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Messages - Solarius Scorch

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8656
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 09, 2015, 11:39:06 am »
Hey, everyone!  ;)
A brief question - is there any possibility to switch on and off particular mods out of that compilation?
I was hoping to do that in the game, mod menu, but there was only one line with the whole MegaMod set.
That is a fantastic one compilation, without any douts, but some features are too much for me, not a good experienced Earth defender at all :)
I just want to have some graphic changes/improvements for the very beginning at OpenXcom. I tried to set up every single mod manually, but some of them are not updated anymore, since included into Final Mod Pack. And I failed and got my game broken due to some mods incompatibility.  And yes, after a while, I would deffinetly want to try new options. So I don't want to dig out all the mods separately again. Just want to put a switch ON next time at the options I prefer.

I tried to find something looks like a config file in the mod dir, but there was none.
So, would anyone kindly help me with a tip or a page of that thread, where I can find the solution of my problem.
Thank you.

Not a native Eng speaker, sorry for mistakes.

Sadly no, it's not possible to run individual parts of this mod. It was the idea initially, but the various pieces have so many dependencies on each other and so many balance issues would arise that it was proven unfeasible. For example, if you have a research that depends on something added, and remove the prerequisite, then you have to modify the research to depend on something else. Also, by taking away something you can easily make the game too easy or too hard, for example because you no longer have medium-tier weapon but you can't research plasma either, because it's made to be available much later.

in the readme, there's a list of individual mods that were used, so you can just download them separately. Be warned however that they often aren't balanced against each other in their raw state, and some FMP content was never released outside this compilation.

EDIT: 1.6.2 is online.

  • 1.6.2: Excavator and Labship route fixes by Hellrazor.
  • Better autopsy pics by Mick the Mage.
  • Updated Russian version by Kammerer.

Thanks guys, you all rock!!!

8657
Open Feedback / Re: Incendiaries
« on: August 08, 2015, 10:38:31 pm »
It makes you wonder thought why they have resistance to ap.By the time of snake men you have lasers why should you ever use ap?
For the forgoten cannon tank in your base?

I guess Mutons don't care what you have. They do what they want. :P

8658
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: August 08, 2015, 10:31:00 pm »
Should i be playing in tftd damage calculation or vanila?

I don't think either way is strongly enforced by the mod, but it's balanced for the vanilla damage.

8659
Work In Progress / Re: [TFTD][BETA][WEAPONS] Expanded Gauss Arsenal
« on: August 08, 2015, 09:30:48 pm »
Are some skins used in the xpiratez mod?They look familiar

You meant the Gauss mod, right? :P

8660
Work In Progress / Re: [TFTD][BETA][WEAPONS] Expanded Gauss Arsenal
« on: August 08, 2015, 08:13:08 pm »
It looks very nice and clean, but they look so similar to one another that I find it very hard to tell them apart, especially when you can't see them at the same time. I guess it's inevitable though, if you want to keep them uniform.

8661
maybe dio could try to beat his own game in jack sparrow 8)

We've recorded a couple episodes a year ago or so, Dioxine playing and me assisting... But I'm not suer it's still on YT, and it's certainly a very early version of the mod, compared to present day. :)

8662
Suggestions / Re: Yet Another Psi Restriction
« on: August 08, 2015, 05:58:17 pm »
You would need to exit craft and punch Ethereal in face

I've always wanted to do this...

8663
Work In Progress / Re: Few Resources
« on: August 08, 2015, 01:50:02 pm »
Holy crap, thanks.

8664
Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: August 06, 2015, 06:06:52 pm »
I took the liberty to complete the German translation. The Caster and Toxigun were not included.

Thanks! I've updated to 1.4.1 and uploaded.

Hmm, I guess I should add Hellrazor's ship variants too...

8665
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 06, 2015, 08:20:42 am »
Thank you!

8666
Offtopic / Re: Chaos Gate on GoG.com
« on: August 04, 2015, 08:22:47 am »
It's spelled Imperium dood!

I knew something was off. :P

8667
Work In Progress / Re: Some resources
« on: August 04, 2015, 12:10:27 am »
You guys are insane.

8668
Work In Progress / Re: Ligthsight (QUESTION)
« on: August 04, 2015, 12:09:34 am »
Is it possible to change the ligthsight of the aliens to the same of the soldiers?

Not with vanilla Openxcom. It's possible with Openxcom Extended though.

8669
Offtopic / Re: Chaos Gate on GoG.com
« on: August 04, 2015, 12:02:01 am »
I've never played Chaos Gate, but I've only heard good stuff about it, so I maybe I'll find the time to check it out now.

I played Final Liberation multiplayer though, with Dioxine*, and have really fond memories of it. It was buggy as hell, at least for a turn-based game, and quite unfinished, but it was still pretty sweet (Epic mechanics is pure fun). I can only imagine what some modders could do with it nowadays. (Look what amazing things they did with Dawn of War, and it's just a filthy RTS. :P)

* Empire is overpowered. :P

8670
Suggestions / Re: Time Units refunding perks
« on: August 03, 2015, 11:54:09 pm »
I'm not a fan of perks in X-Com, even heavily modded X-Com. It's not really in line with its combat system, since it is very complete as it is.

But for total conversions? Fuck yes. Piratez with perks! Also, Warhammer! Yay! :)

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