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Author Topic: X-Com Chimera Squad  (Read 724416 times)

MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5235 on: March 05, 2016, 12:14:58 am »

[Dominate Intensifies]
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Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5236 on: March 05, 2016, 12:59:12 am »

[Stasis intensifies]
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5237 on: March 05, 2016, 01:32:48 am »

Definitely hit the power curve part of this Commander game. Made multiple mistakes during a battle and, while a few people got hurt, no one got killed and we still won the mission handily.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5238 on: March 05, 2016, 03:22:06 am »

[Stealth intensifies]
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5239 on: March 05, 2016, 06:11:35 am »

So I finished it.
Spoiler: Sequel hook? (click to show/hide)
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5240 on: March 05, 2016, 06:38:02 am »

I am.
Spoiler (click to show/hide)
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5241 on: March 05, 2016, 07:14:54 am »

I am.
Spoiler (click to show/hide)
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Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5242 on: March 05, 2016, 11:59:28 am »

I'm pretty sure Uber Ethernal alluded to his race itself being uplifted, back in EU.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5243 on: March 05, 2016, 09:25:28 pm »

I'm pretty sure Uber Ethernal alluded to his race itself being uplifted, back in EU.
Yes he did, ((Is EU still spoiler able? i don't think so.))

Spoiler (click to show/hide)
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Īlul Thuveg-Ellest
Rete Sano-Pima
Tormuk Dul-Orax
Kar Pum-Sisha

Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5244 on: March 05, 2016, 09:53:20 pm »

Spoiler (click to show/hide)
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5245 on: March 05, 2016, 10:03:01 pm »

Spoiler (click to show/hide)

Also, you know what's funny? While looking in the mod stuff a while back, I saw what looks like an unused map type - rooftops. While I could very easily just be misinterpreting this, it sounds like they were originally planning to have a map that takes place on the rooftops in ADVENT City Centers. Which would be awesome.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5246 on: March 05, 2016, 10:18:33 pm »

Uh, you mean like the mission to take the control tower that isn't unused?
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Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5247 on: March 05, 2016, 10:22:03 pm »

As in, for map generation. I'm pretty sure the control tower is a premade map?
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

xub313

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5248 on: March 05, 2016, 11:07:41 pm »

As in, for map generation. I'm pretty sure the control tower is a premade map?

I don't think so. I've finished the game twice and the tower map was different both times. Even the final mission map was slightly different.
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Furtuka

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5249 on: March 05, 2016, 11:21:32 pm »

Spoiler (click to show/hide)
« Last Edit: March 05, 2016, 11:23:11 pm by Furtuka »
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It's FEF, not FEOF
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