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Messages - pilot00

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31
Well said but let's not forget that the first Laser Squad had built-in multiplayer, and wasn't any worse because of this :)

Still was the exception rather than the rule.

I havent played that back in the day, and I dont want to to be honest. Not because I wont like it but because Ill feel sad.

32
Offtopic / Re: Advent - A new X-Com game?
« on: June 20, 2015, 09:17:33 pm »
. The game feels dangerously like Call of Duty, and I don't like the jihadist vibe the new XCom has either.

Oh come on now, thats hyperbole there and there. I admit the scenario is bullcrap but still....Jihad?

Things were so much simpler in the past. The old XCom unified people of every continent and political viewpoint with a simple message any healthy human has to identify with: THE BASTARDS HAVE LANDED. WE'LL KICK THEIR ASS. It was speaking through the universal language of pure violence. XCom was beyond any moral judgement, good or bad - they were us, the humans, against them, the aliens.

If we speak strictly for EU, then yes. If you generalise the whole series was about how the human race is steadily losing its humanity and becoming that which it fights. With each subsequent war more moral sacrificies with technology gains as a trade off and an uncertain future lying ahead.

Here we have a much more complex dialectic, as, on the surface of it, the aliens really seem to be trying to clean up the mess we have gotten ourselves into as a species through the combined weight of too many bad choices. They don't seem to be doing this only to turn us into the soylent green either, so we have moral ambiguity right there.

Continuing on my above reply neither in the original their purpose was extermination, you had crossbreading/experimentation and exploitation that reached inhuman levels.

Still, if you disregard the story of Advent, I guess we can have a pretty decent tactical mobile game, though (definitely not a full-fledged PC game). For a mobile game, it looks advanced enough.

I'm half-tempted to play this, if only to dissect game's dialectic, but on the other hand, XCOM2012 was quite tedious and we can expect more of the same gameplay here...

I wouldnt call a randomly generated map with set objectives on a set method of approach: Deploy, stealthily pinpoint the enemy, kill them, do the objective, scram it, advanced, but I see your point.

2012 Also was no tedious, it was boring. Once you set up 5-6 things the game litteraly progresses on by itself, all you had to do is reach that point. On the other hand from what is been said and promissed I can see this one to be indeed tedious.

33
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 20, 2015, 09:02:26 pm »
Ah ok you did it over the MCD. I guess you should have clarified this more.

I personally would remove all the doors on the craft. Doors are for pussies and they are in the way of your blaster troopers staying behind in the craft :)
But that is my personal opinion.

We all know you love some whip lashes on the back while you play m8 :P

34
Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P

You have the wrong feeling about this one, they are awesome I hate them when they appear early but they are awesome.


Isn't this a mark of replayability? Even if you miss something, you can always get it next time. For example, Piratez seems to be taking this principle and running with it, as it's unreasonable to expect to research everything on one playthrough (well, you can, but it'll be a monstrous campaign).


He has a point though, for me who I am trying to be a perfectionist its more frustating rather than making me replay the game. It gets boring and tiresome to wait for a couple years (in game) just for x faction to spawn y UFO to get z crew member just because you want the entry. It spoils your fun.

35
Offtopic / Re: Advent - A new X-Com game?
« on: June 19, 2015, 03:25:50 pm »
Ha! Always nice to discover un compatriote!

Regarding the game: The battlescape feels like a different game with the same engine. Can't say I was impressed with the snakewoman.. To me, snakemen should be fast and deadly, maybe spit poison, but not have a 15 meter tongue (they're not chameleons..). If they rushed you and then crushed/bit you, sure. Put a Mortal Kombat "Come Here!" attack?! Meh... Also XCom to me is about fighting aliens, not humans..

It will hinge on the geoscape I guess. Might be a good game even if it doesn't feel like XCom though.

Looks like to me someone just found the cut content of Apocalypse and put it in a shaker with the 2012 X-Com and voila. Lets hope it will last more than 5 replays, that how much 2012 lasted for me (and another 2 with the expansion).

Also this stupidity with the Human Genome been the answer to everything....Yeah I understand, humanity fuck yeah: https://1d4chan.org/images/6/6e/HumanityFuckYeah1.jpg but cut me some slack.

36
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 18, 2015, 01:41:26 am »
My vote is probably not worth much, but I would prefer if you didn't move to OXCE.

What the guy above said, the ideal would be to have the mod work on both, but since it aint gonna happen keep it here.

37
Released Mods / Re: [SOUND] High Quality Sounds
« on: June 17, 2015, 06:46:28 pm »
Actually I have all of the sounds ready. I just need to clear the pack a little and do some more tests. It should be available before the weekend.


Flamethrower sound did not change. I just tested that and it still has the sound from FMP. What changed is the explosion sound, and flamethrower's ammo does explode. Unfortunately I don't think there's a way to have different explosion sounds for different items (I would love have that), so there isn't much I can do about it.

