aliens

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 - cjones

Pages: 1 [2] 3 4 5
16
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: October 20, 2014, 03:41:27 pm »
I got super excited to finish my play thru and just changed flag to false to enable me to research hw encoder.

cheers!

17
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: October 20, 2014, 02:45:11 am »
Alright, no worries.  Its actually kinda interesting playing without the hwd .  will post my save tomorrow.  Cheers on the good work!

18
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: October 20, 2014, 12:18:07 am »
OK I'm a bit stuck.   I have latest mod version and after raiding 10+ bases being very careful not to blasterbomb anything or let anything blow up, I have yet to unlock hwd.  I am worried of is because I am using the full expanded base mod?  When I disable that mod tho, game crashes when I try to attack any alien base.
Seems odd. I checked the ruleset for et mod and can't tell if I need an item from alien base for hwd or just capture different race engineer?

Loving the mod btw.  Plasma lmg are a blast.  And I had an aha moment when I noticed the increase sale value of certain items after converting.  Makes perfect sense.

19
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: October 19, 2014, 02:56:22 am »
Ooh armor repair.  Gimme

20
Offtopic / Re: Dealing with Psionics Before Labs
« on: October 18, 2014, 08:39:10 pm »
@arthanor,  I ended up wiping squad.  :(

21
Open Feedback / Re: I need some mod suggestions!
« on: October 18, 2014, 05:42:52 pm »
IMO I agree with solar I think it was who said psi los actually makes aliens harder because once u have psi resistant team they waste tu to try and mc instead of just shooting at u

22
Offtopic / Re: Dealing with Psionics Before Labs
« on: October 18, 2014, 05:37:50 pm »
Some tactics I use when I don't enable psi LOS ( which is always nowadays.  I feel like I have paid my psi dues years ago on ps1).

First, to my knowledge. The aliens have to see at least one of your squad and can them psi any of them.  So try to keep hidden all troops as much as possible.  Hard to do. But not impossible.  Smoke helps a lot.

Two, aliens seek out weak psi troops as I recall.  How do u know without psi lab u ask?  Previous missions will reveal that.  So once u know who is weak either sack or use em as psi bait.  Equip him with just a medikit and put him in vanguard. 

Another tactic, keep weapons in backpack or on ground when alien turn.

And finally, let me tell u a funny story...

One month I was desperate to take out the only base I could see since I had a warning prior month on score.  This was like month 3 or 4 I think and I was in USA and my radar was not giving me any UFOs.

I loaded my ranger with stun rods only.   Took a tank to deal with cyber disc.  My idea was let em psi all they want.  Worst case my guys act like a bunch a frat boys and poke each other with stun rods.

So I get to about turn 4 and boom.  My tank gets toasted by the 3rd disc it engaged.  Now I have a bunch a meat puppets running around shocking themselves and cyberdiscs picking them off.  I lose a few guys and since I'm not getting many kills, only stuns my guys morale is only going down.  In a fit of desperation I charge at a disc with a stun rod.....and it gets stunned?!

Incredulous I try it again and stun another one. 

Long story short, of course I still lost the mission, I mean come on.  But did find it interesting I could stun a disc.

I don't recall which version I was playing of open xcom.  Vanilla I think
 
But there ya go, I challenge u to succeed where I failed.  Fill the ranger up with a bunch a drunk frat boys and cattle rods.  Heck leave the tank at home.  No smoke, mwhaha

23
Open Feedback / Re: Openxcom.com mod site is not working
« on: October 18, 2014, 07:40:27 am »
I was hoping it was temporary.  I have been like a junkie combing the forum for the mods that people posted links to so I can get my mod fix.

24
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: October 18, 2014, 12:28:08 am »
Dioxine has a synthsuit and Juggernaut armor.  The Juggernaut might be a bit on the 40k ork side.  But the synth suit would fit right in.  Course this is piratez mod stuff

25
Suggestions / Re: Suggestions (illustrated)
« on: October 17, 2014, 03:22:25 am »
Equal terms is cool.  Wish it had repairable armor tho.  Come to think of it I think there was a standalone mod for repairable armor.  Maybe I can mesh it with my equal terms install

26
Offtopic / Re: Base placement and other mechanic nitty-gritties
« on: October 17, 2014, 03:20:48 am »
I know its prob been said but does radar stack in open xcom?  I know the original game did not and some mods do or don't. 

27
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 17, 2014, 03:19:02 am »
I think it usually says 1.0 if you are using the milestone build.  I believe it tells u what nightly build otherwise

28
Offtopic / Re: Base placement and other mechanic nitty-gritties
« on: October 17, 2014, 01:46:09 am »
I usually put it on western Russia border.  This gives me coverage of europe, most of Asia and north Africa.  I used to put first base in USA but seemed like I always had base defense in month 1 or 2 there.  I can't recall ever getting a base defense in west Russia. At least not til like month 3 or 4.

Also, since Russia never leaves, IMO it is good to keep them happy since you are building up monthly finding from them that will never go away.  Of course there are only a few mods that have not allowed for me to just engineer all my money.  So funding is of course mostly irrelevant after month 3 or 4 anyway.

29
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 17, 2014, 01:41:33 am »
Cool.  Another quick question.  I am using latest nightly and I downloaded the mod for latest nightly.  But my open xcom reports as 1.0?  Is this due to the custom exe?

30
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: October 16, 2014, 11:23:30 pm »
Thanks!

Pages: 1 [2] 3 4 5