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Messages - NebulaM78

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1
Released Mods / Re: Build mods from Ethereal.
« on: February 26, 2019, 09:10:49 am »
I updated OXCE to the latest version, and now I'm getting a 'FileRecord::at(SoldierName/19-Russian.nam): requested file not found.' error.

EDIT: Nevermind, I changed the Russian.nam file to 19-Russian.nam and the Japanese.nam to 16-Japanese.nam and now it works.

2
Released Mods / Re: Build mods from Ethereal.
« on: February 26, 2019, 07:33:52 am »
I'm getting a '\mods\Ethereal/soldiers.rul : bad file' error.

3
40k / Re: 40k
« on: January 06, 2018, 10:42:54 am »
Greetings
 I have idea how to improve this mod.
 
1.Space Marines recruiting. It's a bit odd, that you can recruit space marien like a simple guardsman, just a bit expensive. So i propose not to purchase marines, but to manufacter them using  space marine recruits (buys at market) and gene-seed (in early game you will have limited stock of them, or can extract from space marine corpse, in late game you can buy it from the market ). That limits space marine numbers for early games and make auxilia more useful.

2.Space marine training and armor. Increse starting MeleeSkill, max Health=150 and max Stamina=200. And make armor stamina dependent. For example standart armor gives -60 to stamina, so only expirienced troops can wear it and use it efficiently.  So rookies have to wear scout armor (no stamina penalty), assault armor (less stamina penalty), devastator armor (becouse they don't need high mobility). More expirienced troop vill wear standart armor, veterans - terminator suits, etc. This will be lore wise and bring some gameplay variability.
 
3.Special bolter amunition and bolter variations. Adding some explosive ,chemical nad armor piercing ammo for bolter will make bolter great again. Also some variants - Staler pattern with precise accurate shot, variants with high capcity clips and high rate of fire, combi-colter that can shhot nolter ammo or something like plasma, flame, grenades, etc.

Points 2 and 3 sound great, but Point 1 is a little iffy to me. The idea of regular Guardsmen wiping out entire ships full of Chaos Space Marines seems kind of weird and lore-unfriendly. Plus, in my opinion, Space Marines are more desirable to play as rather than squishy normal humans, though I can understand wanting to play as a faction that you can relate more to, and aren't as Mary Sue-ish as the Space Marines. Not to mention, playing as Guardsmen really limits what weapons and armor the player has access to, relatively speaking.

This is most obvious in terms of armor, where the Guardsmen get only flak and carapace (Stormtrooper) armor. Maybe power armor, if there are Inquisitors involved. Space Marines on the other hand get a ton of choices, from Scout to Tactical to Terminator, and maybe even MK I to MK VIII armor if bulletdesigner is feeling really generous, and hell, let's throw in Primaris Marines and their equipment as well.

4
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: December 05, 2017, 03:20:08 am »
Hello:
The merit is of Dioxine, for having aroused in me, the firm desire to create something inspired by his wonderful mod, which is also my gratitude and small tribute to this community. Thank you all.

Haha, dude, you might wanna rephrase that. I don't think Dioxine 'having aroused' in you is something you should be announcing. Great mod, by the way.

5
Work In Progress / Re: [WIP] [RACE / TECHNOLOGY] XCAI / Kiryu-Kai
« on: May 03, 2017, 05:17:49 am »
The moment I saw the Gundam, I knew that I'll be downloading this. Are you planning to make this a full-blown thing like Piratez or X-Files?

6
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 21, 2017, 07:37:58 am »
NebulaM78, do you have other TFTD mods installed? It will conflict with any armor mod.
If you want to launch game anyway, you can remove string '  - delete: STR_NONE_UC' from 'armors.rul' file in ruleset folder. It will not breack the game, just spawn 'None' armor.
And if you use other mod, you can say me what it is, so i can make my mod compatible with it.

Thanks for the quick reply, Nord. Deleting the string you mentioned fixed the problem. The mods that I'm using are Better Aquanauts, Disruptor Cannon, Ion Weapons, Lockheed SeaShadow Sub, Second Alien War, and TFTD Inventory Overhaul.

--- posts merged - Solarius Scorch ---

Now there seems to be another crash when I end a mission with those acid spitting immobile things.

7
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 21, 2017, 06:11:53 am »
I'm getting a crash after selecting a difficulty. The error is Armor STR_NONE_UC not found.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2016, 04:11:16 am »
Thanks, Solarius.

9
The X-Com Files / Re: The X-Com Files - 0.4.1 alpha: Dogs of Wow
« on: November 12, 2016, 01:07:56 pm »
Glad to see that this mod has come so far. There's a crash in the sole Dangerous Lunatic mission that I got. The crash only occurs if the I try to put the lunatic on my screen, that is to say that if my soldiers can see him it's fine, but if I try to scroll to him to attack the game crashes.

EDIT: Crap I didn't notice that there's a bug report thread. Could someone please move this post to that thread?

10
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: August 22, 2016, 05:42:20 am »
Thanks for the quick fix, man. It seems like the mod portal's only function right now is to get a quick look at what mods are new/updated without going into the forums.

11
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: August 21, 2016, 05:18:35 am »
I can't seem to find the download link in any of your posts KingMob4313. If I try to download it from the portal it says that the page was not found.

12
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 10:52:20 am »
After playing for a while, one thing I can say is that this mod is hard. First and foremost is the crappy accuracy of your agents (big surprise). Another thing is that the only viable long distance transport at the start is the car, which only seats 2 guys. It's tough to take down 10+ cultists with just two guys who shoot like they have eye defects.

13
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 08:43:02 am »
Congratulations, man. It's always nice to see a concept come to fruition.

14
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 27, 2016, 10:58:56 am »
That's great too, I guess. I mean, there's only so much canon you can include in a game before balance issues start to kick in. We can just pretend that the early weeks of the war had extremely crappy logistics and this particular group of marines haven't received their supplies from the chapter and thus have to make do with Guard weapons. A late-game sniper upgrade could be a Vindicare assassin, or for simplicity's sake an Exitus rifle 'acquired' from the battlefield.

15
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 27, 2016, 07:13:34 am »
Good ideas, Dioxine. However, just the fact that Space Marines use lasguns in the first place is quite odd. I guess one workaround we could use is different ammo types for the bolter? Start with standard bolts for the traitorous mortals then move on to vengeance bolts for the Chaos Marines. Maybe psycannons and Grey Knights as well for extra daemon-killing, or when many more daemon types are made. Lasguns and autoguns should IMO be reserved for cultists and traitor guardsmen. Melta's range has to be reduced somehow. Small range, but any man-sized that gets hit will be vaporised. The late-game grenade can be melta bombs, which achieve the same thing but with a, say, 3-tile blast? It can also be used for breaching I guess.

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