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Author Topic: X-Com Chimera Squad  (Read 723773 times)

10ebbor10

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Re: X-Com 2: Enemy Known
« Reply #945 on: June 09, 2015, 12:59:22 am »

They set they were working on even more terrain destructibility. So presumably, the terrain is going to blown up, and spectacularly.
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miauw62

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Re: X-Com 2: Enemy Known
« Reply #946 on: June 09, 2015, 01:03:56 am »

Maybe somebody will make a "stronger terrain" mod :P
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Zanzetkuken The Great

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Re: X-Com 2: Enemy Known
« Reply #947 on: June 09, 2015, 02:27:57 am »

Star wars mod please

I'm more interested in a Stargate mod, personally.  Maybe created in the vein of the XSG-Com crossover.
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Krevsin

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Re: X-Com 2: Enemy Known
« Reply #948 on: June 09, 2015, 02:52:50 am »

A Half-life 2 mod would fit very well into the general feel of the game IMO.
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Sean Mirrsen

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Re: X-Com 2: Enemy Known
« Reply #949 on: June 09, 2015, 03:02:30 am »

I'd second the need for a Stargate mod. Goa'uld Defense would be a pretty fun game. Taking down a Ha'Tak would be a damn accomplishment though. Heck, even Al'Kesh have shields, IIRC. Tel'Taks would be the equivalent of large scouts...
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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cerapa

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Re: X-Com 2: Enemy Known
« Reply #950 on: June 09, 2015, 03:14:55 am »

Star wars mod please

I'm more interested in a Stargate mod, personally.  Maybe created in the vein of the XSG-Com crossover.

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puke

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Re: X-Com 2: Enemy Known
« Reply #951 on: June 09, 2015, 04:15:50 am »

I've been noticing this in my current EW playthrough. Some weapons predictably shred cover on a miss. You notice it very clearly when shooting an enemy who is using Meld as cover.

I think it is a function of damage and cover strength. 

Rifles usually do no damage to terrain, though sometimes a machine gun will.

I've seen lasers and alloy cannons tear up undergrowth or convenience stores, but usually splash off alien ship hulls.

Plasma weapons sometimes knock down alien hull segments, but often dont.

Meld canisters pop if you look at them crosswise.
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Metalax

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Re: X-Com 2: Enemy Known
« Reply #952 on: June 09, 2015, 04:33:15 am »

Star wars mod please

I'm more interested in a Stargate mod, personally.  Maybe created in the vein of the XSG-Com crossover.
Y'know, that could even fit into XSG-Com continuity. Back before Hotpoint vanished off into the wilds of the net he was taking suggestions for realities that XSG-Com's upcoming dimension-hopping battleship could visit in his next sequel, once he finished up his Atlantis/Terror from the Deep sequel to XSG-Com.

I'm going to have to go and reread those stories again now and be sad that they were never finished.  :)
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Karnewarrior

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Re: X-Com 2: Enemy Known
« Reply #953 on: June 09, 2015, 07:31:16 am »

Lying in my bed, awaiting the sunrise that shall rest me in my slumber, reading dark, evil tomes of fanfiction on my phone, I was struck by an idea. A wicked, villainous idea. A idea so heinous,  upon its conception three angels were slain, and a paparticularly adorable species of baby seal was extinguished in a anguished cry.

Will this game let me make a xcom/overlord crossover? I hope so.

If not... evil always finds a way.
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Graknorke

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Re: X-Com 2: Enemy Known
« Reply #954 on: June 09, 2015, 07:37:26 am »

A Half-life 2 mod would fit very well into the general feel of the game IMO.
Yes, that would make a good total conversion. Especially great is that the Half-Life universe has a decent selection of weapons to draw from that could make up your "classes" of rebel.
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Egan_BW

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Re: X-Com 2: Enemy Known
« Reply #955 on: June 09, 2015, 08:53:34 am »

A Half-life 2 mod would fit very well into the general feel of the game IMO.
Yes, that would make a good total conversion. Especially great is that the Half-Life universe has a decent selection of weapons to draw from that could make up your "classes" of rebel.
...Tau Cannon when.
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Graknorke

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Re: X-Com 2: Enemy Known
« Reply #956 on: June 09, 2015, 08:59:14 am »

A Half-life 2 mod would fit very well into the general feel of the game IMO.
Yes, that would make a good total conversion. Especially great is that the Half-Life universe has a decent selection of weapons to draw from that could make up your "classes" of rebel.
...Tau Cannon when.
AR3 when. Not that we need them, since we can just wrestle hunters to the ground with out bare hands.
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KingofstarrySkies

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Re: X-Com 2: Enemy Known
« Reply #957 on: June 09, 2015, 09:34:26 am »

Obligatory WH40K mod.
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forsaken1111

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Re: X-Com 2: Enemy Known
« Reply #958 on: June 09, 2015, 09:45:23 am »

Obligatory WH40K mod.
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KingofstarrySkies

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Re: X-Com 2: Enemy Known
« Reply #959 on: June 09, 2015, 09:46:44 am »

Fallout mod. Mutons become Super Mutants. Chrysalids become Deathclaws. Drones/Cyberdisks become Cazadors.

The modding scene for this game. It is gonna explode.
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