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Messages - mumble

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The X-Com Files / Re: Dossiers wanted!
« on: March 05, 2017, 12:12:48 am »
Its cool, Id like a review of what the edits look like though.

I'll make a few more, cause I like doing this..


Name : Gertrude Ellison

Role : Human trafficker

Affiliation : Various non profits

Details : A career philanthropist, whom is tied with many disappearances of countless abused women, orphans, and homeless people. UFO sightings are always present when disappearances occur, and it is rumored she is selling orphans, battered women, and anyone "disposable" under her authority as a bartering chip for eternal youth that aliens provide to her, allowing her to look youthful despite being 80+ ((Preferably a before / after picture in the dosier, of an old woman, and a very young pretty woman))

Status : Interpol notified


Name : Anthony barker

Role : Satellite communications specialist

Affiliation : Alien collaborator

Details : Suspected of tampering with satellite systems to omit UFO activity from government, and military feeds. Countless cases were UFOs simply dropped from viewing when in range, due to his tampering. Upon examination, he was a very big alien fanatic before any of this became "on radar", and was eager to help them on this basis alone.

Status : Arrested, Awaiting psyche eval


Name : Shane Barton

Role : Farmer

Affiliation : N/A

Details : Know for capturing, farming, and butchering some of the mutated wildlife out there, using them for new "exotic" meats for his food company. health problems have become present after eating, and the suspicion of alien involvement in its creation means consumption of such meat is extremely worrying. Since this man, and his family are able to regularly farm such creatures, its recommended to approach with caution.

Status : Under FDA auditing

I gotta say, the name of the mod is very unfortunate for trying to FIND letsplays. Oh well.

Yeah, the stuff you can do in it is pretty fun.

By the way, will you add gun melee to guns? I loved this about piratez, it made the tommygun one of my favorites by FAR, even if it had shitty accuracy. Also helps I had a laugh for trying to kidnap a ghoul, and having to bash it in the face with the tommy gun 10 times just to haul it with me.

Also, is there a way to enable seeing weights / storage space on the sell screen? This would really help with controlling storage...

The X-Com Files / Re: Dossiers wanted!
« on: March 04, 2017, 05:31:27 pm »
Name : Natalia "Crystal" Sernovich

Role : Prostitute / Assassin.

Affiliation : Alien collaborator

Details : Functioning as an agent for the aliens, this woman seems to have a modified version of the zombie parasite within her, which does not cause her any outward changes, but gives her the ability to infect others. Working as a high class prostitute, she uses her role to infiltrate, and take out her targets by infecting them, or those around them, with the "not so innocent" act of sex to accomplish the goal, before disappearing as chaos ensues. She is also incredibly strong despite her delicate looking appearance, is dangerous in a fight, and is rumored to have psionic abilities. It is unclear if she is a normal human before this, was created from scratch, or was able to strike a deal with the aliens for some form of freedom

Status : Interpol notified (approach with EXTREME caution)


Tyvarius Stienburg

Role : Money launderer(?), Lawyer, Banker

Affiliation : for hire

Details : An expert at law, and all its loop holes, this person has often been present with many cases involving suspicious characters, be them church of Dagon, Exalt, Red Dawn, Black Lotus, or others. He is highly skilled at manipulation, of emotions, law, truth, and evidence, and is always present, in person, or by an employee he sends, in any high stakes court case which end up with the defendant set free. He also is a "financial advisor" for many, and those he grows in contact with this way, end up with plenty of funds, but no real paper trail behind it that proves wrong doing, despite plenty of allegations. Rumors indicate he may have direct contact with aliens at times, or that he has very subtle psionic abilities. Despite all of this, no legal hard evidence has been found yet of breaking any law, but everyone who hires him says he is "A huge asset".

Status : Under surveillance, Tax audit issued, business audit issued, undercover agent dispatched

I'm not exactly sure what it is, but in piratez, theres a bit of code letting you see weights of things as you sell them... Could this be added? This would be handy, with the setup xcomfiles is going for

The X-Com Files / Re: What to do with Zombies?
« on: March 04, 2017, 04:31:33 pm »
Instead of having zombies be rescued, what if you could develop a sort of hormonal CONTROL of zombies, and produce them as replacements for dogs?

