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Messages - Mr. Quiet

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46
Offtopic / TFTD theory: Was supposed to take place in WW2
« on: June 09, 2016, 07:30:57 pm »
So I was reading through Steam comments as usual on the TFTD forum. I came across this post:
Quote from: Exitus Acta Probat
Basically what happened was that TFTD originally was meant to be in the WW2 era and have ♥♥♥♥ like tesla tech, nazis and lovecraftian monsters, but they had to rush it so it became what it is.

Quote from: mhblis
You are not wrong in that the setting was suppose to be WW2 Era but that Microprose felt that it didn't make any sense and so it was moved to the present era.

Am I the only one that doesn't see this? I wonder if they intended it that way halfway into development or early on? Last night, I was watching an LP from JStank and Meridian. I was also wondering why so much yellow is in the game. Maybe someone can answer that too. Yellow subs are a thing in Lego, that why?

So I feel a WWII would have been a lot more different, except the monsters. They had lots of sea monster movies in those years with aliens. About Tesla tech... I read about Nikola Tesla, so it would of been neat to have in the game somehow. Electricity tech in water, no way.. Maybe exclusively on surface missions, maybe these guys are lying, or maybe the WWII setting wouldn't have had underwater battles. I need to know more. So yeah, that's what I'm here to find out.

Mr. Gollop did his own 101 history for the X-COM games, but he didn't have anything to do with TFTD if I remember correctly in the video, so nothing was really explained of the sequel. I doubt he even pitched it.

Steam topic is "Lovecraft inspired?". Dunno how to link it over from my Steam browser. It's an old topic that was bumped to the front page.

Come, share your thoughts!

47
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 08, 2016, 11:13:29 pm »
parrots and dogs carrying explosives

I assume the animals can't throw, so the held explosive will blow? My gf would be pissed if she saw that. Especially with the poor dog sound. "I took out a poli! Oh yeah, sorry you had to see that... You know I have no choice! I told you this game is hard!"

48
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: June 07, 2016, 05:58:39 am »
This is awesome! Keep up the great work! I'll run it down the road when it gets more meaty.

49
Suggestions / Alien strategy to kill our defensive bases
« on: June 07, 2016, 05:51:03 am »
So I imagined the aliens can also crash into your underground base with drop pods like Halo.

I would say those can be late in the game for the elite Mutons saved for the dirtiest operations in the universe, when were holding our own after they've thrown so much at us. You even do Chryssalids in drop pods just like the Combine did in HL2 for infesting rebel strongholds and cities.

Anyways, they'd land scattered all over the base map and after barely winning that battle, you'd end up filling the empty spaces in the base since now the aliens can crash in scattering all over instead of using the top entrance like dead aliens into a meat grinder.

I'd also like for my operatives to be facing any nearby aliens, it would only be fair since they face the Skyranger's walkway when we attack them. Don't forget to add little pods right next to them, and covered in smoke.

50
Okay, I'll practice what Arthanor said. Have lots of extra equipment in the skyranger, but I'll make sure to check my team's equip. before lifting off for missing items I need to order. Long before lift off.

Build enough storerooms for all the extra ammo and guns in case I lose anything.

51
Okay, I hope we can all get ideas going. I'm playing Area 51, where I don't have access to Laser rifles and I think that's the main reason nobody really thinks about this, because once you reach laser rifles, you don't need anything else. In Area 51, I'm dependent on Earth bound military weaponry, which consist of many classes for different occasions. I'm only speaking for myself here, I just want to have an easier time clearing out what I don't need after filling my men up. I can spend more and just fill up my Skyranger and then my base storage. Wasting money, but I guess I'm fine if I'm making money, but I do like being efficient though. I'm a perfectionist... My timely death.

52
Released Mods / Re: New Memorial Music
« on: June 02, 2016, 09:56:20 pm »
I know this is an old topic, but this is exactly what I wanted. I'm trying to change the music for winning/losing and it keeps playing GMMARS for both and I'd like individual tracks played. SupSuper helped me with this so long ago, I couldn't find the answer, so I'm here now.

This is a nice mod though. I'm playing Taps with 21 gun salute. Really nice :) Thanks nadir and winterheart!

53
If I can load up everything onto the Skyranger's inventory to equip my operatives in base, then after equipping my members, with all the extra items I don't need, I'd like to push a button to clear it back into the Base's inventory so I don't have to manually move it as I'm switching screens and painfully too! I'm trying to get to the good parts and fight! I do love micromanaging though, that's something we all here appreciate, but this helps a ton with easing our pains. At least mine.

