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Messages - endersblade

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16
Fan-Stuff / OpenApoc
« on: February 20, 2017, 08:46:36 am »
I've been keeping track on this for a while, but Apoc was never one of my favorites.  It had that retro 50s future look to it, and I hate that garbage.  But I was watching a random Let's Play of Apoc the other day and just got the itch.  I have it on Steam already, went ahead and installed it.

I fell in love with it all over.  The tactics used to play that (I primarily play in RT) are so completely different from the others, the battlefield being collapsible is something you have to watch out for, and the scarcity of troops and gear....Man.  Sure, I'm playing the original DosBox version of it, but I am so looking forward to the OpenApoc release!

17
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 19, 2017, 04:23:22 am »
Hmm, that'll be hard to pull off, but I'll see what I can do.

18
Have you considered removing only the 2nd part of the ship mission? Or even changing the settings so that you either get the first or the second part but never both on a terror mission? It can be done with a ruleset change.

I Second this.  The 2-stage thing sucks, but having at least one or the other would be nice.  I'd hate to remove such a unique mission from the game all together.

19
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 19, 2017, 12:26:50 am »
The lore explains it as the X-Com universe existing in an alternate timeline in which aliens are visiting Earth a lot more often. In the wake of the first war, the public knows we were visited and attacked by aliens. While many of the artifacts are held in secret for government research, many new technologies are inspired by alien technology and released to the civilian world. By TFTD timeframe, alien alloy technology has become a staple of high-durability construction around the world. Aircraft are lighter, engines are lighter and more powerful, so even conventional craft can do things engineers once thought impossible.

The high amount of development of amphibious technology may have been a joint effort between secret government agencies both preparing for rising oceans and perhaps having some knowledge about an alien civilization hiding in the depths.

Heh, that's the one thing that always bothered me about TFTD.  If, canonically, it picks up some years after the first one, we should have far superior weapons to what we start with in TFTD.  Now, I'm not saying we need to start with Sonic Cannon levels of damage, but the lore behind the tech should be different.  The weapon's stats could stay exactly the same for all I care, I just find it hard to believe that we would start out with simple harpoons and diving suits when Alien Alloy and Elerium are a thing.

They did the same thing in the new Firaxis XCOM games too.  Even IF XCOM 2 is a rag-tag group, they should STILL have access to better tech than what they start out with.

20
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 19, 2017, 12:19:43 am »
Weird... Can someone please confirm this?

It seems to be random.  Since that post I have cleared a Sectoid and Floater VL ship.  I equipped all dart guns with clip B on the entire 12 man squad on each.  Stunned every single alien.  I stunned the Commander on both ships.  The sectoid didn't make it home, but the floater did.  I then did another floater VL, and the commander didn't make it back.

My Alien Containment is completely empty - I sell off anything I don't need, research the rest.  I remember there was a bug in the OG that eventually your containment flat couldn't hold anymore aliens after you played one game for too long, but again, some aliens DO come back, some don't.

21
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 18, 2017, 09:12:15 pm »
So I finally ran into a new race, the reptoids!  Lol they wear suits :-P  Ran into an issue though, it was a V.Large ship, I stunned a Commander, Navigator, Leader, and...I think an Engi.  Of the four I tagged, only the Nav and Leader showed up at base.  I'm not sure if I'm capped out on Commander research yet, but it should still return with me, shouldn't it?

Edit:  Just did it with a Floater Commander...stunned him (he was the last alien), didn't make it back with me.

22
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 17, 2017, 03:25:47 am »
Meridian is absolutely right - it is built-in OXC feature. And there are more:
https://www.ufopaedia.org/index.php/Hidden_Features_(OpenXcom)

There's nothing on that link lol.

Edit:  Ah, nvm, the last ) isn't being taken into the link.  Thanks!

---- posts merged - Solarius Scorch ---

Right-click on the arrow.

Thanks, I'll give that a shot!

23
Work In Progress / Re: EMP Craft weapons
« on: February 17, 2017, 03:22:10 am »
In the new XCOM, the setting for whether or not a power supply blew up on being shot down was a percentage located in a config file.  Is there something like that for OXC, or is it just entirely map based?  I'm not going to go through and edit every single ship map...

I was actually more interested in maximum Alloy haul and live aliens more than power supplies.  I'm just a hoarder lol.  But I hate getting to a ship and finding half the damned crew died on impact.  (over-exaggeration, but you get the point.)

24
Work In Progress / Re: EMP Craft weapons
« on: February 16, 2017, 05:57:36 am »
Hmm, would it be possible to make it so when a certain craft weapon 'shoots down' a UFO, it's marked as landed instead of crashed?  And force it to stay down for a decent amount of time?

