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Messages - Mr. Quiet

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31
Woah, this is cool. I'm gonna wait on this one guys.

32
Released Mods / Re: [MUSIC] XCOM 2 Music Pack
« on: January 24, 2017, 10:59:54 am »
Thanks, I haven't played XCOM 2 yet, but the music is great! Glad you already have them in ogg files so I don't need to trouble myself. Just drag and drop. Next I gotta listen to my conscious and buy the OST, if it's out.

33
Released Mods / Re: Double-posting discussion
« on: January 03, 2017, 01:01:50 pm »
I like that we're mostly a mature community, for Sup's response. I enjoy lurking this place 8)

34
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 15, 2016, 09:01:16 pm »
That's a relief. Onward to Cydonia then.

So what are your plans for the next update of Awesome Guns? Hoping for a new alien race. Maybe one that's pure melee like the religious void explorers from Starcraft. We don't have a religious race, unless the ethereal are one.

They don't need to look like the Protoss. Just gotta have that religious zealot race.

1. Zealots are really cool. Armor + kinetic shielding + high TUs makes this foe very dangerous in late-game encounters.

2. Throw in one Dark Templar as the commander. Weak armor + melee + avg TUs + cloaking ability. Instant detection at close range. 80% decloak chance from a hit. Then, you gotta make them less annoying after the first encounter. Researching a corpse unlocks a better Motion Scanner to research, one with much less TUs, detecting all life, giving you color codes for human/aliens/mechs.

3. The Stalkers can be the ranged mechanized terror unit. Good armor + kinetic shielding + low TUs with advanced movement ability to teleport short distances aka "Blink" ability.

4. A Colossus terror unit would be really amazing, but I'm sure it wouldn't be as tall as we imagine. A chibi version is good enough, but still a powerful unit. Think of having to take out 3 of them in a Terror-Site.. Impossible unless you have a strategy. Beating missions with a Colossus yield a lot of alien alloys and Elerium.

I just want to thank you for this awesome mod, CanadianBeaver. It really is a gem and hope you bring more to the X-COM community!!

Edit: I uploaded some screenshots, but I realized some folks are still on limited data plans so if you want a good visual of the aliens I'm listing: The Protoss


35
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 15, 2016, 08:29:22 am »
I see. That's a bummer. Thanks for your response :)

I'm running Awesome Guns with the latest nightly. Is the nightly patch you uploaded to the mod portal save compatible? I'm currently knee deep and I could restart.. but I like to finish my play-through once I'm 4 or 5 months in. Also what's the bug issue? I assume it's mainly with the Geoscape. Nothing gamebreaking/ right?

36
instead, in the late game, I would give him a flying suit and send him to top-center of the UFO, where he would be safe, but in a position to be effective with the Motion Scanner, Psi-Amp, and Blaster Bomb.
Wtf, I never thought of doing that with any CO. Thanks Nerva.

37
Offtopic / Re: First Exposure
« on: December 13, 2016, 10:28:11 am »
Good stories so far, here's mine I think you'll find it interesting.

This was in the 5th grade, I borrowed my friend's XC:UD for my System Shock 2. I never got around to playing XC and just had it in my backpack for the whole week we agreed upon playing for. My friend ended up lying to me about losing my disc, so I kept his game... I felt like it was a rip off that I gave him my SS2 with superior gfx for a lame pixelated game. What a foolish thought..
I got it running a few days later. I remember going to my friend a lot for advice, because I had no common sense to play a game this complex. I didn't even know how to shot down UFOs... He shared some basic knowledge and wrote down the research paths for laser weapons and personal armor. Yeah baby!
I remember the first time playing, I got to my first Terror-Site and got wiped out by Cyber Discs. The rest was a blur until mid 2000s I picked up a copy, because I ended up returning his game.

Edit: My friend lied about losing my game, because his mom gave the disc back to my mom. Said he was playing too much and she was horrified by the content, heh. My mom didn't like me playing SS2 either, but they even let me play Diablo 2 with a demon on the cover, so I enjoyed my PC gaming back then.

38
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 12, 2016, 06:48:45 am »
Well... don't mind if I do. I posted this idea way back. Got lots of great input. I know you'll you'll like it. I put quite a lot into this and  I allowed our forum operatives to fill in the rest of the blanks.
New Scenario: Continue fighting after the Council officially shut you down

Second idea was to make reapers go through walls like the Kool-Aid man. As soon a you're close enough to them, even hiding in a house, they'll still smell you and crash in.That makes these bulky monsters a greater threat. I have an audio clip for the realistic side of this idea. It's somewhere in the forums. Last update on this was Warboy said no, it's too difficult. Maybe he's not interested. Understandable.

Edit: here's the clip. Forums don't accept MP3, so you just change the extension back to MP3 or whatever.
https://openxcom.org/forum/index.php/topic,4218.msg65868.html#msg65868

39
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 11, 2016, 09:53:55 am »
Thanks for the answers. Kinda off-topic, I would like to enable statstrings, but I can't find enough info on what each abbreviation means.

I just started a fresh game after disabling the alien race mods. I am keeping Hobbes's Terrain mod, I'm going in with it. So anything new you added you want me to check for balance or something?

40
Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: December 07, 2016, 06:19:55 am »
Thanks, but I was looking for 1.5. I guess it's not really out yet?

41
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 07, 2016, 06:13:45 am »
Thanks for the clear answers.

So I noticed Laser Weapons was already on my research list from the start. After researching it, I unlocked every laser weapon in the mod. Then I disabled Robin's alien race mods, Waspites, Anthropods and the Gazers (I don't like MIB), and that fixed it. I hope you can add them in later, at least Waspites and don't put MIB in hehehe.

Another question. Does enabling any of the Advanced/Mod options that are already in OXC break anything? I had Improved Base and Improved Heavy Laser checked.

42
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 07, 2016, 02:38:19 am »
I suppose I don't just put this mod into the mod folder in documents.

Does the download file "AwesomeGuns-master" in your website have Lasers and Cities included? I ask because I would like to run your main mod with the Terrain Pack mod, so the Cities addon of your mod probably is incompatible with Terrain Pack by Hobbes. Thanks.

43
Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: December 07, 2016, 01:22:31 am »
Solarius, link is down for the latest version in the mod portal. Thanks. I noticed a few others that have disabled links. I hope Jo5hua knows about this.

44
Offtopic / Re: Incorporating VR into old games
« on: June 11, 2016, 12:41:07 am »
Oh shoot, I never thought of that... Damn I gotta wait for that price drop too... Damn I wish I had one! The cheaper ones require a mobile phone, so I might end up with that, but I want premium.

45
Offtopic / Incorporating VR into old games
« on: June 10, 2016, 06:57:58 am »
You can do many different things with VR and I don't know how to explain it, but I would say you can stretch out the screen to fill up a whole section of your sight and you'd have to move your head to see from the left side to the right and all that good stuff. Increase resolution?

We also talk about VR experiences. I only checked out the Samsung one at Best Buy. Not really that good, but for me being the first time, the demo was awesome. Can't wait the price to drop...

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