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Messages - Mitra Lightbringer

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16
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 12, 2021, 12:37:42 pm »
I played this mod a lot in the last couple of days. I really liked it, but it is getting more and more stressful with UFOs busting my balls and score, and I don't think my Van or Military Jeep can intercept them. I probably researched something wrong and triggered all sorts of things, my best guess is the Alien Hybrid VIP mission. Anyway, I think this mod is great, probably one of the greatest mods in general, not just X-Com. if there was a way to reduce the challenge to like 10-25% of the current level, I would play it again, but like this, it's just suffering for me. Best of luck with your mod, though, and mad props to you, Solarius.

17
How's it going? You probably don't remember me from the forums, but I was very excited for both this and UNEXCOM.
Anyway, Verdun crashes my game. Attaching the save just before the battle.

Edit: I would also add, it's terribly difficult to get the Alien Fuel/Ellerium, and no ships actually carry it. I have even taken the very large ones. It's kinda boring using the same plane and zeppelin for the whole game. Maybe some new weapons, at least. Same with soldier armour.

18
Yey, i logged in :)

Yes, a Fix is coming for Factions, perhaps new years day.

New features will slowly come after fixed version.
Waiting for this.

19
Glad to see that this mod is still in development. I played the very first version, and I am happy with the progress. I will have to play it again at some point.

20
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: January 22, 2021, 01:12:54 pm »
This is a cool concept, I will try to follow this mod.

21
Work In Progress / Re: Roman Era Mod (just starting)
« on: January 22, 2021, 01:11:15 pm »
If you feel like it, feel free to share something about that RPG project in the offtopic. :)
Well, it's just like 5th century post-Roman Dark Age Europe, but the gunpowder was invented in 2nd century, Empire was geographically more like Russian than Roman, Dwarves were evil and created Dragons that are basically Devils, making undead demons, Humans intermarried with orcs and elves, and over time, everyone is either half-elf, or half-orcs, remaining orcs used a suspicious ritual to gain the numbers and cunning of the Rat, and now they are something between ratmen and goblins, and the knights rode mechs instead of horses.
This is short version of the setting, the rules would take too long.

--- posts merged - posting 30 seconds apart is a bit far. - Solarius Scorch ---

where can i dl the mode
I did not make it yet, not too much free time, I'm afraid.

22
Work In Progress / Re: Roman Era Mod (just starting)
« on: October 23, 2020, 01:22:51 pm »
It is now possible to fix the location of your starting base, see example below.
Is that enough for your needs, or do you still need more flexibility?

Code: [Select]
startingBase:
  lon: 0.19919258923575595
  lat: -0.86892899895948816
  name: Rome

It's enough. I don't have the time right now, as I work on a bigger project (Tabletop RPG), and this is just a side/passion project for me. I will get around to finishing it, unless something unexpected pops up.

23
Work In Progress / Re: [WIP] X-Chronicles version 0.3
« on: June 29, 2020, 04:18:20 pm »
Special forces contract does not work.
Fixed that, too. Missing lookup, apparently.

24
Work In Progress / Re: [WIP] X-Chronicles version 0.3
« on: June 28, 2020, 10:58:13 pm »
Fixed a couple of typos.
Special forces contract does not work.

25
Work In Progress / Re: Looking for a modder.
« on: June 24, 2020, 09:11:21 am »
Probably. The Russia thing was indeed a bug (?) in the original game, as lack of cities in respective zones made it impossible for the aliens to infiltrate Russia. (I can't remember the details, but more or less.) This became sort of fanon that "Russia never quits".
It definitely is, then. "Russian" description in Piratez states than, no matter how much Star Gods bombed it, Russia never officially surrendered, and they just left it in the end.

26
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 24, 2020, 09:08:03 am »
I already stated there will be both Foederati and a few 2*2 units like scorpio. But, these will be HIGHLY dependent on which path you choose. Foederati will have preset gear to decrease the micro, and they are relatively easy to replace. There will be a few kinds of course, and you will be able to upgrade them when you get better tech. But, Foederati sub-path is a swarming one.

