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Messages - TheCurse

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46
The X-Com Files / Re: Suggestion: Council Trainings/Challenges
« on: April 17, 2020, 11:18:58 am »
Point very well taken. Solarius, is it game-engineeringly possible to disallow sending agents aove a certain rank at a mission?
its probably easier not to make the mission loosable.
So unless one of your guys is actually killed you´d loose none.
However, that may require some changes.

47
The X-Com Files / Suggestion: Council Trainings/Challenges
« on: April 16, 2020, 12:14:56 pm »
So periodically Council does some spec ops training/evaluation...
Like storming a house or item retrieval, hostage rescue or other stuff.
Enemies are either real (only stun allowed, casualties give heavy score losses) or targets (via tile script, needs proper weapons to damage it).
Organisations in this kind of profession do that. Pretty much all of them. Either to compare or to train each other.
(E.g. council wants to train their people by watching your tactics or its a normal spec ops tournament)

Gives some Council props (score, land surveys, whatever) and maybe some money.
Settings can be different (1-4 man teams or so), undercover or not, multi stage even, heavy restrictions on equipment.

Alternatively: tank race  ;D
AI only mission, tank goes on a track and shoots at targets, fixed low number of turns then automatic win, score by destroyed targets.

48
The X-Com Files / Re: So, What's -Your- Excuse?
« on: April 15, 2020, 05:26:01 pm »
Don't like it? Well you just try and stop me... ^^

49
The X-Com Files / Re: Starter Tips section and how to make money
« on: April 15, 2020, 05:24:42 pm »
pretty sure there can be stuff made with profits. but have not checked the numbers yet.
definately not as crazy as vanilla though. But with the big workshops there´s like 250 engineers in there, so more production per base.
then again, you probably don't need it by the time you can do.
for starters: make missions, sell stuff and bodies you find.

50
The X-Com Files / Re: BIO Enhancement for Hybrids
« on: April 15, 2020, 09:55:40 am »
would indeed be interesting to know.
don't have hybrids yet, but without the extra trainings they don't seem worth it much.
do they have worse aim or just worse strength than regular guys?

51
The X-Com Files / Re: How do I make a subMod?
« on: April 11, 2020, 09:51:08 am »
well if its your first modding attempts, i´d suggest trying something easier than customizing xcf.
in the modding section is most stuff described you need to know.
however, most of starting to mod is figuring stuff out.
so get to it and read and try stuff ^^

52
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 10, 2020, 02:00:49 am »
it seems the research path was changed.
i got it. forgot where, but i got it, so technically everything is fine.

53
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 10, 2020, 12:10:52 am »
For the taser cannon, wouldn't it make sense to have better batteries (more charges/less weight), once better battery tech is available?

54
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 09, 2020, 10:46:27 pm »
Sorry for the awful text. I don't know English, so I use a translator. Apparently, he is not able to translate large texts well.
it worked well enough, but the lack of linebreaks and paragraphs was making it unreadable.

55
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 09, 2020, 05:57:17 pm »
so currently at a certain abduction mission.
Gotta say i like your taste in women  ;)
Strong legs though... they might be the reason none of my guys ever got a melee attack through. and got KO'd pretty easy...
Now gotta pack some ranged stun and try again D:

56
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 06, 2020, 04:18:01 pm »
@TheCurse
How did you manage to stretch your game to Dec 2019?
mid 1998. That guy is fine, turns out the coughing was just a bullet in his lungs, nothing serious.
At current rate i might reach that date though. not even promotion 3 yet.

57
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 06, 2020, 02:58:12 am »
so, osiron warehouse mission just popped up. In wuhan... >_>
still not sure if its a good idea...

EDIT: well great, one of my guys is coughing now...

58
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 04, 2020, 05:59:22 am »
lotus HQ, there is one tile in the elevator that is not accessible (in both elevators), even otherwise it looks like the rest.
Just can't walk there... (one level below its file)

(that screenshot may look like blatant camping. it is...  :'( almost 1999 and i don't have one cult down yet and no proper tech to take down lotus yet. took to mod 1998 to even find a durathread piece. wtf...)

59
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 03, 2020, 08:22:13 pm »
psi shield would be cool though. having exactly the same problem with the soldiers at that point...

60
OXCE Suggestions Rejected / Re: Exceeding the limit of 8 bases
« on: April 03, 2020, 07:31:31 pm »
what about base size though?
xcom is not simcity is a pretty good argument.
the dozens of new buildings in e.g. xcf is probably too.
non-negotiable too or might there be some discussion space? ^^

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