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Messages - Mitra Lightbringer

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31
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 23, 2020, 10:14:30 am »
1.- Could we have some kind of ballistic weapons?

2.-What kind of enemies we will fight? Barbarians? Carthaginians?

3.- Could you include Zombies? On The Zombie Survival Guide by Max Brooks, there is a report of a battle between the Romans and the Zombies, where the Legion successfully defeated the undead.

 https://zombie.fandom.com/wiki/121_A.D.,_Fanum_Cocidi,_Caledonia_(Scotland)

4.- Time to conquer land in the name of Rome!


1. Depends on your definition of ballistic weapons. I mean, does it get more ballistic than ballista(HWP) itself? On a serious note, you wont begin with anything more than a trusty (thrusty?) Gladius and couple of Pila.

2. Barbarians, yes, Carthaginians, no, way latter period, somewhere between Aurelian and Constantine. Aliens will be there, but you wont be intercepting them early game from horse-back, unfortunately. Human enemies will be German, Desert and Steppe tribes, everyone's favorite Persia, and, of course, other Romans. Damned Romans, they ruined Rome. Now, depending on your path, you might get a few of these of your back "diplomatically"

3. Undead of some kind, yes, but I'm not sure about the zombies themselves. Do you know how is the elite Persian infantry called?

4. Maybe we just let it burn. Probably not, though.

32
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 22, 2020, 08:21:05 pm »
I am not into cartoon porn thank you very much.
I mean, your choice, but there is a censure sub-mod.
There will be pirates, at some point, in my mod, but as a terror attacks on coastal cities, that can be stopped down the line. But I doubt anything I make can compare to a god like Dioxine. I hope I don't disappoint you, though.

33
Work In Progress / Re: [WIP] X-Chronicles version 0.3
« on: June 22, 2020, 06:12:44 pm »
So, no feedback? Noone interested? Shall i stop that?
Oh, sorry, I forgot to send you the answer.
Yeah, you asked for any typos, but there were too many, I just wanted to gather them all, but I did not get too far into the game. I need alive goblin to unlock magic, but getting alive enemies in a safe way is impossible. I still like it a lot. Pics are GREAT, and always relevant.
I am a bit confused about the lasers, though. Are we supposed to have them, or are they there just for testing purpose?

Edit: How do I fix the typos and how do I send you fixed version? You should replace the "Heawy Weapons" with "Heavy Weapons" as soon as you can, though, it really sticks out.

34
Work In Progress / Re: Roman Era Mod (just starting)
« on: June 22, 2020, 06:03:39 pm »
after I see some progress on your mod (just to see that you're serious about it and I don't waste my time).

Fair enough, I know how it is.

3) How about doing a mod of 16th to 17th century where you rule the wave as a pirate in the seven seas?  You have galleon battles in the sea and etc?

There is one mod with pirates already. Not 16 century, but still.
Although, my mod will feature some steampunk (late-game, and won't be implemented soon), so it may scratch your itch.

35
Work In Progress / Roman Era Mod (just starting)
« on: June 22, 2020, 03:29:11 pm »
Oi, lasses and lads.
This is the first X-com mod I am working on, but I do have plenty of mod making experience, and even more with programing and 3d graphic in general. It will be, as the title say, Roman Era.
First version will hopefully have 2 paths and 2 human types of enemies.
Now, I have 2 questions:
1. Is there a way to limit where the base can be constructed, without outright removing America from the map?
2. Can I have soldier corpses as an item that can be recovered?

36
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 19, 2020, 11:56:02 am »
Which difficulty is considered "normal"?

37
XPiratez / Re: Bugs & Crash Reports
« on: June 19, 2020, 10:39:44 am »
After review of the save i can answer some of your issues.

Voodoo Initiation and demonic sacrifices are blocked because a certain event prerequisite will never fire on lowest difficulty. Nearly everything voodoo related is disabled on lowest difficulty by the is lockout.

Not sure whats going on with protegee and the message.

That said your only a few VIPs away from being able to start making the final craft for a win. Acquire a Cardinal(church bases, shrine ships, or bought), A guild-master(Traders bases, very large trader ships like battleships, or bought), Academy provost(base, large ships, or bought) And either a Public enemy(found rarely on the smuggler ship that is a Millennium Falcon expy) or A stargod coordinator(Silver towers or bases). Lastly a Belter(From space freighters, or as a get one free from broken smuggler negotiators(which can be found by progressing the city arc after terminal terror mission)  After that you can do the end game.

I'll just start the game from the beginning then on second difficulty, then. I am really grateful you took your time to help me. Cheers.

Edit: Oh, and, before someone Molotovs on my house, I play on easiest difficulty, because I always played X-Com on lowest, since I was a kid that did not know English, but I still wanted to play TFTD (I did not like EU). I also do all sorts of self imposing challenges, like no equipment/weapons/craft I can't make myself, no slave soldiers, just 3 bases, no explosive weapons, etc. so I get enough fun and challenge as it is. I don't need bragging rights for being hard-core.

38
XPiratez / Re: XPiratez Testudo formation
« on: June 18, 2020, 12:08:53 pm »
Until a grenade comes along!

Do testudo formation in Testudo armor, problem solved. You just need a lot of nuclear batteries.

39
XPiratez / Re: Bugs & Crash Reports
« on: June 18, 2020, 11:57:25 am »
Well, this is not my last save, but this one should work as well.

40
XPiratez / Re: Bugs & Crash Reports
« on: June 17, 2020, 11:32:32 am »
I can't research "!Demonic Sacrifice!" and "Dr.X's Protégée", but I have all the tech needed. I also never recieved the "Message", so I can't do "Zero Tolerance to Zero Tolerance" either.
PS: Also, I can't get the "Voodoo Initiation".

41
Work In Progress / Re: [WIP] Chronicles
« on: June 03, 2020, 01:55:21 pm »
When can we see next version?

42
40k / Re: 40k
« on: January 06, 2020, 12:47:03 am »
How do you guys deal with the Orks? When I destroy them with interceptors, they still have massive fuck-off weapons in crash, and my bolter-toting scouts can't deal with that. Maybe with some experience, or if I had some melta, but as the first mission? No.

43
Work In Progress / Re: [WIP] Chronicles
« on: January 03, 2020, 01:22:51 am »
I understand what it is. I never made a (public, at least) mod for XCom, but I did a lot of modding for other games. My remark is made about comparison of this teaser and your other work. You have a lot of talent for modding, but I am afraid I will not be able to enjoy it if you make it super-hard, aka. harder than the base game (I played TFTD my whole life, and I never finished it, anything harder that that can't even be called playable anymore). I reported bugs because I thought report could be useful to you.
Anyway, I wish you success with this.

44
Work In Progress / Re: [WIP] Chronicles
« on: December 31, 2019, 03:49:13 pm »
As expected from Nord, great brilliant to be masterpiece, and hard enough to be unplayable. I had 2 crushes. One was when I killed some sprite/wisp thing, apparently there is no corpse for it, and the other one is failed load of terror mission, I think, and I added the screenshot. I wish you the best of luck with this, I'm sure it will be amazing.

TIP: Get and upgrade armor ASAP, the way damage works in this mod, it will save your life several times over, and pay for itself in no time.

45
XPiratez / Re: [MAIN] XPiratez - J10 - 28 Dec - Christmas Underground
« on: December 31, 2018, 10:14:04 am »
I know of Mansion something, probably infiltration. Haven't done it, so I don't know how good it is.

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