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Messages - efrenespartano

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661
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 16, 2018, 01:59:03 am »



* Bases facilities are initially built on the surface, on existing civilian buildings adapted by Tech-Com, and they'll take less time to build. Or some you can build underground versions to better protect them and your soldiers but they'll cost and take more time to build.

Can we build bunkers, barricades or some kind of defenses, besides Missile Defenses?

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Base Defense should work slightly differently: the starting missile defenses will be effective against most HKs trying to attack a base, but the HKs involved will vary and carry different numbers of Terminators. Some attacks will be minor raids (but which still can kill people), while on others you can and will lose the base.

* On Base Defense the terminators are deployed from the air, so they can start anywhere, specially on top of buildings. Most of your soldiers will start on specific locations, and there will be also civilians either carrying weapons or spawning in the same locations where your base items appear (so they can actually pick a gun and fight).

Yay, that's what I'm talking about! The refugees and other civilians will be useful defending the base.

Would you add some mini HKs in ground missions, so we can blow them with RPGs?

Enviado desde mi Blade A510 mediante Tapatalk


662
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 16, 2018, 01:23:38 am »

I like the new sprites.

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It is tense - I've seen what you describe about having to choose which planes (and crews) to risk.

And it is also very different:
* Your base' radar now feels like a protective bubble where your craft can fly more or less safe without being ambushed by HKs
* That bubble is pretty small when compared to the rest of the continent, and radar planes are critical to conducting ops outside the bubble
* If you place your base in the middle of Skynet's territory, the plane can be attacked the moment it launches
* If you place your base too far from ruined cities (the white Xs) then you risk your transports not being able to reach the supply caches or any other mission that only appear on those locations
* Another thing is that crafts now require pilots and these are chosen from your soldiers (some have piloting skills, others have not) onboard the craft. So, even losing a fighter will cause you to lose personnel.

OH MY GOSH, pilots! <3 That's a great idea!
And it totally make the air combat more strategical.

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I got it covered - current starting base now has 4 Hangars, and each can support 2 planes. There's also some major changes coming to base design, but I still need to figure things out a bit because HK interceptions changed things.

Well, that solves my problem.



Enviado desde mi Blade A510 mediante Tapatalk

663
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 16, 2018, 12:57:29 am »


I agree completely. Very soon we're going to have the chance to go after a terminator. That is good news. But how many good people will die in the first battle against the machines?

Probably the first assaults will be tough for the Resistance. I wonder if Hobbes will put the rifles we saw in the "Future War" part of the first two Terminator films of just simple M4 Carbines and MP5s of T:Salvation.

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I'm also very interested to try the air war side of things, though. How tense would it be to commit a "fighter" to support a ground recon mission only to have to dispatch a squad with no air cover and very little choice? Even that opens up choices. Do I send in rookies in case the machines intercept the craft or do I risk vets?

Haha maybe the rookies won't be useless as in OpenXcom. Remember, there are few survirving humans, every soldier counts.

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Actually, where are we putting all these planes, Hobbes? Hangars are really big. I'm already planning in my head for 2 fighters, 1 air recon, 1 ground recon and one transport in one base. Doesn't leave much room.

It's the same problem with me. Too many aircraft, very little room for them. xD

Enviado desde mi Blade A510 mediante Tapatalk


664
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 15, 2018, 09:54:28 pm »


Bad news is: there's only 1 type of Terminator and 3 HKs that are available at the moment.  I have some other robotic units but they don't look like terminators at all, so I'm not using them in the mod right now.

Good news is: you won't see anything from the original XCom during tactical combat since there's the Osprey transport, new armor skins for soldiers and new weapons.  You might see some of the original terrains or civilians but I'm working to replace those. :)

Hey, that isn't bad news at all. Better something than nothing hahaha. :D

I guess the Terminator you say is the T-600, right? They look pretty badass with their Miniguns.

Could you show us some of the new weapons and armors?

Enviado desde mi Blade A510 mediante Tapatalk


665
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 15, 2018, 08:07:27 pm »

YEEEEEEESSSSSSS!!!!!!! :D :D :D

Sorry, did I give away my excitement there?
I'm just like you! Terminator is one of my favorite sci-fi sagas and I'm excited to play a mod of such quality based on this series. As we say in Mexico, "estará chingón". :D

Enviado desde mi Blade A510 mediante Tapatalk

666
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 15, 2018, 08:01:37 pm »
Some HKs are set to prioritize hunting and shooting down your transports - every time you send a transport to an area that you don't have coverage you'll need to send an escort or risk losing the transport (either on its way to or from the mission site)
Sounds great. How many types of Machines will be in the mod?

Enviado desde mi Blade A510 mediante Tapatalk


667
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 15, 2018, 03:18:45 pm »
Yes, there will be plenty of armed allied NPCs :)



Air combat is nearly done, needs a lot of testing, and I already started working on some ground missions. I should release an alpha in the next days :)
That's good news! I hope it will be a public alpha, so I can try it too. :D I can't wait to kill some T-600s. >:)

About the HKs, they will be hunting our transports o just patroling/doing missions like the normal UFOs?

Enviado desde mi Blade A510 mediante Tapatalk


668
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 14, 2018, 03:01:20 pm »
The battle for control of North America is in progress...


A quick explanation of the symbols:
* The red inverted Vs are Hunter-Killers
* The red square is Skynet itself
* Pink symbols: V - Work Camp, inverted V - HK Base, square - Factory, weird - Lab
* Green symbols: circle - Supply Drop, square -Abandoned Base
* The cyan T is a Tech Com base and the yellow circle a craft (there will be specific icons for each craft type later)

Geoscape is nearly done, still have to fix some issues regarding fuel, range and weapons balance. Over the next days I should get a few of the combat missions operational, although several (Base Defense and Skynet Base Assault being the most important) will still require a lot of work.