Would be an interesting effect : you could do some very basic alterations to genetics, to get them to attack aliens or hostiles, using a "hive" mentality (working for a central host, being the commander) and in return, you have soldiers who dont feel pain dont have morale, and are extremely disposable, but at the cost of needing to feed in new humans to keep production up, as well as putting in new parasites. On top of that, maybe a small moral hit per zombie in the squad, because having one in the crew is creepy as all hell.

....Forgive me if this is already an idea, I've barely scratched the surface, and not even reached 1999, but the idea of feeding in captive humans of any type, and zombifying them with the xcom brand zombie parasite sounds very cool, particularly if you can use spare dead zombies to then create infector zombies, and then use infector zombies to convert hostages into other zombie.

It would be a pain to get done with all the ways to zombify (kinda like the rob / enslave section in piratez) But it would be a really cool effect, and really neat to throw an infector into a house of exalt crew.

Nope, I gain a SOLID 28 points for both kill and corpse, netting 56 total points, just for blowing his brains out.

The body TAKES 10 k$ to dispose of though...

Its actually kinda a funny balance that way, like its more convenient to destroy the witness, but at the same time, fabricating a reason for death which implicates no fault on xcom takes a lot of money to process. :P. Forging a death certificate, paying people off, ect, takes money.

By the way, just want to say I just had the MOST awesome moment last night : Attacking a cult stronghold (church of dagon) and when spraying the building with tommygun fire, a bullet nicked a barrel, blowing out a wall, then another went through the hole, hitting a missle rack. The explosion was huge enough it killed literally 95% of the force, I was standing there for what felt like a minute, watching all the bodies fade in after the kills, it felt like maybe 15 bodies, maybe more. After that, everyone left over panicked for literally 3 turns at the sight of the stronghold being blown to dust, and only 1 person was willing to fight past that.

I know this isn't a new idea in xcom, but seeing this happen unintentionally, was absolutely amazing  ;D

Neat mod, I really have a thing for mods where you start with bare bones in terms of gear, it makes upgrades and new gadgets feel SO much more powerful.

One problem I noticed : In crop circle missions, gunning down the farmer GIVES 30 points, so its much better to just being a homicidal maniac then take him in.

I'm guessing this was a mistake, and its supposed to take points, like in piratez? Or is it better to hide the body of witnesses, rather than increase hysteria?  :P

Couldn't there be an aim reduction per squares of smoke shot through??? This would be a pretty simple means, wouldn't it?

Or is this impossible to do?

To be honest, this solution would also make the game dynamic a bit more interesting...

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 14, 2017, 01:34:32 pm »
Oh I gotcha, I just interpreted doom as "all of dooms modding capability" since you are comparing a sourceport specifically, to another game which has many source ports. Thus, I thought of all the source ports I know, and said what I thought

If comparing VANILLA doom, to openxcom, then absolutely you are 100% correct.

Perhaps I interpreted differently than you intended, but that was why I brought up zdoom and gzdoom, because they are pretty much the forefront of scripting / coding / level effects.

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 14, 2017, 12:12:44 pm »
OXC is a lot more advanced than Doom.
Just not in all aspects.
I would just say, perhaps openxcom is younger than zdoom and all its "family", as well as perhaps, doom was made a bit more modifiable out the gate than xcom was, on release, as far as I'm aware.