There's an alternate small explosion sound in the mod files and you can try if it sounds better for you. You just have to edit the HQSounds.rul, by finding this line:
Code: [Select]
      2: Resources/HQSounds/Battle/small_explosion.ogg #small explosionAnd changing it to this:
Code: [Select]
      2: Resources/HQSounds/Battle/soft_explosion.ogg #small explosion

Meh, wont do. Thanks for the headsup but I am not a flamer fan either way. Merely for a couple missions at the start :p

38
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 17, 2015, 06:44:29 pm »
This Council would also need a military arm - an Imperial Guard? Earth Guard? Earth Defense Force? True the 3 Factions have their own militaries but there is still space for a dedicated military force.

Would the Etherials allow this though? Not that it would pose any threat to them in the sense, but maintaining a standing army outside the mercs which as far as I understand is an empirial instituition, would give the factions some measure of power to disrupt the power of the goverments.

Plus there is already a high chace that you wont meet/capture them all in the time frame of your play as is, due to their seer numbers (I finished the game without ever having several of them) and adding more factions would clutter the game a bit.

39
Released Mods / Re: [SOUND] High Quality Sounds
« on: June 17, 2015, 01:57:02 pm »
Looking forward to that!

Please replace the gauss weapons sounds first ;-) They are horrible...

+1 on that. And the flamer too, since now it sounds like a rifle with this mod on.

Well OP, congrats this a mighty fine work! My ears thank you.

40
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 17, 2015, 01:34:17 pm »
Never understood why the designer made it a single storie craft with the wheels installed on the wings.

41
Offtopic / Re: Master of Orion reboot announced by Wargaming
« on: June 17, 2015, 01:29:03 pm »
Getting into and maybe finishing a game of FO2 with Killaps mod, that's the next thing I need to do...  That and a backlog of games.  To think I managed to play 4 games of FO2 and finish two of them  in 10 years whereas Baldurs gate didn't appeal that much to me.

And then there are some new releases like FO4 this year, and Xcom 2015...

Your set up good m8. Me on the other hand have taken the whole wing commander series for a spin :P
Just finished 1 yersterday.

I feel we have deviated enough though this thread (maybe we should start a retro gaming thread in general).

What is the thing you wish MoO exapands upon? I would personally would ask for a bit more of racial lore expansion.

42
Offtopic / Re: Advent - A new X-Com game?
« on: June 16, 2015, 09:33:45 pm »
lol As a quebecer living in english canada, I spoke knowingly :P Granted, the love of guns isn't actually prevalent, but the fear of the boob.. I've seen that. Not in Quebec, indeed, but that's why I said English Canada ;)

Interesting.. This doesn't really feel like XCom anymore, but we'll see. Funny how procedural map creation seems like such a big breakthrough when it was in the very first game.. It's good to see it back though. I thought the repeated maps was because I played on my phone, on a computer I would have been quite disappointed.

I'm curious about the double overwatch too. I hated how one alien showing up would trigger all my soldiers and waste 2 overwatches out of 3.

Didnt see the English part, well that would make 2 of us  (Quebecers).

On the rest....Why do I have a feeling its gonna be one more of the same just repackaged with a little more bling? I mean we had missions too in the previous one. There doesnt seem to be much of a change.

43
Offtopic / Re: Master of Orion reboot announced by Wargaming
« on: June 16, 2015, 02:07:51 pm »
Just bought Wasteland 2 on the steam sale.  Probably play 20 minutes of it and then back to my Mount & Blade Warband game.... 

Really want to finish the last dlc of Fallout 3, and get back into my Fallout New Vegas game.  I agree, Fallout 2 and the later versions was a world apart.  I really want to get into Killaps mod, but the problem with modding is how they keep improving on it.  You never know what great features they implement in a later edition that you don't want to do without, and it might not be save compatible.

Killaps mod is finished a long time ago isnt it? Last time I played it was about a year ago. We talk about the restoration project right? This thing is like Solarius FMP, you cant play X-Com without FMP, you cant play Fallout2 without the restoration.

On fallout 3 and Vegas. Well yeah I almost finished 3, not because I liked it but as a tribute to the other two, got a weird bug and couldnt progress and dropped it. I started Vegas later, was a lot better than 3 but still...I feel like they both lack souls. Running around with a Chinese Ak-47 replica and killing everything in sight gets borring. IDK how else to describe it. And I fear 4 wont be any different.

44
Offtopic / Re: Advent - A new X-Com game?
« on: June 16, 2015, 01:56:05 pm »
Ask Americans.. or English Canadians (to a lesser extent). They are the only ones to know why guns are OK at all ages but boobs are only for babies or porn.

Dont say these things to a Quebecois m8 :P

Although I have to admit I never met an Anglo-Canadian having these tendencies.

Just grab a newspaper and read it...

Woman, 51, 'smothers lover to death with her breasts during drunken row in caravan'

God dammit....I can see now the U.S. licencing women with big breasts as gun owners....

45
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 16, 2015, 01:53:06 pm »
Just a small idea: Why not add the TFTD original UFOs, I made that for my personal mod and they look surprisingly good and everything works fine (animation, doors, ramp-files). I used the ones that were combo-patch-fixed by the latest XcomUtil (on the CE version)) and had zero problems. There are only 9 rmp's and 9 map's and some terrain files to copy.  :)

I can understand this premiss and it would indeed be a cool thing, but IMHO having added several TFTD alien races in (albeit with other names) and gauss weapons, already messes with immersion a bit. Better not strech it to the breaking point.

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