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Messages - Hadan

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46
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 04, 2013, 07:56:50 am »
Wow, you are really good at this!  :)

47
Work In Progress / Re: Colour Replaced Aliens
« on: October 02, 2013, 05:42:59 pm »
Just been scribbling the first outlines for the descriptions of the new aliens.
Can i asume that a player who meets one of the "elder" races has met/researched their basic counterparts?
Meaning I can reference to existing knowlegde.


/edit: First dratf of 2 new aliens:
>> Floater Elders
> Live:
The Floater Elders are the aliens elite terror agents, their ranks filled from battle-hardened Floater veterans which makes them a deadly foe in any encounter.
Their anti-gravity unit seem much more sophisticated, allowing a much more controlled flight.

>Autopsy:
This creatures alterations goes even further than that of a normal floater.
In addition to a better live support system the skin appears to be strengthened with fibers of alien alloys embeded in the biological tissue.
This fibers make them virtualy immune to armour piercing or incendiary attacks.


>> Red Muton - Honour Guard -Crazy aggressive, hardened mutons with full PSI resistance
>Live:
This muton "honour guards" are even more aggressiv than the foot soldiers.
Their improved implants give them greater freedom, while at the same time makes them loyal to the point of self-sacrifice.
Once asigned a target by telepatic command, nothing short of death can stop a honour guard from trying to kill the target.
>Autopsy:
The 'skin' of this type of muton is harder than the one seen on foot soldiers.
The honour guard uses different implants. This implants boosts their metabolism, making them faster and harder to kill.
While not giving them psionic powers of their own, they make them very hard to influence by our psionic soldiers.

greetz
Hadan

48
Offtopic / Re: Do you ever use pistols or autocannon? Motion sensors?
« on: October 01, 2013, 09:49:54 am »
Ctrl+LMB as "force fire" is in the game! Try it out, you'll love it! :)
Didnt know this, neat!

49
Troubleshooting / Re: Graphic glitch in Pathfinding preview
« on: September 29, 2013, 10:39:47 pm »
Yep, its gone. Thanks!

50
Work In Progress / Re: Colour Replaced Aliens
« on: September 29, 2013, 10:18:39 pm »
Give me same basic outlines about their history, strength, biologie & I will give it a shot.
English isnt my native language, but I think its not too bad  ;)

51
Work In Progress / Re: UFO upgrades
« on: September 29, 2013, 09:52:32 pm »
Havent played much, but there are no oblious bug as far as I can see.

52
Troubleshooting / Graphic glitch in Pathfinding preview
« on: September 29, 2013, 08:58:31 pm »
Good evening!

As you can see in the screenshot there seems to be a glitch with the transparency in patchfinding preview (as well as in the bullets)

greetz
Hadan

53
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: September 28, 2013, 07:06:55 pm »
Thanks!
Inventory screen uses Battlescape palette
That and Ufopeadia I wasnt sure about.

54
Work In Progress / Re: Brainstorming for slower technological progression
« on: September 28, 2013, 02:09:01 pm »
Ah, back to my version, to clarify it further: you need basic plasma tech to retrofit an alien plasma weapon (simply replace the trigger with something humans can handle). Those retrofitted weapons use the same ammo, but they aren't as accurate as the alien weapons. Once you researched advanced plasma tech and basic elerium tech, you can manufacture your own plasma weapons.
On one hand I really like this idea, on the other hand all non-terror-aliens have "normal" hands with fingers & opposable thumbs, so a plasma weapon should be pretty easy to use so restricting its use would make little sense lore-wise.

55
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: September 28, 2013, 01:44:26 pm »
I am sure the information is present somewhere, but maybe it would be helpfull to have it here:
Which Screen in OXC uses which palette?

My specific question:
Which palette is used on the euipment-screen and in ufopeadia?

greetz
Hadan

56
Work In Progress / Re: Brainstorming for slower technological progression
« on: September 28, 2013, 01:09:20 pm »
Wow, talk about a hornets nest  ;D

Some excellent ideas here, I will try to compile them into a list later.

57
Work In Progress / Brainstorming for slower technological progression
« on: September 27, 2013, 11:07:33 pm »
Good evening,

after looking at all the new weapons and airplanes modders have added to the game, it started to bug me that most of the starting equipment becomes obsolete the instant you gain access to laser rifles and from there it only takes one landed ufo to give you all the possible research you need to get earths tech-level nearly on par with that of the aliens.

So I started to think about changes to the tech-tree to make the progress slower to keep earhts weapons in use longer. I also thought about some improved earth weapons, but I will keep that for a later time.

For reference, here is the present tech-tree:
https://www.ufopaedia.org/index.php?title=Research_Trees

Some quick thoughts:
- Increase the research time for some core technologies
- Add more research that has to be done before Plasma can be researched (alien alloys, maybe E115), maybe add a basic topic "plasma technology"
- You have to interrogate some aliens before you can research parts of the UFO (Navigator for UFO Navigator, Engineer for the Power Source etc) - I know TFTD did this very badly, but without the bugs it might not be to bad  ;)
- You have to research mind probe before you can interrogate an alien

What do the community think, is this a plan worth thinking about?
Any more ideas for the tech-tree?

best regards
Hadan

58
Released Mods / Re: Ufo:TTS Style SniperRifle
« on: September 27, 2013, 10:20:30 pm »
The combat armor works for a bit, but after I move a couple of soldiers it gives the error.
Had the same behavior, I think SupSuper is currently looking into it to dtermine if the problem is located in the game and not in the mods.

59
Offtopic / Re: Introduce yourself
« on: September 27, 2013, 10:15:04 pm »
So, after pestering some people about my noob-questions in the modding-forum I think its time I intrudice myself  :D

My name is Christian, 31, living in Vienna, Austria.
I work in Customer Support/IT in a small consulting company.

When Work & social live (yes, geeks can have some too  :o) leave some hours of the day free I read (mostly SciFi & Fantasy), tinker with my (too much) computers and play PC games (last console was a Sega MegaDrive/Genesis).

I first played X-COM sometimes in the 90s when I received a pirated copy from a friend.
All of my friends played it, and with no manual & no internet, we had to figure the game out by trial and error.
Our first missions where "hit one alien, grab loot, fly off". I still remember, I was the first one of my friends to actually complete a mission  8)
I also will always remember my first playthrough which I did in the course of one weekend, I think I slept 6hr between friday and sunday.

Since then I played pretty much every remake of X-Com that surfaced, some only to test them, some to some extent.
I heard about OXC on RockpaperShotgun, boy was I glad I managed to copy a Win95-installer of the game to every new computer in the last 15 years. For most of the time I kept it for sentimental reasons because it stopped working on modern versions of windows.

Let my thank all of you guys who made it possible for old and new Users to play this great game.
I dont know much about programming, but maybe I can contribute a little with feedback and in the modding-section.

best regards
Christian

60
Offtopic / Re: Julian Gollop tweets about OpenXcom
« on: September 27, 2013, 09:41:51 pm »
Very, very nice!

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