Recent Posts

Pages: [1] 2 3 ... 10
1
40k / Re: 40k
« Last post by HumanTraitor on Today at 10:51:48 am »
This looks quite nice. Too bad I'm burned out with WH40k, the mod is promising. Are the different campaign options future playable factions besides Sphees Mahrines! and the IG, such as say orks? Will there be options to do techno-heresy and innovate by researching and producing stuff that is not a thing in the lore (ie: A rapid-fire meltagun)?

Lastly but not least: While the units having voiced lines is a nice touch, it gets annoying quickly. Is there a way to disable them?
2
40k / Re: 40k Bug/crashes/problem´s report
« Last post by ohartenstein23 on Today at 04:05:21 am »
If you're getting a random crash at midnight in the geoscape during the first month of a new game in version 024, please replace your alienDeployments_40k.rul file with the one attached here.
3
XPiratez / Re: The Newbie Guide
« Last post by MemoryTAS on February 21, 2020, 11:25:42 pm »
Yeah I've gone with a research-when-convenient regarding civilians/etc.  Will add some final notes on that.  Also regarding score, seems like in K2 doing too well can severely punish you with some rubberbanding.  Got -2500 and -1000 infamy events randomly in the same month because of doing too well the previous month since I wanted to do mass interrogaqtions for shadowmasters which sent it through the roof.

You can also get -100 etc randomly from doing "poorly" so I don't know if the "rubberbanding" is worth avoiding. You can also get some cool events from doing well.

I prefer dedicating at least one group of brainers to interrogations and civilians are always the first to be interrogated. You get substantially more score from temple missions for example by capturing researched civilians.
4
XPiratez / Re: The Newbie Guide
« Last post by Greep on February 21, 2020, 10:00:47 pm »
Yeah I've gone with a research-when-convenient regarding civilians/etc.  Will add some final notes on that.  Also regarding score, seems like in K2 doing too well can severely punish you with some rubberbanding.  Got -2500 and -1000 infamy events randomly in the same month because of doing too well the previous month since I wanted to do mass interrogaqtions for shadowmasters which sent it through the roof.
5
Offtopic / Re: What happened to Blizzard?
« Last post by Nikita_Sadkov on February 21, 2020, 09:46:45 pm »
The only good thing about the reforged (character models), was done by a Malaysian company Lemon Sky Studios, which apparently did cinematics for previous Blizzard games:
https://www.lemonskystudios.com/

Should have outsourced the whole remaster I guess.

I think the main mismanagement is that Activision tried to enforce single corporate culture onto all its sub-parts and just throwing people between departments at random, which naturally led to a disaster, with key professionals, like Metzen, being fired or leaving on their own. That problem seems to be here since the Mythical Man Month book, about the disaster at IBM, when they tried to speedup project development by throwing at it irrelevant people from different departments or just hired newbies, without any training and team building. It sometimes works with football teams, where they play a game with well defined rules, but fails bad for software and art projects.

The right solution would have been diversifying like Google, which created Alphabet super company to avoid mixing one brand with another, and to limit PR disaster to just one brand, in case some "google car" crashes into a wall. And to also have separate well trained teams on each project. Blizzard was known for PC strategies and RPGs with very good multiplayer, and their whole fan following was mostly PC gamers, so using the same brand to diversify into smartphone and console market was just retarded since the beginning. But then they used that brand to address their original fan base with irrelevant smartphone games. Even to non-business people it would have been obvious what could have happened. That means modern Blizzard management is either detached from reality, having some mass psychosis, or that is some sabotage from competitors, who bribed management into destroying the company (it is rumored that say Amiga was destroyed by Microsoft by bribing one manger).

6
XPiratez / Re: The Newbie Guide
« Last post by MemoryTAS on February 21, 2020, 09:02:08 pm »
I also think you should have explained how some enemies may generate negative score upon death and initial capture. Any enemies from the Mutant Alliance, the Govt, or civilians will give you negative score initially. Additionally some enemies from some other factions, notably hoes, altar boys and shrine maidens will also give you negative score. Normally a kill is one number, a dead body being looted is another, and capture is double the kill point value. However when you research any live enemy in the game, that enemy's score value upon being captured is set to I think 10. So it becomes ideal to capture and study the enemies that give negative score as soon as you can so you avoid losing score to them. Additionally you can theoretically put off researching enemies that give you higher scores in order to get double the points from capturing them instead of the set 10 but you'll often end up needing to research them sooner than later due to research trees they might unlock and you can't rob them without researching them.

There isn't exactly a good way to know which enemies give which score values without knowing the sprites but it's something you should definitely keep an eye on.
7
40k / Re: Translation - Russian
« Last post by Omich0629 on February 21, 2020, 07:09:05 pm »
Updated to version 024.

Обновлено до версии 024.
8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by betatester on February 21, 2020, 06:41:27 pm »
STR_XCOM_PSICLONE in weapons in the resume of soldiers killing with it.
9
OpenXcom Extended / Re: [suggestion] compressed saves option
« Last post by BlackStaff on February 21, 2020, 06:24:42 pm »
So that is will fit on one floppy, obviously!
:o  Floppy ?
My computer is 10 years old and there was no floppy drive.
If your computer has one, donate it to a museum!  :)  8)  ;)
10
Update 22/02

This mod is now working like a dream. I have yet to encounter a crash today and the research tree is robust on the ufo side. That means you can research all the tech just like you do in the original ufo game. The TFTD research tree is also working well. Tomorrow I shall test the rest of it. Once everything works out, I will probably release it tomorrow night.

Everything about this mod is an enhancement from the original ufo, with full hybrid game play. The only regret is that I don't have enough time to perfect it more, like all the ufopedia from TFTD has the original pictures for weapons, crafts and armour. For now, only the Aliens has it. Also the original movement and death sounds for the TFTD Aliens are missing, so they are substituted with those from UFOs. Lastly, most of the mission briefing at the start of a mission is missing. Otherwise, this mod is utterly playable.

The new stuff I have also added, are UFO Alien using breathing apparatus underwater. Another innovation is Alien from land and sea uses separate unit properties, because this allow for land and sea armor properties vs weapon damage coming from land or sea weapons.  Again, due to time constraint, I have yet to put in the feature for different weapon damage between land and sea weapons   

Lastly, the terror missions are enhanced. With the exception of Cargo ship terror, every terror mission type now have a ufo component. For Ufo Aliens, it is the terror ship, for TFTD aliens it is the battleship. Please see screen shots. TFTD Aliens in this mod would participate in URBAN terror missions and ufo aliens now also participate in CARGO, Port and island terror missions.

There is more, I have also added three more terror mission types, like undersea terror missions. Like Underwater Mining settlement raid. Undersea Archeological raid and Under sea Geological expedition under attack.

This mod is fully playable and moddable. It is begging for extra weapon packs and ufos to be added to make it more fun. Unfortunately, my time allocation for it is over. After its variants like those I had mention in the thread before are released. I plan to stop modding ufo completely for a few months.

Terrain like Hobbes terrain pack are fully compatible to this mod. But you need to add it manually in the texture.rul in the land section.

The only regret I have for this mod is, it is not Feature complete like it is missing the underwater Hanger for undersea bases and Submersible combat/Interception.

For now, here are the new screenshots from the Terror missions, with ufos.
Pages: [1] 2 3 ... 10