aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - HT

Pages: [1] 2 3 ... 31
1
IDT Modding Hub / Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« on: October 04, 2023, 11:01:03 am »
Hi! I have some questions regarding this mod and the prequel, the Directorate 17: Are the two finished, do they have an ending, and how long do they last gameplay time wise?
Bureau 11 is finished according to you, but I dunno if it has an ending screen or if... It just ends.
Dunno with the Directorate 17 one, if it has a proper ending or not, I skimmed a little and I wasn't sure if it has one.
Also, how do you get money in either mod? Relying on the end of the month bonus? It seems to be the case.
Thanks for the mods!


EDIT:

It seems there IS an ending in both mods, sort of, but the Directorate 17 is very abrupt. Question answered by myself.

2
Quite fun additions, but I believe some are overlapping with the newest updates of the main mod. There's already a night-ops camo suit, and improved ammo meant for the taser IIRC.

3
You should start a new game preferably, since a lot of the content focuses on early game, I have very few additions to the mid and late game as of now. You CAN do it, I don't think it would crash but you would miss out on A LOT of the early game content I added

Does this mod require starting a new game for sure, or would it be fine to load a save right at the start of the campaign? I keep one of the latter just in case, and it would work better IMO.

4
You should consider asking Solarius about integrating this mod into the "main one". These new missions sound a bit redundant IMO, cult houses are already very difficult before getting something better than the helicopter, and these ones sound like they'll be tougher.

5
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: July 12, 2021, 11:14:02 am »
Did some enemies get a sprite update to show when they're kneeling? Just to know. Your soldiers do, even if it's barely perceptible.

6
I have to say, your dedication is commendable. I'm torn between giving this mod a quick spin, or wait until you reach 1.0 or more to start a new (and hopefully last already) campaign with this mod enabled.

7
The X-Com Files / Re: How safe are non-combat hideouts?
« on: June 07, 2021, 10:10:42 am »
As long as you have a garrison, they should be fine, as otherwise the first enemy attack will destroy that base. As far as  I know this mod doesn't have base-destroying enemy craft yet like missiles, so it uses mostly vanilla rules.

8
The X-Com Files / Re: [MOD] XCom Files Arsenal Additions
« on: June 07, 2021, 01:39:23 am »

I was undecided if I wanted an auto-cannon with a lot less power but was full auto capable or simply a smaller cousin to the regular cannon, the extra ammo I think you're right is a bit too much, Size wise do you mean the battlescape 2x2 sprite? or how much space they take up in your vehicle? I don't think I can change the sprite thing but I'm sure I could do something about them taking up maybe 3 slots instead? 2 sounds like a bit too much, but who knows I'll look into that
Don't mention it! As for the sprite, I mean it should be somewhat smaller if possible, a bit bigger than an agent but not as big as the armored car sprite you're using, since they're supposed to be light vehicles. No idea if that's feasible though.
As for how much space it takes within a transport, it should be as a regular HWP does, aka 2 spaces, maybe 3 for balance reasons if necessary.

9
The X-Com Files / Re: [MOD] XCom Files Arsenal Additions
« on: June 07, 2021, 12:14:17 am »
Tried the 0.36 version a little. Some projects should not be available or viewable in the Ufopaedia until you get the prerequisites, and yet they are, like the Shard Shotgun.
The Riot Gear doesn't unlock a riot armor type used by SWAT/insert elite police force here, it could be cool to have something between the Armored Vest and the Kevlar Vest for example. I dunno how the Teargas grenade compares to the flash grenades you already have in XCF.
The smart auto-shotgun seems to be OP, and it can be seen from minute 0 even when you shouldn't be able to buy it yet, and it looks like the ultimate shotgun ever, with the baton shells being perhaps a bit too good. I was also able to see the Heavy Laser article even though I haven't unlocked lasers yet in my playthrough.
Regarding the light tanks, they're a fun idea, I was hoping to get a bigger combat drone chassis before unlocking the HWP ones, but no dice. Your mod tries to do that, but funnily enough the light chassis are as big as a tank regarding size. The light cannon also has too many ammo IMO, compared to the regular rocket launcher and cannon from the HWP vehicles.
The 'paedia mentions something about a twin rocket launcher, but I wasn't able to see it, only a dual machinegun variant, but perhaps I didn't peer carefully enough.
No idea what's the purpose of the explosive shells of the shotgun that are not pellet-based like the rest of the ammo.
The Shard Shotgun I wasn't able to try, but it is probably hax since few things resist well Cutting damage.
Overall, a good work, although it needs some tinkering.

10
The X-Com Files / Re: [MOD] XCom Files Arsenal Additions
« on: June 04, 2021, 10:44:41 am »
I have the same issue with BO weapons, they feel like they make everything else nearly obsolete or come too quickly (I try not to rush them but, it's hard when you CAN and kind of should)

I do intend to add maybe a BlackOps Smart Grenade Launcher and Shotgun later on (like an actual two handed version)

To be fair, they ARE meant to be better than most "normal" weapon, as they're state-of-the-art guns used for... Black Ops. The balance is their ridiculous price, which should stop you from getting them immediately (in theory). Still, stuff like the Miniguns take care of nearly every foe with little issue (once one of your guys is strong enough to lift that thing).

As for getting a "smart grenade launcher", that sounds cool. How would that work? An improved GL with better accuracy? A multi-round one like the Tactical GL (which makes the regular one somewhat obsolete)? As for a two-handed shotgun, aren't they two-handed by default in most cases, other than the sawed off?

11
The X-Com Files / Re: [MOD] XCom Files Arsenal Additions
« on: June 03, 2021, 10:30:49 am »
This sounds like an interesting mod. I dunno how many of these weapons compare to the ones you get from Black Ops and forward, chances are they (logically) fall behind, but it is a nice touch. I'll look forward to see it more fleshed out to give it a try.
Currently in my campaign I have BO weapons after rushing the right research topics, so early weapons won't do much for me, but the new upgrades to existing stuff seems interesting.

12
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: June 01, 2021, 03:28:08 pm »
Check again - you need a working Stun Spear first. It's an artifact.
Oh, so enemies use it? Which faction does use such weapon? Can you give me a spoiler? Just to know if they do employ it, or whose faction is supposed to do so in case it doesn't work.

13
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 31, 2021, 12:48:51 pm »
I updated the game mid-campaign, but I see I'm missing some things, like the Stun Spear, which should be available since I researched the Electric Prod before the update, but the Spear is nowhere to be seen. Do I have to mess around with my saves to add said spear? How would I do that exactly?

Just to know.

14
The X-Com Files / Re: [Submod][Scenario] Yautja Hunter
« on: May 25, 2021, 11:01:29 am »
oh I knew it looked familiar, yeah I looked at your screenshots, I forgot to add I'm on the GitHub version as well,  which version are you using? I forgot to add I'm on the GitHub version
I use the latest one available officially in  this forum, so no Github.

15
The X-Com Files / Re: [Submod][Scenario] Yautja Hunter
« on: May 24, 2021, 01:38:51 pm »
Funny, I remember seeing this odd bug on random enemies, like EXALT ones. I thought this was a bug of the main mod, which I already reported on the bug thread, no idea if this submod was the cause.

Pages: [1] 2 3 ... 31