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Messages - Mr. Quiet

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Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 10, 2019, 11:33:42 am »
Make the wrong decisions, and you will lose.
Make the right decisions, and you might win…[/font][/size]
Why does this always turn me on? I hate losing in any game, but X-COM makes losing feel rewarding... As long as I also win a few to stay in the fight.

Area 51 / Re: Area 51 - General Feedback thread
« on: April 11, 2019, 12:04:51 pm »
Hobbes, I'm running a slightly older version and I notice nothing but Spacefarers in the beginning, after 5-6 missions total. I haven't encountered Greys or Floaters, except on Terror missions. Is this intended?

Edit: are updates game-save compatible? I haven't searched, thought I'd ask directly :)

Area 51 / Re: Batman, thank goodness you're here!
« on: April 11, 2019, 11:53:27 am »
Were they his parents maybe?
Ah, an origins story in my play-through.

I had similar ideas, but about cosplayers, not real superheroes. Basically "the aliens thrash a comicon".
Nice, save the VIP, Stan Lee in 1999.

Area 51 / Re: Area 51 future versions and OXCE
« on: April 09, 2019, 10:35:36 am »
I love OXCE. This is how classic XCOM is meant to be played.

Area 51 / Batman, thank goodness you're here!
« on: April 09, 2019, 09:58:22 am »
Batman, you let two of my men die right in front of you, get yourself together!

I loved Total War: Shogun 2's Realm Divide Event, if it wasn't broken. I'll propose my version...

Earth Divide: Mid to late-game, once the Brain reconnects with Earth, there's a new division, no longer an all out faction war.
(Mother) Brain regains her loyalists and slowly the other factions vs. you and the alliances you've prepared.

So "Earth Divide" triggers in "OXC Factions" after you reach a certain high score or high tier level of tech. This means Mother Brain makes contact with Earth.
- 40-50% random alien factions(allies included, but lesser chance) return to Mother's side immediately and focus most attention against the human/alien retaliation, AKA you and your allies.
- As time passes, one by one, your diplomatic enemies who didn't get mind controlled at first will eventually be persuaded to seek destruction upon you and your alliance.
- Every time the Brain regains a faction, a major dice roll against you will be checked whether an ally stands by you or break away depending on*
      1. faction strength(both yours and your ally)
      2. diplomatic points that determine your relationship with your ally.
      *After 3-5 rolls, your allies are influenced by your Braveheart(the movie) characteristics and will permanently remain with you.

Final note: Allies who leave you during Earth Divide will remain friendly towards you. They respect you, but are cowards and can be attacked later on.

Add-on Idea:
You could also make one unique faction permanently hate the Brain. They can be the Magicarp of your mod. Your starting relation with said faction is "Strong Ally". They're a defensive ally early to mid-game so you'll have to protect them from large enemy parties. They'll shine in the Earth Divide event (for balance?) and disappear late-game. They have unique technology only they can share with you, they're also focused on technology to free themselves from total mind control. They'll be immune to Earth Divide and begin focusing on warfare at that point. They won't tell you, but they're also working on Warp Gate Technology so they WILL disappear suddenly and by the end of that Month's report, you'll be notified that no trace of the Protoss is left on Earth. Hope you have some strong allies.

You'll probably be telling stories of how the Floaters stuck it out with you when all your other allies died or fled away. Floater/Human freedom!

Area 51 / Re: Area 51 - General Feedback thread
« on: January 04, 2019, 12:49:37 am »
I like M&B:Warband's method of avoiding fights from a faster and larger enemy army. You leave a few of your men behind to die to divert attention, allowing the majority of your army to flee to safety.

That translates to having an interceptor escort grouped together with your Skyranger that you can detach to divert the UFO's attention.. or have them counterattack. 3 Interceptors vs. one big hunter-killer. That would change the way games are fought in the sky if you can group jets together. Wow.
Anyways, I feel your pain as well. I had three Skyrangers shot down right at the beginning of the game and finally realizing they needed protection. I even over-recruited operatives thinking they all died for nothing and the game was bugged for keeping them on the soldier roster.

New game suggestion: Request local government escort for 100% chance "no loss" on your end. Have 3rd world planes die for your Skyranger. The cost is waiting for locals to scramble. You can also risk it with your own protection or none. Increase the number of hunter-killers and you have a new layer of terror to deal with. You then change research paths and move up Skyranger with Alien Alloys for faster trans and avoid most larger hunter-killers. Slower Skyranger with weapons mounted sounds terrible. I'd be okay if our guys were upgraded to a Star Wars LAAT.

I need help with Council missions early on. I see them as an automatic hit on your score early game until you have either Personal or Laser weapons out. Any advice for a vet?

Released Mods / Re: [MUSIC] X-Files Soundtrack
« on: December 03, 2018, 04:37:05 pm »
This is the best soundtrack my dude, thank you!

Offtopic / Re: Xcom Enemy unknown theme music
« on: December 03, 2018, 04:17:42 pm »
I love MBR! Waiting to buy his newest disc album and just found out he has covers for games, wth!

Area 51 / Re: Area 51 - General Feedback thread
« on: December 03, 2018, 03:57:26 pm »
Thank you!
And sorry for being a nuisance today, but I realized that I have made a typo in the video title screen and I couldn't stand looking at it, so I reuploded the re-edited video on this link:

Could you please change it if you have the time?

Thanks again! And also thanks for the awesome (with an e) mod!

Left a like, great video!

Released Mods / Re: Zero Content Base mod
« on: November 19, 2018, 12:50:55 pm »
Are these updated? I wanna run them on my current PT of Area 51. Thx

Released Mods / Re: [Enemy] Traitors mod
« on: November 17, 2018, 08:11:41 pm »
Gonna try this mod with Area 51.

Area 51 / Re: Area 51 LP
« on: February 17, 2018, 03:06:18 pm »
Your grenadier, Mr. Quiet please.

Released Mods / Re: VIEWING RANGE
« on: January 09, 2018, 05:12:16 pm »
I remembered that past mod. Thanks for making it simple!

Released Mods / Re: [Enemy] Traitors mod
« on: September 05, 2017, 11:12:04 am »
Liking this idea if I can take a guess. Ex-XCOM operatives? A general Kurtz-like enemy recruits them away.

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