I like the new symbols, they seem very useful. Haha I can't wait to try this.

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Probably.  My idea at this point is that you won't be able to buy any craft (and other equipment), since you'll have to recover it all from Supply Drops and Abandoned Bases, at least until you learn how to manufacture craft in your workshops. When you recover craft from such a mission you'll get like 2 fighters, plus a transport and a support craft, all determined randomly, but you'll still need to get them operational in your workshops.

I like this idea, It forces you to carefully plan the air strikes and interceptions of HKs, so you do not throw your fighters at the first target that appears.

I assume that this restriction of supply will also apply to arms and ammunition, right?

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According to John Connor, there are no civilians in the war against the machines - "You become a volunteer for the Resistance the moment you took your first breath in defiance of Skynet"

You'll only encounter unarmed humans will be if they are prisoners in a Workcamp or are doing slave labor in one of the machines' reclamation efforts. Everyone else in a mission will carry weapons or will start in a position where there are weapons available to be picked up and used.

Sounds logic. Well, in that case, will there be armed allied NPCs? I'm thinking about some Skynet assault on a Resistance base (basically a Terror Mission) and when Tech-Com comes, you encounter Resistance soldiers already fighting the machines. Haha in Area 51 there are some of this kind of missions, that's what I like it so much. ;D

669
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 14, 2018, 02:53:36 am »


I need to do some recoloring of it ;)

Yes, there is another VTOL plane like the Osprey (the Canadair Dynavert - the UFOPedia states that the Resistance recovered the prototype from a museum being used a refugee shelter), and regarding helicopters in general, I don't plan to add them because their range & speed are too limited.

I've already implemented a similar solution to what you're describing in some maps in the Area 51 expansion. I'm still not entirely sure about this idea, we'll see how it goes later.

I just google it, the Canadair Dynavert looks awesome. If the Resistance found it in a museum, then it means we're only have one, right?

About Area 51, are you going to add armed civilians in this mod, too? That's one of my favorite things of Area 51.

Enviado desde mi Blade A510 mediante Tapatalk


670
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 13, 2018, 11:11:13 pm »
I like the new background of the Geoscape, seems too "strategic situation room". It's awesome!

About the transports, there is going to be another "lander" helicopter, besides the Ospreys? You know, like UH-1 Hueys or MH-6 Little Birds.
The idea of paratroopers sound great, you could just put some "spawn tiles" (I don't remember the correct name of that squares were your soldiers start at the begining of every mission) and in the center, some kind of beacon. Maybe an smoke grenade or flares. And when the mission is over (or Skynet is kicking your ass too hard), just return you troops to this landing tiles and get out, simulating that the Osprey/Huey/Little Bird/Superman/Batwing evacs you.

https://i.imgur.com/0a1CMW5.jpg
Just to exemplify this.  ;D

About that Android thing, yes, it seems to be possible to play Tech-Com on phones, I just found the link of Meridian's post with the apk of OXCE+ for Android. :D

https://openxcom.org/forum/index.php/topic,5258.0.html

671
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 12, 2018, 09:49:19 am »
Wow! Sounds awesome! I can't wait to chop some HKs with GAU-8 Avenger.  8)

This mod could be played in Android?

672
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 09, 2018, 11:57:06 pm »
Wow, this seems just awesome! I can't wait to try the Battlescape.

Just an request: could be possible to add the A-10 Thunderbolts from Terminator: Salvation?
They are very capable to kill HKs and it seems to be the only fixed-wing combat aircraft of the Resistance. It would be great to seek and destroy HKs with some Warthogs.  8) It even has more sense to fight HKs with these, compared to an Osprey.

https://www.youtube.com/watch?v=eT9k7mGze4I

This is a video with all of the scenes of the A-10 from the movie.  :D

673
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: October 05, 2017, 07:14:09 pm »
When trying to play the newest download im getting a finalmodpack error? how do i fix this? its saying it can open certain pngs

--- posts merged - Solarius Scorch ---


to be specific its the unstablesc.png in the finalmodpack ufopaedia resources


It's the same to me, I can't play it.  :(
Does anyone has the same error?


While alinare fixes it, I'll try an earlier version of the mod.  :'(

674
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: June 22, 2017, 04:22:41 am »
Vale, lo escribiré en español porque tú hablas en español.  :D

¡Qué tal, alinare!
Es un gusto muy grande encontrar trabajos tan dedicados como este, sobre todo si es de personas hispanohablantes. Muero de ganas de probar tu trabajo, se ve que le pusiste todas las ganas del mundo.
Espero que incluya montones y montones de aviones y armas para combate aéreo, es de mis partes favoritas del juego. ¡Entre más aviones y misiles mejor!
¡Sigue con el buen trabajo! Saludos desde México.


Now in english  ;D

Hello, alinare!
It is a great pleasure to find works as dedicated as this, especially if it is Spanish speaking people. I can't wait to try your mod, It looks like you put all of your dedication to make it.
I hope it includes lots and lots of aircrafts and weapons for aerial combat, it's my favorite parts of the game. More aircraft and more missiles it's better!
Keep up the good work!

675
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.33
« on: May 14, 2017, 09:30:19 am »
It's great to heard news from you, liberation!
I've been following you mod since... I can't remember, a very long time. BFM is one of my favorite mods for OXC, I really thought it was dead. :'c

When we are going to get some new update for this mod?

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