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Messages - nadir-1648

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XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 16, 2015, 01:15:31 pm »
What do you mean, catgirls are unsuitable for slavery?!
Them claws could do some damage o.o;

Playthroughs / Let's Play OpenXcom: Now on Android!
« on: July 16, 2015, 01:13:08 pm »
I happen to like narrative LPs, and I also like the Final ModPack. So let's do both, on the Android version!

-Android Port
-Final Mod Pack
-Veteran Difficulty
-Ironman play style
-Fighter Transports (to simulate pilots)

I'll be doing this as a screenshot LP because this way you get to see my terrible thoughts, and I'm kinda insecure about my voice  :'(

I'll be taking soldier names, personalities, weapon requests and research requests. Need at least 8 soldiers to actually get this off the ground. Should you be KIA, gimme a new soldier profile if you like and you'll have another one.

edit: Current Roster, in no specific order
Ivan Dogovich
Conrad Mazian
also need interceptor pilots but they're relatively unimportant

Work In Progress / Re: Sentry Gun
« on: July 16, 2015, 12:51:58 pm »
Wonder how much of an AI overhaul that would take... And if it would break X-Com-placed mines. Maybe a modification to invert weapon attractiveness to make them avoid certain items?

Unzipped the folder, put in my UFO folder, then started it withOpenXcomEx.exe

If you're trying the .exe it came with, I don't know what to tell you there   :-\

The X-Piratez version uses OpenXcom Extended, which is a separate .exe

Make sure you use the .exe that came in the package.

Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: July 16, 2015, 12:08:55 pm »
This is gonna be AWESOME  ;D

Playthroughs / Re: Skin Grafts For Everyone!
« on: July 16, 2015, 12:02:14 pm »
Things like this remind me why this is my favourite game. Rookie BBQ <3

Work In Progress / Re: Sentry Gun
« on: July 16, 2015, 11:56:10 am »
I think sentry guns would work pretty well in alien bases, if they have high reactions and quick snap shots. The problem is getting them to spawn in ambush spots, but when it works out right it could be downright evil if they lock down a particularly important passage. Payback for the Base Defence Turkey Shoot, I says.  :P

Work In Progress / Re: Sentry Gun
« on: July 16, 2015, 09:21:01 am »
I don't know if the motion tracker and psi blocker would be possible without incredibly huge edits in the code

Sure. The motion tracker would be a 0-energy unit with a motion scanner instead of a weapon (assuming that'll work), and a psi-blocker would be an unarmed unit with a psi-strength of 0. Wait... can psi be used on HWPs at all?

If I've completely misunderstood HWPs please disregard the above  :)

Maybe a base improvement with blaster launchers installed...  Would it be wise to let them shoot down corridors?  Maybe an inexpensive base deterrent?

Eek, I'm torn here. My kaboom-loving side says YES YES MOAR BOMBS but the side that likes a challenge says no. Blaster Bombs are game breakers as is, I think, so giving free BBs that aren't MC-susceptible or really with any sort of downside...? That's... Mm.

But on the other hand: NUKE EVERYTHING  8)

Offtopic / Re: Fanart
« on: July 16, 2015, 07:09:53 am »
That Muton kinda reminds me of Cell. May be the face :o
Scary stuff, good job ^^

Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.2
« on: July 16, 2015, 06:34:09 am »
I like this whole concept, I like what I see so far.

I'll offer whatever help I'm able, if you want. I love this idea and I want to see it grow into something beautiful :3

Playthroughs / Skin Grafts For Everyone!
« on: July 15, 2015, 09:15:55 pm »
Whelp, that was a disaster.

