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Solarius Scorch

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Everything posted by Solarius Scorch

  1. I'm not sure it can be designated so precisely. I don't really care myself, I'd be fine with vanilla rules. (Maybe without the gear.)
  2. Okim, I know this mod is 10 years old - in fact I played it since almost the beginning - but I have one request: could you perhaps release a version (or a submod) where you retain the vanilla ability of hiring experienced fighters, not just 1st level ones? Even after all these years I am not sure which model is better; I understand the merit of 1st levels only, but also I feel it makes the mod a bit hardcore, since replacing a lost soldier is a huge pain; and sometimes you lose soldiers to random bad luck even if you play well. So I would like to compare the experience between the two versions. If you're really not interested, I could try making this submod myself, I've modded games for years, but I've never modded Aftershock and I have no idea where to start... And for you it's probably trivial. So please kindly consider it.
  3. Hi Bomb Bloke, I also have a similar problem but the Xcom.blk is there. Attached screenshot.
  4. Expii, I'm not getting your downloads either. The http://www.qclk.ru/ domain seems to be offline.
  5. But that's exactly why the project is interesting! Look, you could run the first two games with DOSBox too. The reason Openxcom is so popular must the bugfixes and the modding potential. And this is precisely what I expect from OpenApoc, plus adding the missing stuff if it can be done. I'm just hoping we find enough coders.
  6. I never thought I'd see another version of the ACM... Definitely it's the right time to get back to it! Just curious, was this patch approved by Okim? It's not like I wouldn't try it otherwise, but I would still like to know.
  7. Are you being serious? This is my favourite mod for any game ever!
  8. Welcome Astral, and thanks in advance for your work. I'll appreciate it too. Okim seems to have stopped working on ACM years ago (more because it seems complete than because he abandoned it), but I'm sure he'll be thankful too. If for some reason he doesn't respond, please attach the file somewhere around here for download.
  9. I guess some transgenants at the very least could be cold-blooded... That would make IR unsuitable in certain situations. Maybe Starghosts too?
  10. Could you please elaborate how you fixed this problem? What do you mean by path and where did you change this?
  11. Sadly, that post you referred to doesn't exist anymore (well, 7 years have passed). And I can't find any specific information on the difference between difficulty levels. Can anyone point me to such information?
  12. Damn, I only saw it now :/ Perhaps you should have done this on Kickstarter? I've never heard of this site, and I doubt many people stumbled onto your project...
  13. I have played the demo (which is still very close to a full product) yesterday and I have to say this: Yes, the funding conditions are criminal. "Give us $ 50 000 and we'll make tanks able to get experience" - honestly. The same can be said about most other features. These guys are taking advantage of lack of competition in a very uncool way. However! This is the best damn X-Com clone that I've ever seen. The UFO: Extraterrestrials cannot compare at any level. It is exciting, it is meaty, it has everything that the old series had, and that the newer attempts lacked. This game simply bought me, and I'm sure I'll buy it too! Hell, I'll even throw money at them and I hope many other people will too.
  14. Hello Okim, long time no see. I'm thrilled that you're still releasing new versions. I've just upgraded from 1.3 and love all new things: re-organization of armoury, new models everything. Still, I believe there is one important bug I need to report: the knives. Anyway, I believe it's a bug, since you didn't mention it in change logs. The problem is that throwing knives are no longer Commando weapons. Yes, everyone can use them now, and the result is that I don't use any other close combat weapons (like shotguns or guns). It was already gread as a Commando weapons, but now I don't really need much else before Wargots with how fast and powerful knives are. (I play on Superhero level.) If I'm mistaken and the knives aren't training depended intentionally, then as much as I love and admire your mod, I must say it's a horrible, horrible idea. They make all handguns and shotguns obsolete, at least the less-to-moderately advanced ones. Best regards!
  15. No no, he was dead, dead and dead. I just couldn't hire another one. And yes, obviously I played with the dying option on (BMod). Actually another of my men died recently, and I could replace him... I only could hire one guy though, not two. Still unsure of what happened. I haven't actually checked how many soldiers I have in total, which makes me look silly. I'll go and see as soon as I get home. EDIT: It turned out I have 19 people and one tank. Would the tank count against the troop cap? I'd be surprised, but that's possible... And it would actually explain a lot.
  16. I'm not sure if my question relates to BMan's mod or the game itself, so I'll create a new general topic. My question is: how many soldiers can you have in the game? I'm using Bman's mod and lost a soldier recently, so naturally I wanted to replace him with a new recruit. However, the game says I can't hire any more soldiers. How could I have had that soldier if I'm full? Getting experimental, I abandoned 10 more people during a mission and voila - now I can hire new operatives. But this still doesn't explain how I could have had more soldiers than the game apparently allows. I played around a bit, tried disabling the option for hiring personnel and then enabling it again, but I still can't hire anyone to fill that missing position. If anyone has any ideas what to do, please share your wisdom.
  17. Yes, it is an intentional move to counter technical issues with modified equipment. Check this thread for more info.
  18. I think it would actually make them less vital. I would personally find it a nuisance, which doesn't any depth to the game, only puts more weight on the player's shoulders (because you have to manage even more damn clips).
  19. Congrats on releasing the latest patch, Okim! It really balances things out. You're doing great.
  20. Flatsters are dangerous, probably the most dangerous mutants except for Muckstars (especially on higher difficulty). Plus, they're annoying as they are. I don't think buffing them up is such a great idea. Maybe their range could be shortened though, that might help with the 0% to-hit bug. Brainmen, on the other hand, could use some help. They will kill you in close combat in higher difficulty games, but are otherwise harmless. I wonder if they could constantly release toxic clouds...
  21. Yeah, but this class is still pretty much a one trick pony; I believe some boost is justified. I don't think any class gets this kind of bonus though (there are bonuses to other skills, but I'm sure you know it better than me). On the other hand, I experience no probs with saved games.
  22. Ah, that would explain it many thanks. On a completely different note: could you please consider adding a bonus to Enemy skill to the medic on level 2 or 3, if possible? Opinions may vary, but to me levels 2 and 3 are negligible. I think it's a very weak class to be honest, perhaps bordering on meaningless... This change would give it a slight boost.
  23. Oh sorry, I might have been misleading. My drone always has lots of green life left, it just stops there after taking some damage. (Not much really). There's no message and no icon, it just stops moving and I get the message "Twikky can't be planned" when I try to give it an order.
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