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Messages - Squaddie Perseus

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Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 24, 2015, 05:55:07 pm »
Thanks for the praise. I wouldn't worry about peeking into 9.0. The difference between 9.0 and the upcoming version will be immense (9.0 1,606 files 6.48 MB vs the upcoming release with 3,276 files at 14.8 MB). So much of the sprite work has been vastly improved. Honestly, I am kind of embarrassed by some of my previous sprite work.

Ugh. Sorry for replying to you so late. Real life, ya know? Anyway, wow, that's a heck of a file and size difference...which only makes me even more giddy for the next release. Also, why are you embarrassed about some of your older sprite work? I mean, sure, it's older content but there's nothing to be embarrassed about. It just helped you hone your skills and get you to where you are today. :)

Finally, I was looking back through the thread and saw a bunch of different Muton sprites, and then saw that you said the third tier ballistic weapons should allow players to take on both Mutons and Snakemen (and you were also kind enough to give us a glimpse of a new Muton sprite). My question to you is this: Since Mutons are stated to be fairly resistant to traditional chemical propellant based projectile weapons, but you've also stated that tier three ballistics should be capable of bringing them down...does that mean there's going to be more enemy variety in the next release? I mean, I remember my shock when I encountered Muton Commandos (nasty pieces of work) but...are we going to have to deal with veteran alien troops that have better equipment and armor? Please say yes because that would be amazing and really add to the sense of escalation within the game.

Thank you. I've gotten positive feedback from my beta readers so far. It looks like both my book and the next release for Xeno Ops will hit at about the same time.

Hey, I'll be looking forward to the releases of both then. If I see your book in stores, I may just pick it up. ;)

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Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 19, 2015, 12:07:36 am »
It's been a very long time since I last logged onto these forums, and even longer since I checked up on all the progress that's been made, especially in regards to modding. Xops, I've been looking at everything you've done for this mod since version 0.80 (the last version I downloaded) and I...just holy crap man, your work is breathtaking. It's truly amazing. Honestly, I'm feeling a little lost on just what actually is in the mod because of all the work you've done (and that's not necessarily a bad thing, X-COM/XCOM, which ever version you prefer, should have a sense of mystery in regards to content). The work you've still got to do seems immense, but this in of itself was an immense undertaking in its own ways, so I'm sure you'll manage.  ;) So many new and amazing items and enemies and so many new sprites with amazing designs and a VERY well done balance (at least, the mod was very well balanced in the version I played). I'm tempted to get the current version (if I can figure out what nightly it's most compatible with), but part of me wants to wait until you release the next version. Best of luck finishing this mod, Xops. :)

Tangent: Also saw you mention you were writing a book. Well, I wish you the best of luck with that, and honestly, if you put into it the same amount of effort you put into this mod, I'm sure it'll be amazing.

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Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: November 24, 2014, 04:55:25 am »
Aw man!! A new version? And here I was getting ready to storm Cydonia once I had my best guys outfitted with all powered armor.....Oh well. I may still try to finish my current game before upgrading but holy crap XOPs, it's good to see an update. I've been checking back every so often just see if there's even a little bit of a teaser. Anyway, about that "missing something with the satellite network", I forgot to update my previous post (partially cause of school, partially cause your mod is so much fun!  :D) . That was another problem fixed with the latest nightly for the previous version of your mod. Seriously man, this mod is already tough enough and it already takes longer than vanilla. I can't wait to see what else you do. Also, if we get third tier ballistics before lasers...can we maybe get different tiers of other weapons as well perhaps, even if these things only show up in your "higher challenge"?

IE: Tier 2 lasers, maybe something that's a sort of "tier 2 plasma weapons" category (particle guns perhaps?), and maybe tier 2 hypervelocity guns (IE: X-COM goes from using hypervelocity guns, and I'm going under the assumption they're coilguns as they'd be the most practical, efficient, and effective format for an infantry based weapon like those, and goes straight to mass accelerators, which are basically coilguns that took a massive level in power)? Sorry if this seems a bit rambly. The screenshot and associated info got me really excited. Seriously, this is my new favorite mod for OpenXCOM. Keep up the amazing work man!!  :D

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Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: November 06, 2014, 12:15:29 am »
Hey XOPs. Just wanted to let you know that I downloaded and pasted the latest nightly over the install of OpenXCOM I had and the melee animations now work properly. It turns out I pulled a dumb and didn't realize that the nightlies and main download were separate.  :P Thanks for pointing them out to me. Can't wait to see what else you do with this incredible mod. I wish I could offer my help in someway, but I'm not that talented when it comes to modding so the most I can do is report any bugs I find.  :) Actually, speaking of bugs/features/things, does the Satellite Network research actually do anything right now? I researched it and the game crashes when I try to view the report. This can be avoided by simply allocating new research but there doesn't seem to be a noticeable effect or benefit from this research. Are you still testing this or am I missing something again?

Edit: Oh, and you mentioned me being gutsy for taking on Lids and Snakemen with starter weapons? Well....I didn't know what the aliens were and when I did I was still trying to solve the animation crash.....That and it turns out Anti-Material rifles are actually good against lone Lids. A couple shots or a single shot followed up by a few shots from other troopers will kill a lone Lid at the start, but that's it. I actually managed to win the mission in the save I provided you without a losing a soldier to the Lids (lost one to plasma fire though), but only because the Lids were far enough apart that I could focus on them one at a time, otherwise I really doubt I would have won that mission. May have to start a new game though. Second month was not nice to me with those Snakemen and their pets everywhere (that and ignoring terror missions because of the aforementioned but now solved crash). If you're intending for a longer game where the nastier aliens take longer to show up so that the larger tech tree doesn't leave the player facing Lids like I was in that save, you may want to reduce the chances of Snakemen with Lids appearing, especially at the start of the game. On small Snakemen UFOs, the aliens can be killed with starter weapons, but the UFO in the aforementioned save was a Large class that I brought down with copious amounts of Avalanches, and they were disturbingly common from the outset of my current attempted run. Again though, thanks for pointing me in the direction I needed to fix this problem and keep up the amazing work!  ;D

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Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: November 04, 2014, 10:34:08 pm »
Hey there. I've been lurking around OpenXCOM and the forums for a while now, and then I found your mod. I am incredibly impressed with the amount of work you've put into this. I honestly think that your mod has the potential to become the Long War of OpenXCOM. I realize this mod is in beta, but I am experiencing the same problem moghopper encountered. Whenever a melee attack animation plays, the game crashes after the fourth frame. I've done two clean installs for both OpenXCOM and your mod, and the end result has been the same. However, I believe I have managed to ascertain what aspect of the mod is causing the crash. It appears the AlienArsenal ruleset and associated resources are the cause. Is there an easy way to fix this, or is this going to be a major effort to fix? Also, I included a save that can show you the crash. Just wait for one of the Chrysalids to reach one of the troopers (*shudders*). I hope this helps. Keep up the amazing work!  ;D

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