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The Watcher

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Posts posted by The Watcher

  1. Alien base challenge

    Here is a challenge for those who like challenging ground missions. 10 relatively experienced soldiers with not the best gear against 28 elite aliens (includes all the highest level monsters from creepers mod; veteran difficulty level). Can you kill all of them with no or minor losses?

    For those who think it's "mission impossible" I have attached the last turn of my play-through plus an image showing an outcome of my mission [side note: running out of ammo proved to be useful when soldiers started berserking...].

    Would be really interesting to see some videos or at least photos made by some experienced players.

    [Man of Doge, wanna show how good your tactical skills are?]

    [ATTACH]6004[/ATTACH]

    [ATTACH]6005[/ATTACH]

    Mission complete screen

    man that was a hell of a fight, you have all my respect.

  2. Its not a battle, is a good example of bad developement.

    At first time when Corporation weapons show up, we see a Mod-Add-On that adds non-manufacturable Laser/Plasma/MAG weapons, the idea seems pretty nice to me even if the development was poor.

    Suddenly we see a mod that looks like a mixed version of "XNT" + "Guacamelee", something like a Mexican piƱata with Machetes, Rock Guitars and more "Bloody Saucers". I try to talk to focus slayer on the right way, following the flavor o XNT has a Horror-SciFi, but he dont want to hear about nothing.

    The result is that Xenophobia is a mod poorly designed, full of unnecessary micromanagement, redundant equipment and lacking of common sense. In comparison in core XNT mod I take about 40 work days to design and add a weapon, resulting in diverse equipment that has a unique role and functionality in tactic battleground.

    We see lot of potential on XCE0.28, we need to follow to next step, we'r not doing this to kick out Xenophobia, is only a consequence of the progress.

    Thank you for the MVP! :D

    I appreciate it a lot!

  3. This is silly. The mod is a compilation mod. Its just trying to get a bunch of mods to work together. It sounds like he has asked you if he can use your assets not as his own mod, but as a COMPILATION. Having features from a variety of mods does take effort on slayer's part, and it is valuable for the community and for the many people who want to see the features of these multiple mods working together.

    All you are accomplishing by not allowing him to create a compilation with your assets is forcing people to do all of this work themselves manually. Why? How do you benefit? No one does. If you just need a boost to your ego or an e-peen stroke, then I'm sure everyone, myself included can say we all appreciate your hard work and effort into creating XNT mod and making this game better.

    Assuming you set off into modding to make the game better, why hinder another person's effort to do exactly that? He is more than willing to give you credit.

    you've read my mind.

  4. There is a concept of modding ethics, something that has existed in the modding communities of various games for many years. Including assets of other mods without permission - and especially when asked not to - has always been unacceptable in these communities. Aside from those ethics, there are also specific rules laid out by Goldhawk, which state the same thing: do not include assets of others without permission.

    But shouldn't a communities mod work like a community? I mean sharing the work with other modders to make the game better?

    This is not a war is a issue of respect the work of others.

    If slayer wants to make his own mod go head but dont recycle other people works.

    This mod is working with:

    - Other people weapons design, aliens, elements, that require lot of time.

    - Working on Accuracy/Wound/Damage system that I build and statistical design for XNT mod, I'm a pro numeric system designer this is not a easy task.

    - Taking on xenopedia and inclusions of Max_Caine and Theon Greyjoy.

    I repeat again, make other system and other mod that dont compromise XNT mod, we dont want to see this mod mixed with Xenophobia anymore.

    If you players want to be happy, I will let you know that I quit working on XNT because this problem, I see my work vulnerable and time wasted.

    I repeat, remove and assets, and if is possible make a different mod at this point.

    After leaving XNT the only thing that I want to see is the work of my team mates remain pure.

    so from what i understand you don't want xenophobia on your mod? I see the mod of slayer like a compability patch to put all the mod work together (the more the merrier) but My thoughts may be wrong and i'm not happy that you quit on xnt it's a waste of a valuable modder.

  5. found some bugs

    -i can't use the toxic ammo(not the multi-toxic ammo).

    -i can't use the dermal regenator.

    -when i build a new base, if i want cancel the project the base remain but i can't build anithing.

    -the laboratory, the workshop and the living quarters of 3LV occupy only 2 tiles and not 4(don't know if it is a bug or is intentional).

    - the shock rocket fire toxic gas.

    and more ammo on the autocar would be nice.

    another thing what am i supposed to do with scout datacore, light scout datacore and power generator?

  6. That is very strange. The only difference between XNT and this is that I've updated the /MAPS/ and /TILES/ with the contents from Skitso's ultimate map pack 2000 v1.1 and Kabill's latest farm/desert/arctic map packs and put in a new gas type in gas_gc.xml..... these things are working elsewhere, so best suggestion I can offer is to go grab those map packs and try re-copying those two folders... sorry I couldnt be of more help here.

    Already try it, it doesen't work. In any case thanks for this mod, it's awesome.

    Edit. the problem is not the maps for sure(i just put the basic maps and i still got the bug), maybe it's something related to the ground combat.

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