.

4
OpenXcom Extended / [Suggestion] Coherent Projectile Trails
« on: July 04, 2021, 03:18:12 pm »
Hello, I'd like to make a suggestion.
Would it be possible to show some projectiles as continuous beams or rays? As in real world lasers where the light is emitted in continuous wave beam.
I think it could really help differentiate weapon projectiles from each other.
Here I attached example of real life laser emitters and how their "projectiles" look to better illustrate my point.

5
40k / Re: [ADDON] ROSIGMA
« on: May 15, 2021, 02:20:38 am »
Since this awesome submod expands not only player arsenal and options but also enemy rooster I'd like to make a suggestion.
Genestealer Cults as new enemy, with difficulty set somewhere between Chaos Cultists and Orcs.
Iirc there are already sprites for webber gun and some 'nids so modifying base human sprites into genestealers and maybe Ogryn sprites into Aberrants. Doesnt seem like impossible undertaking and would add some more diversity in the enemy rooster while still keeping the difficulty level for "weaker" factions like IG and Arbitres more manageable.

6
40k / Re: [ADDON] ROSIGMA
« on: May 12, 2021, 01:55:41 am »
Speaking of suggestions, how about new unique weapon. Lucius Pattern Shotgun? In tabletop its used by Krieg Engineers and packs quite a punch on top of being semi-automatic.

7
40k / Re: [ADDON] ROSIGMA
« on: May 02, 2021, 06:16:31 pm »
Awesome work! Cant wait to try it out.

8
Tools / Re: HandOb maker
« on: May 03, 2020, 12:57:21 am »
Wow great job!

9
There actually is a chaos route in the game. Its not exacly what you describe because at the end of the day its just Xcom and the engine got its limitations.

Iirc to reach the chaos route you need to play as space marines and research bunch of captured Chaos weaponry, then you get a special research that allows you to turn to chaos.

10
Open Feedback / Re: Forum is Under Attack by Russian Dating Scam Bots
« on: December 04, 2019, 09:40:24 pm »
Russian Dating Scam Bots
Please... any proofs that this spam is of "Russian" origin?

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2019, 11:25:30 am »
Not sure if its bug or not but incedinary grenade does more damage than napalm grenade despite being lower in the tech tree, i.e. you can get it ealier than napalm grenade, and also you can buy it instead of manofacturing. Is this supposed be this way?

12
The X-Com Files / Re: Some suggestions
« on: November 12, 2019, 12:20:52 pm »
I got a small suggestion, recently i have been playing 1.0 and im loving it! But despite all its great content i feel like i need to address two things.

First one is rather small, i thought that Red Dawn might have a little bit larger selection of weapons, because right now its rather small compared to other cults, noticeably it lacks "tier 2" rifle like other cult have, AKSu 74 and AK47 just dont cut it, (and VSS is classified as rifle instead of sniper rifle in the equipment selection screen, is this supposed to be this way?)
So my suggestion is to add something like AN94 rifle (could have 2 shoot similar to UAC rifle but damage of 5,56 ammunition), maybe even ASh-12.7 if you feeling fancy (a 12.7mm experimental rifle, i know it was developed in this decade and not in the '90 but i think that 12,7mm close combat rifle fits perfectly to theme of fighting extraterrestrials, maybe it could be a research project instead of a Red Dawn gun?)

Second suggestion is about UAC rifle, or more specifically its balance/lack of alternatives to it. Dont get me wrong, i love that weapon but it just outclasses all other rifles, with ability to deal 60-90 damage per snap shot (because of 3-shoot) and ability to make 4 snap shots per turn its just the ultimate weapon against anything not kinetic resistant. It makes buying and using blackOPs rifles useless, it makes Tier 2 (2nd promotion) weapons useless. Sometimes it even outclasses shotguns in close quarters. I dont really know what to suggest here since i dont really want UAC rifle to be nerfed but i also dont want to be running 40% of my campaign using only it.

Anyway love the mod, keep up the good work.

13
The X-Com Files / Re: Re: The X-Com Files - 1.0: Judgement Day
« on: November 06, 2019, 08:32:50 am »
Congratulation on releasing 1.0, played this mod since 0.7 and its amazing how much it grew. Keep on being awesome Solarius.

14
Of course there still is. Just use pickaxe.
It only works in missions taking place in mexico tho

15
Offtopic / Re: XCOM Inspired Fantasy Game
« on: April 09, 2019, 05:45:56 pm »
Very nice game Nikita, I like it so far.
Will you make a Russian localization for it one day?

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