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Messages - endersblade

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76
Playthroughs / Re: heh. well then, back to xcom school I go!
« on: November 10, 2014, 04:42:40 am »
Heh, thanks :-)

I actually lost 3 rooks to a floater right outside the ship. They stepped off, boom, dead. Really no defense to that :-( I still remember the days of thinking I could wait a turn and the alien would move...only for said alien to come forth and lpb a grenade into the back of the OK' ranger lol. Entire crew, dead on T2. That'll set you back a bit!

I've opened the files (rulesets beat the hell out of hex editing!) And am salavating to get home and start tweaking!

77
Work In Progress / Re: [CONVERSION] Higher resolution
« on: November 10, 2014, 04:09:28 am »
Oh my god. Total nerdgasm! This is a dream come true! Keep up the fantastic work!

My only complaint is that the base map is so small. All that empty space around it! Should be bigger :-)

78
Work In Progress / Re: adding new tech tiers?
« on: November 10, 2014, 03:36:33 am »
Yeah, I had planned on using that one as a source of info when I try this :-) really eager to make the game have purpose beyond the first 10 months or so. A "long war" mod, so to speak.

79
Work In Progress / adding new tech tiers?
« on: November 10, 2014, 12:43:42 am »
How 'hard' is it to add new tiers of tech? Say, new weapons after plasma? I have gotten a feel for the coding and whatnot, but I was curious how MUCH coding this was going to require.

I know there are mods out there that probably do this and more. I just want to take a stab at it myself.

80
Offtopic / Re: Longest game ever?
« on: November 10, 2014, 12:24:59 am »
I intentionally run my games long. I like the long struggle for dominance. I think clicking a button, killing a final boss and ending the game is a cheap way to win. I'm not satisfied until I've slaughtered THOUSANDS of aliens. I have to feel like I've won my planet back.

In EU/EW, I have a squad pushing 600 missions and some of them have upwards of 800 kills. I have a mod that steadily increases the number of aliens per mission, some small ships have around 30 aliens! I never saw a point in rushing to endgame in these types of games. I know my original UFO/TFTD games used to run more than a year. Granted, I used to hex edit mod them, so I did a fair few restarts.

I really got into UFO:ET because of this. You had several tiers of weapons and armor to research. More incentive to play longer, basically. Baddies got harder, and there were a lot more of them.

I'm looking forward to long games in OpenXcom. The sheer amount of customizability this project has added males my head spin. I can't wait for my weekend to start so I can tinker with it!

81
Playthroughs / heh. well then, back to xcom school I go!
« on: November 09, 2014, 11:58:57 pm »
A friend told me about this, I immediately downloaded it. I've been playing a lot of EU/EW and Xenonauts lately to get my xcom fix. But who can pass up a new and improved version of a classic?

I downloaded a few mods from here. Mostly new maps and such, as I STILL have all the original maps memorized. So I get in game, set up my first base in Italy, and get a terror mission within the first few days. Interesting. I got SLAUGHTERED! Floaters and REAPERS right at the start? Ouch! My guys ran completely out of ammo. Got down to two soldiers vs two reapers and a floater. Reapers ate them, mission lost.

I don't remember the game being this difficult! All the newer clones have apparently made me soft :-P I need to retrain apparently!

Can't tell you how much I love this project. I much preferred TFTD over the original, but I still love it. And how simple it is to mod! I used to hex edit the old one, this one should be a lot of fun, and so much easier to tweak!

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