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Ecthel013

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Everything posted by Ecthel013

  1. Oh man, I didn't think it was that bad. Those are hats.
  2. Well, I was talking hypothetically. Anyway, I'll try out the mod when I finally get around to finishing S2 and move on to S3. In the meantime, I suppose I'm stuck with plot suggestions, since I don't know too much about uniforms.
  3. http://i13.servimg.com/u/f13/17/53/73/23/tank_a10.png Sorry for the crudeness, I suck with Paint.
  4. Would it be possible to split the Uniforms and Tweaks into separate mods? People might only want one or the other.
  5. I'll take your point about the armies, but they're still going up against the Soviet Union, which has bigger armies than anyone else. If they're taking on France and Britain as well, they're going to be stretched thin. Even with larger armies, fighting a two-front war from the start would make it pretty difficult for them to knock France or the Soviets out quickly. I highly doubt even their combined fleets and air forces would be able to secure a landing against the Royal Navy and the Royal Air Force, especially if they're trying to contain the Soviets and/or facing the French on top of that. The Kriegsmarine was gutted by the Treaty of Versailles, and ships take much longer and require more resources to build than rifles, aircraft or tanks, so they didn't exactly get far with rebuilding it by WW2. The Scandinavian navies weren't any bigger, either. Well, I guess since it's alternate history, it could simply be handwaved that their forces are bigger/better equipped than they were historically. I do think raids like the current random encounters are more likely than an all-out invasion, though.
  6. Just some quibbles I have, though I really like the overall idea. 1) I highly doubt Germany would be allowed to form that Confederation by the Allies, unless World War 1 ended very differently in this alternate universe. 1a) Also, if the Winter War between the Soviets and Finland still happens, that means the Confederation should be at war with them, which would deprive them of troops to conquer France. That said, if there aren't any official antisemitic policies, many from the Jewish populations are likely to serve in the armed forces, as well as not tying down the resources required to oppress them. This would probably still be insufficient, though, unless they started deploying those prototype weapons early. 2) Unless THO sold them a navy as well, the Confederation/Germany is unlikely to have the means necessary to make a landing in the UK, especially if they've got the Soviet Union on their other front. 2a) As a side note, those were special forces (probably members of Abwehr II, their Sabotage section) in Silent Storm, rather than regular Heer units. 3) If the UK is being invaded, I doubt they'll be sending as many troops (if any) to North Africa, especially if Japan's still rampaging through the Pacific. Even the Italians should be able to conquer North Africa without German help in this case, especially if they have Vichy French troops on their side. Then again...
  7. 1) Recruitment is probably carried out by headhunting specific people, specifically chosen for their demonstrated capabilities during WW2. THO may also recruit criminals as cannon fodder, and may be less picky about their ex-soldiers as well. 2) Former soldiers/intelligence officers who couldn't reintegrate back into civilian life, or those still serving that are looking for extra money or the chance to save/rule the world. As for careers, I would assume the Sentinels simply provide a solid paycheck and job satisfaction, while THO probably offers secure jobs and privileges for when they're in charge of the world. Undercover agents for either side might also gain ranks (and appropriate paychecks) in their official line of work through subtle manipulation from their real bosses, so they have more access to information. 3) Presumably, using the aforementioned undercover agents. It could also be that the governments are simply too busy with each other and the aftermath of the war to look carefully at these two (it's only been a year or so since the war ended). The Sentinels might also have unofficial backing from some of them. 4) Probably either from their members' civilian jobs and/or unofficial/diverted government funding. Selling treasures hidden during the war, like the paintings you can find in-game, might also be part of it. Both recruit from the former Axis nations, after all, so it's likely that some of them might know about these caches. 5) Both the Sentinels and THO mostly consist of ex-military personnel, so a similar structure is likely. I think the Sentinels are commanded by a (former?) Colonel, but it's been a while since I last played S3. THO might be cell-based instead/in addition, though, as they're a secretive terrorist organization. 6) THO wants to rule the world, the Sentinels want to stop them (and presumably anyone else who tries something similar). That's pretty much it, as far as I can tell.
  8. Well, they kept "Being hit by plasma or a rocket is bad.", "Cover does not guarantee survival.", "Even your most experienced vets can die in the blink of an eye." and "Even Squaddies can be badass." On another note, I would certainly like to see Squaddie "Spicy" Currie come back as a Hero Unit.
  9. http://www.polygon.c...raxis-sid-meier "How Sid Meier's protégé resurrected the classic strategy game — and almost destroyed it in the process." Also includes videos of the 2009 Vertical Slice and the full Combat Pre-visualization video, the one with a pair of X-COM soldiers vs a pair of Mutons. The latter has an unexpected ending, so stick around after the title splash.
  10. I've actually had this happen to my advantage once. There were 3 Mutons holed up in a building and I couldn't get a clean rocket hit on all three of them because my Heavy wasn't in the best position. I contented myself with blowing up only 2 of them and ordered him to fire. Had a "Oh crud." moment when I heard "Targeting system must be bugged.", then a "That's XCOM, baby!" moment when said rocket clipped through the wall that prevented a clean shot and blows up all 3 Mutons.
  11. 1. First, open up the editor and choose to create a new mod. Then, open up the View drop-down menu on the top and choose Select resource tabs, then click on the RPG tab and check the RPG APs option, which should let you edit most of the APs for miscellaneous actions like picking up corpses. As far as I know though, there's no way of editing reloading or firing APs, but maybe you'll find the option tucked away somewhere. 2. You can run Random Encounters an unlimited amount of times, but keep in mind that there are a limited amount of mission templates available. 3. I'll have to start up S2 again to give you the exact stats, but basically it's a single-shot pistol that shoots a HE grenade with a relatively small explosion. Same AP cost and roughly about the same effective range as firing a regular Colt M1911.
  12. He should be on the second floor, IIRC. Should be a sealed metal door at the staircase area, but the room he's in (for me in the Allied campaign, anyway) is the biggest room on that floor, with a chest in it. Got a Thor's Hammer Officer in there, I think. As for getting through those doors, explosives are your best bet. I've blown the doors up with direct hits from rocket launchers, but blowing holes in the roof or floor should work too.
  13. After digging through the map editor, I have finally found the Little Joe silenced pistol for both the Allied and Axis campaigns, if anyone else still playing this game would like to know. They're both on the same map, which looks like a military base with three buildings, two watchtowers, one northeast and one southeast, and a chainlink fence with gate connected to the building in the south west. It only shows up in one variant of the map for both sides, so keep loading that Begin Mission autosave till it shows up. The Allied version is located in the northeastern quarter of Brandenburg, on top of a beige rectangle(?) in between a pair of orange dots. It is also northeast of the German Weapon Factory scripted mission. It's a relatively rare encounter, so it may take a while. Their variant has a guard in the southeast watchtower, no truck in the courtyard, and one guard just outside the gate, and your team spawning southeast from the gate, under the only street light on the road. There are also two guards on the roof of the main building, and one in front of the big warehouse door that leads to the room with a MG in it. The Little Joe is in a wooden chest to the west of the MG room, under the stairs. You will have to destroy the stairs or the chest in order to get at it. The Axis version is located in the northeast quarter of Hanover, northeast of the German Laboratory mission. Again, it's relatively rare. Their variant has an Allied commando just outside the gate with a motorcycle, and there are 3 commandos, one an officer, in the courtyard. The Little Joe is in a small green chest to the east of the MG room, two floors up.
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