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Messages - Docent

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76
Work In Progress / Re: [WIP] Chronicles
« on: October 10, 2019, 06:18:36 pm »
Ok, because of interest from more than one man, i have uploaded mod's draft. Here it is, you can pillage use any resources if you want.

Thank you very much!

77
Resources / Re: [ARMOR] [GRAPHICS] Alternate Suit
« on: October 09, 2019, 04:48:52 pm »
Does anyone have pictures of inventory and corpses for this armor (acceptable in a different color)? Or just tell me the name of the mod from which I can cut them. I really liked it, I really need it :)

78
Released Mods / Re: Chryssalid tweaks [OXCE]
« on: October 01, 2019, 11:07:28 am »
Cool. Very cool. But 4 turns before the appearance of a fully developed Chrysalid is a very long time. In practice, this means that he will never appear (if the player is smart enough so that lonely soldiers do not wander around corners of the map in a mission with chrysalids), especially, considering that now zombies, as I understand it, will run headlong straight at your soldiers. I would reduce this mechanics to: if you kill zombie on the next turn, Chrysalid does not hatch, if on the second, he hatch. Well, or add Chrysalid with 1/2 characteristics between these stages, if you really really want to. Sorry for my english.

79
Translations / Re: Russian Translation
« on: September 25, 2019, 09:45:59 am »
Перевод осуществляется не здесь, а на Транзифексе - коллективными усилиями. По ряду причин я в переводе ваниллы не участвую. Мне комфортнее переводить моды, причем те, за которые никто не брался. А как и что править локально, мне примерно известно :).

Любишь в одну будку решать, какой должен быть перевод?  :)

По поводу наград для X-com Files, я уже нашлепал там степени с арабскими цифрами, а не с римскими, считаешь принципиальным именно римские цифры? 

80
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: September 23, 2019, 04:42:46 pm »
I believe someone mentioned the disruptor-armor not being bulky enough, they all kind of lack a sense of proper proportion compared to their unarmored wearers.

I planned to make cyborgs out of it for myself, so I was completely satisfied with the proportions :) . It is sad that you have lost a lot of materials :(

81
Help / Re: Palettes
« on: September 19, 2019, 01:43:58 pm »
Thanks, now it’s getting better.

82
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: September 19, 2019, 10:55:54 am »
I want this disruptor-armor!!!

83
Downloads attached (extra weapons mod contains small rockets too).
I reeeeally need to use the new mod site.

I already find them, but thanks!  :)

84
Help / Palettes
« on: September 10, 2019, 11:39:16 pm »
I've tried. I rummaged through the entire forum. I tried different tools. But the result is poor quality. How, how to bring colors in pictures to the required palettes ?! I tried Photoshop and the palettes from the forum, it turns out in half the cases and so-so (examples in the attachment, I'm not sure that I'm doing everything right, because I'm not a Photoshop specialist). I tried to use the Falko's online tool, it doesn’t work out at all, maybe I'm doing something wrong? Please explain step by step if there is a way to quickly and efficiently convert the colors of the picture to the required? If possible, then on a concrete example: there are pictures of armor, everywhere everything is fine, but not in ufopedia. How to fix?

85
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 06, 2019, 04:17:03 pm »
Geoscape drones?

No, Battlescape. But there are ideas about a couple of geoscape drones, how about SR-72? :)

Our sectopod? I didn't remember there's that kind of thing coming up, I'm yet to see how it works... I haven't spoiled too much of the FMP techtree so far, I noticed something about XCOM cyberdisc. But sectopod... That's one heck of a HWP to take on a mission.

Sorry for the spoiler :)

86
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 06, 2019, 03:37:36 pm »
Ok, keep in touch.
Nothing revolutionary, just a little more content (basically, drones, after all, we live in 2019, and not in 1999 :) and something else), much more orderliness and a bit more balance (our sectopod has 100TU, and the enemy's 64 ... is not very fair). And more research :) Main principle: do no harm, I follow this carefully. I create the perfect game for myself. But, of course, I will share it.

87
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 06, 2019, 11:10:46 am »
Those MiB laser tank things are a real pain in the ass to deal with.

I think the next six months they will be the main headache for you :)
According to my feelings, MIBs appear too often and in the presence of their tanks they are much stronger than other enemies appearing at this time.  Please write your impressions later. I am doing a submod, I want to understand if this needs to be adjusted or not.

88
I want this small rockets! Does anyone have a working link?

89
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 26, 2019, 09:28:18 pm »
One question does not give me rest: is it normal that MIB and hybrids fly on a chic mansion? Is there any explanation for this? :) Perhaps it was supposed that these missions (meeting of MIB & Hybrids) should be static, like a convoy of hybrids?

90
The problem is that the interceptor is planning a trajectory at the time of take-off from the base. But for a few more seconds he just hovers above the base, and during this time the UFO manages to overcome a certain distance. If the interceptor had planned the trajectory a second after gaining speed, this problem would not exist.

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