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Messages - Nord

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1
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 11:20:58 pm »
The only point I'd suggest to improve it's the proofreading and formatting of the texts. Some sentences aren't correctly capitalized and some others could be restructured to be cleaner. But bah, it's just a minor nitpicking on my side. I'm enjoying a lot this mod!
It is always a problem. English is not my native language, so if someone wants to help with formatting...

Quote
How did you made the globe, btw? The northern lowlands seem larger than I recalled!
Using GlobeEditor and a lot of Mars maps. This is a third version, first two was... unpleasant to see at.

2
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 09:47:44 pm »
If I hope you add the Patton-class ship soon.
Patton is a size of all X-com base. Maybe slightly bigger. So no x-com dreadnoughts, sorry.
Quote
Perhaps you could go for something like the Infested Terran style too?
Allied Ascidian-human hybrids are planned.

3
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 04:11:34 pm »
Btw, feel free to grab any Martian stuff from my own Mars mod...
Thanks, i have seen your mod. But decide to make my own assets as much as i can.
I hope this mod will be playable at least on beginner difficulty...   ::)
It will be. My goal at this time vas not to make game harder.
Is it really impossible to make a more positive plot?
It is because of existing X-com timeline. I try to remain lore-friendly. Check ufopedia.org.

4
Work In Progress / Re: [WIP]X-Mars
« on: September 30, 2024, 09:52:11 pm »
Downloads and more screenshots.

5
Work In Progress / [WIP]X-Mars
« on: September 30, 2024, 09:51:29 pm »
There is a large gap in X-Com storyline. It lies between the end of second invasion and beginning of X-Com interceptor. There must be one more game -  X-Com Alliance. But something went wrong and it was cancelled.
This total conversion pointed to fill this gap.
Story: The year is 2060. The Earth lies in ruins after T'leth explosion, moon base producing invaluable He3 for Earth energetic. No Elerium-115 left. First asteroid belt automatic mines are constructed, and new stage of colonization has begun: wealthiest corporations build 15 colonies on Mars, mining minerals and searching for Elerium deposits. Soon these colonies become target for pirate incursions.
X-com deploys to Mars and here the game begins.
 
Main features:
 - new planet: Mars, with unfriendly environment and dead landscapes;
 - futuristic techs;
 - new enemies (including those from X-com Alliance concepts) with their own agenda and mysteries;
 - oxygen system;
 - new robots mechanics;
 - lore-friendly.

Mod progress: 1,5 of 5 storylines completed.

When will be release: not in this year.

Help needeed:
 - Spellcheck (as allways);
 - Mod name ideas;

6
Suggestions / Re: Modify a couple of icons of the default forum theme
« on: September 30, 2024, 10:15:57 am »
Good idea.

7
Oh, this is just wonderful. Thank you very much.

8
Released Mods / Re: X-Chronicles Release, v.1.4
« on: September 23, 2024, 01:58:31 am »
Sure, why not.

9
OXCE Suggestions DONE / Re: [DONE][Suggestion] Unhardcode dollar symbol.
« on: September 22, 2024, 03:21:00 pm »
Thank you very much.

10
OXCE Suggestions DONE / Re: [Suggestion] Unhardcode dollar symbol.
« on: September 22, 2024, 02:01:14 am »
Global modification, 15% done. Will upload in "work in progress" by the end of month.

11
Thank you.

12
OXCE Suggestions Abandoned / Re: [not Solved] Allow pass-through missions.
« on: September 21, 2024, 12:17:06 pm »
It is complicate. In my mod it is used only once, and this mission counts as fully completed, like auto-completed invisible next stage. But other mods can handle it different.
I think, it will be easier to add special description in this stage's briefing, saying: "you MUST kill all bad guys to win". Thank you for your effort.

13
OXCE Support / Re: Inflict TU reduction
« on: September 21, 2024, 02:17:33 am »
Code: [Select]
    damageAlter:
      ToStun: 0.0
      ToHealth: 0.0
      ToTile: 0.0
      ToWound: 0.0
      ToTime: 1.0
More like that.

14
OXCE Suggestions Abandoned / Re: [not Solved] Allow pass-through missions.
« on: September 21, 2024, 02:04:51 am »
Sorry for if i create some misunderstandings. I temporary dont have access to my PC.
Yes, it is STR_ALIEN_NEST_4_5.
Nests have a bit confusing numeration, because first stage of nest mission is outside, and does not count as nest level.
This deployment have "winCutscene: Meetthemaster" string.
Excuse me again.

15
OXCE Suggestions Abandoned / Re: [Solved] Allow pass-through missions.
« on: September 20, 2024, 05:39:23 pm »
No, i was wrong.
So, how was that maked? (I dont have area51 mod).
For my mod - this is 4th level of alien nest (not amazonian).

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