aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nord

Pages: 1 ... 100 101 [102] 103 104 ... 110
1516
V. 0.4.2:
Integrated new civilian's additional USO maps. Not all of them though.
Added new armor suit - Newtsuit hard armor.
minor fixes.

1517
Work In Progress / Re: Why HWP is HWP?
« on: December 12, 2016, 02:48:54 pm »
I always liked Ufo Afterlight idea, with light armor using 2x2 space, and heavy - 3x3. Back to graphic redactor then...

1518
Work In Progress / Re: Why HWP is HWP?
« on: December 11, 2016, 03:32:17 pm »
You will not tempt me, daemon! Errr... Apparently, i need to calm down.  ;D
I will humbly wait for Meridian's holy android OXCE+ version. :)

1519
Work In Progress / Re: Why HWP is HWP?
« on: December 11, 2016, 03:12:50 pm »

Well, your craft battlescape map also has to support 100500 tanks :)
And let the Kursk bulge begins! Muahaha!
Ghm...

I mean, if you not guessed yet, that yesterday i tried to give one of soldiers a 2x2 armor. And it works. Then i give 6 of my soldiers 2x2 armor. And got 3 big units and 2 common soldiers(last of 8 in crew) in craft deployed. So, idea is still good, but a bit glitchy.

1520
Work In Progress / Re: Why HWP is HWP?
« on: December 11, 2016, 01:10:29 pm »
Sorry, maybe i spell it wrong. Concretely i need to count my soldiers of special type as hwps. And i think, it is not possible.
And yes, i can put in ranger craft 100500 tanks, but when i land, i will see only 3.

1521
Work In Progress / Re: Why HWP is HWP?
« on: December 11, 2016, 12:08:18 pm »
So, hwp count can not be changed?

1522
Work In Progress / Why HWP is HWP?
« on: December 10, 2016, 09:59:45 pm »
How a game knows, which item is HWP? I see no special rule. Is it existence of same-named unit, or what? Maybe counting HWP can be changed? As example to count soldiers as HWP, or not counting of specific tank as these?

1523
Work In Progress / Re: genMissionType questions
« on: December 09, 2016, 10:13:59 pm »
If it is a plague, maps must be different one from another, but yes, caves and chryssalids are frightening combination.

1524
Work In Progress / Re: genMissionType questions
« on: December 09, 2016, 09:31:23 pm »
It can become nightmare, IF player has no flysuits. Else it is just annoyng.

1525
Resources / Re: Graphic Gallery
« on: December 09, 2016, 08:40:09 pm »
Maybe someone find it useful: TFTD empty autopsia tank, and uppersheet to lay above body.

1526
Work In Progress / Re: [TFTD] [Expansion] World of (terrifying) silence.
« on: December 09, 2016, 06:54:12 pm »
Version 0.4.1
Changelog:
Slightly changed uso trajectory depths.
Rised USO's fire range an health, but reduced damage. Maybe now you will need to use cannons. Maybe more balancing needed.
Added two new aliens - one really new, one stolen from new_civilian.
fixed monsters mission spawn. I hope it is.
Integrated tyran_nick's Moray mod. But no mag-nav needed, only aquaplastic.
Nerfed Squall accuracy.
Nerfed soldiers statcaps (for the bright future).
Boosted Gauss weapons damage, because it is harder to get them.
Small changes and fixes.

1527
Work In Progress / Re: genMissionType questions
« on: December 09, 2016, 09:13:43 am »
It would be easier if it was possible to determine when the game executes missionScripts since it is hardcoded to run only at the beginning of the month.
Sorry, if offtopic, but if missionscripts runs once per month, how to make a mission spawn more than once? Make duplicate mission types? Odd..

1528
Work In Progress / Re: [TFTD] [Expansion] World of (terrifying) silence.
« on: December 06, 2016, 07:37:42 pm »
- I always found ridiculous humans can't "fly" (swim) in the water.
- To offset that, humans CAN go 3d, but early on they move slower than the aliens. So the aliens can swim/run rings around you underwater. Its their enviroment.
You do not have played mod, are you?
- Early SORESO missions to get Elerium from underwater UFOs?
SORESO will be. Later. I do not know yet how it will look. Need to draw new ship interior, etc.
- Lasers and above-water guns on the surface! Maybe buff terror aliens in exchange.
- Change Molecular Control? IMHO it being just renamed psi is boring. It should do other things. Like, sap your kinetic energy, putting your TUs to zero. Or disintegrate the weapon in your hand. Or defensive MC that makes your explosives have a chance to explode mid-air. Psi should be X-COM'S thing, but nerfed.
Can not be done without OXCE. And yes, i thinked about.

