

silencer
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[v1.5/XCE] Hold the Line! - A Morale and Psionics Mod
silencer replied to kabill's topic in Completed Game Mods
I've reached the Cruiser class UFOs and have met Caesan Leader. He tried few MC attacks I think, but with 99+ morale he wasn't even able to MC at close range (being in next room to the Command room). I don't know if it possible for him to know the morale state of the soldiers and first maybe weaken the morale with panic? Or maybe he doesn't have it? Strangely why I don't see Psions in UFOs larger than standard scouts? -
You can't protect yourself against stupidity and if the game is good, it will defend itself. People with half a brain will at least read some proper reviews or visit forums to check on things.
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No Chris. In case of Witcher, there were multiple posts on the forums, that there is a bug. And everybody else laughed at them: "HAHAHA, take that you pirate scum". It's all about making it look like a bug.
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I always find strange that even without a shield, a shot can pass the first soldier and hit the one standing behind. I know it is a game, but there must be some logic involved in some aspects.
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Here is the situation. IF alien has for example 100HP, you make 95HP stun damage then 5HP normal damage, the alien dies instead of being stunned. It doesn't make any sense. In X-COM the alien would be stunned, because stun damage is applied over Health.
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Instead of DRM, there should be made those tricks that were made for example Witcher 2, Seriours Sam 3 or Game Dev Tycoon. Where in Witcher 2, there were replaced textures for Tris or immortal chickens (or children can't remember). In SS3 there was immortal scorpion enemy and in Game Dev Tycoon, you bankrupt suddenly. I know that this game check will be removed by pirates eventually, but it will make harder for them to play. Imagine for example in Xenonauts. You're about to finish your first or second month and then you get pop-up: "Sir The Aliens decided to bomb the planet. Game Over".
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There is no point on dewlling about piracy. Because it will always exist. Even if a game would cost 1USD/EUR/GBP some one will pirate it. I think there was this initiative from the devs of "Game dev Tycoon" or whatever. They have released it for free, but still there were some pirate users.
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1. There is only penalty for TUs while overwighted or maybe I myself don't know about it. There is no penalty for moving before firing HMG any more. 2. Not exists anymore. HMGs work now that the lowest value of STR or ACC is taken into account. Predator Armour decreases TU% to fire a HMG. 3. Smoke increases ACC penalty per tile of smoke but I don't remember by how much probably 10% but don't quote me on it. Sebillians are not affected by smoke, so don't waste your time.
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It's not dead. We must be patient. You can't speed up the masterpiece.
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S-23 "Prophet" Tactical Reconnaisance Armour
silencer replied to Max_Caine's topic in Modding Discussion
Reading all those problems, it's funny that you have retained some portion of humor. I would like to ask, how this armour should replace Wolf armour - I'm guessing that it's purpose is to compete with Wolf armour. -
[V1.08] Jsleezy's Real Fighter Portrait Pack
silencer replied to Jsleezy's topic in Completed Game Mods
Or he is simply unlucky. -
[V1.08] Jsleezy's Real Fighter Portrait Pack
silencer replied to Jsleezy's topic in Completed Game Mods
Have you replaced soldiernames? I have few repeating soldiers myself, but no one with mutton chops. -
Maybe creating branch on steam too, just like Experimental was.
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[v1.5/X:CE] Kabill's (Sort of) Random Maps!
silencer replied to kabill's topic in Completed Map Packs
All I can remember is this road turning right if you go up from this picture, and I think there was T junkction. On the right there were 2 passages between hedges. On the right side of the UFO there was a barn of some sort. -
[v1.5/X:CE] Kabill's (Sort of) Random Maps!
silencer replied to kabill's topic in Completed Map Packs
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[v1.5/X:CE] Fire in the Hole! Destructible UFO Hulls (v1.3.3)
silencer replied to kabill's topic in Completed Game Mods
I thought so, that the corners were breach able, but didn't want to risk it. The command room might be populated if it wasn't that badly damaged in that instance I was playing. And I am concerning about my explosives rather plasma cannons. Though I proritise aliens with plasma cannons and I don't cut any expenses on them. The top yeah, but I need buzzards for this at least, and frankly I am not convinced to buzzards. I've already buffed the armors to beta level where it felt appropriate. I think that the double nerf Chris gave in v22 was too much. The nerf with durability I can understand but lowering the armour values themselves not. I had a situation where sebilian Warrior point blanked fired PC at my Wolf armor with 65 armor. My soldier got hit for 90 dmg and so did the sebillian. How it is possible if they don't have as high armour as mine... bleh but this is not for this topic. -
[v1.5/X:CE] Fire in the Hole! Destructible UFO Hulls (v1.3.3)
silencer replied to kabill's topic in Completed Game Mods
Ok. Am I to first reach Cruiser UFO with this mod? At first I thought I could standard breach by the sides. It turns out it was the main front door, which needs blowing up. I'm a bit concerned about big main room. How resistant is the anti gravity thing against explosives? I've met there Haridan Officer and 3 Sebillians. Hardian and one Sebillian had Plasma cannon. I have also have to report my concern about the top floor. The aliens (Sebillians currently) like to sit on the teleporters. And I didn't encounter anyone in the "command" room. Up the floor. Might want to reconsider the design there. -
Saves from XCE 0.26 wont work in 0.25
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[v1.5/X:CE] Fire in the Hole! Destructible UFO Hulls (v1.3.3)
silencer replied to kabill's topic in Completed Game Mods
It's a bug, but not because of the mod but rather how the game works. Please read this whole page at least. I've talked with Kabill about those holes. I'm guessing he will remove them until XCE will fix the LoS for that particular case. -
[v1.5/X:CE] Fire in the Hole! Destructible UFO Hulls (v1.3.3)
silencer replied to kabill's topic in Completed Game Mods
Yes it all depends where the shooter is. But since you don't know where the shooters are, all of those tiles are danger zone. In order to fire at unit behind the wall, the shooter must stand on right corner of the balcony. In order to shoot more deeper inside the room, he must stand on the left side of the hole. But since there are at least 2-3 aliens on the balcony, you can presume that all corners are taken. And about the walls. well then it seems that those from SW-NE are less durable than the other ones -
[v1.5/X:CE] Fire in the Hole! Destructible UFO Hulls (v1.3.3)
silencer replied to kabill's topic in Completed Game Mods
All tiles that I've marked in the circle are possible danger zone if the doors are destroyed. That includes tiles near the inner wall. By possible I mean, it depends where the aliens are on the upper floor. Same for the other wing. And by the way. Have you made those walls extremely tough? I've been firing at them with Allenium missiles and the walls did not get destroyed. Makes safe way to blast those aliens without worrying about cover destruction. Here is what I mean. I've fired a rocket at wall tile marked X. Only the inner wall was destroyed.