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Messages - mrbiasha

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46
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 26, 2016, 12:29:14 pm »

Not really, more like a special, optional mission for hardcore players.

Hardcore it is indeed, consequently it is enjoyable :)

47
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 26, 2016, 11:24:27 am »
Well, maybe from the logic point it is unreasonable to put many things to research list, but it still opens some development choices. One can lock those items behind one research project like suggested, or maybe lock other research projects behind them, add additional research options including those items or their research. The sheer scope of project Solarius has started just suggests that not a bit of content will be superfluous and I see no valid reason to cut anything out at this point.

Also, I just encountered Envoy UFO filled with you-know-who and I'm wandering if it is an storyline opening fot other stages of the game?

48
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 19, 2016, 01:27:33 pm »
As I understood, quite a lot of top-end Earth-tech weapons require finding one from enemies, MiB for example.

49
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 17, 2016, 06:54:05 am »
I should add an option to get a Deep One even if you destroy the Church of Dagon.

Strongly yes for such an option, some sort of coastal village raid or something like that.

As you can see, it's almost entirely bugfixes. Also, probably the last update before the new OXCE+ version.

Would it mean any serious changes or delays for your mod or you are just keeping up to date?

50
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 10, 2016, 08:18:15 pm »
Next version hopefully tomorrow. I've been delayed by working on goddamn space battles with Dioxine.

And I'm telling you, this is the most exciting thing I've ever done for X-Com. :)

OH MY, THIS IS SPACE MISSION

ur mad guys, ur really mad and doing mad things and I like them so much

though XPiratez is a bit too much total conversion to my taste it includes so many cool features

51
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 10, 2016, 06:40:10 am »
Yay! Separate subpage in Released Mods!

Also, may I ask what will be the next milestone and when can we expect new update? I'm of course have no intention to hurry you up, every bit of work you've done so far is awesome and fun to play, it's just I'm closing in to Cydonia mission and would probably like to start a new run of X-Com Files with higher difficulty as soon as any critical update releases.

52
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 05, 2016, 11:21:50 am »

Whew, it's a good thing I fixed a bug with these slates recently.

Well,  one would have to face them at some point anyway :)
Early ethereal presense could be considered an ingame situation apart from fact that I probably managed to snatch some tech and intel from them very early.

Also, may I ask whom anthropods belong to or are they a separate faction?

And I have a very strange situation: a very large MiB ship with Base mission sat down in the middle of USA and is sitting there for about a week or so. Is it supposed to do such things?

53
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 05, 2016, 10:06:23 am »
Wow, I thought I already knew that ethereals are pretty scary. Until I decided that the time has come to bust some bases. Just than I realized that of first three bases I had on surface two belong to ethereals and one to sectoids. Now I'm really considering to not to shoot down next snakeman base convoy as it seems only option to acquire more data slates without too much pain.

54
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 04, 2016, 06:46:52 pm »
Oh, that's clear now, thanks! But assasins are still badass as hell :)

Btw, don't know if it is a known bug, but when you try to craft Stormlance game crashes

In addition to that "Railguns" ufopedia entry make gane to crush

55
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 04, 2016, 10:49:26 am »
I'm a bit new here and maybe it was previously asked, but could you please tell if Cults are intentionally different in strehngth and hardness? I just busted Red Down HQ and it felt easier than Black Lotus and generally Church felt not very hardy, next was Red Down, then EXALT with Black Lotus where EXALT .

56
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 03, 2016, 06:38:26 am »
I just registred to tell, that you, all your colleagues in modding and your work are amazing and awesome.

I started when v3.6 was current build I suppose and now my date is 5th of June 1999 and on the latest terror misson I got bunch of sectopods, some gazers, three ethereals and three mutons. By the moment I busted EXALT, Black Lotus and Church of Dagon, researched lazers and railguns, so it was somewhat managable. But I also shot down a UFO with interrogation room full of ethereals, 7 of them I think - that nearly costed me my whole top team, had to use savecheating. I met some snakemen, but for some reason they were quickly replaced by gazers.

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