This is similar to the system I conceived for underwater grenades in a TFTD fanfic: the grenade is actually a mounted on a flare case, with a propellant charge on the bottom like compressed air. Point the grenade to where you want it to 'land' (it can either be pointed directly or even using an arc for indirect fire), activate the charge (with different settings for different ranges) and release the grenade.
I can rework sprites. It is easy. Make grenades a "shooting" weapon, that uses nevertheless throwing skill, is also possible only with OXCE. I prefer to greatly decrease throwing range, but it seems hardcoded.

And small preview (sprite for USOPaedia):

1529
Work In Progress / Re: [TFTD] [Expansion] World of (terrifying) silence.
« on: December 06, 2016, 09:30:02 am »
After OXCE+ reaches non-prototype stage (Q2/2017), I am planning to look at Android support too...
It will be a magnificent day.
   
Is this a "X-COM Files/FMP" of TFTD, looking at the second X-COM's origins?

I might have some ideas, if you're interested.

No, not really. I want to focus on giving tftd more... depth.
Ideas can be always discussed.

1530
Work In Progress / [TFTD] [Expansion] World of (terrifying) silence v.0.5.1
« on: December 05, 2016, 10:27:58 pm »
Since I decided to stop trying to achieve perfection (at least today), i proudly present you the first version of my expansion mod for Openxcom Terror From The Deep.

World of (terrifying) silence.

Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (2040 year, if you forget) but not very far future. I mean, only 24 years left. And we have no such technology, as we dont has it 24 years before. Are we? Well, i tried to explain this a bit. And yes, game became slightly harder.

New content:  5 new weapons, 2 new crafts, 2 new craft weapons, 1 new armor suit, 1 new enemy, 1 new mission type, some ammunition and ufopedia topics. Average quantity of gameplay changes (mostly tech tree, and mostly early game). Hard to count, things are changing all time.
Ah, yes, included "Extended facilities" by Blank. Dunno why.

What in the nearest plans: New enemies (1 almost done, 3 in mind, definetely no Carharodons.), new armors (drawing spritesheets is boring), new transport craft, 1-2 new mission types, reworking of gauss weapons. Also stealing drones and USO designs from here https://openxcom.org/forum/index.php/topic,4931.0.html.[/s] Maybe stealing of something more.

Download and install: Link(Upd: version 0.4.2:): DropBox
You need openxcom nightly version 2016_11_27_1647 or later, if you want full compatibility. But not necessary.
I will not use OXCE or OXCE+, because i need my mod working on android.

Thanks: to openxcom authors for brilliant game; to Solarius Scorch for priceless help; to new_civilian and other modders,
from whom I borrowed something.

As always, sorry for my bad english. I will appreciate any feedback, and especially text spelling.

Changelog:
V.0.5.1
Fixed naga corpse.
V. 0.5
Added new enemies: cult of sirius with two surface-only units, naga aliens, big polyph.
Added new mission: early game ship terror(one level) with cultists.
Added weapons: axe, spear, dynamite (for cultists use), advanced torpedo launcher with 2 types of ammo, gauss sniper rifle, adanced medikit.
Added new craft: Poseidon (upgraded Triton)
Added 3 new HWPs (reworked new civilian's whitetank).
Added 3 new soldier types: MC-shielded, MC-gifted and cyborgized(improved by implants). Available through research.
Changes in weapons range.
Heavy guns now more heavy. Hydro jet canon now can not fire in aimed mode.
Major changes in research tree.
Small fixes.
Starting new game recommended, but not necessary.

V. 0.4.2:
Integrated new civilian's additional USO maps. Not all of them though.
Added new armor suit - Newtsuit hard armor.
minor fixes.

v.0.4.1:
Slightly changed uso trajectory depths.
Rised USO's fire range an health, but reduced damage. Maybe now you will need to use cannons. Maybe more balancing needed.
Added two new aliens - one really new, one stolen from new_civilian.
fixed monsters mission spawn. I hope it is.
Integrated tyran_nick's Moray mod. But no mag-nav needed, only aquaplastic.
Nerfed Squall accuracy.
Nerfed soldiers statcaps (for the bright future).
Boosted Gauss weapons damage, because it is harder to get them.
Small changes and fixes.

v.0.4:
initial release

Pages: 1 ... 100 101 [102] 103 104 ... 110