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Messages - Random Commander

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61
Tools / Re: XCOM-Intelligence
« on: September 30, 2014, 07:27:03 pm »
what pkrcel means is he thinks it is cheating if you use this while playing normally, but cheating is not discouraged! Sometimes you must cheat to fix an error, this could help. This is not a bad thing you are making, this is a good thing.

I think menace-advisor should be coded for alien points earned. Higher points means higher threat. This could fix modded mission color error.

62
Tools / Re: XCOM-Intelligence
« on: September 30, 2014, 05:08:28 pm »
No need to be sorry about bad english, we get many non-english speaking people.


Question: Does Geoscape UFO Signal detect races other than in game? Like Gazer or Anthropod (they are mods, not in actual game unless downloaded). Have you tested this?

63
The X-Com Files / Re: New megaproject, working name: FMP+
« on: September 28, 2014, 07:20:27 am »
I think I know a few good ideas for making the story go "off the rails" :P


1st Idea: Random Order of games

Since the aliens seem to be Aquatic in origin, what if when you begin as X-Com, you start seeing TFTD enemies instead of the original UFO Defense ones? You could have made choices in Phase one that could lead to the CFN to fund for Underwater combat against aliens rather than Surface combat. That way you either start with either a UFO game or TFTD game, and then after the Alien City/Cydonia falls, it sends a message to the other planet and then you go on to the next game, resulting in a varying metagame experience!


2nd Idea: Defensive endgame rather than Offensive endgame

What If you would rather not invade Cydonia? After 2 or 2 1/2 years, maybe an alien Super-UFO will be developed, probably using the human face on Cydonia as the hull (Andross!?  :o ) and have enough firepower to destroy the planet! At that point you will have a time limit until the Super-UFO reaches earth to intercept it with an avenger and blow a large enough hole in the hull to invade the ship and disable it. As opposed to stopping all surface alien activity when you destroy Cydonia, you will still have a few (albeit less intense) encounters with aliens as you transition your research to TFTD-related gameplay.


I gotta think of more, but it's midnight here and I should be in bed. Expect more possibly tomorrow.

EDIT: It's not tomorrow but hey, I got more ideas.


3rd Idea: Apocalypse intervenes early

During the land incursion, it is entirely possible that suddenly the interdimensional aliens appear. They could either help the aliens defeat you or become a third party, battling both your XCOM forces and the first alien group. There can be missions where both groups appear and fight eachother, called "Conflict zones." Just think: Mutons vs Anthropods!

The above has a rare chance of happening, but it allows for even more story-going options! Do you defeat the brain in Cydonia and go on to fight the interdimensional menace, or do you destroy the dimensional alien city and go for Cydonia later?

This will never happen in the TFTD portion of the mod because otherwise that risks dependency on a cross-game, and would also make things super confusing.


4th Idea: There are always the possibility of mutants!

With so much alien activity going on in earth, there are bound to be human-alien crossbreeds. You are going to have to manage relations not only with the countries but also the band of mutant clans that form. Will you treat them kindly with their revolution against a rogue agency (aka MiB and so on) and have them help you fight the aliens, or will you just downright obliterate them because of the risk of increased alien infiltration?


Yes, I agree there is a frack-ton of coding involved, but I bet if you share this project with some of the active coders, they could accept to do a bit of the more serious coding work! Maybe have Yankes of the OpenXcom Extended project help you? It might just be worthwhile if you two work together. There are also other good coders out there. Think about it.

Heck, maybe even SupSuper, Warboy and some other source coders could do a bit of work to allow some of this for regular OpenXcom!

64
Work In Progress / Re: SPACEBALLS The Mod v. 0.6
« on: September 28, 2014, 06:29:01 am »
"I knew it! I'm surrounded by Rookies!"


+1 to this mod.

65
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 28, 2014, 06:26:33 am »
Yay SkyMarshall!

And may have a 2 tipe of dog with clothes similar than a armour. Kevlar o alien alloy. To have a dog with armour or more hp

Ooh, I second the kevlar/alloy vest dogs!

