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Messages - x60mmx

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1
OXCE Support / Re: Inflict TU reduction
« on: September 18, 2024, 12:38:40 am »
Thanks.  So use Damage and ToTime, and set ToHealth to 0, correct?

2
OXCE Support / Inflict TU reduction
« on: September 17, 2024, 09:29:23 pm »
Looking at the Nightly reference I see ToTime, but is there a way to inflict TU reduction without inflicting damage?

3
Released Mods / Elerium Launcher [OXCE] [WEAPON]
« on: September 15, 2024, 04:52:41 pm »
Working on a weapon overhaul and figured I'd release this as a standalone.  Advanced version of the rocket launcher dealing plasma damage, the blast radii are constrained to 3 and 6.  Feel free to use however you want, just toss me a credit if released in a mod.  Enjoy o7
https://mod.io/g/openxcom/m/elerium-launcher

4
Help / Prohibited Changes In OpenXcom Mods
« on: June 04, 2020, 04:03:52 am »
I made a mod that removed female soldiers from the game for those wishing to have only male soldiers, which was doing well, but apparently that is not allowed as SupSuper deleted it and refuses to tell me why.  We are allowed to have all female troops, hence Piratez, so clearly removing a gender is allowed as long as the removed gender is male.

What other things are we not allowed to do with mods that violates SupSuper's politics?  Are there terms that lays these things out that I missed?

5
Released Mods / [EQUIPMENT] Plasma Breacher
« on: January 16, 2020, 07:50:54 am »
I made a Heavy Plasma variant designed for breaching UFO walls, enjoy.

https://openxcom.mod.io/plasma-breacher

6
Released Mods / Re: [CRAFT] Tactical Lightning V1.2
« on: January 15, 2020, 04:20:37 am »
Bump for V1.2 update.

7
Help / Selective Fog of War
« on: December 11, 2019, 07:59:15 am »
I would like to make a mod that both increases map size and removes fog of war from outdoor areas, specifically.  Possible?

8
Help / Re: Destroying Medium/Large UFOs
« on: December 11, 2019, 01:26:43 am »
It takes 3000 to destroy the battleship in a single hit, and even if you fire both weapons at the same time, the two hits are counted separately.

That explains it. 

9
Help / Re: Destroying Medium/Large UFOs
« on: December 09, 2019, 08:05:01 am »
I had to crank the Fusion Ball damage up to 4760 for a pair to destroy a Battleship.  Strange, considering a Battleship's 3K hull and the 50-100% damage for Craft weapons.  Reason why? 4755 resulted in crashed Battleships. 

10
Help / Destroying Medium/Large UFOs
« on: November 28, 2019, 12:06:13 pm »
Was working on a small mod and couldn't see how to make Medium/Large UFOs destroyable in ufos.rul.  Halp?

11
Released Mods / Re: [CRAFT] Tactical Lightning Update/Re-Release
« on: November 22, 2019, 10:40:28 pm »
Looks cool. Can you add a metadata file and such to make the mod easier to use and test with other stuff?

This is the only mod I have ever made, and I made it years ago, you're gonna have to spell this out for me.  :P

The only thing it touches is Lightning assets, so unless you are combining it with other Lightning mods, I don't see how an issue could arise.

12
Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: November 22, 2019, 10:37:35 pm »
Turn one is for smoke grenade deployment, why are you just sending your troops out into the open?  ;)


More mods, the merrier.

13
Released Mods / Re: Chryssalid tweaks [OXCE]
« on: November 22, 2019, 10:31:17 pm »
First, I love the idea and thought put into this.  Cool!

Agreed with Docent, the timetables for the changes are too long.  I personally would halve them.  4 turns is a long time in X-Com, 6 is history.

I don't think modifying civilian value fits here.  You are stepping outside of modifying Chryssalids by adding one change that is game-wide and will mostly effect gameplay that has nothing to do with Chryssalids.  Not sure why you think this is an appropriate place to force Commanders to play your way, this alone will keep me from downloading.  You should have an alternate download that does not include this.

14
Released Mods / [CRAFT] Tactical Lightning V1.2
« on: November 21, 2019, 07:52:57 pm »
Updated to have a generous capacity of 16/2.  Enjoy.

Updated to v1.2

- Map size increased.  Previous map size caused cluttered deployment terrain and decent odds of aliens walking under the Tactical Lightning in the first Alien round.

- Tile correction for misplaced landing gear

https://openxcom.mod.io/tactical-lightning


15
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 13, 2016, 10:30:36 pm »
Making the game more challenging at the start seems odd, as it is already the most difficult part of the game.

On the Bonaventura being a craft you have to unlock and manufacture, what's the point?

It seems the start of the game will not only become more difficult, but also bogged down by more logistics.  There is already a *lot* of stuff to wrap one's head around when beginning Piratez, and now you will have more you need to research, more to manufacture and more base work to do *before* you can get to the already challenging status you started with before .98f?  I don't see how this stuff would do anything but turn away more people who try Piratez for the first time.

It would be wise to consider that everyone here is familiar with Piratez, and our feedback is a reflecion of that.  While these changes won't sink us, I don't think the same can be said for people new to it.  The new missions sound cool, but I wouldn't want to start a new game with .98f.  Sounds like more of a pain in the ass than fun.

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