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phispooky

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Everything posted by phispooky

  1. phispooky replied to michal's topic in Special Projects
    Hmm, I am surprised it being so quiet around Xenonauts on this forum? I would have expected a lot of opinions about it and potentially opening it's own board and setting up a section in ufopedia for it? No love for this gem around here ?! Cheers, Michael
  2. Let's make it happen. The Kickstarter campaign has only 7 days left and it's not on the finish line yet. I think this is a great turn-based game by Mr. X-Com and would be a shame if it did not succeed. Check here if you are interested: Cheers, Michael P.S.: I would not spam usually but in this case I make an exception!
  3. Yes, had no chance against the cyberdiscs. I fumbled on the equipment screen and missed to assign the rocket launcher. Two auto-guns and the rest with rifles did not cause any damage on the cyberdiscs. At least the 10 sectoids were taken care of
  4. I'm happy Even being defeated on day 5 via attack on homebase couldn't change that ref: http://www.strategycore.co.uk/forums/topic/8132-openxcom/page__st__40?do=findComment&comment=124245
  5. Same here Had slingshot on the wishlist since it had been announced ...
  6. Thanks for the insight. Sounds fine to me. Hmm, sometimes it seems to be difficult to differentiate between mods and full projects. For me it's ok though the way it is right now. So, let's start the stories and experience topics
  7. Thanks! I wonder why you didn't put it under X-Com related as it uses the Enemy Unknown resources to run ?! But no problem, as long as we can discuss it here nicely Thanks, Michael
  8. Hi, with OpenXCom nearing completion I would like to request to set up an OpenXCom sub-forum preferably underneath X-Com or alternatively "Special Projects" forum to manage related topics. Thanks and Regards, Michael
  9. phispooky replied to michal's topic in News
    First play on "Experienced" the base get's attacked on day 4 or 5, new soldiers and most equipment hasn't arrived yet and I am dead meat. I killed 10 sectoids but the cyber disks are no match. Game Over ! Is that the way it's supposed to be ?! I mean, I like a challenge, but ... Oh well, try again!
  10. phispooky replied to michal's topic in News
    Wow, can't wait to play. The custom options sound great as well. Oh, all the sweet memories of X-Com to be relived again
  11. phispooky replied to Tycho's topic in Modding
    Hi, these are the only changes I would be looking forward too. Too much overhead/restrictions for engineers and scientist distracts to much from the core elements imo. Cheers, Michaeol
  12. phispooky replied to Tycho's topic in Modding
    Thanks for the info, I will check out this version then. Really nice to see UFO still being taken care of!
  13. phispooky replied to Tycho's topic in Modding
    Hi, I got a question regarding this mod: Does it work in combination with the "Combo X-COM Game Folder Patch" ? Secondly I downloaded the original UFO Extender created by Seb76 and referenced at ufopaedia.org. Is this a follow-up to that mod ? Can I overwrite the mod with your changes and fixes ? Thanks and Regards, Michael
  14. Thanks, this is great! Will get the patch immediately Michael
  15. Hi, just a fast question: these latest fixes can be found at the "Combo X-COM Game Folder Patch" link (http://www.strategyc...e-folder-patch/) or somewhere else ?! Edit: if yes it would be nice if the description could be updated with latest timestamp and additional fixes as written here in the thread Thanks and Regards, Michael
  16. phispooky replied to kyrub's topic in Modding
    Hi, first I want to thank kyrub for providing this interesting patch. I downloaded the CE version and applied it on top of seb's Ufo Extender. So far this seems to work alright. So with this setup I started a new game to try out the behavior of the more intelligent aliens. So far though they seem to be quite unlucky. I came upon 2 incidents (crashed UFOs) and had a very smooth mission against floaters and a mostly easy going mission against sectoids. There are two things I noticed though and I am not sure if they came with the patch, my mixed setup with UFO extender or are just cirumstance ?! First, I seem not to get any visible hidden movement in the aliens turn - thrice I saw aliens right at the start of my turn without noticing them during the alien turn ? Secondly I bought some rifles and brought them to the second mission and was surprised to find out they were not loaded, when I assigned them to my agents. Maybe this happened without the ai patch too, but I never recognized this before ... Can anyone confirm this behavior ? Finally something I am not sure at all if it is related. At the end of the second mission I had a small scout surrounded, opened the door (sebs mod) and saw two sectoids right in front of me. I threw a grenade on the first field and left the entrance area (one step away). On the alien turn the grenade blew up and killed the remaining 2 sectoids. Now I was surprised that I have 3 wounded agents which were outside the scout when the grenade went up ? Don't the ship walls protect me from the blast ?? Anyway I am having great fun and looking forward for all innovative extensions to UFO. Thanks and Cheers, Michael

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