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Messages - new_civilian

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91
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: September 13, 2019, 11:41:35 am »
Some things I noticed when testing.
- Bike cannon ammo appears at the beginning even when unresearched
- Winged Demon Trade manufacture has a wrong name, all others start with "Trade xxxxxx"
- Scouts sometimes get hurt when deploying in drop pods, not sure if this is intended, I would understand IG troops (due to the blast and shock, this works fine and is correct) and everything weak, but scouts?

The mod plays and feels really like a 40k table-top game. Which is what you wanted to acchieve I guess.  :)
Anyway: Great mod and very good work. Hats off.

92
Work In Progress / Re: can chrysalid drawing routine 7 hold weapons?
« on: August 20, 2018, 12:55:58 pm »
Wasnt there a years-old mod-resource by Bombbloke (for the original game) that included Civilians, Chrysallids etc that could carry weapons? Not sure anymore....

93
Released Mods / Re: WEEBCOM: Dakimakuras
« on: August 20, 2018, 12:45:04 pm »
This made my day  ;D

94
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
« on: August 20, 2018, 12:44:18 pm »
Man, those terrains are just awesome :o
You are not Terry Greer by any accident?
http://www.terrygreer.com/xcomalliance.html

Anyway. Thanks a lot for your hard work, i just had one of my most memorable Xcom Missions ever on a Temple-of-Sirius terrain.... :)

95
Work In Progress / Re: Badfella's Guns, Pillows, and Soldiers of Fortune
« on: August 20, 2018, 12:40:15 pm »
I like the new look of the inventory pictures! Did you also change the ingame graphics?

96
The X-Com Files / Re: Flags
« on: August 15, 2018, 03:15:31 pm »
Small update of "flagology" knowledge base:

Soldiertransformations also randomize the flag/nationality entry.  :)



97
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 06, 2018, 01:40:10 pm »
solariusscorch: Just a tiny change to the alloy skyranger... I moved the front wings (and wheels) one tile forward, it gives you much more protection that way when opening the door without blocking the view. And i fixed one tile which was a Wall when it should be an object (bug comes from original XCOM).


98
Resources / some standard UBASE maps
« on: August 06, 2018, 01:36:33 pm »
Just some maps using the default terrain files...

99
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 06, 2018, 01:33:30 pm »
To clarify: The setting AGGRESSIVE RETALIATION is NOT turned on by default, that's right. I did it though and that's why I strongly suggest to make it OFF by default, because the game can get pretty much unbeatable that way.  :)

Have to test the flamers, i have to admit i never used them... Must be bad experiences in the default game where incendiaries are pretty useless...

That Traitor guard still haunts me... That mission was like a nightmare, i downed everything left and right, even Sentinels and there he was, a single lone, tiny Chaos guard, killing my entire squad with his puny lasgun...  :D and later his twin showed up in another mission... ::)

Oh, one thing: The defense corridor is rather expensive. In my game the 4 turrets could not kill a single raptor, 1.5 million credits for a (speed-bump) delay of 2 turns is a bit excessive.... Could also be RNG related of course, but maybe you could raise their rate-of-fire to make them more viable, haven't checked their stats, though...

100
Released Mods / Re: [TFTD] Combo Patch v1.8 (updated September, 10th)
« on: August 06, 2018, 01:22:00 pm »
It's benn rather long since i made this changes...
What I corrected mostly were

-floor holes in the grunge maps
-missing tiles
-blocking objects

the first  change you mentioned was actually one of the first i ever made  :D that railing was clearly in the wrong position...

Good work and keep them updates coming, player701!

101
The X-Com Files / Flags
« on: August 06, 2018, 01:14:37 pm »
I tested the flag stuff a bit and realized that only RANDOMSOLDIERS (the one at the start of a game) get completely random flags, the ones that are generated in-game by hiring get flags according to the nationality RNG number e.g 00 is american and uses american names etc.

However, to make this work properly you have to connect the flag to the(alphabetically ordered) soldier-name -files properly which isn't the case in X-Files. 

Anyway, to make it work properly, here the corrected entries to show what i mean. As there is no generic ARABIC flag, i used egypt as an example etc. Polynesia seems to be missing as wel, but you get the picture...

