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Messages - HumanTraitor

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The X-Com Files / Re: [POLL] Commendations: hidden or not?
« on: Today at 12:58:34 am »
That's a very nice feature! I wonder if Piratez's own commendations will be updated to alter stats as well.
As for X-Com Files, IMO there should be a special medal for those agents that participated in the final mission related to a main arc and survived to tell the tale (ie: The Destroyer of Dagon = Participated in the "Statue Hunt" final mission for Cult of Dagon).

The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 17, 2019, 12:16:41 pm »
I think I saw the turn1 tu mod somewhere. If I remember right it reduces the tu enemies have on turn 1. So that when you deploy you aren't buried in reaction shots on your first move. They'll still have a reaction shot, just not so many.

That sounds very fun. Link please? I dunno if it would work with this mod, but it's worth a try.

PS. Sitting on the equipemnt pile not recommended. :D

The problem is when a loose explosive shot hits said pile and your gear is burnt to ashes. There's little you can do except to pray the RNG doesn't fuck you too hard, especially during base defense missions, where said stuff is quite vulnerable to random destruction. Then again Base defense missions are easy if you plan things accordingly.
Once you get vehicles where gear is not exposed to the combat zone, this is less of a problem, but during the starting stages of the game (where you have vehicles with no available cover) and certain missions, this is an issue.

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 05, 2019, 10:52:06 pm »
I want to play it too. We can only pray. ;)

We can only hope.

That, or the future XCOM3 by Firaxis has similar themes, but it will probably TFTD-lite .

That reminds me: Is the Commendation minor mod going to be integrated with the final 1.0 release? Just to know. IIRC you wanted to make these medals more significant and make them give minor bonuses.

Released Mods / Re: Chryssalid tweaks [OXCE]
« on: September 05, 2019, 04:56:23 pm »
I haven't looked at X-Com Files (yet?), but theoretically these tweaks should work with any mod as long as the mod in question does not change the id of Chryssalids and Zombies or their armors.
Well, that game has standard zombies that are not spawned by Chrysalis and special variants that can "produce" zombies, regular Chrysalis and other monsters that can mutate your poor units. I don't know if the code of your mod would somehow cause a conflict with X-Files...
Oh wait, Solarius is here. If he adapts your mod into his, then there's nothing to worry about.

Released Mods / Re: Chryssalid tweaks [OXCE]
« on: September 02, 2019, 10:49:16 am »
Interesting. If you can make this work with X-Com Files, it would be awesome.

XPiratez / Re: [MAIN] XPiratez - J16 - 8 Aug -Zombie Dreams
« on: September 01, 2019, 11:34:40 am »
Hi, it's been a while since I played this, but the latest update made me curious: It mentions enemy bases got Hunter-Killers.
Does that mean there will be enemy ships patrolling nearby to attack your ships then? Is there a way to avoid them?
IIRC the mod author didn't want to use this kind of encounters and the lore justified it by having your ships use a cloaking system. Did you change your mind, Dioxine?
I'm curious.

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 26, 2019, 12:33:59 am »
I think you mean "At Doom's Gate", by Robert Prince. It's from "DOOM" OST.
I couldn't find this particular version on YouTube, though. I have the mp3s from somewhere, long ago.

Figures. Thanks for the answer!

No, Red Dawn simply coordinates its actions, like the player does. ;)
This is the whole point of the sniper/spotter mechanics. If a units with a "spotter" flag sees an enemy, it communicates their location to to all units with the "sniper" tag. This allows enemy snipers to shoot at targets they normally wouldn't see, though with a hefty penalty of -50% accuracy.
Out of the 4 initial cults, Red Dawn is arguably the best at this, with many units having these tags.

Does this have an Ufopaedia article? This mechanic should have one, as well as the hunter-killer ufos if they don't already.

Also, as an extra, some proof that I haven't been just bumming around. ;)

Moon missions, yay! To be fair, I cheat and I snoop the Github directory from time to time. Will the 1.0 version have the

lol moon nazis!

arc completed, or will it be a few random missions since it's kind of a joke arc? What about the ghost-busters one?

