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Messages - Hadan

Pages: 1 [2] 3 4 ... 6
16
Work In Progress / Re: PLAY AS THE ALIENS!!
« on: July 23, 2014, 05:45:09 pm »
It could be fun researching the mystical human artefacts, rifles and pistols.
And realizing that they are crap compared to your own plasma weapons  ;D

17
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: July 08, 2014, 08:53:52 am »
Anyway, they are my future plans...
Sounds amazing!

Would be nice if any new UFOs get integrated in your OXC-Mod as well.

18
Wow, really nice work!

Cant wait for this to be released  :D

19
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: July 02, 2014, 08:29:56 am »
Good morning!

I modified the ruleset myself now:
Starting fund: ~4.1M
Reduced all initial fundings to ~1/3
Reduced max funding to ~60%

Maybe someone can give it a try, i fear the funding might still be to high.

All credits go to the original author, i just changes some numbers  :)

Hadan

20
Released Mods / Re: [CRAFT] Sentinel class interceptor.
« on: June 21, 2014, 07:31:02 pm »
Excuse me...but it' an addiction or replacemen? : :-[
Its an addition.

21
Released Mods / Re: [WEAPON] [CRAFT] Tyran_nick's mods
« on: June 21, 2014, 02:18:10 pm »
Hello!

Used your Thunderstorm for some game-month now and I have some suggestions:
- increase the resource cost (maybe add ufo navigation)
- add some rent-cost (for fuel etc)
- maybe lower the speed a bit

As it is now, the thunder makes the firestorm obsolete:
- easy and early to produce
- no running costs
- high speed
- no e115 as fuel
- armed with a plasma-beam able to shoot down pretty much everything

It borders on cheating really  ;D

/edit:
did a quick edit on the .rul

greetz
Hadan

22
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: June 21, 2014, 02:13:06 pm »
PS: you should modify funding, in vanilla you only get $6M funding at start, with this mod I get $12M.
Agreed.
Played some game-month now  with your mod active and my funding went trough the roof, its september now and i have over 100m.

greetz
Hadan

23
Thanks, I will give it a try  :)

/edit:
Error when activating mod, see screenshot

24
Is men_in_black_x_alien_armoury_expanded.rul updated to the new version of MiB?

best regards
Hadan

25
Hello!

Great work on the new designs  :)

Played some Terror-Missions on the new maps, seems to work fine so far.
One Problem: Please reduce the number of civilians, with over 20 of them running around and getting killed in the first 2 rounds (no chance of reaching them) it is nealrly impossible to get a rating above "poor".

best regards
Hadan

26
Suggestions / [VIDEO] Different Filters for Geo/Battle
« on: June 19, 2014, 05:14:26 pm »
Hello!

First of all, thank you for the great work with OXC 1.0, with all the mods already available it feels like a completely new game (while staying very "Ufo" ;))

While toying with the video-settings I thought it would be great to have different filters for geoscape and battlescape.
Example: SABR look very good on battlescape, esp. when zoomed out, but an geoscape (most noticable on the base-screen), it sometimes looks a little too "fluid". Here a more pixelated filter would be better.

I think it would be quite some work to implement, but maybe someone has the time  :D

best regards
Hadan

27
Released Mods / Re: [ENEMY] Men in Black 3.1
« on: June 16, 2014, 08:45:55 pm »
Thanks for the clarification, I wil test some more.

3. MiB weapon tech will improve as the game goes on. But yeah, rewards-wise it isn't great, since I didn't want to insert MiB-specific new tech.
Is a money-reward possible?

greetz
Hadan

28
Released Mods / Re: [ENEMY] Men in Black 3.1
« on: June 16, 2014, 08:20:54 am »
Hello!

First of all, great work with you mods, love the new aliens!

Second, I have some questions regarding the MiB-mod:
1. Is there a way to destinguish a MiB-mission from a "normal" UFO? Had 2 landed battleships on my doorstep, only to find out  that there was no UFO, just some MiB.
2. How can I research the MiB? So far i brought back some corpses and 2 stunned soldiers, but no project showed up.

Third, a sugestion:
If what i have seen so far stays this way later in the game you should maybe increase the reward for MiB-missions.
All I got from 3 Battleship-type missions are some low-tech weapons (instant sell), a few points (only a few because even on low difficulties the MiB kill nearly all civilians which brings the rating down) and some dead soldiers.
All in all, not really worth the risk.

I usw OXC 1.0, the latest version of your mod and the MiBxAlienArmoury-ruleset.

best regards
Hadan

29
Work In Progress / Re: Manage Alien Containment UI
« on: November 06, 2013, 04:48:42 pm »
Number 3.
"Live Aliens <-> Dead Aliens" made me laugh more than it should  :o

30
Released Mods / Re: alloy ammo
« on: October 28, 2013, 12:57:12 pm »
*adjust tinfoil hat* Can you read my mind?  :o I was planning to do the exact same thing.
Glad to see you did it, my freetime is too limited atm.

greetz
Hadan

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