aliens

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 - Phoenix7786

Pages: 1 [2] 3 4 ... 10
16
Suggestions / Re: Include version of XCOM in mod listing
« on: February 26, 2016, 10:14:23 am »
Hey welcome to the forums :D Unfortunately I have to toss a non-sequitur here and want to make sure, are you properly updated from 1.0? I've been talking to new people via Steam or something who are only sticking with 1.0 and not any of the updated Nightlies.

I do share your pain in that sometimes I cannot tell at a glance whether or not the mods are for UFO or TFTD. Since TFTD is still relatively new (insofar as being playable within the confines of OXC), most mods are not for it.

17
Offtopic / Re: Why no HD tune of XCom ?
« on: February 25, 2016, 09:17:58 pm »
Have you tried the PS1 music for X-com? Xcom2 is also an amazing game, by the way. As an Xcom fan I truly feel you are missing out by ignoring it.

I think they knew with the reboot that it had to make certain sacrifices to remain current with the generation. While I love the originals and the reboot to death, I can admit there are plenty of people who would enjoy the original.

18
Playthroughs / Re: X-Piratez: Capt'n's Log
« on: February 25, 2016, 03:57:02 am »
Yarr Cap'n! Me be Mary Choppins if'n ye're still accept'in gals!

19
Open Feedback / Re: TFTD Damage or XCom damage?
« on: February 23, 2016, 09:29:13 am »
What's funny is I lose waaaaaay more Rookies through the 0-200% than I do with 50-150%.

20
Open Feedback / Re: Is there a way to play without a save abusing?
« on: February 22, 2016, 10:51:20 am »
If you don't want to save-scum then what about just not saving and reloading if you get a bad deal? As far as I know, there's no Sectoid holding a gun to your head forcing you to reload saves if you do poorly.

21
Open Feedback / Re: TFTD Damage or XCom damage?
« on: February 22, 2016, 08:38:03 am »
I've been a staunch TFTD ever since it was implemented, and so has my best friend.

22
Suggestions / Re: Anyone ever thought of an Aliens (1986) mod?
« on: February 22, 2016, 07:26:55 am »


the only part i'd really have trouble with would be the climactic battle with the queen and the power loader.

another idea i've been toying with, which is in a fairly similar vein, would be a space hulk mod, with genestealers running around in tight corridors.

Who said it'd have to follow the events of the movie? It could be a loose adaptation or one of the many spin-offs. There actually was an Aliens board-game complete with an electronic conversion of it to Newgrounds: https://www.newgrounds.com/portal/view/408816

And Steam has like 2 versions of Space-Hulk on it so it can still be done X-com style https://store.steampowered.com/app/242570/ and https://store.steampowered.com/app/317620/?snr=1_5_9__205

23
Suggestions / Re: Anyone ever thought of an Aliens (1986) mod?
« on: February 21, 2016, 11:20:08 pm »
Besides that we can always take a page from AVP2 with Alien classes. We could easily invent an acid-spitting Alien or as others have mentioned human elements like smugglers or WYC or even Predators.

24
Suggestions / Anyone ever thought of an Aliens (1986) mod?
« on: February 21, 2016, 05:57:14 am »
I was just doing a mission against Chrysallids recently and it made me realize how similar it would be against the Xenomorphs from Aliens. Given how much X-com's combat engine, squad-based combat, and inventory system lend itself to this kind of theme I was wondering if anyone's ever thought of it? We already have zombies gestating Chrysallids, which is similar to a Facehugger implanting a Chestburster. Enemies that explode on death are also similar to Aliens spraying acid on death. One can dream, I suppose. Besides, the Geoscape would be difficult to adapt into an Aliens setting.

25
Open Feedback / Re: Advice needed on a new playthrough.
« on: February 05, 2016, 10:10:34 am »
Sniper Rifle, Shotgun, Muton Commander, and Retaliator always make for decent Vanilla options.

26
Unfortunately I've gotta go to work right now. If this thread is still blank when I get home tonight, I'll give you a hand :)

27
Work In Progress / Re: Lost TFTD Weapon mod...
« on: February 04, 2016, 06:26:35 am »
Oh really? I was originally told to change that by an OCX member, no less than SupSuper.

28
Offtopic / Re: OpenXCom and Steam
« on: February 04, 2016, 06:20:10 am »
Welcome to OXC Chummer :D

29
Offtopic / Re: XCom 2 Review
« on: February 03, 2016, 08:00:08 pm »
How did he review the game if it isn't out yet??

30
Troubleshooting / Re: Trying to install nighty
« on: February 03, 2016, 07:44:34 pm »
Well shit that makes it a whole lot easier then. Has the OXC wiki been updated appropriately then?

Pages: 1 [2] 3 4 ... 10