FMP Ironman
 Snakeman Terror Ship Crash Recovery, Forest Terrain


6 Rookies, 4 Squaddies, 2 Sergeants, 2 Captains

1x Assault Rifle, 3x Rifle Alloy Clip, 1x Grenade, 1x Smoke Grenade, Coveralls
1x Assault Rifle, 2x Rifle Alloy Clip, 2x Grenade, 1x Smoke Grenade, 1x Pistol, 1x Pistol Alloy Clip, Armoured Vest
1x Heavy Cannon, 2x HC-Alloy, 1x Grenade, 1x Smoke Grenade, 1x Incendiary Grenade, 1x SMG, 1x SMG Alloy Clip, Alloy Vest
1x Tactical Sniper Rifle, 3x TSR Alloy Clip, 1x Magnum, 2x Magnum Alloy Drum, Alloy Vest

These 14 soldiers were split into two teams, each consisting of three Rookies, two Squaddies and a Sergeant, with the Captains hanging back at the 'Ranger.

Turn 1, the foremost rook tossed a smoker to the base of the ramp.

Turn 2, the rookies deployed in a circular formation around the ramp, spotting nothing.
Alien Turn: Snakeman seen slithering in the foliage, no shots fired.

Turn 3, two rookies advance on where the snake is presumed to be hiding. One gets killed by reaction fire from a snake hiding in some nearby trees. His partner freezes and spins in place, not finding the shooter. Meanwhile, the other rookies have deployed.
One Squaddie primes his grenade and tosses it to the pinned rookie, who catches and throws it into the brush.
One snake is maimed and exposed.
Alien Turn: The rookie who grenaded the bushes is shot at but not hit. The snake in the trees is shot by a squaddie while mulling about.
Turn 4: Rooks and squaddies fan out from the 'Ranger, one group moving to help the pinned rookie and the other searching for the UFO. my snipers set up in the smoke cloud.
The snakey in the trees gets shot from behind. Killed.
Alien Turn: The grenaded snakeman bleeds to death. The sweep team spots a Chryssalid wandering on top of a hill.
The whole sweep team opens fire on the chryssie, hits it a few times, but fails to drop it. Snipers engage and hit but it remains standing.
The other group loses a rookie to a plasma caster reaction shot. The one remaining rookie throws a grenade to smoke out the shooter.
Alien Turn: The chryssalid paces for a while, then decides it's time to make some babies and strolls over to the sweep team, mercifully running out of TUs just as he's breathing in a rook's face.
The snake with the plasma caster survives the pineapple surprise and retorts with his own. One whole team is now gone.
Team 6: The remaining team runs like hell because Chryssalid, but you're not outrunning that guy without help.
The AI doesn't like fire. The last Sarge had been hanging back, saw the problem here, and came up with a solution only crazies would see: Disco inferno. He primed and tossed his incendiary at his buddies.
Alien Turn: The whole squad (save the snipers) smells like Jimmy Dean now, but Chryssies likes their meat raw and wrigglin', so he walks along the perimeter of the fire for his whole turn.
Turn 7: The BBQ'd troops move out of the fire to shoot the Chryssalid some more, and thankfully it dies.

Obviously, we're in no shape to keep fighting here. The next few turns are an uneventful bug-out. Nobody else died, but their stuff is probably in a Snakeman pawn shop now.

And the pyromaniacal sergeant got promoted.

Suggestions / Yet Another Psi Restriction
« on: July 15, 2015, 12:04:51 am »
A single Psi-Amp can break the game in half, as has become common knowledge. It kinda needs a nerf,so here it is: Both Psi powers consume energy, either flat rate or percentage, with Panic taking half the energy of MC. This way the Energy gauge will become something people actually pay attention to   :P Theoretically, anyway.

Offtopic / Re: Introduce yourself
« on: July 14, 2015, 11:22:01 pm »
'Ello, I'm Brenda. Best summed up as a 24-year-old mute with heterochromia.

I first played UFO when I was 13, after a complicated sequence of investigation that started with a TFTD demo on a shareware disk, then I found OpenXcom around when it got to 0.9. Now I play it on my tablet mainly, so I may be a little behind on the Latest & Greatest(tm) at times  :P
Nuthin' more to say, I'm a boring person  :)

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