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Messages - Fiskun1

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31
XPiratez / Re: [MAIN] XPiratez - 0.99J2 - 9 Jun - Bogeyman Boogie
« on: June 27, 2018, 02:47:58 pm »
This is very similar to cheating, when you can not do what the game offers you and so you have to do endless reboots.
Although I understand that it just works.
But it does not seem right to me.
The same X-Files, for example, are made much more logical in terms of gameplay.
Although, again, the X-Piratez is very interesting and unusual mod.
I'm a big fan of X-COM and mods for it, so many thanks for the answers and understanding!

32
XPiratez / Re: [MAIN] XPiratez - 0.99J2 - 9 Jun - Bogeyman Boogie
« on: June 27, 2018, 11:51:11 am »
I think the intent is to have each game be a different experience to add to the replay value rather than having each game be a similar experience like the standard X-com game normally plays out.  All that being said, sometimes the game does kick you in the nuts.  The game before last I played, my first 3 months of mission were all terrible missions with mercs and zombies and I almost lost due to negative score, but most of the time it's fine.
I largely agree with you.
But now my game is as follows: I arrive on a mission, they kill me, I reboot, they kill me, I reboot three more times, then I understand that I can not win and fly away.
And this is at the very beginning of the game!
I think it would be logical to somehow warn the player of the complexity of the upcoming mission, so that he could deliberately ignore it or simply limit the appearance of such missions in the early stages of the game.
Otherwise, the game turns into a tedious process of reboots ... it's pointless and not logical.

By the way, I wanted to ask you more ...
I will be able to somehow recruit new girls, because as long as I do not have such a possibility ... and if all the current girls are killed, then the game will just end?

33
XPiratez / Re: [MAIN] XPiratez - 0.99J2 - 9 Jun - Bogeyman Boogie
« on: June 27, 2018, 11:05:56 am »
Mod is very unusual and interesting, so I'm especially sorry that from the very beginning I have to do loading / saving many times, only because the game offered me an impossible mission ... this is not enough logic from the point of view of the game interest.
It seems to me that it would be a good idea to take into account the progress of the player, otherwise the game process from the very beginning of the game looks rather tedious ...

34
XPiratez / Re: [MAIN] XPiratez - 0.99J2 - 9 Jun - Bogeyman Boogie
« on: June 27, 2018, 10:03:43 am »
Much of the content of Piratez is setup in such a way that not completing something fully is okay. More score is obviously worthwhile for the financial gains, but as long as your still positive, and not to far behind the tech curve, your doing fine.

A interesting quirk is that terror missions don't have negative score for ignoring them until a certain tech is researched. Ignoring them in the very early game is reasonable.

The general order of priorities is, preserving your gals>getting loot>winning the missions completely.
Thanks for the advice!
I'm newbie to this mod and I do not know all of its features yet, but it seems strange to me that I'm offered an impossible mission at the very beginning of the game.
Of course, I can not know in advance that this mission can not be carried out...

35
XPiratez / Re: [MAIN] XPiratez - 0.99J2 - 9 Jun - Bogeyman Boogie
« on: June 27, 2018, 08:25:29 am »
It sounds like you are talking about a terror mission, those can be pretty rough depending on which faction is involved.  Identifying enemies will come with experience but until you figure all that out, there's some icons that show up on the right side of your screen when you spot enemies.  If you click on one of those icons it will center the screen on the spotted enemy.  It's safe to ignore the early game terror missions if they're too hot to handle.
Thank you!
Yes, this is a terrorist mission, and I was absolutely not ready for it.
And, it was just the second mission in the game! And immediately so difficult ...
If I knew that it was impassable, I would simply ignore it ... but how can I find out in advance, except how to try to pass it ...

36
XPiratez / Re: [MAIN] XPiratez - 0.99J2 - 9 Jun - Bogeyman Boogie
« on: June 26, 2018, 03:53:20 pm »
I flew on a mission to help the mutants, but it's just impossible!
I can not even open the ship's door, because my girls are killed in just a few turns!  ???
Everyone shoots at all, and I do not understand who my friend is, and who's the enemy.
So it should be?
This is a very cool, but very unusual mod.  ;)

37
The X-Com Files / Re: The X-Com Files - 0.9.2 alpha: Workers Unite!
« on: June 21, 2018, 12:11:29 pm »
It means it's so classified that I'm not even sure if they will be in the game. :D

You have very intrigued me)
I keep looking at these percentages and postpone the beginning of a new game to wait for a new patch.
And this can turn into an endless process  8)

38
The X-Com Files / Re: The X-Com Files - 0.9.2 alpha: Workers Unite!
« on: June 21, 2018, 10:15:03 am »
Thank you!
Which means:
[classified]: 1%
[classified]: 0%
?
Are these secret X-Files?  :)

39
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 20, 2018, 04:19:23 pm »
Thank you for not forgetting FMP!
I've left X-Files till better times, so I'll remember the good old FMP...

40
It's not really ready yet. Actually, I'd say it's more of a demo than a full version. I have maybe 80% of things done, hence the 0.8.X number. Still, it's playable and offers a lot of new content already.

My hands itch to start to play anew ... but I'll probably wait when 99% is done :)
Thank you for the cool game!

41
XPiratez / Re: [MAIN] XPiratez - 0.99J2 - 9 Jun - Bogeyman Boogie
« on: June 12, 2018, 04:54:20 pm »
Hooray, thank you very much!  :)

42
The X-Com Files / Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 12, 2018, 08:40:39 am »
When is the next version of the mod expected?
I stopped the game because of problems with some maps and I hope to fix it in the next version.
Thanks for the cool game! ;)

43
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 06, 2018, 03:24:39 pm »
In this modification there are large maps, for example, 80x80?
While I come across quite a few small maps.

44
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 05, 2018, 08:25:46 am »
Checked the save Fiskun, not new, it's just the railyard tileset being stupid. It didn't spawn with a segment with doors into the brick enclosed rail line that usually divides the map on that tileset.
Thank you for your attention to my problem!
I think it would be better if it was just my own stupidity)  :)
Hmmm... I guess I'll have to remove this terrain from "Arrest the suspects". :P
More interesting maps ... and more!  ;)

45
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 04, 2018, 02:00:58 pm »
I can't check now, but I bet it's either the sewers or the catacombs. Both maps may require some digging.
It's a factory, I guess.
There are rails, trolleys, a big crane ...
I will have to cancel the mission, unfortunately ((
I hope that this will be further developed in the next versions, because the modification is still very cool, yes!  ;)

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