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Messages - Jimboman

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91
Offtopic / Re: What happened to Blizzard?
« on: February 11, 2020, 03:58:27 pm »
I think there's a 'third episode curse' on most games, not just Blizzard games.  Master of Orion 1&2 - great, MOO3 - sucked big time.  Panzer General 1&2 - ok. Number three bombed.  UFO: Aftermath & Aftershock - good, Afterlight was shit.  Need I go on?

92
XPiratez / Re: A thread for little questions
« on: February 10, 2020, 05:20:58 pm »
sooner or later the player will challenge these HKs.

Which is what I'm now doing.  A real-world day or so after I made my earlier post I got Snakes, and two of those working together (one escorting another) can take down mostly all the smaller HKs, but not the bigger or shielded ships.

93
XPiratez / Re: A thread for little questions
« on: February 07, 2020, 04:08:47 pm »
I'm in the early game and only have Airspeeders at the moment (restarted because of a fuck-up) and what I tend to do is save my game before intercepting a ship, and if I get shot-down then I reload and don't intercept.  Kinda-of cheating, but it's better than having to buy a new craft every couple of (game) days!

94
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 28, 2020, 01:48:18 pm »
SymbolicFrank:  Didn't want to quote all your post  ;)

Those ideas you recommend would put me (and probably other players) off the game.  Ok, I agree it's a grind a lot of the time, but those missions get your new gals (and guys) experience for the real tough battles ahead.   Also, if the RNG is kind you can get very good weapons early in the game.

Personaly I prefer the 'grind' of Piratez over a FPS anytime, where everything is just run, point and shoot.  Now that is boring!

95
The X-Com Files / Re: Monsters like Kaiju
« on: December 18, 2019, 04:01:31 pm »
Umm, this mission already exists. :)

I know 'The Thing' mission exists, I've just done it on a new game (and had to reload the mission twice to get a decent win!).  I mean something similar to that where the council warns you not to take it on, and if you do then you awaken a monster that causes havoc on a global-scale.  Think of the missions in Piratez that you can take on or not, like the Euro deal.

It's probably a lot of work to put something like that in of course, so it's just a suggestion!


BTW, have you ever seen the movie 'Tremors'?  Those Graboids would make a decent monster.

96
The X-Com Files / Re: Monsters like Kaiju
« on: December 17, 2019, 11:05:57 pm »
I dunno, the aliens already do terror missions, unleashing all sorts of large beasts on population centers. X-com's actions awakening a something terrible underground or a sea monster or some such seems like it could be fitting.

Ancient clues and conspiracy stuff seem compatible with ancient sleeping evils, particularly Terror from the Deep, when your advisers strongly urge you not to pursue things any further...

Perhaps there could be a 'special' mission like 'The Thing' one in Antarctica which you are warned not to do, but if you do it then it 'awakens' a monster or something.  It would certainly put a spoke into the fight against the aliens if you suddenly have to deal with Godzilla as well...

97
The X-Com Files / Re: Installation confusion
« on: November 08, 2019, 06:31:59 pm »
This is how I did it.

1. DL'd XCOMfiles 1.0 & OXE 6.1.1 32bit and extracted them to separate folders on the desktop.
2. Went to old Xcomfiles mod folder and deleted old 0.9.9 folder.  moved new 1.0 folder to mods folder.
3. Went to xcomfiles base folder.  deleted 'standard' & 'common' folders.
4. moved 'standard' & 'common' folders as well as the new openxcomex.exe file from the 6.1.1 folder on the desktop into the base openxcomfiles folder overwritng the old exe.
5. clicked on the shortcut I use to open the game.

Simple.


98
The X-Com Files / Re: APCs
« on: November 06, 2019, 04:57:56 pm »
ye, I never use them due their range. Shooting your agents out with catapults might get you further...
hey cult bases are fun. the more targets, the easier to hit something  ;D

I agree.  I never use a mudranger because of the crappy range.  Sure, it would be great to have fourteen agents on a cult mission instead of up to eight (chopper), but best area for base placement wins over mudranger range every time for me.  I usually try to rush research to get a Dragonfly ASAP for that reason.

99
The X-Com Files / Re: The X-Com Files - 1.0: Judgement Day
« on: November 04, 2019, 02:22:23 am »
Once I finish my game of Piratez, I am going to try this again.
V1.0 is a big deal after all.

Same here.  It gets bloody confusing when you have two different mods on the go. :) It'll give me an excuse to start a whole new Xcomfiles game anyway.

100
The X-Com Files / Re: Commissars
« on: October 10, 2019, 12:13:45 am »
Exactly - X-Com is supposed to be an international organization, so I picked pretty international words for X-Com things.

Works for me.  International groups don't have to be anglo-centric.  Stargate Atlantis for example uses American military ranks when it's meant to be an international CIVILIAN expedition, which I always though was silly.

The mod works well the way it is.  If it ain't broke don't fix it!

101
The X-Com Files / Re: Commissars
« on: October 09, 2019, 03:46:58 pm »
We don't have it in England.  Our ranks go constable, sergeant, inspector, chief inspector, superintendent, chief superintendant and (in some forces) commander.  After that it's assistant chief constable, deputy chief constable and finally chief constable.  Only the London force has a commissioner instead of a chief constable, which I suppose is similar to commissar :)

102
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 19, 2019, 03:16:53 pm »
Who?

Stark - as in Tony Stark (Ironman) who's a brilliant engineer.  He did make a flying suit out of junk in a cave after all!

103
XPiratez / Re: Bounty Challenges
« on: April 15, 2019, 03:59:36 pm »
Once you have a couple Wands of Airlesness (I call them pocket Vaders) lobster men are easy to bring down.

I'll have to try that.  Unfortunately, as well as neglecting peasants I've neglected 'magic' and voodoo except for defensive reasons.  I'll have to start changing my tactics to include magic users in my teams.

One mission I left out of my previous list was Escape Towers.  The tactics I use now are gals with flying-armour to fly up to the ship, place a high-ex on the platform outside the door and retire to a safe distance.  After they've 'blown the bloody doors off' just slaughter the occupants and it's all over.  Unless the mage or noblewoman is hiding somewhere else that is, then it's a 'bug-hunt'.

edited for spulling mistukes.

104
XPiratez / Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 14, 2019, 04:14:46 pm »
I had a tactical game against a science vessel last night.  I usually hate cyberdisks, but I recently got small launchers with EMP ammo so I tried that and discovered just one or two can take a cyberdisk down without it exploding.  I even got one AND a hover-drone in one shot!

I'm just wondering if they'll work against those pesky hover-tanks as well...

105
XPiratez / Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 14, 2019, 04:02:16 pm »
I have far more problems with those dogs hiding on the rodeo-map. Playing on difficulty 3 I have to scout for 2 dogs before I can do more risky plays against the ratmen.
Warrior-armor mitigates alot of flintlock damage. The armor value is adjusted to 42 increasing the odds far more in your favour.

If the mod teaches you anything, it's the fact that leaving anyone/anything outside of cover may result in casualties.

I look at it as an urban-warfare challenge.  Use your cover, don't expose youself and keep some TU's for reaction fire.  Pistols and knives are a must close-in.  The chain-link map IS nasty early on, but when you get decent armour and weapons (I'm up to Guardian and rail-guns) it's not too bad.

Piratez isn't the kind of game for a ten-minute 'ram-bam-thank-you-mam' to pass the time, it's a strategic AND tactical war-game and needs that kind of thinking to beat it.

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