Tanks and drones won't be here. Romans could develop steam tech if they had blast furnace, and we avoided the whole Dark Ages thing, but tanks, same as ironclads, require way more iron than Romans could reasonably mine and process. Keep in mind, your craft will weight more than even a balloon can lift, and WILL need repair very often. I don't think anyone would enjoy waiting 2-7 months for repair.
Drones would require either AI or radio control, and electricity, I don't think I need to go deeper.

Animals, I don't know. When I think of X-Com animals, I remember Piratez, and the brave cats and dogs trying to kill flaming aliens and burning alive. Maybe as very early unit, I don't know.



27
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 23, 2020, 08:58:30 pm »
Personally, I don't know how a steam Zeppelin fit in a roman mod.
It's not historical, but it's not as far-fetched as you'd think, and it could work nicely as X-Com mod.
1.Romans had steam-powered door opener. What they did not have was "Pressure Chamber" which required "Cast Steel".
2.On the X-Com side of things, we get new fuel and new metal. If we get high-quality steel and something that could burn better than coal, we could get a new engine, "Steam Engine", to be precise.
3. Lastly, Romans had knowledge of only one vehicle besides chariot, a ship. Using steam to fill up giant balloon would be logical next step, as someone would surely get the idea. I would go as far as to claim that, if Romans had steam engines and boats, and needed to make flying craft, they would most likely build Zeppelin.

If anyone has better idea than mine, or found some fallacy in my logic, I'm 98% open to suggestions.

28
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 23, 2020, 03:58:46 pm »
If you are really serious on making this Roman mod. Don't include aliens or zombies.. it dilute the spirit of this mod. They have no place in an ancient historical mod.

As with interception, please read what I wrote prior.

You can have wagons as craft. Filled with soldier,

Please see screenshot 1, this is a pair of vehicle from the 40k mod. You can have a pair of Canvas cover wagons that move at human pace around the Roman World.

If you are going hybrid, the wagon can transform into ships on sea texture like this from the chronicle mod. See screenshot two,you can have roman legion boarding enemy ship with the corvus. You can easily change wagon to ship with mapscript in Aliendeployment.

That means you can only have two type of craft and ufo, Both Craft and Ufos are Wagon on land and Ship in sea. You can limit craft weapon to have pathetic interception and damage absorption but having almost unlimited range. Like For example, a Wagon can be 4 or 5, filled with 80 Legionnaire and Cavalry and the opposing side is another wagon with Barbarian horde.

Bases, you probably need to redo all the maps into a surface base. Like a real Legion fortress with walls and etc.

As for matching Dioxine, you can, if you believe in yourself. God hood is just a Myth.

I will try to make mod somewhat historical, but some mystical and technological elements need to be in it, as there will be no R&D without them, the very core of X-Com. Mid-game should contain some steam engine-based tech, with almost WWI tech in the end. Without at least a dripple of new toys, the game will get monotone very soon.

As for crafts, starting one will be marching camp, slow, and possibly a single scorpion/balista/onager can be there as well. For interception, I will be relying on Hunter-Killer script, so aliens will attack you. You will get faster, but unarmed and more expensive horse option soon after. After that, steam zeppelin. I know you don't want ahistorical stuff, but then again, I cant make X-Com mod without research, development and interception.

Bases wise, yes, I will probably need open sky, but I will not be focusing on that in the first version.

Just keep in mind, you cant have a whole legion in X-com. And especially not in a single battle. 20 soldiers is crowded as it is.

29
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 23, 2020, 01:20:25 pm »
Luckily Piratez has Roman armour sprites already :)
Piroman Empire >> Roman Emire. Also, wrong era of Rome.

30
Work In Progress / Re: Looking for a modder.
« on: June 23, 2020, 10:18:09 am »
Eventually, all nations except Russia will quit the project.

Wait, is this the thing X-Piratez is referencing when you get "X-Com never died" message and finding the X-Com base in Siberia?

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