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Messages - Garen

#1
Ideas / Pictures for the art sculptures
February 24, 2015, 10:17:47 PM
an idea occurred to me... what if the sculptures when you looked at their info, had a picture made by artists and fans of the game based on whatever the sculpture is about (only the generic things; like fires breaking out, fights, holding a bleeding out colonist etc.)

it would give just a really strong vibe/theme (almost reminiscent to the Virtual Villager series)
you could have the picture look deteriorated when its poor, just colourless when its normal, and coloured when its gold.
#2
First of as one of the few people that had followed this mod, thank you so much for bringing it back, who knows what happened to the moddev, but i am just grateful for it being restored.

2ndly, are you planning on adding anything to it, or just updating it to later versions.

i remember the original plan was to bring guns from all the oldschool sci-fi shooters, mainly from Unreal Tournament but also featuring weapons from other games such as metal arms, Jak and Dexter or Ratchet and Clank.

it was effectively that project armory would handle all the guns used from films, newer games and real life events, whilst Liandri was for the guns from said "oldschool" games.
#3
Also got the Titan (not titanfalls version the Metal Arms version)

pretty much the mechanoids equal to the space marine

[attachment deleted due to age]
#4
If youre looking for new mechanoid ideas, look no further
i present to you from Metal Arms: Glitch in the System....

The Guard!
the guard is a very fast mechanoid thats stronger then the scyther and comes with two variations

Alpha - carries a sharp powermace
Beta - Carries a shotgun that strangely looks just like the mace

[attachment deleted due to age]
#5
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
December 26, 2014, 08:39:20 PM
sweet :D thank you
balance wise this should have a lowish RoF and low damage, its built kill by injury.
i remembered that gun after seeing mechanoids still living after losing its sight (enemies in that game would run around literally blindfiring if you decapitated them (all robots still teen game yay!) made things hilerious if they carried flamethrowers or launchers, just endlessly friendly firing anyone nearby them.
#6
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
December 26, 2014, 08:29:30 PM
Thought of an idea to add to the sci-fi weapons
especially since the lilandri corp mod is gone.

I present to you from metal arms: Glitch in the System

the ripper!
capable of cutting through steel, and easily amputating mechs with a low rate of fire and low damage, should pierce through virtually any armour and cause limb damage easily

[attachment deleted due to age]
#7
General Discussion / Re: Leg Blown off?
September 20, 2014, 06:48:35 PM
tell her that alpha 7 is coming and keep telling her the wonderous things that will, happen, as you slowly put her to sleep. it needed to be done, for she will sadly never see it
#8
Quote from: HatesYourFace on September 13, 2014, 10:01:41 AM
Quote from: Shinzy on September 12, 2014, 05:09:49 PM
This makes me think of the final mission in the original Xcom =P
Just send your guys in the end for that one final mission with no turning back
and watch half of them get mind controlled and panic and shoot eachother right at the doorstep to the main base =P

then barely pull through it and shoot the brain issuing all the orders to the aliens
with your last four remaining guys

Tears were shed that day!

#Offtopic #Memories #Amazingclimax #Unlikethenewxcom #kkthxbai


You mean the one that has pretty much the exact same ending? Where you send your team into the alien ship on a one way suicide mission that most of them won't come back from? The ship that's filled to the brim with mind controlling aliens? I'm not saying new Xcom is better than old Xcom (Xenonauts is better than both of them put together anyways.) but the ending was basically the same.

ironically it was actually my first trooper to get possessed by sectoid commanders that killed the etheral leader. she was an australian who signed up for the MEC project and became both a legend and scary folklore tale for the troops, aliens and civvies. wearing a hat suited to crocadile dundee; donned in an orange painted mech with flamethrowers, railgun and grenade launchers, xcom loved her, until they met sect command, who MC'd her and managed to nearly decimate her entire squad within 2 turns. our french traumatized sniper was calling it quits when command realized Ms King broke free and, redistributed her fiery vengeance on the enemy.

she got given the nickname 'Demon', because xcom truly realized what happens when you make deals with devil... that you will be brought by degrees to wield his sword.
#9
Quote from: HammBone on September 19, 2014, 05:28:40 PM
So some raiders had a siege camp off to the side of my colony as they tend to do... when suddenly some friendly passer-bys pop up on the map right behind them. Of course they shot it out and lost, but there were a couple of survivors. After killing the bandits, the only option i had for the friendly group was to capture (making their faction hostile) or letting them die.

I'm sure the case is, ally factions are not fleshed out... but just wondering if there is anything in as of now to help them (without putting them in prison)

bury friendlies in a beautiful rose garden graveyard, its what they would have wanted. and leave the bandits out there to rot... unless of course there's resources there then just cremate the bandits.
#10
General Discussion / Re: A Silence came upon the Land
September 15, 2014, 12:09:56 PM
hes posted some new stuff recently, bear in mind theres the 2-3 days off and occasionally what hes currently working on may take a lot of time.
#11
Outdated / Re: [MOD] (Alpha 6): Arsenal Mod
September 13, 2014, 11:04:33 AM
uploading it as quote 'Virus.zip' is not going to help anyone, or this community.
#12
Quote from: hopdevil on September 12, 2014, 08:32:38 PM
Two Questions about underground colonies.

1:  Does the overall wealth of a colony effect the size of the raiding force sent against you?  If so using existing underground stone will decrease the value of your colony.   Unlike walls built outside that contribute to overall colony wealth.

2:  Can you launch a ship that is built INSIDE a large rock formation?  I know you can build one inside a colony with a "built roof" and you don't have to "remove the roof region" to launch.  Basically, I am curious about whether or not you can launch a ship from inside a mountain.

1) yes, though that is being changed a bit on alpha 7, the more colonists you have the larger raider force, however if you have too much wealth the same will happen.
2)doubt it
#13
Ideas / Re: The Hive.
September 12, 2014, 04:55:55 PM
as awesome as that is, we already have a hive, a mechanoid hive to be precise.

possibly the idea of a swarm of meleeing mecha-scarab? (in joke about there being mega-scarabs in the game)
#14
so could all mechanoids be controlled by a single person/ai relaying a persons orders in the hive?

i think we found a new late game ending idea (Fight The HIVE!)
#15
the downside to killbox and mountain turtle is for several reasons

1) usually these require turrets, thus need more power, thus need more metallic resources.
2) a solarflare will indefinately screw over not only the kill-box but the entire colony far more then an outside, due to again relying on turrets and hydroponics and sun lamp for food.
3) droppods and gathering supplies will be absolute hell for killbox strategies. not as much as outside but it impacts differently.
5) mechanoids give no feels about your killbox/chokepoint.
6)explosive users love your chokepoint.
7)your chokepoint will be harder to escape from if insanity breaks through, which is easie compared to outside