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Groovechamp

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  1. hiho =) I sent ya a PM about helping out with the "technological" part (the guns and other things ) and said that I would give you a call over Aim/Icq when my inet line is running at home. Unforetunately, my inet-line at home is still not running - If there is a terrorist reading this, plz bomb deutsche Telekom ^^ I paid two monthly-bills before moving and those gung-ho nerds are just waiting for the January bill to come in oO! Nevertheless, I can still help out (undercover though, I can type stuff at home and send it over my work-inet line ^^). We can talk more over PM if ya wish Groovechampion
  2. First of all, I hate the chinook pilot =) He's been responsible for some dreaded hours of pain. And I hate Plectons in combination with Chyrs... Plecys just spit half across the mop and it's tough when your snipers dont have a clean sight Groover =)
  3. <- American livin' in Germany Maybe when I got the time, I could translate it =) Groopf
  4. Aye, thanks a lot guys =) @Fnurg Oki, lemme get home (mesa @ work right now, leaving now hehe) @bout Bink Thanks for the cool link But erm, can I *like download that codec and experiment with it around or would I need to get that $4xxxBuckeroos licences oO * Groove
  5. <- Sci-fi Robotech Fanfic Author of a l o n g fic =) Need experimental ideas for weapons or something alike, gimme a call ? Groove
  6. <- Got some installing issue problems with the Rebalance mod 3.1, gotta try the 4.x version =) So thats why I got no idea what it all has =) (Or do you need v1.x and then upgrade till v.4.x ?- although I think I tried that already). Hmm Bink Video... Is there a name of a program that deals with "Bink-Technology" =)? I'm very interested Groovie
  7. (This is nearly the same post I posted from ufo-atftermath.com board) Hi guys, I wanted to ask if it is possible to mod the Weapons, however not their values directly? I'm talking about adding new weapons, along with text, 'texturing' them and making that animation you see when you use the glossary. (Techtree too) I also wanted to ask if it's possible to mod the Soldier's Animation/face when they talk and so on. Groover
  8. One weird thing that I find ... erm weird (which keeps happening): Realtime I got all my agents together, then all the sudden you hear that *bloopidoop* sound and an "Arrggggh". One of my agents got a Sucker on his head... At first, I say "Aw man, now he's gonna get Zombie'ed and nuke all my men away with the Heavylauncher in his hands..." (note that the Sucker'ed Agent is a newly hired rookie) Somehow, it took years until the other agents started shooting (which was more than way too late). Sucker falls off... The rookie resisted the Suckage What's so weird about it? As soon as he got that Sucker off, one more Sucker jumped on his head (came from a Skeletoid flying high above me, didn't see the dude at first) and he resisted... hmm Groovie
  9. LoL Novice and Megapol, Gov and Transtellar go amok on you Holy ^_^ Senator gets phonecall "X-Com missle blasted Officer Doe" Senator: "They've gone mad - DefCon 5, NOW! Nuke 'em high ^_^" Groovie
  10. Gratz =))) Now it's time to free the oceans from alien scum ^^ Groove
  11. Hehe It's all in superhuman mode right now =) And the stuff that happens... are more than just superhuman Groovie
  12. As for Ufo/Tftd players, you'll all enjoy the turn-based mode since you can move all troops simutaneously (or so) I myself play rather in RealTime... Mo' action ^_^ Raiding the Cult of Sirius org: Just a notice of warning (or so) Be careful when walking through the halls and through the doors. The CoS dudes tend to be in a large group, especially with one dude holding a Marsec HeavyLauncher. Although you (should) have Megapol armor, getting hit by one of these missles can "one-hit-one-kill" one of your agents and cause everyone around him to get seriously injured - and if your unlucky - even the grenades explode from killed agent - stun gas and ap/inc/explosive gear... So it's never a good idea to rush into that room where you see like 4 of the CoS followers. If there is one thing you want to do - You do want to HURT the Org as much as possible. I'd suggest having one or two agents armed with dual Autocannons (incendary ammo) and Inc-Grens from the Diablo-Org. Just burn the first room where you start (just don't burn the way you're gonna take ) Throw a few Inc-Grens with 6sek timers everywhere and run away ^^ Researching: Try researching Hyperworms, Multiworms, Chy-salid (I forgot the name ^.^ That large cocoonlike thing which is harmless), Hyperworm Eggs (purple egg-looking things that spew acid on yer agents when you get to close) and Brainsuckers as SOON as possible. (Ok, duh, research everything hehe - as long as you do it fast) If I'm not wrong, this should make it possible for you to get "the alien cycle of life" or so and "biological warfare" -> Toxi-gun tech. Toxi-gun is a handgun which fires darts of """"""pure poison"""""" for aliens (they are even shield-piercing O_O), but ineffective for humans (and armored soldiers). That is all, mesa guess Groove
  13. :-D Who said Floaters were dumb Groovito (Edit, since mesa last poster ^^) Just happened in Apoc: I had full accelerated time on and remembered to check the Alien Infiltration status and noticed that EvoNets graph shot skyhigh upwards, almost over the 50% bar. I remembered also that the aliens dropped off their dudes at the vicinity, during the last UFO skirmish. "Oki, no prob" Armed all Agents to the teeth, even with HeavyLaunchers, since I was sure I would have to put up with hordes of Poppers again... When I got there to Evo's , a Skeletoid showed up - All my agents burned the c r a p out of the dude... ^_^ "Alle Feinde wurden besiegt - Entweder tot oder betäubt. Sie siegen" (mesa plays german version ^^) In other words "All hostile units are defeated or unconcious. You win" O_O After accelerated time, the Evo-Infil graph suddenly sunk like an anchor Pretty weird how one alien can take over a whole Org =) Groovie
  14. slightly offtopic, One way to keep sticky on a battleship (the way I did it), was to keep an interceptor on standoff range (then minimize the engage-window). I can't remember the names of the ships, but if skyranger is the one which carries your assault squad, then send that one right after the battleship. The skyranger has plenty fuel to follow such a huge ship for a while until it lands. Other way of course, would be to have that avenger filled with your troops (hope I'm not confusing the names) and keep that on standoff-range. If you ask me, that might not work, because the battleship has quite a speed and -> the faster you fly= the more faster fuel(in this case, elerium burns) away. So just to put it together -> Interceptor follows the battleship (send in a second one when you think the first one is almost out of juice ) while a skyranger (the basic x-com troopcarrier) tries to follow until it lands (might only work it the battleship is on one of those abduction jobs). Mesa hope my tips helped out somehow. Groove
  15. Designing weapons would be the best remembers me about designing ships in Master of Orion 1, two and *urgh* three ^^ I'd also say that those weapons that use bipods/or are heavy can only be used proned- or else super sucky accuracy. ^^ One thing which would also be great would be if the agents would no longer be "nameless cannonfodder" ppl. One old game from Microprose, called "Squad Leader"(me thinks) was a turned-based WorldWarII game. One of fun parts of the game was arming the soldiers, because most of them had different attributes and a background (you know- the "wheredaya come from, my son") Jagged Alliance 1 and 2 and ShadowCompany did great work at this point ;D Groovie Groovie
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