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 07, 2019, 11:45:20 pm »
The Doom  music X-COM Files is a variant of Doom's entry theme that I cannot recognize, as it has sounds of shotguns, fighting and monsters grunting to accompany the melody, so it's not the standard theme. The readme mentions the author, but not the name of this variant.

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 07, 2019, 10:55:05 am »
What's the name of the modified doom song with the sounds of battle being part of the music itself?

The X-Com Files / Re: The X-Com Files - 0.9.9e: Summertime Lovin'
« on: August 04, 2019, 05:47:52 pm »
I wanted to give this new update a quick spin, but the mod selector in the options menu is gone. Is that a bug, or intentional? If the latter, how do I select X-Files and whatever mods I wish to play?

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 30, 2019, 11:22:55 am »
I think he was talking about that thing with the skirmish battle generator: There's that Easter Egg where if you don't delete the "battle.cfg" placed in the game's save files location, all of your agents show up naked by default. That can still be changed by choosing another armor type for them to wear.

« on: July 18, 2019, 04:36:03 pm »
I briefly tested with X-COM Files and it seems to work so far, thanks!

One minor issue though is that research topics still need a scientist to be completed even with the cheat, instead of completing themselves at the end of the day (which some do in X-COM Files, usually very minor stuff). I thought you would use that as well, but it's not a major problem.

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 10, 2019, 05:11:53 pm »
Well, if re-training a captured Bloodhound isn't an option, then growing one should suffice. It probably will require kidnapping Syndicate scientists to interrogate them for info, so it will likely take a while to get to that, possibly until the Syndicate is permanently destroyed by the time your tech is advanced enough to do that.

By the way, just to know: When should the next update be done? Next month or so?

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 07, 2019, 05:31:19 pm »
I've been wondering about this, but the technology to make them is pretty experimental around 2000; they are not a finished product yet (though can still be quite effective against X-Com agents). So adding them just like dogs would require some development of the general design, beyond what the Syndicate can do easily. Can X-Com do that? Maybe in late stage. We'll see.

Well, these dogs may be experimental, but the Syndicate produced enough of them to have them come with serial numbers. Perhaps it could be a special research available after defeating said faction? The point is to have an endgame equivalent for doggos.

Brain transfer may not be very "scientific", but it's a staple of sci-fi (it's a cruder version of mind-uploading after all) and the game is not too hardcore with realism, seeing that aliens and zombies are a thing. Either way, the idea was that you had a chance to repurpose your dog units into Bloodhounds, so that you don't have to train one of these from the start, which would be especially frustrating as by then you're close to the endgame. Perhaps you could "sacrifice" a dog unit as genetic material to produce a Bloodhound at the Workshop with some stats inherited from the donor?

We have extradimensional travel, zero-gravity, can engineer a bio-toxin that only affects 'monsters', have scientific explanations for parapsychology, ghosts and ghost tanks, can graft alien skins into armored exoskeletons (or whatever you'd call them, the distinction is kind of moot)...i think x-com would be able to manage just fine.

Apart from that, why not simply recruit stunned/recovered blood hounds? I don't think any conditioning the syndicate might have used would prevent x-vom from re-conditioning them. They might not be stable on account of immune system problems, but it's nothing a bit of that 'magical monster gel' can't fix.


Capturing live Bloodhounds to re-educate them is also an option, but that can be done already with enemy dogs and rats, not sure if it would be fitting to do it as well.

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 06, 2019, 09:46:34 pm »
I have a suggestion: What if we make Bloodhounds playable? Seeing that Piratez has them, X-Files could give the player an option to eventually purchase them as well, even if they're expensive to buy or whatever.

It could be repurposed as a special research that gives you a score penalty since their creation is somewhat unethical and potentially generate League of Concerned Citizens missions, like these deals with MAGMA Corp.

For extra unethical purposes, perhaps there could be an option to "transform" a regular dog unit into a Bloodhound? Fluff-wise it could be excused as brain transfer and such, a thing that could work for cybernetic dogs like K9 from Fallout 2, if that becomes a thing in the future.

Either way, with Bloodhounds I was talking about these giant blood-red dogs extracted from Blood in case it wasn't clear.

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