Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Abyss

Pages: 1 ... 10 11 [12] 13 14 ... 22
166
XPiratez / Re: Discord BS
« on: February 09, 2022, 12:14:35 pm »
That's something usual for large platforms to ban some minor stuff prior to get banned and penalized by a state law, inducted by group of harassed ppl or something related. And who knows what warmed up their asses this time.
Nevertheless OXCE Discord community was quite a joyful place to stay both in read-only and active modes.

167
Released Mods / Re: [OXCE] Hyper & Trajectories
« on: August 30, 2021, 01:47:29 pm »
AFAIK, it's now being implemented in both X-CF and XPZ. Although, guys had to reverse-engineer it for some unknown reasons.

168
Work In Progress / Re: [WIP] X-Chronicles version 0.5
« on: August 09, 2021, 12:32:00 pm »
Nah, i could have said there are tons of stuff you miss, like bug reports (for released versions), balance, qualified help (including OXCE devs), getting of what is going on in both dimensions (modding + dev), request something and check suggestion viability. But everything is aquirable through the forum in a calm (yet time consuming) way.

Nobody has to use Discord but yet most prefer it for the simpleness and possibility to make subbranches for major questions. That's where Discord comes into favor.


169
Work In Progress / Re: [WIP] X-Chronicles version 0.5
« on: August 09, 2021, 09:52:49 am »
Hello Nord!

It is quite obvious that your works are brilliant, yet not much forum people are online to praise you as you should be praised and to put immidiate feedback.
Nevertheless we all heard that you are not registered on Discord, I strongly suggest you follow the link and join Dioxine server (there are always at least 50 ppl online, out of 1,5k total).
It's easy, helps to solve lots of questions and share resources (mappacks etc)

Personally, at this point I think that the best strategy for you will be networking with modder community and defining the way your mod will integrate into the Lore (as X-Piratez is total lore-friendly with X-Com Files etc.), if you willing to do so, ofc.

https://discord.gg/fPXeWnpB

Cheers! And thank you:)

170
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 16, 2019, 04:45:24 pm »
Lore wise, is it something stablished on the moon? Some lunar missions can be cool.
Humanists hidden bases are sure to be hidden on the dark side of the moon and somewhere in what have been called Argentina centuries ago.

171
The X-Com Files / Re: X-Com Files Changelog
« on: August 13, 2019, 03:04:18 pm »
Hey good man, 
Could you please consider inserting dates for each up next version?
This message self destructs in 3... 2... 1... delete it :D

172
XPiratez / Re: [MOD] Reincarnation 0.2b
« on: March 02, 2019, 01:30:47 am »
Maybe the reincarnation stuff could tie in with the doctor X storyline and the biolab you can get, or expand on it in some way. Something like this: at some point you get some sort of tech that lets you bring back your dead gals as something (whatever that something is), and then, when you get your hands on doctor X and the biolab, you can then upgrade said something to something sexybetter.

Dioxine's going to make several more characters Dr.X alike and each one will provide some bonuses. I hope it is somehow Solarius's dossier stuff inspired (when you get the dossier and a random mission occurs from a list. I've got a couple: some random scientist defence and an old invisible kickass ninja capture/kill from, actually, a lot of the possible ones)
And it's cool, it's really cool to have that types of missions: it generates randomness in the storyplot which is always broadening and narrowing, but always has the same bottlenecks you have to pass through to make the next step.

So... a single unique capture can give some tech, and different combinations of these captures might lead to a solution that we all waiting for: the cyborgs (but not the Syns, they are sexy and different)

173
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: March 02, 2019, 01:13:40 am »
Or you could hit "Q" twice while in the Geoscape. ;)
Yeee:) Cool. I didn't know that.

174
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
« on: March 01, 2019, 06:35:01 am »
new version 0.4c up

Wait... Is this a headcrab over there?

175
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: February 26, 2019, 01:23:47 pm »
Hi, everyone!
Please remind me what techs I need to be able to start codex projects?

Hey! Two possible solutions:
1) Make any possible type of mission you haven't done yet. Look for the loot.
2) Open options, 'advanced', enable the "tech tree spoilers" => YES, then open the research screen, tap with middle mouse button on any unresearched topic, then press "Q", so the search line will appear (It's like Google, dude)
Type something related to the codex or drill, or hull or something that makes sense. And then look for the missing stuff within the tech branch.

176
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: February 26, 2019, 03:01:08 am »
Thank you!

177
XPiratez / Re: Hideout Defense
« on: February 23, 2019, 11:08:36 pm »
Engine limitations... []
Retailation crew composition is defined by the modder via putting node ranks for the units spawned.
Binding to the player's progres may be done via research of certain tech, doing some sort of mission (e.g. base assault), shooting down the certain vessel and some other actions (hopefully).

178
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 23, 2019, 08:40:50 pm »
Lyta, please, it's pretty hard to pull out the precise idea of your messages. And a reminder, once you've got the big red warning from the moderator. 

179
XPiratez / Re: Bugs & Crash Reports
« on: February 23, 2019, 08:33:09 pm »
Attack dogs can be bought without having a burrow/beast den.
It works only if you have no facility which gives you the cooresponding prison space.

You can buy AD and BH with and without corresponding prison space as they only depend on the spare space in the stores.

180
XPiratez / Re: Hideout Defense
« on: February 23, 2019, 08:30:17 pm »
Ok. That's obvious from the story. The motives for the assaults and not nuking the Hideout are somewhat clear.
What is not understood:
- why would spartans, raiders, humanists etc. assault the Hideout with Plasma weapons, including the high-tier ones?
- could there be some sort of intermediate (native weapons) and very difficult scenarios as well (armored units only)? Why would Guild representatives (and other non-fighters) break into the hideout with the squad?
- it'll be nice if some units were able/forced to destroy the keytiles, as only the Extractors were destroyed a couple of times, not intended, with a reaction fire of Plasma Scorchers in many-many crackdowns. 


Pages: 1 ... 10 11 [12] 13 14 ... 22