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Messages - tyran_nick

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1
Released Mods / Re: [WEAPON] [CRAFT] Tyran_nick's mods
« on: July 20, 2014, 10:02:12 pm »
Been away for a while..!
Thanks for the feedback and the comments.

I have revised a bit the various mods.

Following your comments: I have added UFO navigation as a requirement for Thunderstorm for research and manufacturing. This will also make it slower to research and build. I also reduced it's max health (to 250). In my opinion what makes Thunderstorm ok is that it carries less armament that other interceptors and it has less health than other researched interceptors (half that of firestorm). I also made a new UFOpedia image (attached). Added the russian translation - thanks 2xG!

Regarding the Mass Accelerator Weapons, they are more powerful than plasma, but they come at a considerable elerium cost. It gets quite difficult to balance elerium needs for both manufacturing clips and flying your interceptors - though I guess this really depends on playing styles. I actually find using plasmas to make the game easier, as I do not have to worry at all about manufacturing (resources and money) any clips. I also find it hard to accept that humans would not try to build some derivative technology from plasma guns or alien technology in general, they do build other cool stuff in xcom. I also did some minor fixes in this one as well and rearranged the listorders at the various menus.

These will be posted shortly at the mods site.
As always, feel free to use artwork or the whole mods for your creations.

2
Open Feedback / Thank you!
« on: July 20, 2014, 01:22:11 am »
I have been away from OpenXcom and the forum for a while and just got back.
Amazing progress! Thank you to all that have contributed for OpenXcom to reach v1.0 and of course thanks for keeping on supporting and expanding it!
I am also impressed by the progress in the modding front :)

Now all I need is to get the dust of my trusty rifle and go hunt some aliens

3
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 22, 2013, 09:40:38 pm »
This is really nice! Looking forward to the completed unit

4
Released Mods / Re: Drones - Power suit HWPs
« on: October 20, 2013, 02:48:22 pm »
That's a nice idea!
Maybe you could use some of the recoloured armor sets for the graphs?

5
Released Mods / Re: Guided Missile for rocket launcher
« on: October 18, 2013, 02:56:03 am »
A scrolling functionality would be welcome. I would assume that at least pistols and rifles may have more than 3 types of ammo using current tech. In particular for the rocket launcher, it would give it a longer life by adding more types of rockets.

6
Released Mods / Re: Guided Missile for rocket launcher
« on: October 17, 2013, 10:23:59 am »
I m happy to see my graphics used! :)
Did you manage to solve the issue of having an additional rocket in the ufopedia entry if the rocket launcher?

7
Translations / Re: Greek translation
« on: October 16, 2013, 10:00:54 pm »
There was a minor mistake with FontSmall.png
A couple of letter shadows were outside their bounding boxes. Now this is fixed

8
Released Mods / Re: Improved Interceptor
« on: October 16, 2013, 03:06:16 am »
From my experiments with the rulesets crafts and soldiers could not be used as "materials" for manufacturing. However, I might have not tried enough!
The second pad would be solved if the check for free pads would happen after the materials are reserved, in which case the previous interceptor would no longer count against the limit.

9
Translations / Re: defining a "default" language?
« on: October 16, 2013, 03:02:54 am »
A default string setting for mods would be very helpful. Typically modders will only know just a handful of languages, so reverting to English when a localisation is missing would be useful. I would suggest to make either en-US or en-GB the default language for mod strings.

10
Released Mods / Re: Improved Interceptor
« on: October 16, 2013, 02:12:07 am »
This is very nice. I had tried in the past to build an upgrade version for the interceptor that would need for manufacturing to consume one of the conventional interceptors; hence upgrading ;) I couldn't really work out how to do it just with rulesets. It would be really good if we could figure out a way to do something along these lines.

11
Released Mods / Re: Sectopod HWP OXCOM0.9
« on: October 16, 2013, 02:08:59 am »
Excellent!

12
Translations / Re: Greek translation
« on: October 16, 2013, 01:03:35 am »
Done!
Should these be merged with the main game files? Or is there another way to ensure the letter positions are not overwritten?
I had actually forgotten a couple of stressed letters before!  :-[

13
Translations / Re: Greek translation
« on: October 15, 2013, 10:32:36 pm »
Some work in progress. If you spot any apparent mistakes on the structure (or the alphabet!) let me know

14
Translations / Re: Translation tools
« on: October 15, 2013, 08:09:41 pm »
This list is quite helpful!

15
Translations / Re: Greek translation
« on: October 15, 2013, 05:15:37 pm »
Thanks, I can give it a try to draw the fonts, but does the order of the letters matter? How is the mapping between the translated string the and font image done?

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