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Messages - civilian

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61
Cool, gonna test it right away!  :)

62
Released Mods / Re: [WEAPON] Stun Ammo for the Rifle
« on: May 07, 2014, 12:46:40 pm »
15 stun damage sounds rather balanced, even though I prefer the Taser mod with its tough range limit.  :)

63
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 07, 2014, 12:44:38 pm »
Which, as I said before, is extremely misleading. ;) Put them all in one zip or make three separate mod entries.

That's fine, I cracked it on my own. My file was fine, except for one silly mistake, namely missing "terrains:" at the very beginning. :P

Duh, I missed that too when checking your file  :o

64
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 07, 2014, 12:43:24 pm »
Yes, I know. That's whyI placed them in the Control Room, because I changed that room to act as a Control Room, you see?  :)
Don't be afraid, I know what I am doing  ;D

The orginal screenshot was several years old, i should have checked it before I posted. It was from a mapmod I made back then for the original game.

65
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 05, 2014, 02:19:28 pm »
and some farm screens

66
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 05, 2014, 02:17:57 pm »
more screens

67
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 05, 2014, 02:12:18 pm »
Ah sorry the brain is not supposed to be here, in the mod it has been replaced by another navi-table  :)  *deletes*

About the elerium, well, as the mapblock is set to be spawned very rarely, so it is not a problem.

Ok here some more screenshots, as promised

68
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 05, 2014, 02:09:03 pm »
here something for the FMP team  :)

some ideas... and more  :D

69
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: May 05, 2014, 10:58:22 am »
TurkishSwede, I mamde some UFOS myself a long time ago: https://www.strategycore.co.uk/files/civilians-map-pack/

If you want you can use rhe layouts for a new version, I would be honoured.  :)


70
Troubleshooting / Re: Mod Site site is down!
« on: May 05, 2014, 10:54:25 am »
The site is being overhauled atm, I can't update my mods...  :(

71
Troubleshooting / Re: Mouse scrollwheel problem
« on: May 05, 2014, 10:52:19 am »
I see that you fixed it ina recent build! Thanks so much for this, you guys are great!  :)

haven't tested it yet, but i trust in you!  ;D

72
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 05, 2014, 10:47:10 am »
Tarvis, some screenshots are in the zip itself, although I could make some more later.

LouisdeFuines: There are 3 zip files on that link, one is for the City stuff, one for the Farm stuff and One for the Alien Base. They are named accordingly.

SolariusScorch: I think your hut does not dissapear because those terrains are already used by another map, take a look at the MIB mod and the CULT mod's way to add maps, they remove  e.g. one or two terrains from the original maps and give those to the new ones. Just look at the very header of the rulesets to see how its done. I would want to give you a better explanation but I am sitting in an internet cafe atm and can't access my files.  :D

At the top of the ruleset the MIB/Cult Ufo Urban mods have something like this:

Urban terrain
textures (1,2,4)


whereas it by default is

Urban terrain
textures (1,2,3,4)

The new terrain then has something like this:

New Terrain
textures (3)

My mods work differently, though, they are not texture/terrain based.

73
Released Mods / Re: (Release v.1.0) Tiny Alien Base ADDON mod
« on: May 05, 2014, 10:38:26 am »
It's one of the shaders in the options menu.

Yep, the SABR shader to be specific. There is also an even better SABR 2.0 ("Xcomified") shader available on www.openxcom.com, but it is a real performance eater, so I can't use it.

Oh and thanks for the feedback!

SolariusScorch: There aren't any doors and the tanks can go everywhere so it is a bit easier, yes.

74
Hi, I made this tiny mod that adds a new Alien base style to your existing selection. It is supposed to be a fresh/newly-built alien base. Once The Mod Portal is available again, I will upload it there, too.

The screenshots looks abit plain, I know, and I will replace it with better ones asap  ;D It gives you a basic view of the idea, though.

This small mod adds a new kind of Alien Base layout. It has no fancy Alien Alloy Walls or doors, but only stone walls, making the base look new and unfinished, freshly cut out of the ground. There will be little resources recovered from this base as a result, no elerium, no UFO Power Sources, only some small stuff like UFO navigation, Alien Entertainment etc.

Btw, the mod is fully compatible with my AlienBaseAddon mod (which adds more mapblocks to the default alien base). You might want to use both for maximum variety.

Note: The different alien Base types (and layouts) are chosen randomly each time you start such a mission, so you will maybe have to wait before you see the new alien base terrain.

Fee free to use this mod in any way you see fit. Civilian 2014

(maybe) planned: more mapblocks and variations.

75
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 04, 2014, 12:38:34 pm »
Clues, why?  ;D

Ok the new terrains replace nothing and they are fully compatible with the older mods, HOWEVER I no longer support the older terrain mods, as I could not fix the bugs in most of them.

The Alien Base addon ADDS new mapblocks to the Alien Base. So does the Farm Addon and the City Addon. The CITY addon ALSO adds a new City (style) to play in.

I repeat: NOTHING is replaced, this mod ADD mapblocks AND they are totally stable (so far). I will rewire my mod upload and give a better description then. thanks for the feedback, guys!  :)


Oh and here an updated version of the Alien Base ADDON mod, it fixes a pixel that nobody else will ever find, but it annoyed me, so...  ;D

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