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Messages - HotIceHilda

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1
Work In Progress / Re: [WIP] Alternative human tech armory
« on: June 05, 2015, 04:54:31 pm »
This looks really good, for a while I have been looking for a compact weapon set.

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 04, 2015, 06:26:10 pm »
I'd appreciate some more info on this. Right now I have no idea what exactly is wrong.
You are not doing anything wrong, I just find some of the weapons get replaced at a pace where you can not use them for good duration of time. Its more of a problem how fast research is done.

3
I maybe the odd one of the bunch I think some of the mods in the FMP are lacking in quality in times. There is a point where having over twenty different types of weapon just makes the game more cluttered than fun. Just don't install things from FMP willy nilly, check the thread about the original mod for more info about and etc.

4
Work In Progress / Re: Upcoming mission changes
« on: March 03, 2015, 03:27:19 am »
While this is great news since there is so many new features that mods can benefit from, the major problem is getting the people making the mod use to the new rules. Better hold onto your butts and hope you know how to overhaul your mods for the upcoming changes.

To think there was so a good handful of upcoming mods underdevelopment before this announcement was made. Those mods better keep trucking.

5
what do you think about those crafts for mib forces ?
Amazing, I like them. The designs are unique.

6
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: December 03, 2014, 07:01:24 am »
Quick question is there any new items in this mods that are just there to sell for money and have no research or construction purpose? I am a little overwhelmed with everything I have gotten.

7
Released Mods / Re: Ironfist Dropship 1.2
« on: November 22, 2014, 02:45:14 am »
Looks like wrong mcd. Please reinstall your Openxcom using unmodified X-Com files and stick to the install instructions; do not forget to use Zombie's map fix as explained in the installation section on the Openxcom website.
What do you mean by"unmodified XCOM filies" I have not edited my original XCOM files from the steam version. There is no mention of Zombie's map fix at all.

8
Translations / Re: Simplified+Traditional Chinese Translation
« on: November 20, 2014, 10:07:55 pm »
I can't help you with translating, but there was a discussion about glyphic fons in this thread (especially this reply may be interesting). In theory, if you properly add glyphs to files Language/FontSmall.png and Language/FontBig.png, it should work.
Thanks hopefully I can find some good fonts, it is going to be especially harder with Traditional Chinese  so that might be a problem.

9
Translations / Re: Simplified+Traditional Chinese Translation
« on: November 20, 2014, 06:52:56 pm »
Currently there's no way of glyphic alphabets integration in OpenXcom. There was proposal for modular font concept, but it's there alrady 2 years, at least.
So what? That is not going to stop me and others from translating it. Also, if xcom was able to be ported to the playstation with japanese characters Openxcom can do it with enough effort.

10
Programming / Re: OpenTFTD Question
« on: November 20, 2014, 08:03:24 am »
not really, TFTD development is just sort of... happening. i'm rubbish at documenting my endeavours.
So only expect a TFTD portion to the forum to it when it comes out, right?

11
Translations / Simplified+Traditional Chinese Translation
« on: November 20, 2014, 07:52:48 am »
I am working on the simplified Chinese translation and traditional and I would appreciate some more help. My Chinese is pretty meh, but I would like to find people willing to help with the more complex sentences. The old traditional Chinese topic is over two years old and it didn't make sense it was only traditional since the only major difference between simplified and traditional is that some characters look slightly different or radically different.

12
New crafts look interesting, in the future if you improve you should try to make the XCOM craft shown in the intro. You would of thought someone would already made a mod of it. Also, have you implemented the ability to research Cydonia or Bust from a gazer commander or cover alien commander  yet?

13
Open Feedback / No ufos until very late of the month
« on: November 14, 2014, 08:14:54 am »
I am not sure if this is a bug or not but I have experienced this for three playthroughs, one pre 1.0 and two after OX 1.0. The issue is that I do not pick up any UFOs for most of the first month. The first mission I got these three playthroughs was a terror mission during the days 18-27. Also, note I played this playthroughs on three different difficultly levels.

14
Open Feedback / Re: Openxcom.com mod site is not working
« on: October 18, 2014, 02:19:45 am »
Fucking CloudFlare!

Please get rid of this 'service' - it's doing more harm than good by blocking entire IP ranges for no apparent reasons.
I am kinda surprised there was no other thread about the mod portal being down. It has been like this for like two days.

15
Open Feedback / Openxcom.com mod site is not working
« on: October 17, 2014, 09:39:51 pm »
Hello, yesterday I tried to go onto the mod site and I couldn't go onto it. I asked other people I know in other states and they could not go onto the site ether. 

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