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Messages - BetaSpectre

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16
Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:32:33 pm »
Arc 0:
Player Starts as an exiled scientist with 1 Robotic Jarhead. With reoccurring missions to kidnap citizens wandering the world.

Arc 1:
Citizens (Item) can be converted into Conscripts (Item that can turn into soldiers), and Logistical Staff (Engineers)
Capture Scientists, Unlock the ability to research
Capture Engineers, Unlock manufacturing
Then the player will continue to do missions, and unlock locations, eventually coming to face against the Corporations that be.

Arc 2:
The Corporations downfall leads to a triggering the rupture leading to the Alien Brain, Imperial Remnants, Choas, UAC, X-piratez, and maybe other factions to appear in the system.

Arc 3:
The ability to research and deploy nuclear weapons, which will then spawn Mutants. Ideally at this point most missions will then stop happening and be replaced by nuclear/apocalypse related map types.

The End Game can be done as normal, with an ending slide just detailing that the Rupture is fixed with the Alien Brain's death.

17
Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:32:25 pm »
The Generic World [3XX] exists within an interdimensional rift. It is an experimental world placed by a particular group of Planeswalkers. However, an Alien brain has managed to rupture the fabric of this plane's reality and has opened up a warp rift into the Eye of the Terror. The Lost members of Guilliman's Great Crusade find themselves stranded within the vicinity of the system, as well as their Chaos pursuers. Other portals are also opening revealing the UAC within the system. And with them come various outworlders such as a highly sophisticated elite group of Piratez in a large Red spaceship.

You are but one of the denizens of This experimental world tasked by the ruling Planeswalker to manage these threats. Eliminate, and cast each one into the void. Just as you have done countless times before. Unify the Planet under your leadership, or leave it a nuclear wasteland.

18
This is just a placeholder for me to post and edit my ideas in a place I can access. Basically, I'm just gonna be learning and using assets from the mods I see and remix things together.

Currently:
Creating/Organizing Art Assets-
Planning Missions and Arcs

======================
Placeholder Posts:
1: World Lore
2: Caimpaign Arcs
3: Factions
4: Research
5: Manufacturing/Jobs
6: Manufacturing/Missions
7: ---
8: ---
9: Buildings
10: Armors:
11: Map Locations
12: ---
13: Vehicles

19
[22-05-2019_19-23-31]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[22-05-2019_19-23-31]   [FATAL]   0x8860d0 OpenXcom::CrossPlatform::stackTrace(void*)
[22-05-2019_19-23-31]   [FATAL]   0x889760 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[22-05-2019_19-23-31]   [FATAL]   0x401750 signalLogger(int)
[22-05-2019_19-23-31]   [FATAL]   0x773cbe30 LdrSetAppCompatDllRedirectionCallback
[22-05-2019_19-23-31]   [FATAL]   0x7738ad00 RtlInitializeExceptionChain
[22-05-2019_19-23-35]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
More details here: C:\Users\Nomad\Desktop\Games\The Endless War 1.19\Open Xcom 30\user\openxcom.log
If this error was unexpected, please report it to the developers.

When fighting the guys with reaper calvary and snakemen the game crashed when the mission ended.

20
It'd be nice to modify the losing point amount, and item weights anyone know how to mod those variables?

So far I managed to make craft inventories less restricted, and modify the lose conditions, but the worse parts are the crash to desktop for things like human agents, or going to the sites of some landed ships, or base assaults.

Another issue is the bases don't appear with any indicators on the map you have to just know where they are and click on them.

21
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: January 28, 2018, 02:41:52 pm »
a locked door would realistically be like wall. Especially if made out of metal. It's alot of coding to change it up for a minor change. I never felt like they were unrealistically hard, too soft if anything since a good bullet gets the entire wall destroyed.

22
XPiratez / Re: PSA regarding the Triton
« on: November 09, 2017, 05:01:15 am »
I try to avoid open door transports. The Triton is optimal for that kind of scenario imo. The Reaction fire risk is real, but unless you fight mercs it's not that bad.


23
XPiratez / Re: Most Badass GI Slave Soldier I've yet to see.
« on: November 09, 2017, 04:59:34 am »
He deserve the medals given and his own custom-made loader-suit dyed in soylent green (to mimic the corpses of those 44 killed deep ones.
I promoted him to a genuine Ranger + after this mission :DD, now he goes into battle with fancy CAKE! to complement his gun. (It actually helps to prevent downtime for medbay stuff)
Wait, you solo'd a mission with a slave soldier?
Several with the same unit. Marsec Ops, beastmen, civilians.
If you want I can post more of his adventures, though most will be from his diary xD

24
XPiratez / Re: Major idea: Milk on the stove
« on: November 08, 2017, 05:23:50 am »
TBH the process should be somewhat tedious like IRL you aren't gonna walk away with power generators when in the middle of a fire fight. But I do believe looting takes too much time. It's hard wired though I believe, and it done also for balancing purposes. But IRL taking 20 bottles off the ground and running home doesn't take that long.

Perhaps the pick up AP for some items could just be reduced to 0 or 1. Like for chips.

25
XPiratez / Most Badass GI Slave Soldier I've yet to see.
« on: November 08, 2017, 05:10:16 am »
I sent one GI on a bike to test out the new Heat Rays I got from Pink Ships on a They came from the Sea mission, and I was surprised.
Basically I had him sprint to one side of the bunker, and skip turns as he reaction fired, he used up 8 clips in total. (Full inventory sans backpack of cells, and Quick bar with rum)
After a moment of quiet I pushed towards the beach area then I camped reaction fire. One with a bow managed a shot from the entry way. But aside from swigging down some rum it was all cool. The last wasn't even a kill it was a ray shot to the otherside of a map hitting a bagpipes who ran around in a circle while on fire for a turn before dropping to be captured. The GI became a master of the heat ray after one day of using it lol.




https://imgur.com/a/zxwji

26
XPiratez / Re: Suggestion#2 Wanderer Mode
« on: November 06, 2017, 03:04:36 am »
Best way to get a feature implemented is to make it yourself, then release it to the main mod author.
This is a really cool idea in that it would simulate travel, but practically speaking the engine can't really support it atm. Not in the way anyone here can tell you.

27
XPiratez / Re: Codex Popularity Poll
« on: November 06, 2017, 03:02:39 am »
I like Gold I believe it is, because of the uniform. xD

28
XPiratez / Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« on: November 06, 2017, 03:01:26 am »
More people giving out more chainsaw good stuff makes sense.
Personally my only issue atm is ore requirements for nukes. Scrap metal is common enough, and ore makes scrap. So why can't scrap make ore to make into illegal uranium. In terms of balance it does make some sense though.

29
XPiratez / Re: Finally started playing this
« on: August 24, 2017, 02:07:26 pm »
Missions I find tend to occur in city areas, just make bases where you can cover as much land as you can.
If you have two craft including expeditions you can juggle to get the right time of day for the mission.

Crashed UFO's and Terror Missions don't have a time limit when selected by a craft.

30
XPiratez / Re: Selling civilian crafts
« on: June 28, 2017, 04:16:28 am »
IMO without a cloak the vehicle will be tracked. Which will then lead to the aliens knowing who did it, and where they're coming from.

While they find out later, in this case it'll be so widespread and obvious.

Still the most valuable part is the engine so it's basically all you need. While it might make sense to get an old hull from some of these crafts.

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