25
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 16, 2017, 05:16:34 am »
I seem to recall there was a mod, either for OXC or the OG, that modified how the up and down arrows worked in places like the Lab and Workshop, probably inventory, etc too.  Like, you could press down when there were zero selected and it would max out how many scientists/engineers you had, for engineering you could hit down on the items to craft and it would make infinite.  Ring a bell?  Any way to implement something like that in FMP?

26
Work In Progress / EMP Craft weapons
« on: February 16, 2017, 05:06:35 am »
Is it possible to make something for craft that when you shoot down an alien ship it doesn't damage anything?  Kinda like the EMP weapon from the newer XCOM games, they deal much less damage to the internals but still bring the ship down.  Is such a thing even possible without making it happen for ALL weapons?

27
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 16, 2017, 03:11:00 am »
Thanks for the post, Solarius!  Nice to see you're still around :-)

I am well aware that FMP is a conglomeration of mods and therefore you are not solely responsible for them.  I guess I should've stated that, my critiques weren't supposed to put you in a corner ;-)
The Elerium thing wasn't so much a complaint.  I just remember in ye olde days of OG, it wasn't nearly as easy to come by until much later.  I was stockpiling the stuff before April.

I asked about the Gauss specifically in relation to what it was good against.  Cyberdiscs and Silacoids early on are an absolute bear to take out because AP doesn't work very well against them.  I'll have to give Gauss a test...in my later games I just sort of skipped over it because I researched something better almost immediately after (it might have been plasma?  I can't remember anymore).

I'll try to drag out the first month or so without researching too much to see if I can make Sectoids stick around longer.

As far as the interceptors go, you don't need to reinvent the wheel lol.  I just feel like the gap between the first and second upgrades is too long, and the rest of them are too short.  I researched the firestorm and then immediately researched the tormentor, which I found to be a superior ship.  So I never bothered with the firestorm.

Maybe my problem is I'm just burning through research too fast.  I have an entire base dedicated to it, with a team of 500 scientists cranking away at anything I pick up.

28
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 15, 2017, 11:17:28 am »
I just fired this mod up after a long hiatus from OXC.  I'm not sure if I did something wrong, but here are some of the issues I ran across:

Sectoids - they stopped appearing before I could ever capture one alive.
In three games, Veteran, Superhuman and Superhuman, I have never once ran across a Chrysalid or Celatid.
The spacing between alien types showing up seems really quick at the start (like I mentioned, Sectoids disapear fast), and then insanely slow at the end, which I love the slowness, but the researching doesn't keep up. In all three games, I got the research and gear necessary to complete the game before I ever even researched anything psi-related.  I  never saw an Ethereal until I went to Mars.  In one game I researched some medics to uncover various other alien species that I never actually ran across in any game.
Interceptor research is spaced out weird.  You get the updated interceptor from alloy research fairly soon, but then you don't get anything for quite a while.  And then you get upgrades so quickly that they will be outdated before you even finish crafting them.
Some of the craft just felt like fluff, and nothing I would actually use.  The one really fast interceptor with only one weapon slot I never found a use for.
I could research the blaster bomb, but never got the research for the launcher.  I dug in the files and saw it requires psi research.  This doesn't make any sense at all, they are not mind guided.
Along the same vein, I researched the small bomb and ellerium bomb long before I ever got to research the small bomb launcher.
MiB don't seem to...go anywhere.  After the first research, it mentions you should capture a Commander to find out more.  I managed to get one, TWO, in fact, but it didn't do anything for me.
I'm trying really hard to find a use for any weapon that isn't a sniper rifle.  I equip all of my high accuracy units with them, burn as many TUs as I can to move them to the tops of buildings or other high places, and then just basically reaction fire the entire map, or shoot anything that comes out of hiding.  Flying armor just makes this even more silly.
Similarly, Shotguns are absolutely amazing for clearing large ships and bases.  Being able to point-blank all those pellets into an alien, really clears things out quickly.
I had an overabundance of Ellerium.  Even taking into account Plasma Weapons now require it to charge, in my last game when I left for Cydonia I had a combined total of about 3k among my bases.
In an older version of this mod, the MiB were ridiculously hard.  I loved it.  In this version, by the time I run across them I have decent armor and they are still shooting at me with conventional weapons.  Same with Hybrids.  I never once had an MiB related mission that I even took damage on, much less lost a unit.
Electronics are freaking impossible to find.  Cyberdiscs seemed to have gone the way of the dodo about mid game, and I never saw Sectopods until Cydonia.  I never checked to see if I could make them, but they were in great need when I had none and no way to get more.


