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Messages - HT

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16
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 21, 2021, 08:12:58 pm »
Random question: IIRC, the nations that betrayed humanity and left the XCOM Project were no longer targeted by Terror Attacks, right? Does that mean that if at one point all nations left said project, terror missions would be mostly gone? Haven't ever got to that point, so I dunno.
Does this mod include a special game over scene if such strange scenario happens?

17
40k / Re: [ADDON] ROSIGMA
« on: May 13, 2021, 11:20:52 am »
Cyber-Mastiffs would be a cool addition yep. Piratez and XCOM Files already have playable doges, so it would be an easy conversion IMO. Some of the high-tier robo dogs are hilariously murderous. Similar case with combat servitors, which should be a thing if they aren't already. Some of them are OP but fun to play with, like the Praetorian ones.

18
40k / Re: [ADDON] ROSIGMA
« on: May 06, 2021, 09:55:11 pm »
Amazing work! It makes the "basic" WH40k look weak. Shame I'm not sure I would find this mod fun, I don't think XCOM and WH40k match well, although this is a good try. Especially weak IMO is the researching part, or more like "rediscovering". Funnily enough well-made plasma weapons are OP in WH40k like base XCOM.

As for the Sororitas, they're getting new gear quite soon, in case you're short of ideas:

https://hypebeast.com/2021/5/warhammer-40k-games-workshop-adepta-sororitas-morvenn-vahl-reveal

19
The X-Com Files / Re: Abort mission penalty
« on: April 24, 2021, 11:34:49 am »
IIRC, in the latest version of the mod, you get a mention of the "despawn penalty" of these missions. That's the score penalty you get if you ignore them or you retreat from them if there are civvies running around (although, in the latter's case, it doesn't tend to be as bad). Since some of your agents died, you got negative points, which made you go into negatives. That's why you should be careful and try to kill more of the bad guys than letting your own die.

20
Released Mods / Re: [ARMOR] Powered Exoskeletons
« on: April 22, 2021, 12:17:54 pm »
The XCOM Files mod supports this one, and fits quite well. Unsurprisingly, these armor are quite strong, seeing you have them available immediately, but they wouldn't be out of place in XCF if they were to be properly integrated.

21
I was joking with the Piratez thing, you just have to ask Dioxine permission to use stuff from his mod and that's it, it's not like he can copyright his own mod. As for the Fallout mod, I meant this:

https://steamcommunity.com/workshop/filedetails/?id=2265420196

22
Released Mods / Re: [ARMOR] Powered Exoskeletons
« on: April 21, 2021, 04:41:36 pm »
Looks cool. I'll try it with XCom Files to see if it's compatible and fits within the mod.

23
So, like the Hearts of Iron Fallout mod, but for XCOM? This sounds fun, although I suppose you can borrow many things from Piratez with little issue, even if no aliens are present.

One can't never have enough good Fallout games.

24
Released Mods / Re: [ARMOR] HEV Suit
« on: April 13, 2021, 08:46:03 pm »
Tried it with the XCF mod, it works, yay!
Plus that one provides a crowbar to boot!

25
IDT Modding Hub / Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« on: April 08, 2021, 03:18:53 pm »
Looks good! Although your main mod is nowhere done yet though...
Will this be kinda like the start of XCF then, as in, regular guys going against aliens, cultists and such?

26
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 03, 2021, 08:00:06 pm »

So, X-Com manages to pull all of that off, but somehow can't blackmail, overthrow or have countries intervene on their behalf when a rogue state allies itself with an alien threat? So X-Com is somehow less capable than the United Fruit Company?


How would that be implemented gameplay-wise? Besides that bit about winning back countries, I dunno what else could be done. You can already give the keys to energy monopoly to a shady organization, for what's worth. As for not having real political power... Because the Masquerade must be kept (TM).
Don't mind the fact said media blackout would fail the moment the aliens start doing terror missions. Or when selling hi-tech weapons to the black market.  ;)

27
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 31, 2021, 08:32:35 pm »
Alright, here's the bug I mentioned in the main topic. This is before the latest update, so I dunno if it's still a thing. Either way, some EXALT units have weird graphical glitches. See pics below.

It happened during a cult outpost mission.

28
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: March 30, 2021, 09:07:10 pm »

Seriously? After 5 or 6 years of complaints that they come too late and are therefore useless?
I've done some exxxxtreme backflips to make them accessible earlier...

Uh, okay then, I guess everyone has a different opinion. Since I've been playing this mod for... How long has it been, 5 years already? The point is that I know which gear is best and thus rush for certain items ASAP.


I doubt it, he hasn't been born yet... :)

What about the classic Doom armor model then? Since all of the UAC stuff is around already, and it's a thing in Piratez, perhaps you can port it as special armor of sorts.

Yes, along with actual aliens.
You mean, besides all of the aliens already a thing since forever?  :)

What are those revived weapons?

Special weapons you unlock after researching the "Revived Weapons" Topic, of variable usefulness, as you need to be Promotion 2 minimum to get the first one to unlock. After you do so, you can buy them as usual. I dunno if cultists use them.
 

That reminds me: Does researching the "'x weapon' Acquisition" research topics give you any points for scoring purposes? They only take one day usually, since it's mostly taking care of the red tape, but the game still counts them as research topics.

29
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: March 30, 2021, 04:45:52 pm »
Okay, but what of it? Are you saying that the restricted weapons aren't worth using?

Revived*, you probably meant.

No, my point was that IMO the BO weapons should be moved to Promotion 2 or even 3, as they're too easy to unlock and makes unlocking the Cult Dealers research topic and the Revived Weapons somewhat pointless, as you're already have access than the stuff the cults have, if very pricey.
They're supposed to be super-elite gear, so being locked behind Promotion 2 minimum would make sense to me. I'm already Prom. 2 in my campaign, so no issues in my case.  :)

Do we even still need this? Most arcs are now complete...
Okay, but what of it? Are you saying that the restricted weapons aren't worth using?


Really? Yeah, it seems so. The Doom arc is done, yay! Will there be a Doomguy cameo or an easter egg at some point, if there isn't one already?

Now, the MIB arc hopefully is the next one.

30
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 30, 2021, 04:06:21 pm »
I believe it happened to me once with animals lacking space in an animal pen. That bug will "solve" itself at some point, especially if anew prisoner is arrived, as the game will suddenly notice the lack of space and demand you to get rid of the spares by transferring them somewhere, which can lock your game if you don't have enough space available somewhere else.

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