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Messages - Alex_D

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481
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 28, 2014, 06:43:31 pm »
Thanks.

Here's my report of my latest game experience :)

Finally, I managed to shoot down, assault and capture a Star God Coordinator, from a downed cruiser. It was quite a battle, no casualties from my side but nearly everyone got severe injured, and all the ladies wore Annihilator suits and had Psi ratings of 45+.
Spoiler:
Good thing I saved the tiny drill. The Avenger is a expensive ship.

The Star God Coordinator entry in the research description has a weird placeholder. The "fat guy" text is also still with placeholders. 

482
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 28, 2014, 05:34:40 am »
It was supposed to be an Easter Egg... what else would you want, having these demons fight for you? Changing demons into demonic weapons? Summoning the Goddess of Death with living demon sacrifices? Just shoot your ideas and keep these suckers locked up :)

btw. yes, the demon places are like MiB bases, except they don't stay forever just a couple of months. I might change that method of spawning though.

I haven't finished the mod (yet) but I like the Demons side story, like jumping from one enemy (Star Lords) to the Doom's demons, like the Dark Ones are one of these far away Star Lord's enemies that they are fighting.

Also, I assaulted a downed Smuggler cruiser and the Captain was an Ethereal! I suppose some script is not done yet. Or maybe it's another (good) twist on the story!

Later I was able to MC a Star Lord and finally I'm researching it.

By the way, some of the text for the Dark Ones are still "null" or with place holders.

Great mod Dioxine, please keep it coming. The story developed is more interesting than some books I have read :)

483
Suggestions / Re: Civilians in transport should count as saved
« on: August 22, 2014, 12:19:55 am »
A recall this problem applying to the original game too: after being MCd, civilians count as aliens.

I've never tried it myself (I'm not that twisted :P ),but I read it somewhere.

Yes, I remember too. But what if the civilians are hostile to everyone (X-Com, Aliens) but because they are unarmed they don't really cause damage?

484
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« on: August 21, 2014, 05:17:28 am »
Thanks Imervak and Dioxine,

The clipSize fix worked!

Because of the lack of ammo, for a few games I was equipping the merc guy a good gun during the equipment phase, until I realized that the game was removing the items from the battlescape as lost during a blast or similar.

Interesting unintended consequence for a way to simulate "stealing" at the workplace ("you cannot trust your subconsultants and temp hires anymore!")  :D

Alex


485
Suggestions / Re: Civilians in transport should count as saved
« on: August 21, 2014, 02:48:59 am »
With OXC1.00, I remember I mind controlled few civilians and gave them laser pistols and such. Then they reaction fire to the aliens (or MiB, as I was using the Final Mod 0.7). They even scored a kill.

But later they also reaction fired at me. I removed their weapons with MC to avoid further collateral damage.

So it's either something within the code that plays with MC, which causes them to be hostile to X-Com after a MC, or they are a third front on the battlescape.

486
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« on: August 20, 2014, 06:36:59 am »
Hi (first post here)

I'd say first thanks Dioxine (and all of the contributors) for creating such total conversion. It's really a new game indeed.

I have been playing with the mod for the past few days, and I just got update 0.81. I had to do some little surgery to the savegame so not to mess with the base layout I had before.

A question: How do I provide ammo to the Mercenary guy's gun?

Thanks

Alex

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