What type of damage do Gauss Weapons deal?  Are they just another form of Laser weaponry?
Something I think would be amazing, make Rail weapons the endgame for XCOM.  Leave plasma to the aliens.  Those weapons are just boss.
The primary advantage to laser weapons in the OG was the lack of a clip.  Giving them clips really gimps their usefulness.

My first two games, I played with your mod completely unedited.  Third game I tweaked some numbers, as far as armor and weapons go, so that I could keep using certain weapons and armor longer.  I didn't touch anything major, and nothing that gave me a clear advantage.  Sorry for the long post.  I do love this mod, I refuse to play OXC without it, but it has some issues.

29
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 31, 2015, 04:16:26 am »
They're listed under alienDeployments. Here's the entire thing as of now:

Spoiler:
STR_ENVOY_SHIP
STR_SMALL_GROUND_CONVOY
STR_MEDIUM_GROUND_CONVOY
STR_MANSION
STR_MANSION_MIB
STR_KEEP
STR_SMALL_SCOUT
STR_MEDIUM_SCOUT
STR_LARGE_SCOUT
STR_HARVESTER
STR_ABDUCTOR
STR_TERROR_SHIP
STR_BATTLESHIP
STR_SUPPLY_SHIP
STR_TERROR_MISSION
STR_ALIEN_BASE_ASSAULT
STR_BASE_DEFENSE
STR_MARS_CYDONIA_LANDING
STR_MARS_THE_FINAL_ASSAULT
STR_EXCAVATOR
STR_FIGHTER_SHIP
STR_SENTRY_SHIP
STR_LAB_SHIP
STR_MIB_COVERUP_0
STR_MIB_COVERUP_1
STR_MIB_COVERUP_2
STR_MIB_TERROR_MISSION
STR_MIB_BASE_LANDING

EDIT: Version 1.5.2 is online.

  • More Fighter variants (by Hellrazor).
  • More Excavator variants and fixes (also Hellrazor, thanks man).
  • Fixed missing strings.
  • Fixed missing Ufopaedia description for one vessel.
  • Updated Russian strings (by Kammerer).
  • Fixed some Urban routes (by Dioxine).

Spoiler:
# Based on XcomUtil by Scott Jones and BladeFireLight
alienDeployments:
  - type: STR_SMALL_SCOUT
    shade: 0
  - type: STR_MEDIUM_SCOUT
    shade: 0
  - type: STR_LARGE_SCOUT
    shade: 0
  - type: STR_HARVESTER
    shade: 0
  - type: STR_ABDUCTOR
    shade: 0
  - type: STR_TERROR_SHIP
    shade: 0
  - type: STR_BATTLESHIP
    shade: 0
  - type: STR_SUPPLY_SHIP
    shade: 0
  - type: STR_TERROR_MISSION
    shade: 0
  - type: STR_ALIEN_BASE_ASSAULT
    shade: 0
  - type: STR_BASE_DEFENSE
    shade: 0
  - type: STR_MARS_CYDONIA_LANDING
    shade: 0
  - type: STR_MARS_THE_FINAL_ASSAULT
    shade: 0
  - type: STR_ENVOY_SHIP
    shade: 0
  - type: STR_SMALL_GROUND_CONVOY
    shade: 0
  - type: STR_MEDIUM_GROUND_CONVOY
    shade: 0
  - type: STR_MANSION
    shade: 0
  - type: STR_MANSION_MIB
    shade: 0
  - type: STR_KEEP
    shade: 0
  - type: STR_EXCAVATOR
    shade: 0
  - type: STR_FIGHTER_SHIP
    shade: 0
  - type: STR_SENTRY_SHIP
    shade: 0
  - type: STR_LAB_SHIP
    shade: 0
  - type: STR_MIB_COVERUP_0
    shade: 0
  - type: STR_MIB_COVERUP_1
    shade: 0
  - type: STR_MIB_COVERUP_2
    shade: 0
  - type: STR_MIB_TERROR_MISSION
    shade: 0
  - type: STR_MIB_BASE_LANDING
    shade: 0

Thank you both :-)  It was the Coverup missions I was missing.

30
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 30, 2015, 03:11:47 am »
So there is a built-in mod for OXC that makes all the missions daylight or night.  I was wondering if you could post a list of all the missions in FMP so I can add them to these two mods?  Deja Vu, I think I've asked this before, but I can't find a list anywhere.  It seems to be mostly the MiB missions that I can't locate.

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