Jump to content

Redhowl

Members
  • Posts

    20
  • Joined

  • Last visited

Everything posted by Redhowl

  1. Not sure if people here did play or remember the grand oldie by SSI (I do ) but these guys are giving a shot at bringing it back in a "modernised" version: https://www.kickstarter.com/projects/argonautsinteractive/colonial-conquest/posts/1201809
  2. Congrats to your wife and you! This is awesome news. As regards occupying your free time, as a player of your mod I shall certainly not complain quite the opposite
  3. This sounds all good Drages. Maybe you need a few days break from modding, if only to have your mind dwell on other things?
  4. Thanks for the new update Drages. So far it looks great, however much faster indeed at least from when comparing the first 1.5 month of game to-date. Is there a way for me to alter the ticker to its previous 0.4 value? I have no clue where to look for (document and line of command)
  5. Speaking for myself,*I am awaiting (patiently and quietly mind!) the new release. No rush, whenever you feel to upload it. Thanks for all the hours you sunk into this mod.
  6. Thanks Drages will proceed with the CE update then. I can't wait to see the next X-Division release though:)
  7. A few questions stemming from my current play-through: - The Hunter seems weak (HP170) vs. say 2 soldiers outfitted as shields. Would it be worth giving it a boost either in HP or in resistance? - Still on the Hunter or other land vehicles - could we add a boot with a size similar to the backpack of one soldier - one could park there additional ammo / weapons or loot from battlefield (such as Aliens' corpses). The second question stems from some past attempts where upon realising that incurred losses would prevent winning over the crash site I decided to have my soldiers drop weapons, etc. and instead take on their backs corpses of Aliens, weapons and ammo. It is certainly sub-optimal but this helps still with technological breakthroughs. One side question on vehicles: I have now the tech to manufacture cannon vehicles and have one in the base's storeroom. For some reason it does not appear in the choice of weapons for the Hunter. Is it intended? Many thanks for a great mod again. I can't wait to see vehicles being able to progress!
  8. Very nice stuff. I am ploughing through the game, getting my team half-mauled and trying to snatch bodies of aliens I like it a lot but my progress is slow! And to be honest, I am splitting my time between your mod and CKII Warhammer which just came out...
  9. I agree it is tough (started really playing this week), but I found that using a combination of rocketeer and sniper with two shields to blunt the harm from the aliens helps (it was a mission with only Sebilians - and yes, it took me the best part of an hour to get there). I found it was well worth the sweat.
  10. It works, I did a manual install of CE0.31 and am using Steam offline (not having many games anyway helps )
  11. Awesome stuff in store Drages I am currently playing through my first real game and just conquered my first UFO crash site. My what a battle!
  12. Thanks for the update Drages. Quick comments having fired up a new game (0.98.1+CE0.32): - No more AWACS in the starting base - F17 replaced by MIG-32 (x2) - 1 empty hangar space - New buildings are built immediately Did I probably mess something in the install or does this stem from changes in balance? Could it be because of CE0.32.
  13. Playing Steam today's release 0.32: the green text in the main bottom event monitor does not anymore display when aircrafts are back to complete fuel and ammo. By the way, thanks guys for the tremendous work.
  14. Thanks for such a great mod. I bought the game yesterday to play it Steam has just updated to CE 0.32 and it seems that the info of refueling and re-arming of interceptors / AWACS is now gone. It was not the case when having CE0.31. Not that it breaks the fun in any way though.
×
×
  • Create New...