On that account, I would say the entire scope of "all" developers, and "all" source ports / resources, zdoom and others are perhaps slightly more advanced, but NOT because lack of talent (talent is obviously there!) but rather, slightly smaller community (maybe?) and the fact xcom was built a bit different in the first place anyways, as far as I know, AND, that zdoom, ect, has had over twice as long in development of openxcom

Not trying to be rude to any of the developers or anything else here, but I'm just being realistic : The amount of scripting and capabilities added to some of the source ports for doom are pretty unreal, in the comparison of vanilla play, and extremely modded play, where as openxcom is making great strides, and obviously has already, but is still working on breaking many "old" restrictions of vanilla. And this, AGAIN, has nothing to do with talent, but has everything to do with doom modding / tinkering, on a large community, has a good 10 or so year start (from what a bit of research on google tells me) when you talk about zdoom, gzdoom, maping techniques, ect. So I would say doom, in all its branches of modding, is a LITTLE more advanced, but thats only because it has a few more years of actively modding under its belt.

But, I'm getting a bit off topic here... hope nobody got offended by this :-X I say again, talent is most certainly there, but an indifference in time applied is EXTREMELY hard to compensate for.

For the record though, I would say the fact VANILLA xcom is far more advanced ANYWAY, speaks a great deal too.

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 14, 2017, 05:58:01 am »
I know you sneak in, but the ship which picks you up, I assume would be there a bit longer than a couple turns, and I figure the evacuation ship, which picks you up, might ALSO be carrying a few items, hence the logic... ..but its your mod, do what you will

I can see what you mean about the weapon being lackluster, the BFG in doom rouglike was similar (one BIG ass rocket) but I was curious partly because 1, I'm a bit of a doom fan, and that would be cool, and 2, having a close range tank buster would be interesting.

@khade : I really hope its just leaving, because the uncertainty of getting through that mansion makes it a very scary prospect to explore. I've yet to really check the basement, for instance, I've only really checked the mage towers, because they are convenient.

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 14, 2017, 03:11:11 am »
is it remotely possible to have the BFG, and chaingun act a bit more like their true doom counterparts?

It would be interesting if the chaingun had a "double tap" mode, with high accuracy like normal doom does, and if the BFG functioned like it did in doom (a combination of a large plasma shot, and a follow up radiation shotgun of invisible lasers tracers).

I don't know if the BFG 2 stage fire is remotely possible in the engine (1 massive plasma shot WITHOUT splash damage, and then a large spread of 40 plasma element "shotgun" tracers) But it would be obscenely cool to see.

As for the mission, I think maybe having the gear placed on the roof, logic being the drop EVAC is stashing it there, would both eliminate the headache of gear tracking, and also add a little more tactics, that one could, for instance, find the stash, then go loot more...I know I'd detour for a few explosive charges just to break down walls.

By the way, did the recent update add the ability to find / purchase airbuses? I find it....bitterly ironic that airbuses are all around in the first few missions, yet as far as I could tell, it cannot be replaced.

Lastly, is the aquatic harpoon gun being unlocked in bootypedia from day 1 intentional?..

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 13, 2017, 04:04:41 am »
I think what might be better than raw damage / stun, is perhaps more combat stress from the cold / heat. I could see rookies who aren't exactly combat worthy snapping because they are getting shot at, while also freezing / sweating their tits off. Another few ideas, are maybe hits to other stats : throwing, reactions, strength in cold in, and shooting, melee in heat, logic being in cold, your freezing up and struggling to do things quick or be at full strength while shivering, and in the heat, you boiling in your skin makes it harder to do strenuous things like swinging a bat, or hammer (I've done demolition work in summer months, and DAMN does swinging a sledge hammer in a heat wave almost kill you) or aim when sweat is running down your body. It would also be nice if you could arrange energy damage / stun damage to be a bit more flexible, cold in particular. It would be handy if, for "mild" cold and heat, if the damage could cap at certain levels, so nobody REALLY passes out from heat stroke (unless in hot gear) but is very vulnerable to being knocked out due to it, or, if nobody 100% freezes in place due to no energy.

I don't know if this is possible, but this would be handy as its my biggest complaint about heat / cold : its less a nuisance, and more a DEMAND to carry certain gear, or end the map within x turns, and it would be handy if, rather than out and out KOing people, there was a slight margin of error. Because the 2 situations which get me are when rookies simply run out of energy and CANNOT move at all, or when the stun makes people pass out entirely.

