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Messages - Cooper

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1
Help / Re: How to make a "rescue the VIP" mission?
« on: December 03, 2023, 08:09:21 pm »
Yes that's what I meant.

I'll do something else then, thanks for the answer.

2
Help / How to make a "rescue the VIP" mission?
« on: December 02, 2023, 06:33:13 pm »
Is this possible somehow?

I want to make a mission were the way to win is if the player grab an item (named "unconscious VIP"), and return it to the craft.

Thanks for any help!

3
Help / Re: Inventory civilian sprites somewhere?
« on: May 10, 2023, 11:04:44 pm »
Just perfect, thank you! Do you happen to remember who to credit for  inventory_MALE_CIVILIAN_BLACK.png ?

4
Help / Inventory civilian sprites somewhere?
« on: May 10, 2023, 08:41:07 pm »
In UFO: Alien Takeover, the mod I am working on, the soldiers has been replaced with common citizens. So I have replaced the battlescape soldier sprites with civilian looking sprites, but the inventory screen sprite is still the same vanilla soldier sprite. I don't have skills to make an inventory citizen picture, so is there maybe some sprites somewhere on the forum or in some mod that can be used as a starting point?

5
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 27, 2023, 05:35:05 pm »
Version 0.3.0 is out!

See this post for changelog: https://openxcom.org/forum/index.php/topic,4163.msg150527.html#msg150527

Edit: Thank you for 169 downloads on version 0.3.0 :D Version 0.3.1 is now out, see attachment.

Edit: Version 0.3.2 is out! Download is attached to this post: https://openxcom.org/forum/index.php/topic,4163.msg150527.html#msg150527


6
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: December 22, 2022, 07:54:25 pm »
Wow that is super!!! Im not sure avout the "time looper" , it's very cheaty, maybe remove from game or one usage per missionallowed?

Startin game time is set in 1120, May i advice to use same as TFTD, that is to say 2040?

Thanks :D

I totally understand your concern about the Time Looper, however the ammo is very expensive to manufacture (requires 35 Elerium for each ammo/use, and Elerium will, especially from mid game, be used for a lot of other things too) so you would only use it when it is really needed. You can not manufacture the Time Loopers either, only on a rare occasion find them in Alien Storage Facilities.

I'm actually changing starting year in the next version, because year 1120 seems too far away from what we normally relate to.  Also some of the tech in the mod did not exist in 1120. But its gonna be set to 1980, because the story begins before X-Com var formed, and also I prefer a more retro-vibe.

7
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: December 22, 2022, 01:05:47 am »
all right please some youtube gameplay video?  :P (also update first post, mayne upload on openxcom. mod. io)
Here is a quick gameplay / preview video I have put together: https://video.hardlimit.com/w/nqaK84wFUATYB6mgtAXQVz  :)

8
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: December 14, 2022, 06:59:58 pm »
Version 0.2.20 is out! And as I finally have played trough the whole mod and had a LOT of progress in completing and balancing things, it is no longer super unfinished and I no longer advice against playing it! :D 

Early and mid game should be very polished and complete. Only the end game needs some more polishing, but its hopefully pretty balanced as well.

The development of the mod has been crazy fast in the last few weeks, but will now slow down significantly as I have reached my goal to make playing the mod a good experience and complete enough to be definitively playable.

I hope others will have as much fun playing it as I had making it, and I appreciate ANY feedback!  8)

Latest version is attached to the previous post! Read the readme-file before playing!

9
Help / Re: Game freeze sometimes when using invisible units
« on: December 11, 2022, 07:05:29 pm »
Ooh, thats such bad news.

And that advanced scripting is not done in the mod I assume but in OXC itself?

10
Help / Game freeze sometimes when using invisible units
« on: December 11, 2022, 12:14:19 pm »
In the mod I'm working on I have the possibility to use certain captured aliens as our own units - as slaves.
The idea is that they can walk around and rarely be recognized as an enemy because other aliens think it is one of them.

To achieve this I use  loftempsSet: [ 100 ] on the armor. It works great and the unit is only occasionally seen by the aliens.

However when testing this for a while, the game occasionally would freeze. Probably the aliens get confused when they are not able to walk somewhere and don't know why because they cannot se the unit. This is so sad because I really really loved this part of my mod.

Any idea on how to fix this? I tried a few other loftempsSet numbers but it did not help much.

11
Help / Spawning a small unit from a big unit
« on: December 03, 2022, 06:22:18 pm »
I'm using spawnUnit to spawn a 1x1 unit from a 2x2 unit. This gets a little buggy because of the size change. Is there any way to make the game less confused when spawning a small unit from a big?

12
Help / objectiveFailed also on loose mission?
« on: December 02, 2022, 12:14:53 am »
When using this code, the debriefing screen only after aborting gives -500 points, but if loosing the mission  I just get "Craft is lost" and  not -500 points. Is there a way to get this in both abort and loose situations?

objectiveFailed: [STR_TERROR_MISSION_LOST, -500]


13
Help / Re: Adding items to the UFO breaks Elerium recovery?
« on: December 02, 2022, 12:02:53 am »
Thats useful, thanks!

14
Help / Re: Adding items to the UFO breaks Elerium recovery?
« on: November 23, 2022, 01:41:50 am »
Right!

I'm so glad one Elerium in battlescape = 50 Elerium in geoscape right now.

15
Help / Re: Adding items to the UFO breaks Elerium recovery?
« on: November 23, 2022, 12:16:23 am »
Alright, thanks for the info.

Any cool ideas on how to work around this?

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