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Messages - liberation

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16
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.3
« on: August 29, 2015, 07:35:08 pm »
Cooool! Have you considered havin a page on the mod portal? And this is fully playable right now? :P :P

Edit: sorry, could not resist to fire it up!!!! :P need to darken palette a bit, seems too bright, but while the soldiers in inventory mode do not dress a suit or something, why they do in the planet? I suppose a second pic is planned?

Its on the mod portal already! the interface is still being worked on so not to worry about that for now.

Inventory backgrounds are being worked on, however are not in this release. Thanks for giving it a go, BFM is kinda playable, no research or manufacturing so far and only 3 ufo types and 2 enemy's are in, however you can play for a month or so.

17
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.3
« on: August 29, 2015, 05:39:44 pm »
New version is up, front page updated.

On to version 0.33  8)

18
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.25
« on: August 19, 2015, 10:47:10 pm »
Shame on you! How dare you not to steal and call yourself a modder? jk :)

Resources exist to be consumed
- CEO Nwabudike Morgan

Ok.. you got me, ive been planning on using your scantily clad pirate warrior beauties as... civilians  :P

Please don't quote smac otherwise I will just have to play it and not be seen for a few mouths  :)

Another "quickthought": sincd relase of implementation of tftd approaches, BfM may be the first tc  maded for opentftd; infsct it may benefit of 2 stages mission, at least only for bases: securing the surface and then going underground, while terror missions may still remain as in xcom/ufo, well actually more like an hibryd solution....

....on the other hand don't know if this may broaden development time, but it's merely an idea. :)

As it stands BfM is based on ufo, however anything hard coded up for tftd can be used and has been to a degree put in the plan/road map. 2 stage missions are in, mission scripting is also in.

To be honest it occurred to me the other day that I could probably make BfM stand alone  :o at some point, however I will think about that when/if the time comes

19
Work In Progress / Re: [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 19, 2015, 08:37:04 pm »
tollworkout, I like the idea however would advise making the basic mechanics and making sure everything works out how you want it to, if it does then get cracking! be nice to see more tc's in the works  8)

As chaosshade says pop onto irc if you have questions etc

20
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.25
« on: August 19, 2015, 08:33:00 pm »
I also acvice to implement the laser reskin mod, very very underrated one :)
eventually clips may be renamed to batteries, or laser batteries

Edit: spece between words

I'm making all my sprites myself, a lot of the stuff out on mod portal etc is very nice, however im not wanting to use other peoples stuff.

Well... Piratez mod has them all. :)

Then that's your doom fix Angelus_EV. My time with making wads and editing doom sprites are long gone.

21
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.25
« on: August 17, 2015, 10:53:46 pm »
Hey i love You idea, i have another one, this mod can be doom related, there you have soldiers armours alien species and a lot of guns!!

Enviado desde mi GT-I8550L mediante Tapatalk

 :) nice idea but I've played doom for like 20 years and still do, so I thinking I can go without thanks anyway  :P

22
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.25
« on: August 13, 2015, 08:43:25 pm »
Super!! A total recall alike setting :D will it be compatible with linux?

I don't see why not, it runs on an android tablet and windows. that im sure, the external files (the few) are in .gif format.

So as long as openxcom is on Linux then it should work fine  :)

23
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.25
« on: August 09, 2015, 11:06:39 pm »
Progress towards Version 0.3 is going rather well!

Added in so far, we have the Tauran soldier and the Tauran scout drone (which is 90% finished gfx wise).

The first of the alien weapons are in, the Tachyon Rifle or Tac Rifle is the standard firearm used by Tauran soldiers and is rather nasty.

Left to do is 1 more alien weapon and some database entries. Also I've started work on a new geoscape! which will be finished for version 0.3

Anyway enjoy some pictures  8)

24
Work In Progress / Re: Geoscape Background Graphics - troubles
« on: August 09, 2015, 09:31:54 pm »
That's really strange, I was struggling with just this last night! Replacing geobord.scr with the anything else via the ruleset is impossible.

You have to overwrite the geobord.scr with your own design converted to .scr with BB tools.

The reason for this seems to be that openxcom chops up the gfx before loading the extra sprites etc, so the bit behind the menu can be changed but the background (which gets chopped, tiled and zoomed off somewhere first) can not.

Hope that helps

25
Work In Progress / Re: help to make a tfdt mod
« on: August 09, 2015, 03:32:45 pm »
Remember that as of now TFTD lacks any mod support what so ever

Not true  ;)

i need help, i am doing a mod for better aquanauts. this is finished i make a little better stats ini, only a little but i want to make them more expensive but i dont find the file or the rule to change the price of them... thx

Find the cost of aquanauts in Var.rul, its set to wages value, so double will be recruitment cost. Soldiers.rul is where you can alter the stats to make them better.

You can find both files in, standard/xcom2/ folder


26
Work In Progress / Re: [TFTD][BETA][WEAPONS] Expanded Gauss Arsenal
« on: August 08, 2015, 01:37:25 pm »
Nice work  ;)

I love the gauss weapons myself and cant stand the sonic crap. Next time I build up the courage to play TFTD i'll be using this  8)

27
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.25
« on: August 07, 2015, 10:24:22 pm »
if you replace xcom with aliens and aliens with xcom you get xcom from the point of view of aliens.
also this mod feels like xcom 1.5 the war on mars after cydonia .

regardless great work looks nice gave you 5 stars on mod site very well done. the map looks great even as it is.

one interesting thing about this mod unlike all ther xcom games you can place the base anywhere on the globe and ships can crash anywhere and still be recoverable as the whole globe is ground no water .

[edit] you should ask hobbes to donate you some terrains maybe he has something you can use for mars.

 8) Thank you very much for the feedback! I really appreciate it!

Still early days with BfM but things are progressing nicely, a lot of content planned and still to add. I think people will find the new base defence missions a lot of fun but will discuss that more in the future!

Atm the first aliens sprites are being created (major thanks to XOps btw) and im hoping to have some screenshots soon.

i'm excited to see where this is going.

you could modify tftd volcanic landscape and use it on mars.  and you could modify tftd artefact site maps and tleth maps to make bases on mars  for aliens.

Some tftd stuff has been used along with a fair bit of ufo stuff however I would like to say its all placeholders for now, how much will get changed depends but at the end I would like BfM to be a new resource for modders and not borrowed, recolored etc I have planned that from the start.

However stuff like the Mars tiles I don't think I could better, but the ufo tiles I could improve/change, time will tell!

Thanks again and keep tuned in  ;)

28
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.2
« on: August 05, 2015, 03:15:23 pm »
Main page updated  8)

29
Yes it does both!  :)

Thanks to you both, i gonna try my luck now, i'm quite good with HxD, should be no big problem then. *crosses fingers*

Glad I could help  :)

1 piece of advice if your not already is to make backups, if you delete even 1 number by accident then your in big trouble... I found this out the hard way  ::)

30
Work In Progress / Re: Mission Scripting
« on: July 29, 2015, 09:10:27 pm »
Epic  8) cheers for the post robin!

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