Author Topic: [FINISHED] Let's play OpenXcom (Final Mod Pack)  (Read 67381 times)

Offline hellrazor

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #45 on: March 21, 2015, 05:10:51 am »
Oh well, i am still alive :)
Even killed a Sectoid.

Offline hellrazor

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #46 on: March 23, 2015, 06:13:58 pm »
Good Episode Meridian!
I am sorry but i will comment here, since i do not have google+ for youtube.

Offline DoxaLogos (JG)

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #47 on: March 24, 2015, 05:09:12 am »
Hellrazor avenges me :)

Offline hellrazor

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #48 on: March 24, 2015, 10:37:36 am »
Hellrazor avenges me :)

Of course i do. I am sneaky bastard. But obviously Meridian could have been able to avoid this death.

Offline Meridian

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #49 on: March 24, 2015, 11:06:20 am »
Of course i do. I am sneaky bastard. But obviously Meridian could have been able to avoid this death.

Maybe I could, but that's not the point of the LP, or Xcom for that matter :) Heroes die so that new heroes can be born...

Offline hellrazor

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #50 on: March 24, 2015, 11:12:44 am »
Maybe I could, but that's not the point of the LP, or Xcom for that matter :) Heroes die so that new heroes can be born...
But i don't wanna die! I wanna kill all aliens and this fucking alien brain. So earth can be safe. Guess cloning gets a new meaning here :D

Offline Meridian

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #51 on: March 30, 2015, 11:19:34 am »
But i don't wanna die! I wanna kill all aliens and this fucking alien brain. So earth can be safe. Guess cloning gets a new meaning here :D

We'll get to that (brain) eventually. First we'll have some fun :-)

Offline DoxaLogos (JG)

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #52 on: March 30, 2015, 08:36:13 pm »
Very glad to see that in this latest video, that I got a couple of kills.  My firing accuracy is so horrible, I wasn't sure how effective I would be.  It didn't help that big ole hand cannon I had even with my lucky first shot.  Hopefully, my accuracy will improve.  It was a good mission for everyone to see some action.  I think I counted something like 25 aliens so far (I'm sure that's low), and I haven't seen the end yet.  Anxiously waiting the next in the series and see how the mission ends.

BTW, do you know what kind of mission that was?  Would that have been an "alien raid"?
« Last Edit: March 30, 2015, 08:44:05 pm by jgatkinsn »

Offline Meridian

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #53 on: March 30, 2015, 10:14:13 pm »
Alien raid mission has been removed, so it can't be that. From what the captured hybrids told me, I think it was some alien/hybrid meeting. But I can't say for sure. I could look it up in the save, once I return home (after Easter).

Offline ivandogovich

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #54 on: April 20, 2015, 05:54:12 am »
What an evil wicked sense of humor. Getting me all excited like that. :(

Offline DoxaLogos (JG)

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #55 on: April 20, 2015, 06:18:22 am »
Ugh.  You had me too.  I got so excited with the "new" feature.

Offline Meridian

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #56 on: April 20, 2015, 11:49:33 am »
What an evil wicked sense of humor. Getting me all excited like that. :(

I said I'm sorry, hope it didn't hurt too much. I promise I won't lie ever again.

But it looked awesome, didn't it? Maybe if I have some more time one day, I could try doing it for real... the changes on OpenXcom side would not be that difficult actually. The difficult part would be to update all mods with the required metadata... which would cause a lot of (small) initial effort for modders and poor initial mod support... which could result in poor acceptance or even rejection of the tool by the community.

Offline Jstank

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #57 on: April 21, 2015, 05:31:50 am »
Ehh Its worth a shot. I would say that if it can be done right (especially with the nightly) then more people will be able to enjoy the latest updates!

Offline DoxaLogos (JG)

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #58 on: April 21, 2015, 05:36:50 am »

But it looked awesome, didn't it?

Yes! It did!  I was quite excited when I saw it.  I think it would be a great addition.  I started a thread a while back about making an external updater to make it easier.  However, inside the OXC would be great as well.

I'm certainly not mad about it the joke. I thought it was well played, myself!  :D

Offline hellrazor

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Re: Let's play OpenXcom (Final Mod Pack)
« Reply #59 on: May 06, 2015, 09:00:09 am »
I said I'm sorry, hope it didn't hurt too much. I promise I won't lie ever again.

But it looked awesome, didn't it? Maybe if I have some more time one day, I could try doing it for real... the changes on OpenXcom side would not be that difficult actually. The difficult part would be to update all mods with the required metadata... which would cause a lot of (small) initial effort for modders and poor initial mod support... which could result in poor acceptance or even rejection of the tool by the community.

Metadata will be required by mods as soon as new filehandling system is in, or so i was told.