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Messages - HT

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91
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 23, 2020, 06:03:24 pm »
Personally, I don't know how a steam Zeppelin fit in a roman mod.  It goes against a mod being historical. You can have the a single scorpion/balista/onager  as a tank in the craft. As for a whole legion, I have up to 100+ soldier in the largest craft within my mod. It is possible. I was wishing for a pure historical mod. I guess you have your creative vision.  So, good luck.

Micromanaging more than 20 units in battle (nevermind equipping them) quickly becomes boring, especially if the enemy is as numerous or even more so. You would need extra large maps, which makes the "hunt the last hidden game" a chore, hence why legions in XCOM wouldn't work too well.

AS for future Roman tech... Ever played the Age of Decadence game?

92
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 23, 2020, 11:17:20 am »
Well, this is an original idea indeed, if it works. I wonder how will interceptions work here.

93
40k / Re: 40k
« on: June 14, 2020, 10:44:37 pm »
Meh, the Adeptus Mechanicus "rediscover" forgotten STC all the time. What's wrong for a random planet forced to go beyond extreme measures to survive, to do the same?  ;)

Granted, studying/researching chaos weaponry corrupts you in-game, but I dunno why would you do that, seeing that Chaos' weaponry is quite similar to the Imperium's own, if not outright inferior in certain aspects.
Easier access to ammo?

94
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 14, 2020, 04:10:34 pm »
Part 2 of my tips

35) Learn weapon silluetes, or atleast this one...

Dunno if you know about this, but you can get a close-up of ANY unit's paper-doll and their gear on-hand by clicking on them with the middle button of your mouse. Obviously, while the picture will tell you a lot, if you don't know much about their gear or the unit itself the help is limited, but it is better than guessing from the battlescape's sprite, which is not always accurate.

Unfortunately this trick doesn't work if you don't have a mouse, such as the case with the Android's version.

95
40k / Re: 40k
« on: June 14, 2020, 11:26:40 am »
Thanks for the dedication!

It's too bad research here doesn't unlock anything new but instead the standard WH40k armory, it would be interesting to see a human colony forced to innovate and improvise to survive, but that's logically beyond the scope of this mod.

96
The X-Com Files / Re: incendiary grenades
« on: June 14, 2020, 11:25:13 am »
Napalm grenades are basically incendiary grenades +1, since they CAN do actual damage (done with a damage type that few enemies resist), set everything on fire, and demolish morale like standard ones. As expected, they tend to be very powerful.

97
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 11, 2020, 09:00:30 pm »
The "aimed" attacks of a chainsaw can work well against zombies, especially if you hit from the back.

98
The X-Com Files / Re: Troop Deployment: Unfair?
« on: June 11, 2020, 02:27:28 pm »
Adding more doors is tempting, but also kinda hard to do well.

And yes, the Mudranger is generally agreed to have the best defensive layout. :)

It's too bad it has such a shit range, even the Airborne variant, that it can only be used in very specific situations, limiting its usefulness.

99
Offtopic / Re: XCOM Inspired Fantasy Game
« on: June 10, 2020, 03:42:20 pm »
That's quite a hardcore yes, but why are you telling us this? It won't help you much if you're in such trouble.

I hope your game goes well, it shows promise.

100
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 10, 2020, 10:50:42 am »
Lol, these are some underhanded but effective ways to use dogs. For regular missions, it is better to bring Scout AIs than dogos then, right? What about monster hunts? I tend to bring at least one dog here because their melee attack will be used somewhat (unless the monster happens to have ranged attacks of some sort, then they're used to take cover and try to flank the enemy).

I noticed you can theoretically improve a dog's psychic power capabilities, but is it worth it? Can dogs be even mind-controlled by aliens?

101
Released Mods / Re: Muton Mutiny
« on: June 08, 2020, 08:35:33 pm »
It works now. Thanks!

102
Released Mods / Re: Muton Mutiny
« on: June 08, 2020, 03:14:44 pm »
Since it's a major mod, I activate it directly, switching off any of the submods that show up. The error is at the start, saying something like this:

Error: Error Processing "STR_Personal Armor" in research: unknown Research: Alien Alloys".


103
The X-Com Files / Re: Spider Nest Underground
« on: June 08, 2020, 10:36:14 am »
Another recommendation is to treat spiders like you deal with Chrysallids in early game: Don't.

Whatever place they're attacking will probably do just fine. 
That, or bend the rules a little by using Debug mode.

I remember my first spider attack + underground mission that happened in Japan (funnily enough). It was done before special spider types were implemented, and it still was quite a terror. Ironically enough, taking alive the queen was relatively easy, as IIRC it is hidden in a room it cannot leave, making it easy to shoot her down.

However,

Spoiler:
The worse is still to come. You won't see the last of these bloody insects anytime soon.


LP back at the Codex when, Slaugh?  ;)

104
Released Mods / Re: Muton Mutiny
« on: June 08, 2020, 10:31:32 am »
Mod doesn't work for me. It says it's missing research for some items or something like that.

105
The X-Com Files / Re: Questions on damage and armor
« on: June 07, 2020, 11:05:19 am »


4. Flechettes. You know, not sure. AFAIK the main advantage of flechettes is that you can carry more rounds, and they are pretty good at penetrating armor.


Honestly, someone very good at this could inform you better than me. Where's the gunloving /k folks?

I believe that's because there's the "small" issue that alien-tech based weaponry inevitably outperforms human one, no matter what. That's the point.
At best you can create a stopgap with alien alloy ammo, but that's a temporary measure for specific adversaries, one which is eventually displaced once you unlock better alien ballistic-type weaponry (ie: Gauss).

Then, once you get plasma, you can forget about everything else, as usual.

There ARE flechette guns though, but they're a rare alien weapon.

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