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Messages - Cooper

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1
Released Mods / Re: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« on: March 30, 2025, 01:31:55 am »
New version is up!
-New mission partially inspired by Resident Evil: https://video.hardlimit.com/w/dyMeHeU2meAAyP8BtCxPeX
-New base facility: Iron House (for training)
-New base facility: Operation Hub (gives room for 10 more operators, maximum one per base)
-Day/night indicator


OMG what an overhaul mod  ::)

I'm working on my Hell mod since more than 10 years, and it's not finished, and will never be, because too complex and too big

But when I see what you propose, OMG... Congratulations !!!

I will perhaps get yours and adapt it for me haha

My aim on my side was to make it:
- more RPG
- more difficult
- more micro management
- using lots of available mod resources (as the 100+ ufos, 100+ maps, etc)
but some features you use here seem to be wonderful

I will probably download your mod and investigate it

It sure is a ton of work!
Sounds like a fun mod. I'm not sure if using Alien Takeover as a base is that much faster, its pretty complex, and its pretty easy to mess up the balance without knowing the mod well. Depends how far you got with the Hell mod i guess.

2
Released Mods / Re: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« on: March 18, 2025, 09:36:56 pm »
Hey!
Yes its limited to 15 operators per base until the end. I'll think about changing it, but cant promise anything. However, I've created a submod that lets you have up to 45 operators per base, check out the attachment to this post.

Upgraded rebels not being able to use power armor sounds like a bug, will fix this soon.

Edit: yeah was a bug. Download the latest version on the mod portal to get the fix.

3
Works without issues for me on Linux Mint as well

4
Released Mods / Re: [WIP][TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« on: March 16, 2025, 12:30:33 am »
Version 0.7.4 is released, featuring fixes, better late game balance and some map improvements.

Maybe a moderator can move this tread to the Released Mods section? I realized it has been surpassing the the criteria for a long time.

Edit: Thanks :D

5
Help / Re: Aliens ingore patrol priority
« on: March 15, 2025, 11:33:06 pm »
Thanks for good advice people, that helped a lot!
Realized that I knew this when I modded 10 years ago, but forgot about it after years of break.

6
Help / Aliens ingore patrol priority
« on: March 14, 2025, 08:52:56 pm »
Routes has always confused me.
I'm creating a UFO map, and trying to have a very high chance of at least one alien being in a specific room.
I have patrol priority set to 10 of course, yet aliens almost never go to this room, just away from it. And most aliens keep exiting the UFO, which I also don't want.
What else than patrol priority can influence an alien to stay, or go to, a specific room/set of nodes?

7
Help / Re: Possible to specify tile for weapon pile in terrain?
« on: March 13, 2025, 06:33:35 pm »
In this case it's a semi static map, and the spawn blocks are always in the same place. I want the weapon pile in one specific map block.

If it cannot be done, it could maybe be made possible either by adding a terrain option that makes the weapon pile spawn where the first soldier spawns (who is usually in the front of the Skyranger) when there is no craft, or with an option on the terrain block to specify the exact tile. If multiple map blocks of that types spawn it could spawn in the first one / a random one.

Guess I'll be making a OXCE suggestion :)

8
Help / Possible to specify tile for weapon pile in terrain?
« on: March 07, 2025, 08:00:30 pm »
Hey
I have a terrain in Alien Takeover, with player units spawning on several locations on the map (craft does not spawn). Is there a way to decide on which tile the weapon pile will spawn?

10
Work In Progress / Re: Half-Life: Lambda-Comm
« on: March 05, 2025, 09:04:28 pm »
Got screenshots?  :)

11
Resources / Re: My humble attempts at art
« on: March 02, 2025, 02:17:36 am »
Looks amazing. Can I use some of it in my mod?

12
Released Mods / Re: [Equipment/Cheat?] Cargo Bag
« on: February 27, 2025, 10:25:10 pm »
Nice. I don't think its a cheat, as long as its not overpowered, which it does not seem to be. Makes equipping more interesting.

13
Released Mods / Re: [WIP][TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« on: February 27, 2025, 06:48:48 pm »
Some recent updates!

1.png and 2.png: Base defense terrain visual upgrade + terrain gets empty block from globe terrain + mission gets actual reinforcements at turn 10

3.png: Scary looking UFO

4.png: Ocean textures (coming in next update) and new space background

5.png: More than two craft weapons + new background pictures

6.png: Visual upgrade to Alien Settlement + terrain gets outside mapblocks from globe terrain + toxic gas is released in turn 18 (enviroeffects)

7.png: No more gifs, meaning the mod should work well on all platforms, including Mac

8.png: Rebels can be upgraded

Extra faces and better sound effects has been added too

14
I noticed that the briefing text displayed when using ctrl+B in battlescape is not the one specified in the ruleset, but always the default one.

In other words, this ruleset will change the briefing text for when staring the mission, but not the one that is displayed using ctrl+B:

alienDeployments:
  - type: STR_HARVESTER
    briefing:
      desc: STR_BRIEFING_TEXT_HARVESTER

15
Any ideas on how to find or create sprites without being a skilled artist?
Usually I find free to use sprites around the web, or sometimes I draw them myself if they are simple. But this time i want to create a 2x2 unit (combine harvester), which I am not skilled enough to draw, and I could not find any usable sprites anywhere.

Ideas?

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