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Messages - mrbiasha

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16
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.3a
« on: April 01, 2017, 01:19:00 am »
Version 0.3a is made for vanilla OXC

It could be the real reason behind some of my bugs I figure, so I will try to play on vanilla executable, thanks.

17
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.3a
« on: April 01, 2017, 12:46:17 am »
What OXC version are you using?

OpenXcomExPlus 3.7 executable I suppose

18
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.3a
« on: April 01, 2017, 12:15:40 am »
While playing I experienced some problems so far:
1.When I started game I had two laser rifles on my craft which counted as alien artifacts and could not be used or removed from craft
2.Also I experienced strange equip glitch while loading medkits into craft. Suddenly the number became -100 on craft and I was able to unload 100 medkits into the base.
3.In workshop there is a "Stun Rod" which causes game to crash when I try to start it.
4.I finished Oculant autopsy project in R&D and got a game crash with missing string error
5.Stun net causes explosive damage

19
The X-Com Files / Re: The X-Com Files - 0.6.2 alpha: Cyberweb Wars
« on: March 31, 2017, 07:50:28 pm »
As for Piratez, I'm quite baffled, since there's so much still missing from them rather than too much content...

The thing with Piratez is that it is a mind-blasting mod, but it has gone a very long way from UFO itself, it's core concepts, basics. It is not bad all at all, but some people like traditional ideas more.

20
The X-Com Files / Re: The X-Com Files - 0.6.2 alpha: Cyberweb Wars
« on: March 29, 2017, 07:57:43 pm »
(Really, go play his mod.)

I just did and must say it's really very cool, though not so developed and polished as X-Com Files. I enjoyed it and will try to play more, thanks for the advice!

21
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.3a
« on: March 29, 2017, 07:54:50 pm »
Solarius Scorch advised me to play this mod and I must say I was not disappointed! For early WIP mod it's quite playable and I was very pleased to see an Apocalypse-themed modification for UFO. I will surely try to explore it more.

22
The X-Com Files / Re: The X-Com Files - 0.6.2 alpha: Cyberweb Wars
« on: March 28, 2017, 11:41:08 pm »
But I think it'd be better to make a completely different mod around that idea. Portals opening in various locations on Earth, incursions of extraplanar beings... This sort of stuff. It would definitely be feasible.

Hah, Solarius you are such a resourceful person! An update after the update, so fast and already ideas for future mods!   :D

This way you gonna remake Apocalypse faster than openapoc project finishes their version  ;)

23
Good luck! I hope you won't face heavily armed Etherials on your first terror mission *shivers*

This will never be forgotten... But I do hope new generations of commanders won't have to face it.

24
Oh my, classified arcs, already WiP! So intriguing! And so much work for other arcs already in game! Some awesome times we have ahead...

25
ROFL. Indeed, I got the same glitch on Crop Circle mission when one of my agent shot taser to the farmer and the soil exploded pretty powerfully. We need hotfix ASAP.

26
Oh, a flying base would be a thing to insert into MiB arc! So that placeholder landed UFO would not be such a placeholder! And maybe you can capture it from them and use it...

Anyway, there are definitely some balance and progression issues, but I don't see how they can be totally solved without releasing 1.0. I mean Solarius has a number of arks WiP and a number as ideas only, so without them how could it be defined where should be a transition to FMP end game content? And what stats changes should be implemented? For now I can only see an increase of time limit before invasion and probably an even greater buff to aliens (who are going become alien gods by the end of all this buffing).

27
The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 17, 2017, 08:25:55 am »
Groza uses normal Kalasnikov ammo, so no. Alloy ammo is also out of the question, as with all real life guns. Adding it to the Red Dawn is a given though.
The only problem are stats.


Yeah, I kinda forgot we have a whole tier of corporate weapons for upgrading to alloy ammo. I just think that it could more limited in range than other sniping weapons, but pack a larger punch, maybe armor-piercing damage. As anyone know that there are corptech and alientech ahead I think the idea is to make it some kind of narrow specialization weapon for player but  in the same feared to face in combat by him, devastating to agents at the stage of the game it may be encountered.

28
The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 16, 2017, 08:12:12 am »
Well, this is pretty common thing with weapons in games. Meanwhile VSS could be very logic installment after the Groza. Give both separate type of ammo (with possibility to upgrade to alloy), lock VSS behind special research and maybe mission and it would fit nicely into Red Dawn weapon roster, filling up a long range position which they kinda lack.

29
The X-Com Files / Re: The X-Com Files - 0.5.5 alpha: I'll Dissect You!
« on: February 13, 2017, 07:19:15 pm »
Yes, I promised 0.6 soon, but it turned out that I have to wait until certain vital pieces of code make it to the .exe, so please have this bugfix version for now. And it contains Kammerer's Russian translation, I'm sure he'll appreciate some feedback!

Well, when you take your time your work really shines, even more than the usual amazing stuff you do! So no need to hurry! (And I would like to try to make it to really late game on this version if not finish it  ;D)

30
The X-Com Files / Re: The X-Com Files - 0.5.5 alpha: I'll Dissect You!
« on: February 01, 2017, 09:10:50 pm »
I would say it is a fairly good assault weapon, quite useful when you need to enter tight spaces and buildings, fast and accurate enough. I find it more useful to myself than blackops shotgun.

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