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Messages - new_civilian

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1
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: September 14, 2019, 01:14:48 pm »
Sorry to bother you, but can you upload the mod to a mirror, my library PC can not access the one in post 1  :-\

2
I liked the controllable zombie in the snakeman base video^^
Your mod looks really promising. I'm looking forward to it.  :)

3
The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 14, 2019, 01:06:03 pm »
And some screenies. I like your mod.  8)

4
The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 14, 2019, 01:05:12 pm »
FWIW, i tried to remove the timer on the grenades, it works only on proxys, the new OXCE no longer supports fusetype = 0
battletype 5 and throwonexplode works, but that turns them into proxies... not good if you want to give them to another trooper when running out of time tio throw.

Here the space background i was talking about. And a flag for X-Com dogs and rats, maybe it is better than to make them all americans  ;D

5
XPiratez / Re: [MAIN] XPiratez - J17A - 8 Sep - I Stab At Thee!!! (reloaded)
« on: September 14, 2019, 12:51:56 pm »
One thing I realized about X-Piratez (apart from the fact that it is really good): I need a new PC.
Base Defense missions especially are unplayable on my old single-core computer....  :o

6
The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 13, 2019, 12:01:31 pm »
Just want to join in and did not want to create another thread, as I basically want to say the same thing: I love this mod.
I tried it back in its early alpha days and then went away for 2 years or more and now came back to discover that it is a dream to play.
Just one tip for people new to the mod: Play it on the easiest setting to get a feel for it, works like a charm for me. It can be really hard sometimes (if you get a bad roll and end up with a bunch of VERY tuff enemies...) so easy does it for me. Oh and try to focus on ONE game-style when playing, either use RANGED weapons or MELEE, otherwise you might get overwhelmed by the weapon selection..  :P

Some suggestions:

- Make all grenades have no timer.  :D
- You set the explosion height setting to 2, why? 3 is round an thus more realistic.
- Make flares have a power of 20, PLEASE. They are not tiny candles, the are FLAAAARES  ;D
- Did you ever try the night color setting 16? OXCE doesn't allow it, but you can edit it manually in the CFG file. Looks grey, just like it should be in the night...
- Your space background need a revamp, just look at the WW1 mod and use the Back100.png, it's nice!  :)
- You should use the syndwar.ogg during a tac mission.
- Lower the no-sight targeting penalty, it is now 50% of a visible target, i tried 75% and it is MUCH more enjoyable. (especially the grenade launcher will benefit from that, turning it into a decent support weapon.)
-Please change the sell screen's color, in this mod one spends a lot of time in there, it's easy to confuse  it with the purchase screen, i made a quick change to it and it looks grweat, see attachment
-The HMG sound needs a cooler replacemnt
-The Dragonfly needs a door
-The BugHunt message is awkward, maybe make it "recon-satelite online" or sth.
-The Dart ammo takes forever to make  :o
-Maybe include turn1 alien tu mod
-Maybe include Health Recovery mod
-Maybe include Unrandomized wounds mod
-There's a glowing shield effect script available, that randomly flashes the shields, looks great, maybe add that?


What really is  awesome:
-The jail break missions, ah man, i love those!
-Panic/berzerk sounds are awesome, too, they really add to the immersion.




Anyway: Really good work, just the amount of work and the excellent balancing make me stand in awe.

7
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: September 13, 2019, 11:41:35 am »
Some things I noticed when testing.
- Bike cannon ammo appears at the beginning even when unresearched
- Winged Demon Trade manufacture has a wrong name, all others start with "Trade xxxxxx"
- Scouts sometimes get hurt when deploying in drop pods, not sure if this is intended, I would understand IG troops (due to the blast and shock, this works fine and is correct) and everything weak, but scouts?

The mod plays and feels really like a 40k table-top game. Which is what you wanted to acchieve I guess.  :)
Anyway: Great mod and very good work. Hats off.

8
Work In Progress / Re: can chrysalid drawing routine 7 hold weapons?
« on: August 20, 2018, 12:55:58 pm »
Wasnt there a years-old mod-resource by Bombbloke (for the original game) that included Civilians, Chrysallids etc that could carry weapons? Not sure anymore....

9
I am still considering doing a low-work cheap-ass play-as-aliens mod. I have working sectoid soldiers (that can kneel, which seems to be essential for them being considered soldiers by the EXE), and my thoughts were

-They will have NO weapons, only built in abilities
-will not be able to use any terran/alien weapons
-will start with one sectoid only
-have to stun/capture specific civilians as "resources" for more sectoids/abilities
-will have a base with the standard alien base look
-will not be friends with the aliens OR the the humans
-will not have a backpack, only their bare hands

Unit ideas for the sectoids were Carrier sectoid (to carry heavy things/units), psi-sectoid, stun-sectoid, electronic-disabling sectoid (against tanks and other mechanical stuff), stealth sectoids, scouting sectoids.

I also had the idea to make "keys" basically weapons with a specific damagetype than can open doors that are vulnerable ONLY to that damagetype

BUT: I am scared of the work involved  ::)

Maybe someone wants to pick up my idea?  ;D

10
Released Mods / Re: WEEBCOM: Dakimakuras
« on: August 20, 2018, 12:45:04 pm »
This made my day  ;D

11
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
« on: August 20, 2018, 12:44:18 pm »
Man, those terrains are just awesome :o
You are not Terry Greer by any accident?
http://www.terrygreer.com/xcomalliance.html

Anyway. Thanks a lot for your hard work, i just had one of my most memorable Xcom Missions ever on a Temple-of-Sirius terrain.... :)

12
Work In Progress / Re: Badfella's Guns, Pillows, and Soldiers of Fortune
« on: August 20, 2018, 12:40:15 pm »
I like the new look of the inventory pictures! Did you also change the ingame graphics?

13
The X-Com Files / Re: Flags
« on: August 15, 2018, 03:15:31 pm »
Small update of "flagology" knowledge base:

Soldiertransformations also randomize the flag/nationality entry.  :)



14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 06, 2018, 01:40:10 pm »
solariusscorch: Just a tiny change to the alloy skyranger... I moved the front wings (and wheels) one tile forward, it gives you much more protection that way when opening the door without blocking the view. And i fixed one tile which was a Wall when it should be an object (bug comes from original XCOM).


15
Resources / some standard UBASE maps
« on: August 06, 2018, 01:36:33 pm »
Just some maps using the default terrain files...

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