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Messages - Hadan

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Fan-Stuff / Re: Real World What Ifs Suitable for XCOM
« on: February 10, 2017, 02:28:36 pm »
There was actually 1 nuclear missile that was deployed in interceptors, the AIM-26 Falcon
Maybe its just me, but is a rocket armed with an atomic warhead and a range of just 10km the definition of a BAD IDEA?  ;D
I know the actual range can be quite a bit higher when the 2 planes are flying towards each other, but still...

Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 26, 2014, 09:39:13 pm »
You're right about the tank. One name I forgot to change. If you want to fix it (instead of just not making the tank), go in your XAE_Tanks.rul file, line 846 and change:
Thanks, changed it.

I hope you had a save from not too far before. It will be fixed in v1.02.
No worries, I had a save from a few hours before  ;)

Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 26, 2014, 07:54:00 pm »

I was giving your mod a first spin - great work from what I can see at the end of february  :D
Maybe I encountered a bug: when assembling my first tank (alloy-hull + rockets), the game crashed to desktop without an error when the project was finished.
I use a bunch of other mods, but since nothing else was happening at the time i am afraid it was the manufacturing  :(

best regards

Are there DL-links for the mods as long as the mod-portal is down?


Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 25, 2014, 11:27:00 am »
(Man, that sounds like a corporate answer, doesn't it? I don't know what to change though.. and I really mean it!)
It does, a little  :D
I didnt realise everything is optional, i was waiting for 1.0 to test your mod.
I am sure i will find a combination that suits me.

Thanks for the extensive answer  :)

Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 24, 2014, 07:52:52 pm »
Going back to the AI and doing things for aliens, you just confirmed that converting alien weaponry for human use is worth pursuing. I had the idea yesterday of using the plasma rifle look to make a new line of human plasma weapons, keeping the alien plasma weapons only useable by aliens. Then I can take away the accuracy concerns for aliens since they're too stupid to consider it, without overly buffing XCom. That'll be part of XAE Hard Mode for sure.
If I may chip in my 2 dents:
Please dont do this  :-\ (or at least make it optional).
All the other Weapon-Conversions do this and i really dont like it, imho it just adds a unnecessary level of micromanagement.

best regards

Troubleshooting / Re: Missing Stat-Display
« on: September 09, 2014, 10:47:20 pm »
Thank you, I knew I was missing something  ::)

Troubleshooting / Missing Stat-Display
« on: September 09, 2014, 08:26:34 pm »

I seem to remember in V1.0 there were some Stats (Strenght, Acc etc) displayed in the Equip-Screen (see Screenshot, the red area).
Now in the latest nightly they are gone.

What I dont remember is wether I used some mod to display them. I searched on the forum, but cant find anything.
Where this stats removed, was it a mod..?

best regards

Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: September 07, 2014, 08:18:19 pm »
oh, didnt see it in the last few posts  ::)

Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: September 07, 2014, 05:07:46 pm »
Code: [Select]
      STR_SMALL_LAUNCHER_UFOPEDIA: "Kompakte, aber starke außerirdische Abschussrampe, nützlich in einer vielzahl von Kampfszenarien. Eine vielseitige und tödliche Waffe"
      STR_ELERIUM_BOMB: Elirium Bombe
      STR_ELERIUM_BOMB_UFOPEDIA: "Elirium Bombe, hauptsächlich von Alien Terroristen verwendet, ist eine tödliche Munition für die Kleine Abschussrampe."
German Translation  :)

best regards

Work In Progress / Re: [BETA] Rebalance aliens
« on: August 21, 2014, 10:58:28 am »
I just don't know yet if I must change the melee damage for HWP, because they are actually immune to reaper, chrysalid and cybermite, but attract them a lot  :-\
My 2 cents:
Reaper: they attack using their teeth -> no damage
Crysalids: they attack by poison & bite -> no damage
Cybermite: they are small, could crawl inside a tank and damage the circuits and so forth -> damage


Work In Progress / Re: Modding Ufopaedia
« on: July 30, 2014, 05:01:42 pm »
Using NeoWorm's fanart is a high temptation...
These look great, would be a nice addition to the game  8)

Work In Progress / Re: Rebalance aliens
« on: July 28, 2014, 03:21:35 pm »
Another idea could be to multiply alien races :
- nomal aliens
- elite aliens
Wasnt there a wip-mod from luke called recolored aliens or something which did this?

Work In Progress / Re: PLAY AS THE ALIENS!!
« on: July 23, 2014, 05:45:09 pm »
It could be fun researching the mystical human artefacts, rifles and pistols.
And realizing that they are crap compared to your own plasma weapons  ;D

Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: July 08, 2014, 08:53:52 am »
Anyway, they are my future plans...
Sounds amazing!

Would be nice if any new UFOs get integrated in your OXC-Mod as well.

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