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 - Random Commander

Pages: 1 2 3 [4] 5 6
Fan-Stuff / Re: A haiku
« on: October 22, 2014, 04:24:15 pm »
I love the fact that
Most of these don't follow the
five-seven-five rule.

Regardless of that
I think I just created
A haiku combo.

I know this isn't
On topic, well too bad for
you, I like ranting!

EDIT: Most are fixed
Now this is a real haiku
thread. May it prosper.

Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 22, 2014, 04:10:49 pm »
I love how you think I was distracting the cyberdisk by "looking hot," but in my mind I think the cyberdisc was going "STAIRS DETECTED! DOES NOT COMPUTE!"

Congrats on keeping this site safe from Sectoid hackers!

P.S. Just got to the end, holy cow my soldier must be one badass chick to get that many medals!

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 20, 2014, 09:06:46 am »
As for the double kill in killing ones self and an enemy: lol! I am almost tempted to leave that in there ;p

Actually, you could put it as a standalone medal!

Martyr's Cross

Many a time soldiers will feel that they will not make it through the battle. Sometimes they are right, they are bleeding on the floor and at the mercy of the aliens. There is only one thing left to do: take the aliens with you to hell. We honor these individuals for sacrificing their lives to prevent other soldiers from dying on the field.

This medal is awarded to soldiers who used a grenade or other high-explosive bomb to kill the enemy as well as take their own lives. It is issued only once.

Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 20, 2014, 03:24:29 am »
The scoreboard is now at 4+1/16+4   vs   10+0/15+1.  Keep it up Ivan, you are almost done with this hell-hole of a mission!

We are going to have some serious medals and promotions soon ;D

Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 18, 2014, 09:44:33 pm »
R.I.P. First line of defence.

On the bright side it's 8+4/16+4 vs 13+1/15+1! (Remember that scout tank?)

Also, Explosives tend to do less damage on cyberdisks, but the combined power of a proxie plus a HE has put it at low health, so you almost got it!

.....I bet I'm gonna die next episode :P

Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 16, 2014, 03:30:46 am »
Oh.... Sheeeeeeiiiiiiiii......

That surprise is surprising without a doubt.

I didn't expect to be needed so soon, nor die that early. If I am going to die that is... with that surprise it is totally likely. At least some of us are given the decency of proxie grenades, right?

Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 09, 2014, 10:49:03 pm »

I WISH this was possible during far I've only been able to deactivate grenades during prebattle or base equip stage.

Hold up, so it's not able to be de-activated in battle? I gotta test this, brb.

EDIT: Gah, he was right. Not even the latest nightly is able to de-activate primed grenades during actual battle. Forget what I said earlier. :P

Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 09, 2014, 07:28:54 pm »
Heh, Revealing myself as a wounded guy with only a purple heart as an award? Now that is just WAC. :P

You had a nice save there with the proxy grenade, It scared us all. There is a way to deactivate, yes deactivate grenades by right-clicking the active grenade. I think that might become really valuable if you make a mistake and have a primed grenade on the floor :) EDIT: This has been proven to only work during base inventory and pre-battle inventory.

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 05, 2014, 06:51:42 am »
Hey, if for some reason the hit animation shaped medal seems to be too hard to work with, I have a good idea for the Hexagon-shaped one:

Engrave the hit animation like you did with the first sketch, and then put a stun rod (Diagonal or across, whatever) in front of that hit animation. That should work almost perfectly.

Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 05, 2014, 06:42:20 am »
A very good episode, as usual! A few things though:

First, Only 6 recruits left? What are you going to do if and when the list runs out? Lets hope those 6 get promoted soon (Including me, although I bet I'm going to be the absolute last person to be recruited, unless I somehow didn't make the list  :o )

Second, The "UfoPedia" base should correctly represent the "UfoPaedia" website. Basically just add that a inbetween the P and e and you should be good ;D

And third, what are your thoughts about adding the magnum (You know, the one that's in the FMP?) into your lets play? It is a short gun with a powerful bullet but very small clips. I think it's a good addition but I'm not sure if you would accept it.

Please let me know soon!

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 02, 2014, 05:30:38 pm »
You know what? I would've chosen that same quote for that Longest Night entry just to make it longer. :P

And yes, this mod really is getting more and more realistic. Just need to fix those erroneous awards! ;)

Work In Progress / Re: SPACEBALLS The Mod v. 0.6
« on: October 01, 2014, 04:46:58 pm »
LOL. Do it! Make the cydonia mission that you have to blow up the giant vaccum cleaning lady in space before she sucks all of the air off the planet.

or a 10-stage mission through the huge starship version of the giant cleaning lady because it is so ridiculously huge!


The X-Com Files / Re: New megaproject, working name: FMP+
« on: October 01, 2014, 04:41:20 pm »
X-com Interceptor :)

True, but how are we going to integrate that into the tactical game genre? That would almost be like trying to make a game out of the turn-based combat system from Master of Orion II! I mean, it's not a bad idea, but also know that Interceptor isn't even in Xcom Lore. If we are to integrate interceptor ( which is probably not going to happen any time soon :P ) then we will have to create a new game entirely.

Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: October 01, 2014, 02:28:34 am »
Try not to do actions that cause panic. Ergo Stun and Mind control.

Get plenty of dart rifles and elerium maces. Maybe a Psi-amp or four, and get them all. Make sure to be covert about it, otherwise blaster bomb risk.

Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 30, 2014, 07:34:32 pm »
So what should I do? Use psiamps to disarm everyone but terrorists but keep them alive so the commander doesn't panic? Up the bravery? Anything else?

Hope you get lucky. That's what to do.

As the Commander of the RNG I will file a complaint and a request for whoever is responsible for making commanders more panicky than normal be repremanded ASAP.

Pages: 1 2 3 [4] 5 6