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Messages - Random Commander

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16
Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 15, 2015, 03:20:48 am »
Good question, but if you are going to drop the series, what other mod/game are you going to play?

17
Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 14, 2015, 07:14:50 pm »
Bleh! So many Critics!

Kill 'em All!
I prefers torching 'em with the flamers, cap'n! Like the landlubbers be say'n, "Kill it with fire!"

18
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 13, 2015, 08:00:31 am »
I might be experiencing some sort of glitch then.

I've encountered MIB, I took an Agent and a Coordinator alive.

I've got nothing to research, I'm up to Imp Alloy jets & troop transport (Skymarshal & Raven) and Alloy ammunition varieties.
I'm looking at several MIB laser weapons, a couple gauss & a bevvy of alien weaponry including the damn stun launcher.

But none of my live interrogations have unlocked the research blades for them.

Spoiler:
Trying to take an Ethereal alive with alloy weaponry & dart rifles is some final destination tier stuff.
Have you at least have any Gauss cannons or researched the alien laser rifle? If so, then all you need is the elerium battery, which can be obtained by capturing an alien engineer. Only then can you unlock such weapons to manufacture.

19
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 13, 2015, 02:40:37 am »
Love the mod, I registered to say that.

And ask one thing, maybe request.

Are we still able to eventually turn around and start manufacturing XCOM tech for profit?
That was an incredibly useful ability.
I believe that you still can, just use the tech that doesn't cost alloys or elerium.

Like gauss weapons for example! Or MiB laser weapons (NOT the ammo). They do make quite hefty profits, so I think...

20
Work In Progress / Re: HWP and battleType: 6
« on: June 11, 2015, 11:21:58 pm »
I Imagine the quick and dirty fix to this would be to enable a HWP's inventory, slap a Medkit on its hand pre-mission, and then call it your "Medical Droid."

I don't know if you are able to toy around with the fixed nature of the HWP's actual weapon though...

21
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 11, 2015, 11:18:35 pm »
Seems the alien engineers have gonne all inovating on their designs lately :P
New on UFO Designers Digest: The Battleship with a literally spiraling Interior! Labyrinthine nightmare!

EDIT: I believe there is something fishy with the scout drones. I have 2 and both of them start their turn with movement points allready spent akin to been overweight? I would normally think this is done as emotional comforting, because my whole crew is over capacity but machines dont have emotions right?  :o

Sick animations on the drone btw!
Yeah, I noticed this too. I also notice that when the scout drone expends all of its smoke pellets, the TUs return to normal (70) within the start of the next turn. Scorch did something weird to the weight of the smoke pellet ammo pack...

22
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 11, 2015, 04:44:02 am »
Gah, I should mention, that Savegame uses the Soldier Diaries mod. Pretty sure that could cause problems if you're not using that mod... though not sure.

23
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 11, 2015, 04:34:06 am »
I noticed this while playing FMP 1.5b...

Crashed Sentry ship, Floater race, Officer-887 "Lioness" and her two rookies in training (I prefer codenames for my soldiers, they sound cooler than regular names, and the numbers are there to uniquely identify them) are out grenade-spamming the hell out of them (because they're all grenadiers, even Officer Lioness), and the Floater shoots a Heavy Plasma which whiffs over Lioness' head and hits the door of the Skymarshall.

AND THEN SAID DOOR IS DESTROYED. I SHIT YOU NOT.

Was that supposed to happen?

If you don't trust me, I have a savegame. If you try to get Lioness or one of her Rookies to go into the Skymarshall, you will notice a severe lack of left door.

24
Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 04, 2015, 09:29:22 pm »
Look, my partner over there treated you a bit rough. You know, if you aren't in to that kind of thing, I could be with you instead. What do you say?
Ah, the classic case of good bachelor bad bachelor... I mean cops... Yeah...

25
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: February 18, 2015, 03:21:49 pm »
That blaster pack has t-t-t-TWO FIFTY DAMAGE!?

Holy cats! cow! carp?

26
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: February 06, 2015, 11:22:56 pm »
Another thought is a Laser Lance -  a stun rod - like melee weapon that does like 150 Laser Damage.   Still may be a suicide mission similar to the BlasterPack but may be doable.  Smoke and a covert approach to the rear of the beast might work, but still hugely risky.   Sounds like it might be fun trying it though. ;)

Laser lance? From the sound of it, you should call it a lightsaber instead :P


ALSO, RP + Pic From Episode 81:

Quote
The gardens in the alien base were creepy to Randy, not being able to see much through the helmet was another factor to the creepiness. "Ammocan" confirmed that the alien blocking her progress was put to sleep, so she advanced on, keeping towards the fire since it illuminates the gardens so well.

BLAMM!

The hiss of plasma fire catches her off guard, She couldn't see where it came from, but she dodged it in the nick of time. There was a fire beside the fire... No, it wasn't really a fire...

And then she saw it. It was metallic and flaming and it was nothing like she has seen. It was the cyberdisc from hell.


27
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: January 03, 2015, 09:42:41 pm »
... Can opener you say?


28
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: January 01, 2015, 09:30:45 pm »
As a semi-vet player of FMP, I will respect your rule of not spoiling anything. All I have to say is you will have an interesting time if the bugs don't make it horribly unplayable!

Also, sign me up. I hope I get one of the big guns!

29
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: December 30, 2014, 11:17:46 pm »
Why would Mutons even hide in the stalls? The only reason I can think of is to examine them and question their existence.

But hey, I bet even aliens can understand potty humor!



EDIT: Woah, a bit big, but oh well

30
Playthroughs / Re: heh. well then, back to xcom school I go!
« on: December 30, 2014, 07:57:22 am »
Am I the only one who feels that Xcom EU was a lot more difficult than old Xcom?

Hey, if you've tried the Long War mod, you know how hard EU/EW can truly get.

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