It would also really, REALLY help if we could get an indication of how the map is BEFORE arriving, but I'm not sure that is possible. It feels like a gamble, betting on clothing. I might wear chiller armor, hoping its a pink area of desert, but I end up with a mild desert, and no armor.

And I guess I can see what you mean about time limits, but honestly, its never a matter of tech level / combat for me, its a matter of bug hunting down the last people in the mansion. Even with spike balls, lasers, ect, it would still take a while. I feel a better way, if possible, might be to have the place assaulted by something REALLY tenacious after say, 30 rounds, to make the player feel a bit rushed to leave because safety, not necessarily because anything else. I think it would be kinda exciting for instance, if after 30 rounds, the basement is flooded with crysalids, and you have a very, VERY clear indication to GTFO, without an arbitrary game over. (assuming this is how it is now, at least.)

gentle psi waves from a dune goddess
Is this a thing, or are you being funny? I honestly cannot tell. :o

I think it still applies, since I never heard any "psi" noises at any point...

XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 13, 2017, 03:03:01 am »
For the issue with reaction fire, remember, you can hit the delete key to remove someones TU's to prevent a reaction shot. Generally civilian involved maps are a bit less dangerous than others, so simply staying in cover till the next turn is viable, as any map with civilians generally has only pistol armed opposition, mixed in with a couple small arms and melee weapons. Later, once you get armor, except for a few heavy pistols / shotguns shooting slugs, you can literally just run up tanking gunfire from small arms, and be perfectly fine. Just watch out for magnums, shotguns (pellets are fine, slugs are dangerous), or rifles

And, as said before, don't feel bad about killing a few tough guys who hold guns, especially bigger ones. a 10 point deduction from killing civilians is better than 30 or so for a hand, not to mention losing a hand is a much longer lasting effect than a monthly rank deduction. As long as your above -200 or so, you should be fine.

By the way solar, I'm PRETTY sure you are incorrect : I've played on both extreme cold artic maps, and extreme heat pink deserts, and have actively seen this effect enemies. I briefly stayed in a pink desert (BAD MISTAKE EARLY GAME!!!!) and during the enemy turn, half of the troops on the UFO simply collapsed from heat stroke.

I've also seen people in super cold climates struggle to move around, so I'm pretty sure this isn't the case.

The only real exception to this is in the cases of wildlife, or ghouls, which are pretty much immune to intense heat, cold, acid, or smoke, respectively. But normal people (civilians, low level church / guild / academy) are vulnerable to it.

...speaking of weather, I gotta say, cold maps are shockingly hard to deal with compared to heat. Heat can be warded of with a canteen per person, or even an oxygen tank to keep people awake, but cold?... Cold takes a pretty nasty combination of booze and stimulants, and juggling that makes it pretty hard to fight.

Is there any possibility of getting insulated versions of armors, lined with rags? Something like a slight deduction in TU's, for a higher cold resistance? Because as is, short of pink deserts which make you pass out in 2 turns, I'd much rather deal with a hot map than cold any day, and in reality, its much easier to stay warm, than to cool off...and theres already means to have multiple versions or armor, so I don't see why, how a few years in, I still have nothing to keep warm, besides booze or the explorers outfit (which has NO armor at all). I at very least figure heavier armors (warrior, tac armor, ect) would be effective at keeping you warm, but they don't

Come to think of it, an armor plated explorers outfit would be extremely nice, having armor on the front, sides, but a completely open back, at the expense of a pretty hefty bulk.

EDIT : sorry if anything I said here is irrelivant with the new update

EDIT2: Why the move to make mansion missions timed? I had trouble with them enough as is, and the idea of being limited to time makes me want to never try the mission again...I guess I should try it before I whine about it, but these missions always seemed harder as is, even without the time limit, and I was never really able to get as much loot as I hoped, nor even think about clearing the entire mansion.

If your going to keep this change, can you perhaps at least include the entire map being highlighted, perhaps with justification of the girls finding the mansion floor plan, perhaps with a few areas not included just to mix it up?

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