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Messages - Jo5hua

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46
Released Mods / Re: [HWP] Sectopod HWP OXCOM0.9
« on: June 16, 2014, 01:50:20 pm »
I just tried these out, and gosh they are awesome. Maybe we can get cyberdisk versions with the good ol xcom blue with an autofire option to distinguish from xcom made hovercraft :D

47
Released Mods / [SAVEGAME] Hundred Million Dollar Savegame
« on: June 16, 2014, 09:29:33 am »
I'm not sure if this file should go here or in another forum but here goes! Feel free to use this in your testing, modding, etc whatever you feel like!

Description:

This is my savegame which I have played over the last few months. Instead of going to Cydonia, I'm simply farming the UFO's gaining supplies, money, and training for my elite soldiers. Currently has $192,395,000 and 6783 elerium across all bases, as well as 22 global aircraft. I'm using interceptors (whenever possible) and firestorms as assault vehicles, and avengers as troop deployment and assault vehicles (to complement firestorms) for battleship attacks. Most of the time battleships should be farmed and not shot down, unless you want to fend off a base attack or infiltration attempt.

I've beaten the game before but because I love the game, in this playthrough I'm not going to the end of the game. Instead I'm farming the alien invasion for it's resources and have created a global XCOM empire. There are a few bases which I've allowed which are used to farm the supply ships, and all bases are fully stocked with supplies, elerium, aircraft and offensive forces, and plenty soldiers.

Currently the top bases I use in assaults are in North America, North Africa (psionics elite team), and South East Asia. The other bases have plenty of rookies which are used for base defense, as well as rookies which I still have to train to become like my elite forces. There are 516 total engineers in both North Africa and South African bases, both bases are the main manufacturing bases. Currently the bases are producing laser cannons for income generation, but they are also used to create more hover tanks and defense equipment. Hover tanks are used as the main scouts and front line defense forces in front of the soldiers.

All bases are equipped with psionics labs, and out of 360 hired solders, only 54 were killed in action (see memorial). Also all bases are strategically placed so most the entire globe is covered and detection rates at it's highest. A few countries were lost but even with that, funding is going very well and all base expenses are now covered by the funding sources.

The score is also very high allowing for alien bases and alien base farming. I suggest allowing a few more alien bases to increase elerium reserves, which is what I plan on doing myself.

Hope you have fun!

Notes: Some stores are INCREDIBLY packed. Also there is one avenger that is still being repaired (which has been in the shop for a VERY long time), though it's almost completely repaired! All items are legit and no cheats or edits were made.

Insallation Instructions:

  • Download the file and extract it to your OpenXcom Data folder with your other save games.
  • Play and have fun. While you can go to Cydonia, this savegame is being played as a "longest war" method which I find very fun.

Read the following link to find out where your OpenXcom Data folder is located (depending on your operating system):
https://www.ufopaedia.org/index.php?title=Installing_(OpenXcom)#Data_Folder

Download Link:


- Jo5hua

48
Open Feedback / Re: Member Map
« on: April 19, 2014, 04:16:21 am »
Very nice! I can see it now...

49
Released Mods / Re: [MAPDATA] Supply Ship Door mod
« on: April 01, 2014, 06:21:21 am »
This will save me so many blaster bombs.

50
Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: April 01, 2014, 06:17:48 am »
Very nice, you've been cranking them out lately! Btw sorry I haven't gotten back to you on skype. Been burried in programming :)

51
Oh sure.. just leave me and the mod site users with the "basic" version! :) Btw, you can always upload multiple files for a mod and just change the file name and it will show both files for a mod.

By the way, this would go great with Shadow's Terran Plasma Weapons. Balance both alien and xcom weapon loadout.

52
Work In Progress / Re: Higher resolution mod
« on: March 22, 2014, 04:36:01 pm »
Looks good! And welcome back :)

53
Work In Progress / Re: Men in Black -beta 1.1 (also new alien WIP)
« on: March 20, 2014, 04:27:35 pm »
I think the green looks great! Especially if it's Muton green. Also great to see the mysterious cover alien.

54
Released Mods / Re: [HWP] Scout Drone
« on: March 17, 2014, 07:26:07 am »
Great job on this mod!

I just installed it today and tested it out and turned out very well.. I'm currently using it when I farm supply ships for their Elerium. Send two scouts to clear a safe path, and mind control and unarm any aliens in the area.. Send one rookie through this clear path the scout made, all the way into the power sources. With the help of my psi units in the Avenger, the first level of the supply ship is cleared.. Rookie runs in, pops off all 3 power sources, and grabs the Elerium.. He runs out with two drone escorts ensuring safe delivery of the precious goods.

Sweet raiding glory! Looks like the sectoids are pissed.


I have 6 bases providing me a nice flow of Elerium now.

I edited ListOrder, now it should behave more properly and not separate vanilla weapons from its ammo. :)

Hey Solarius, what kind of changes did ya make?

55
Suggestions / Re: Alien Base Raiding/Farming
« on: March 17, 2014, 05:53:22 am »
The power sources are in the "Storage Loft" area of an Alien Base. Not sure how the map generator works in OXC but in vanilla - some alien bases had the storage loft, others did not. Good for smash and grab.

56
Work In Progress / Re: [CRAFT/BETA] Raven Interceptor
« on: March 17, 2014, 03:13:59 am »
Wow looks really good!

57
Released Mods / Re: [WEAPON] Combat and UAC Shotguns
« on: March 16, 2014, 08:57:47 pm »
I think they look great.

58
Released Mods / Re: [WEAPON] Dart Rifle
« on: March 15, 2014, 02:39:18 pm »
We could give it poison bullets. :) Still, it generally sucks as a weapon, it's only useful because of the stunning effect. I certainly would prefer a normal rifle over poison darts...

This would be awesome... A poison dart that slowly decreases health and ultimately kills the alien. Have a scout run around shooting things and watching them fall one by one randomly in different turns.

59
Released Mods / Re: [WEAPON] Combat and UAC Shotguns
« on: March 14, 2014, 05:37:30 am »
Nice mod.

You may want to change the font size of the orange colored text at the bottom. It's slightly difficult to read.


60
Suggestions / Re: Remember active base when in Geoscape
« on: March 12, 2014, 02:17:46 pm »
I wonder if this could be done as an advanced options. "Geoscape: Remember last base"

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