Although, that may be a coding problem if there is still not yet a way to put HWPs as special components for crafting. And possibly a logic problem if you make dogs w/alloy vests purchasable through the store after research (aka "How did the civilians get access to Alien Alloys!?")

66
OpenXcom Extended / Re: OpenXcom Extended
« on: September 19, 2014, 02:00:19 pm »
(Now we'd need UFOs to do a little more too, they should at least have the option to get a second weapon :P ).

Yes, they should have the ability to FIRE ZE MISSILES!

67
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: September 18, 2014, 03:50:15 am »
You know, I kinda want to be the first Commander.

I sure hope CanMan doesn't mind.

If that is not possible, Just count me in anyway ;)

(I've tested, and the name fits. The statstrings might result in overflow, though.)

68
Offtopic / Re: Fanart
« on: September 17, 2014, 06:33:25 pm »


I played too much XCOM to know where this is going!

...Turns out it was a mind control prank.


But in all seriousness, HELL YES to XCOM Anime.

69
I laughed WAY harder at this than I should have. I was imagining a squadie all burnt to hell saying "ALLUH AKBAR" and blowing himself up... Terrible.

In my head at that time I was imagining him saying "See you in hell motherfu*boom*"

I used to regularly shoot across the map with a rocket sniper I had groomed, until he rounded Pi to 3 and went 'Splode.

Rounded? Try dividing pi by zero, that tends to be more explosive ;)


That reminds me: In FMP I mind-controlled a Gazer and sent shooting at a holodrone. That holodrone autofired in reaction and killed both the gazer AND the guy who MCed him. I proceeded to shoot a large rocket at it, which made a direct hit, but it still didn't die! I dubbed it the "god drone" until I managed to shoot it down with a Gauss Sniper.

70
Released Mods / Re: [WEAPON] Daichi Blade
« on: September 16, 2014, 06:45:37 pm »
Spanish translation, but it's my second language. Can anyone read this over?

Code: [Select]
- type: es
    strings:
      STR_COMBAT_KNIFE: Cuchillo de combate
      STR_COMBAT_KNIFE_UFOPEDIA: Utilizando el borde y punto de endurecido, un operativo entrenado puede mata silencio un enemigo de luz blindado con un golpe. {NEWLINE}Conveniente para encuentros cercanos de cualquier tipo.

71
Work In Progress / Re: New Base facilities/ soldier stuff
« on: September 16, 2014, 06:21:05 pm »
Commander. The new rookies are coming to the stuff...

Great...

Time to use that blaster launcher, Colonel!

72
Fan-Stuff / How to defy logic in OpenXCOM
« on: September 16, 2014, 06:19:00 pm »


(MiB Tank and Dead Civilian not included. Results may vary.)


73
OpenXcom Extended / Re: OpenXcom Extended
« on: September 16, 2014, 12:58:44 pm »
Can you put ay the end of a mission a page tha sais the increased stats of soldiers. This is interesting to manage the squad

And a option to recover countries to council again XD

I Second this motion. Many a time have I been stuck with Russia as my only funding (Though I had a constant Laser Tank factory selling stuff at the same time, so forget everyone else :P)

Also Stat improvements will be a bit of an overflow, everyone in the mission AFAIK gets improvements to almost every stat, and how to fit all of that in one line seems to be a very hard puzzle (even people who do daily sudoku books will have a hard time with this!)

74
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 16, 2014, 12:51:35 pm »
really dont rename the ships????, for me the name is secondary i nedd to organice then!!!

Well, some people mind the overflow. Would you rather have "Alloy SkyRngr" or something?

75
Suggestions / Re: Solider status icons
« on: September 16, 2014, 12:43:41 pm »
Holy sheep, there should be options for these things!

- Which Icons to show?
- Flashing on?
- Color-coding on?
- etc etc.

Might be a tad harder to code, but I think it makes everyone happy.

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