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Messages - Meridian

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6961
Builds & Ports / Re: Build request: Nightly from July 13
« on: October 30, 2015, 11:46:14 pm »
I would first try the other combination I told you about in the other thread.

If it doesn't work for you, here's the file you're looking for: https://drive.google.com/open?id=0B8itkFQbhj-YT3NzSnBkdm1LaEk
(I will keep it there for 2 weeks, then delete)

6962
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 30, 2015, 11:40:27 pm »

6963
XPiratez / Re: Let's play X-PirateZ
« on: October 30, 2015, 11:30:04 pm »
Suitable For Work - ie Suitable for Youtube

I'll have a look. I don't plan on censoring naked boobs... I will consider censoring other sensitive parts of the piratess' body though (if necessary).

Other than that, I'd like to show both original graphics and alternative graphics... first the original ones I guess, then later yours.

6964
XPiratez / Re: Let's play X-PirateZ
« on: October 30, 2015, 10:46:04 pm »
Meridian, I've just watched the first episode, and I have a question:

Will you be useing My Alternate Graphics Mod for X-Pirates? As this would give some of the Inventory images a more S.F.W. look.

Uhm, what does S.F.W. mean?

6965
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: October 30, 2015, 07:50:01 pm »
Congratulations again :)

Nook, when you have time I'd like to ask you a few questions about the expansion so that I can get some feedback. Basically they are:
1) The nicest thing about Redux
2) Anything that stood out
3) The worst thing about Redux
4) What feature did you feel more connected to
5) Any detail not included in the above

I was just watching, not playing yet, but from what I've seen:
1/ Nicest thing for me were mixed crews (for example sectoids + floaters), that's really a great idea
2/ The firepower of the Overseer UFO really stood out (unless it was a bug)... and the "invulnerability" of the energy aliens
3/ Shrubs blocking craft exit in jungle
4/ I loved the concept of News Briefing... Nook didnt pay too much attention to it, but if you could somehow bring more story into the game, it would be so awesome... binding to research is probably the only way at the moment, but if it was possible to generate briefings also on a monthly basis (e.g. a briefing at the beginning of each month) and maybe also create a few one-time missions with unique briefings... that would just rock. I know it will be hard if not impossible to make them both interesting and relevant, because everyone's playstyle and game length is different, but I think it's worth a try.
5/ At some point I'll play Redux myself and give much more feedback

6966
XPiratez / Let's play X-PirateZ [00] Installation and Recruitment
« on: October 30, 2015, 08:59:56 am »

6967
XPiratez / Re: Let's play X-PirateZ
« on: October 26, 2015, 11:19:08 pm »
Hope I'm not too early Meridian, But can you put me down as Stabby Rock Sis - yes its the same name I used in  Ivandogovich's earler LP, but I like it.

A little bit too early, recruiting video will be posted on Friday, but I accept you as the first of many... welcome to the team!

6968
Released Mods / Re: Terrain Pack: Shrub-blockade
« on: October 22, 2015, 12:45:02 pm »
Are you shouting at me or just ventilating at no one in particular?

Btw. I also think it is a bug... just saying that people have already reported it many times and the result was always the same.

6969
Released Mods / Re: Terrain Pack: Shrub-blockade
« on: October 22, 2015, 12:30:24 pm »
This has been discussed like a million times already.

Some consider it a bug, some a feature.
Mod author says it's a feature... you can either live with it or edit the mod if you want.

6970
Work In Progress / Re: Customizable Balance Mod Pack
« on: October 21, 2015, 03:06:45 pm »
You get excited too easily hellrazor. Chill out, it was just a friendly joke from Dioxine...

6971
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 16, 2015, 02:01:36 pm »
Is that normal?

They have more advanced blaster launchers (can fire up to 3 times per turn).
Also they have fire launchers, which produce explosion effects too.
Then they have shotgun-like stun weapons; indiana-jones-like electric whips; and star-wars-like photonic blades (i.e. light sabres).

And very good PSI skill... not as freakishly good as in earlier versions, but good enough not to take any soldiers with less than 90 psi strength on the mission.

6972
Playthroughs / Re: My First Ever Base Defence, and my Second Base Defence
« on: October 16, 2015, 10:14:15 am »
If you correctly design your bases then base defense is easy. You can get some ideas about it here Base Layout Strategy, the basic idea is to create a single chokepoint and wait for the aliens and out of their sight to ambush them at that location. And never place your soldiers set for reaction fire - it's a sure way of the aliens throwing a blaster bomb at your direction.

Single choke point is a good idea, but (in my opinion) only for middle and late game.

Early game (i.e. no armour, HE packs and rocket launchers + no psi screening yet) you might have a lot of difficulties fighting Sectoids+Cyberdiscs in this setup. Cyberdiscs can get into the choke point before you, camp there forever and just snipe your troops... happened to me a few times. Since then I leave two choke points in my bases early game... until April 1999 or so.

6973
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 10, 2015, 05:33:20 pm »
Yeah, but isn't the ufopedia entry for fuel capacity sort of pointless then? If I can't compare them... I know it is another story for elerium-fueled craft, but at least craft with same fuel type could have some logical numbers :)

6974
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 10, 2015, 03:19:13 pm »
Plasma swords + two guys with melee 52 and 59.
Attempts: 8
Hits: 8
Kills: 8

That's more like it!

EDIT: one question too... AWACS and SKYRANGER have both fuel capacity of 1500, but AWACS can stay in the air for 5.0 days, whereas SKYRANGER only 1.5 days... how should I interpret the numbers?

6975
Open Feedback / Re: Freqently getting early base defense missions
« on: October 10, 2015, 02:29:36 pm »
Then Meridian describes a really strange behaviour.

I think I may have found an explanation.

I had a lot of retaliation missions a game-month ago or so. I deleted all of them from the saved game, because they were irritating me like hell.
But I think that's not enough... there is a flag called "retaliationTarget" on xcom bases in the save... and this was "true" for two bases (Canadian and Brazilian).
I think (not confirmed) that it means that the base was already found and will be targeted soon.
Since I've deleted the missions, it couldn't be targeted however.

Now, after I shot a UFO near Brazil, a *new* retaliation mission was generated in that region... but my Brazilian base was "already discovered" by the previous mission, which I've deleted...
and thus it spawned a battleship directly.

At least that's what I think.
I have reloaded and replayed that particular bit many times, sent dozens of ships to patrol in addition to hyperwave decoder, but I couldn't detect any scout.
So I'll go with that explanation for now.

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