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Messages - Dakkon

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XPiratez / [Submod] Alternate Warbird Tileset
« on: December 26, 2023, 10:13:29 pm »
I didn't feel the included battlescape skin for the 'Warbird' looked very piratey, so I spent a little time in photoshop and made it more to my liking. I made changes to the basescape plane sprite (hopefully the palette is correct), and the pedia image.



If you want to make your own changes I've included a photoshop file I was using to edit the sprite, I'd recommend using MapView then TileView and lastly PckView for exporting and importing the whole gunship as a spritesheet. As far as setting up MapView to view Piratez craft, see this thread.

To install simply unzip into the mods folder found here, mind you these are replacers for existing art assets. Dioxine_XPiratez\user\mods

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XPiratez / Re: [Submod] Alternate Starting Troops for X-Piratez
« on: December 22, 2023, 01:06:08 am »
Recently tried out the mod with the new release and got a crash when trying to view the inventory of new hands recruited with the mod. After I finished producing the items to recruit the new hands (1 freak, 1 hero, and some gnomes) and those hands arrived, the game would crash upon either viewing the inventory of those hands from the HANDS menu, or through adding them to a vessel and then trying to view their inventory in that way. The only mods I have active are the main mod, city lore, and the alternative start.

The Popup for the crash referenced a missing image in BIGOBS.PCK for ST_GNOME_GUIDE. I've included a save file below. Seems like a simple fix, but maybe the other image for the other race guides is missing too.

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XPiratez / Re: [Submod] Alternate Starting Troops for X-Piratez
« on: December 08, 2023, 03:51:48 am »
Would it be too much trouble to add an option for starting with freak gals in this way? I like the concept a lot personally, the main mod could really use alternate starts as the setting is rich enough where themed play-throughs could be a lot of fun.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 15, 2018, 11:15:02 pm »
Haven't checked the save, but have you researched one of the qualifying items?

Hmm, I don't think I have; that might be my problem (I thought you merely had to have possession of one of those prerequisites, not necessarily research one of them).

I'm going to follow a line of research through one of those items and see if that resolves my issue. I'll report back here if it does or does not.

EDIT: Okay, I tried to follow the line of research for the Alien Communicator, but it required a standard laboratory, which I don't have, so I couldn't do that one. I tried the Staff of Dagon line of research and was successfully able to follow that through to the recruitment of the chief engineer. Kind of a funky way to get to it, but I'm no longer stuck which is good. I can finally purchase smoke grenades.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 15, 2018, 10:27:42 pm »
I'm not sure if I've run into a bug or not, but I can't seem to recruit the chief engineer.

I've already researched X-Com PAU: General Strategy, and I've got all the other staff needed to advanced to Promotion II expect for the chief engineer. The only other prerequisite the tech tree viewer lists as needed to recruit the chief engineer is Cool Alien Gadget and I already have multiple items that are prerequisites for that research topic. I haven't seen it (Cool Alien Gadget) from the list of available topics that can be researched so I guess I'm kinda stuck (it's not that much of an issue though when you equip your skilled agents with magnums , at least for awhile).

If you need more information please let me know. *Oh, I forgot to mention that the version I was using was 0.9.*

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Ahahahahaha no, bad phrasing I guess. Althrough I would't past them. Actually it was the imagehost of my LP. One day it simply went down, never to return. Either the devs abandoned it or They took it down because it hosted a lot of Pizzagate content and evidence. I have no idea, just heard a lot of rumours.

Wow, that's crazy. Although, I suppose it's not terribly unpredictable considering this freaking crazy world.

Also. "Ahhh, They; I know They well. Damn They, damn They to hell!"

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Stopped playing this since I changed comps after my old LP got killed, possibly by freaking Pizzagate.

Your laptop killed over because of Pizzagate? A conspiracy about pedophilia and worse things being perpetrated by high ranking D.C. politicians?

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Hi Solarius, I just wanted to voice that I really enjoyed playing openxcom with your mod; it's definitely my favorite compilation/overhaul mod on this forum. I've provided some feedback below.

Ingame I played up until a few months after the aliens started arriving on earth in force. Overall I enjoyed the early game missions and progression, but I think it could definitely do with some variation. The version I played was 6.5 and I felt that the four major early game factions in that build (EXALT, Church of Dagon, Black Lotus, and Red Dawn) all felt too similar in their progression.


- Capture low level criminals in various settings.
- Capture mid level criminals at a hide out.
- Capture high level criminals at a base.
- And finally some kind of final HQ assault.


Maybe you can give certain factions a different means of progression, such as destroying/capturing a certain number of a faction's key facilities instead of personnel (making each one a little different than the last, perhaps increasing the level of defenses with each facility destroyed for a start, this may not be feasible but it's just thought in case it is) in order to advance to the next tier of progression with that faction.

Also, throughout the time leading up to the mass arrival of the aliens I was only able to reach and complete the final missions for: EXALT, Red Dawn and the Church of Dagon. The aliens arrived soon after or a little before me finishing off those missions. After the aliens arrived it was a chore to complete the Black Lotus missions such that I never finished off their faction (this partly ties in with having to capture certain enemy types to progress, which was getting a little old at this point) and I wished there was a feature that disabled their missions (or any leftover starting enemy factions for that matter) after the alien arrival.

Lastly, I stopped playing the mod a few months into the large scale alien invasion because the structure of the progression was the same as the early game: capture high ranking aliens, interrogate, etc., etc. Do you have plans for changing up the progression or mission types in the later stages of the game?

And that about does it for feedback; again your mod is fantastic and it's the best one on the site in my opinion. Hope you're doing well and I look forward to the 1.0 version of your mod.

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Fan-Stuff / Re: Interested in demographics/opinion density
« on: September 16, 2017, 10:28:51 am »
Aliens, whatever they are, absolutely exist; and they are definitely here.


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