Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Solarius Scorch

Pages: 1 ... 573 574 [575] 576 577 ... 764
8611
Work In Progress / Re: [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 20, 2015, 03:45:02 pm »
An awesome concept. My only big gripe is that I don't buy the "don't know how the surface looks like" thing. I guess seeing the planet from the outside kinda forces you to show its surface, and it looks plausible enough to me as it already is anyway.

8612
Fan-Stuff / Re: I heard you like dice
« on: August 20, 2015, 03:19:42 pm »
Impressive.

I might actually use it for other stuff too. ;)

8613
Fan-Stuff / Re: Base defence with tanks only
« on: August 20, 2015, 03:18:12 pm »
Actually it was I who talked Warboy into enabling this. Please flame me instead. :P

8614
Wow, I thought I was the only one here who disliked TFTD. :P

Agreed on most points, though in some cases I wondered if it's not more of a "works on paper" thing (like not using rocket launchers - a big blast is a big blast). But it's said to not be completely serious, so no problem.

Still, I think modding the game to make it better at a relatively low cost is doable, so we might get a much better TFTD. :)

8615
Released Mods / Re: Laser Reskin Mod
« on: August 20, 2015, 02:32:37 pm »
May this mod eventually be integrated into openxcom extended? Finally, something that make  more cool and watchable laser weapons!!

How can it be integrated into OpenXCom Extended? Do you have any idea on what OXCE is in the first place?

8616
Suggestions / Re: Awesome extended ending
« on: August 20, 2015, 01:57:04 pm »
Hos about making an extended ending, where you have to attack aliens om Mars just like they attack us on earth?
On the geoscape screen there would be an option to toggle between earth and Mars after you have researhed Cydonya or bust, for example. Then you would have to send crafts to Mars, looking for their bases, getting attacked by ufos, attacking their bases, and so on. To finish the  game you will have to find their main base by researching live aliens found in the other bases on Mars.

I always wanted the game to be like this! Would be super awesome   :D

Yeah, I like it. Go for it. :)

8617
+1. It may sound a bit weird at first, but I think it'd actually be useful (as opposed to most UI requests).

8618
I believe there should be a mod for both X-COMs that list difficulty levels as the following:

Rookie - Beginner

Sergeant - Experienced

Captain - Veteran

Commander - Genius

Scourge of Aliens - Superhuman

Modding this is a matter of three minutes, I can do it after work. :)

I also would like to see a mod for TFTD that adds a new armor

Diving Armor: purchasable from sponsors, diving armor is an improvement over the diving suit but is not as strong as other armor types. It is made of the best earth materials and can occasionally mean the difference between life and death on the field.
Armor Values:
Front: 30
Sides: 25
Rear: 20
Under: 20

Easy to do as long as you have the graphics.

8619
Suggestions / Re: stringstats for weapons
« on: August 20, 2015, 01:53:34 pm »
I just want a way to access Ufopaedia in battle.

8620
With extended is one big problem, incompatible goals.
For OXC is faithful recreation of original with small tweaks.
For Extended is mod platform for total conversions.

I deliberate change some game behaviors to better fit my goals.

What exactly did you change? Because I thought that OXCE is just about unhardcoding stuff, and you can have a completely vanilla experience with it if you don't change anything.

8621
I like the roguelike feeling. :D

Could be fun, but it'll never get in the official release, and I doubt Yankes will want it in the Extended build because it's not just unhardcoding stuff but an added feature, with language strings. So someone would have to make a new exe, like the Commendations mod.

8622
Hello,

First of all, thank you for making such an awesome mod. I halted a XCom 2012 campaign to make a LP at the bay12 forums (link).

Is it save to move saves from 0.92 to 0.93? I see that some research has been moved but I am eager to go after the reticulans.

Thanks again.

Wow, that was unexpected. Not only a new Let's Play, but one not from a regular member of this community - which is a good thing, because it means fresh perspective. I'll certainly watch your episodes.

As for migration, I'm not the mod's author, but I predict no trouble here.

8623
You know, I'd go the UFO: Aftershock way: just dump a few plasmas and alien grenades in the general stores with no option to make more clips (no more elerium). So you technically have superior weapons straight away, but you can only use them on a couple missions, so you'll probably save them. Besides, plasma shouldn't work underwater and is limited to terrors.

8624
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 18, 2015, 06:54:47 pm »
Ah yes, that is perfectly possible. I can imagine some really high HWP limits on your ships. :)

And speaking of HWPs, I don't think anyone mentioned Dreadnoughts!

8625
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 18, 2015, 03:55:06 pm »
Just drifting through to check up on your mod. Read through the post, and was wondering something. Can you leave the SM as the true infantry but alter their price? So instead of 40k to recruit them, you need...500k? For a SM recruit that might be cheap.

Then you can follow Arthanor's idea of using 'cheap' 40k HWP PDF/IG to supplement them. IG seems a better idea to me, but work is foreign to me.

This way you can start the game with a squad of 'scouts', but call on the support of the local PDF/IG to help support you in your mission.

Changing the price is trivial, but unfortunately the game doesn't support multiple types of troops. So either you get all Space Marines or no Space Marines.

Pages: 1 ... 573 574 [575] 576 577 ... 764