If I did need a few extra items in the Skyranger, I can add them after I clear out everything. Tell me what you think. If you think I'm doing all this wrong. Please correct me and teach me how to play. I've been doing it this way for as long as I can remember. Even before the limitations.

54
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: June 01, 2016, 10:18:02 pm »
A sectoid flanked my team who were about to breach a UFO. So instead of moving my operatives to kill the sectoid, I left it to my grenadier, who was a short distance away. Aimed at the freak and fired, but landed right on my team... Killed one and injured another.
So being forced to turn my attention to the sectoid, a few TUs later killed it, leaving my breaching team with no TUs for reaction shots. On aliens turn, a sectoid comes out of the door we were attempting to secure... It all goes to gehenna.

I even had a sniper on the peak of a mountain standing by! Perfect shot, but I forgot about him until I cycled through them at the end of the turn..
It pays to be humble in this game. You cannot be arrogant, because it'll only make you feel like crap when your plans fail. At least for me.

55
Offtopic / Re: Invasion of the Body Watchers
« on: June 01, 2016, 02:58:10 am »
The aliens remind me of the 2K XCOM demo that pissed everyone off with abstract creatures, which I thought was really cool, but didn't like anything else about it. Sure wish they brought those aliens back and call it something else, I'd still play it even if it was a squad based shooter.

Will this be single player focused or mostly for pvp/pve? I'm down for SP.

56
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: June 01, 2016, 12:17:44 am »
About 3-ways battles if armed civi's count: During non-terror sites, I'd like for the bottom right counter that appears when you spot an enemy to be a question mark instead of a "1", "2", etc when you spot a human or animal. Some can be more obvious enemies like MIB, but if cultists are wearing plain clothes like a civi, then you wanna wait until you're fired upon and then the "question mark" for that specific enemy becomes a "number". I'd love to see farmers roaming in the farm maps with a shotgun or a shovel and 50-50 chance they'll attack you too. If they attack you, you can defend yourself, but if you shoot first, well if they had a weapon, technically you're supposed to disarm all civis during quarantines. I mean it's standard for military in warzones.

57
Playthroughs / Re: Really?!?
« on: June 01, 2016, 12:01:52 am »
Even if those civvies didn't make it to the evacuation sites and subsequently survive the onslaught, i would doubt any high command would trust the word of just another person after a base was clearly overrun by hostiles. Thats why they usually have codes (to stop the countdown in movies at 1 second before detonation ;))

Got it, poor non-civis, because.... How long would the evacuation of non-combat personnel take through the surface entrance that the same aliens use? Unless there's an exit through a long tunnel, I would assume the aliens, before landing, like gentlemen, wait for the buses full of civis to leave, if you're correct about everyone else safely evacuating. It would be funny if the evacuation alarms sound off every time a UFO'd get in small radar range.

58
Suggestions / Re: Click to reorder on "Not able to re-equip" screen
« on: May 31, 2016, 11:53:18 pm »
Heh, Warboy's phone is setup to give him notifications when his name pops up in a post. So I'd be careful. He knows I'm playing with him though.

I like the idea to take a screenshot. Thanks everyone for the advice. I read everyone's posts so I can figure out an easier way to do this. I see how great ideas are implemented by the team, like for example, I love that we're able to see all stats in the operative equip screen. Just need to let me change names as I'm specializing them, which I'll suggest in a new topic later.

59
Suggestions / Click to reorder on "Not able to re-equip" screen
« on: May 31, 2016, 08:00:45 am »
So I see I need to memorize all this stuff I'm missing after a fight and I think it's because my operatives that died dropped what they had and Warboy forgot to program the clean-up crew to pick the stuff up. After all, I took the time to buy it!

So maybe it can be fixed or at least make it easy for me to click on each item I would like to reorder. When I go to the purchase market, It doesn't tell me what I have, because I like to load up my Skyranger to the full and I know it hurts me if I fail a mission, but I don't have an easier way to make sure my men have everything they need when I'm equiping them. I guess I can subtract from the Skyranger after I equip my men in-base, well see, I gotta try it later.

Hopefully you guys understand. Thanks!

60
Playthroughs / Re: Really?!?
« on: May 31, 2016, 05:46:06 am »
That is a realistic scenario if no one is left alive. The Scientists/Pilots/Engineers can give the all-clear to CFN and you keep the base. Anyway we can keep the base in this situation?

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