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The X-Com Files / Re: Finding Storm
« Last post by BewareTheChicken on Today at 03:40:26 pm »
Posting my success in case anyone else finds themselves in the same boat. I learnt about storm from an Osiron Goon in early July 1999. Bit later than usual, but now I can using some of the heavier weapons.
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Offtopic / Re: Footage of real XCom ufo interception.
« Last post by krautbernd on Today at 10:00:39 am »
Anyway, military publishes more UFO evidence:
https://www.huffpost.com/entry/ufo-uap-navy-pentagon-confirmed_n_607911a5e4b0bc5a3a54cac2
>Pentagon Confirms Leaked Photos, Video Of Unidentified Flying Objects
...and we are back to floating plastic bags and light reflections on glass panes (the last one being painfully obvious from the thumbnail and video).

Also if you think about it, isn't "UFO evidence" an oxymoron?
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XPiratez / Re: Stuff I'd love to see in XPiratez!
« Last post by Nilex on Today at 08:19:26 am »
I propose The Solar Courier & Journey Notes (only for Dead Fish) be made available as loot in more missions.

First one can only be found in human pogroms (100%) and the other on Shipwrecked Gal (100%) or Blood Rituals (25%). Nearing 2066 I still have 6 Couriers to research and I've done every single pogrom. Maybe early Civ ships can carry them, or make them buyable after those two VIPs are researched (aurora, kashub).
Second is the only source for Dead Fish research which I also didn't get yet. Shipwrecks stopped showing up long ago and rituals are super-rare in addition to having low chance of having notes. Alternatively make Dead Fish obtainable from more sources.
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Fan-Stuff / Re: Fan made Horror - "Xcom"
« Last post by Cristian on Today at 05:11:46 am »
Hi,

Looks very interesting, sadly real time though...
I love Time Units systems, like OpenXcom, Xenonauts, Enemy, and too few others.

What about Linux PC release ?
Do you have a demo/proto/alpha/something ?
A website, social media, other ?


This forum breaks badly with lots of large pictures, making reading/watching the topic painful.

Hey,
Thank you for the kind words! I updated my latest post, I found some BBcodes that adjust images to be smaller, hope it is better for you now.

What about Linux PC release ? - I do not know, for now, we only got the main PC/windows version planned

Do you have a demo/proto/alpha/something ? - we had an alpha test session on our discord 3 months ago, now we work hard to reach beta

A website, social media, other ? - Sure:
- Steam coming soon page: https://store.steampowered.com/app/1035660/Chromosome_Evil/
- Twitter: https://twitter.com/16bitnights

sadly real time though... - well we do have 2 points here: 1. The units and action is big but not fast, it means the gameplay is tactically based not reflex-based and 2. we do have an action-pause command mode where you can issue orders to units during pause then hit play to execute similar to Xcom apocalypse but this command mode is only available if you do a certain optional upgrade on your mobile base

I also forgot to post the new game logo, hope you enjoy



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The X-Com Files / Re: Zombie Horde mission? (Idea)
« Last post by Mrvex on Today at 02:46:59 am »
Reinforcement mechanics in general should be utilized more and mission types like these are perfect for it. It will also be a place where mines and prox grenades will shine.

It would also make sense if it existed for missions like when XCOM discovers a lair that is just churning out these creatures and XCOM decided to draw them out and shoot them, so creatures are coming in waves from the caves.

Or when local autorities alert XCOM about a large wave of creatures that are running towards a city so XCOM decided to make a barricade on a road to pick them off before they could enter the city.

It could also be used for X-Dimension incursions if the "reinforcement" spawn point could have some visual effects like flashes or dimensional sparks and it could also mean that they would spawn randomly on the map rather than from set spawn points at the edges.
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XPiratez / Re: A thread for little questions
« Last post by legionof1 on Today at 02:28:17 am »
Today's little question - with regard to Dojo training, how does it increment their skills?  1 pt at some interval (daily?) to all skills not maxed out? Random point(s) added?  Just got those built and gals assigned to them. 
snip

Dojo training roll once each day for each affected stat. The chance is based on current stat vs training cap. The closer the less chance. If the roll is a sucess the soldier gains 1-3 in the stat. Not all attributes can be trained. What stats are trained and to what limit is detailed in the dojo pedia entry.
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XPiratez / Re: A thread for little questions
« Last post by Nilex on April 16, 2021, 11:11:54 pm »
Recoilless was my main cure for everything armored until Durandal Cannon (paired with JUGGERNAUT) and then Heavy Laser. Just make sure not to waste any precious bullets on blue shield if you encounter any. At least 3 soldiers using them would suffice if used on proper targets. Regular gunpowder weapons are good enough to handle up to 50 armored folk.
I was also worried about using weapons without ammo supply (I'm kind of guy that hoards health potions for when I 'really' need em) but rest assured enemy Hideout assaults justify spending some rare clips. You'll always find backups on the field, maybe not of exact same type because there's so many, but of comparable power. So yeah, don't hoard like I did :)

Since TAS mentioned protection - yeah it's a real PITA. Lots of powerful weapons in enemy bases and nothing to offset the damage. There are few techniques to exploit regarding reaction fire, such as using Dogs as cannon fodder or side-stepping into enemy FOV but I find those more gimmicky and unfun than good ol' save/load. Dunno what to tell ya, I ain't the best guy to give protection advice, just bring more worthless meat shields than you normally would and setup reaction fire ambushes? Hideouts are PITA by design but still a cake walk compared to TFTD 2nd stage 4th dimensional labyrinths (until you hit last stage of Winter Palace where XPZ takes the throne back).
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The X-Com Files / Re: 1.8 Feedback
« Last post by Solarius Scorch on April 16, 2021, 11:00:24 pm »
And what exactly this model should have? If this is close to current engine capabilities then we could make small tweaks to enable this.

The point is, I have no idea, I am happy with how it works now (with minor remarks as mentioned above). But if I were to guess, it's about exposing the CQC formula to ruleset.
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XPiratez / Re: A thread for little questions
« Last post by MemoryTAS on April 16, 2021, 10:49:08 pm »
The weapons used in bases are a lot worse than you've been dealing with up to this point probably, last I checked they were rolling around with plenty of gauss which is what the mercs mainly use.

Dojos I do use even if they're not the fastest xp method just to train units I might not use as often or fragile.
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XPiratez / Re: A thread for little questions
« Last post by Dogbarian on April 16, 2021, 10:30:04 pm »
Yeah, I'll probably wait, still mostly using "gunpowder" weapons instead of energy.  I think the heaviest thump I can bring would be recoilless rifle, and RPGs, although a few of my gals do a lot of damage with AP sniper or magnums.  Got a couple of light cannons & LACCs, and some random laser weapons, but haven't used them with no ammo supply chain yet.  Probably need to learn chem rounds soon.  Right now, trying to push to space because I've already had one "disturbing transmission" and I have no space capability.  I did get some space suits out of lucky drops (containers or gambling, not sure where), think I have 3 for gals and 1 or 2 for humans.  Still trying to research to hyperwave decoders as well.

Thanks for the Dojo info.
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