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Messages - Dr.Crowley

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46
The X-Com Files / Re: The X-Com Files - 0.6.8b alpha: Alien Hunter
« on: August 12, 2017, 11:51:58 pm »
Also, cattle mutilations / abductions really need to stop later in the game, I think : once you research the farmers and hit promotion 2, they start being really out of place. Maybe just make it a requirement to get promotion 2, and make local authorities handle it, like cult safehouses.
Well, these mission still can be used as some sort of training for the rookies.

47
The X-Com Files / Re: First mission
« on: August 12, 2017, 11:33:40 pm »
Hmmm, it looks like you have a really bad luck 8)

48
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 06, 2017, 10:54:36 am »
- behavior of some units changed to leeroy jenkins;
LOLWUT

49
The X-Com Files / Re: The X-Com Files - 0.6.8b alpha: Alien Hunter
« on: August 06, 2017, 10:46:39 am »
Relax, we are within borders of the powerful Ethereal Empire... We are not alone.

All Hail the Governor of Mars!

Errr... The Emperor protects?

I'm glad it isn't

I love the GAMEPLAY and BALANCE of piratez, but gameplay be damned, I can't stand the pseudo "girl power" vibe of it, nor the constant soft core

Played it for a while, and loved the gameplay, but these elements eventually got extremely irritating  :( (almost wish there was a version of piratez without the exclusively female pirates nor the focus on female empowerment, as theres an amazing game there, IF you can get past that, but I cannot)

I second this.

Jokes asides, I have (finally) got some time and will to continue my playthrough (hell yeah, 4 or 5 versions later). Dagon's High Temple mission was not so bad aside from camping cultists who tried to do the last stand in the Golden Statue chamber. Well, it was not so hard to drop my sword-wielding agents on these panicking bastards 8)
The next was (in)famous Zombie Catacombs mission. Not so bad too, but the map itself looked a quite weird: there were numerous "hills with stairs" near extraction point and the rest of this map was almost a generic dungeon from Diablo (with Doom torches!), almost devoid of any enemies (due of Beginner difficulty, as I understand). Not that it is something bad but I was expecting something, well, bigger - and at least some kind of goddamn Zombie Matriarch ;D I lost one agent because of my own stupidity - I forgot Zombie Hunt Rule #1: mantain a circle formation ALL THE TIME GODDAMMIT!

50
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: July 28, 2017, 12:07:32 am »
Oooooohhhh boooooyyyyy... :D

(Everybody thought that, but it took the youngest to actually say it)
There should be some kind of "Like" button because I am fully agreed  ;D

51
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.02)
« on: July 28, 2017, 12:03:07 am »
I did some ruleset digging...

I see that base defense has aliens spawning with Ion weapons. Ion weapons don't work out of water and base defence is out of water. Soo... aliens attack you with useless weapons?

Disruptor pulse launchers also don't work out of water and also spawn for base defence. This is also in the vanilla ruleset. That has me wondering, do vanilla aliens really spawn with useless weapons? Am I correct on this or am I reading the ruleset wrong?
Bloody hell, this is hilarious. I guess I will need to fix this bug for my mod too. Thank you, Eddie!

52
Version 0.6.6 is released.

- Updated the exe to OXCE+ 3.8.
- New missions: Citizens vs. Monsters (desert and jungle variants), Police Anti-Monster Operation, Military Anti-Monster Operation, Alien Agricultural Sabotage, new Alien Terror variant.
- New alien ship: Cruiser (map by Dioxine).
- Overhauled all Marsh terrains.
- Overhauled all live and dead enemies sell prices.
- Fully randomized mission generation times.
- Added some new articles (with Woah's help).
- Added some missing briefings.
- Updated Tundra terrain properties (by Hellrazor).
- Fixed Syndicate Assassination ally spawning (and made the map bigger).
- Fixed Skymarshall roof.
- Fixed Monster Lab floor.
- Fixed Mind Shield and Hyper-Wave Decoder mysterious crash.

YES, YES!!!

53
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 12, 2017, 12:25:16 am »
What language do you use?
EN-US
Bad advice. As you can read in their corpse examination, they are high resistive to explosions.
Ooops. So - kill it with a fire phosphor! :D BTW "resistant", not "resistive".
Yes, not all alien races can be used to all battle maps. Nevet thinked of it like bug... I think they must not.
Well, I am afraid that such crashes will keep taking place if the Mutants will be just a sort of single unit which does not associated with any race.
- mutants now armed with shotguns;
Uh-oh.

54
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 11, 2017, 12:53:52 am »
That is strange... I installed Missing Strings mod later and still can see the same odd things with paperdolls and research topic names. And there is no any other mod activated. No idea what is the reason of all of this.
About polyps - yeah, tough creatures AFAIR. I can only advise to use something better than just harpoops against them. Torpedo launchers or simple grenade bombardment should work, I guess. If only I could use Needle Rifles or M.E.T. Launcher from my WIP mod against...  ;D

55
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 09, 2017, 10:19:07 am »
Yay, a new version! I see you moved to OXCE+ as well. Anyway, sorry for lack of help with spellchecking - I have very little spare time for literally anything.
BTW, "enemies", not "enemys"  ;D

Aaaaaaand I just saw some oddities right from the start:
Spoiler:



56
mediafire says "permission denied" when i try to download newest version.
I had no problem downloading it. Anyway, here is an alternative link for you.

57
40k / Re: 40k
« on: July 01, 2017, 12:51:27 am »
Regarding stubbers - yeah, I figured out my mistake later  :D
Now I wonder if "Marine" rank should be named "Scout" since we have a sort of "rookie" marines in the beginning - am I right? However I guess it would be better NOT to start a fluff discussion here - just because my vision of what "fits" better is nothing more than just my personal opinion that makes no sence overall  ;D

58
This game uses 3D-models rather than sprites AFAIR, so I do not even know.

59
40k / Re: 40k
« on: June 25, 2017, 02:35:15 am »
As a fan of WH40k universe I was interested in this mod and finally got some time to take a look. I played for about a hour and was surprised by the quality of this mod. Srsly, I never expected such a good sprites. But there some thoughts/complaints:
1) weapon mechanics still feels like an original game (X-Com, I mean). Bolters = Rifles, Lasguns = Lasers. WAT. See, lasguns in Wh40k are mass-produced cheap guardsmen weapons and bolters are the sort of BFG compaired to modern ballistic weapons. But here bolters are just a slightly buffed rifles. Oh, and Craft Bolter is still the same useless Craft Cannon from UFO. Both my starting interceptor craft has been destroyed by the same enemy craft despite the second interceptor was armed with crack missiles.
2) I guess shotgun should be renamed to stubber (since most shotgun-like weapons in WH40k are falling to this category).
3) FEMALE SPACE MARINES?! HELL NO! (but anyway this may be leftover from the original game, so I'm sorry for this complaint)

Anyway I'm still amazed by your work. Perhaps all my complaints are coming from the fact that I was trying to play this mod just like vanilla.

P.S.: found a typo
STR_STINGRAY_LAUNCHER: Krak Missile Launcher

60
The X-Com Files / Re: Just Finished it
« on: June 21, 2017, 09:50:17 pm »
I found the mutons the day before I finished my gauss research, I was glad that I didn't have to use Magnums anymore.
You were lucky because I met Ethereals just after getting Alloy Armor and shields. I guess it's obvious that this mission was a real disaster. Anyway, that was a long ago - I guess that was one of the 0.5.x versions.

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