  - type: Flag0
    singleImage: true
    files:
      0: Resources/Flags/00-USA.png
  - type: Flag1
    singleImage: true
    files:
      0: Resources/Flags/01-Egypt.png ####### for ARABIC.LNG
  - type: Flag2
    singleImage: true
    files:
      0: Resources/Flags/02-Belgium.png
  - type: Flag3
    singleImage: true
    files:
      0: Resources/Flags/03-UK.png
  - type: Flag4
    singleImage: true
    files:
      0: Resources/Flags/04-Bulgaria.png
  - type: Flag5
    singleImage: true
    files:
      0: Resources/Flags/05-China.png
  - type: Flag6
    singleImage: true
    files:
      0: Resources/Flags/06-Congo.png
  - type: Flag7
    singleImage: true
    files:
      0: Resources/Flags/07-Czechia.png
  - type: Flag8
    singleImage: true
    files:
      0: Resources/Flags/08-Denmark.png
  - type: Flag9
    singleImage: true
    files:
      0: Resources/Flags/09-Netherlands.png
  - type: Flag10
    singleImage: true
    files:
      0: Resources/Flags/10-Ethiopia.png
  - type: Flag11
    singleImage: true
    files:
      0: Resources/Flags/11-Finland.png
  - type: Flag12
    singleImage: true
    files:
      0: Resources/Flags/12-France.png
  - type: Flag13
    singleImage: true
    files:
      0: Resources/Flags/13-Germany.png
  - type: Flag14
    singleImage: true
    files:
      0: Resources/Flags/14-Greece.png
  - type: Flag15
    singleImage: true
    files:
      0: Resources/Flags/15-India.png
  - type: Flag16
    singleImage: true
    files:
      0: Resources/Flags/16-Hungary.png
  - type: Flag17
    singleImage: true
    files:
      0: Resources/Flags/17-Ireland.png
  - type: Flag18
    singleImage: true
    files:
      0: Resources/Flags/18-Italy.png
  - type: Flag19
    singleImage: true
    files:
      0: Resources/Flags/19-Japan.png
  - type: Flag20
    singleImage: true
    files:
      0: Resources/Flags/20-Kenya.png
  - type: Flag21
    singleImage: true
    files:
      0: Resources/Flags/21-SouthKorea.png
  - type: Flag22
    singleImage: true
    files:
      0: Resources/Flags/22-Nigeria.png
  - type: Flag23
    singleImage: true
    files:
      0: Resources/Flags/23-Norway.png
  - type: Flag24
    singleImage: true
    files:
      0: Resources/Flags/24-Poland.png
  - type: Flag25
    singleImage: true
    files:
      0: Resources/Flags/25-Polynesia.png
  - type: Flag26
    singleImage: true
    files:
      0: Resources/Flags/26-Portugal.png
  - type: Flag27
    singleImage: true
    files:
      0: Resources/Flags/27-Romania.png
  - type: Flag28
    singleImage: true
    files:
      0: Resources/Flags/28-Russia.png
  - type: Flag29
    singleImage: true
    files:
      0: Resources/Flags/29-Slovakia.png
  - type: Flag30
    singleImage: true
    files:
      0: Resources/Flags/30-Spain.png
  - type: Flag31
    singleImage: true
    files:
      0: Resources/Flags/31-Sweden.png
  - type: Flag32
    singleImage: true
    files:
      0: Resources/Flags/32-Turkey.png


hope this is understandable, it's monday, you know  ;D

tldr: Flag 00 is connected to Soldiername-file 00, flag 01 to soldiername file 01 etc. the soldiername files seem to be aplphabetically ordered. RANDOMSOLDIERS are random, though.

102
XPiratez / Re: Bugs & Crash Reports
« on: August 06, 2018, 01:05:14 pm »
There is a "Master of <0>" Commendation in the Ufopedia. It showed up properly in the debrief (don't rememeber the full title, though), but  not in the pedia. It's the one you get for killing people with different wapons.

103
OXCE Suggestions DONE / Re: [DONE] [Feedback] No line of fire indicator
« on: August 03, 2018, 12:43:35 pm »
I like that feature! And high-lighting the first obstacle is enough, usually one can destroy only one wall anyway when firing, so it is no problem at all.

104
XPiratez / Re: [MAIN] XPiratez - 0.99J4 - 19 Jul - Halloween Comes Early
« on: August 03, 2018, 12:40:20 pm »
Just a proposal after watching the end of Meridians (and another) Youtube LP again: Maybe you should use the allien base from XOPS as a final base, it looks inredible and would be a change from the default Ubase graphics. Not sure if that already has been changed, if so disregard my post.

105
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: August 03, 2018, 12:33:34 pm »
And a good one, just recoverd Spain in my recent campaign!  :D
Thanks so much for all your work here, Meridian.

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