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Messages - Nord

Pages: [1] 2 3 ... 96
1
OpenXcom Extended / Re: [SUGGESTION] Burning downed unit lighting.
« on: August 13, 2022, 07:24:47 am »
It is great, thank you!

2
OpenXcom Extended / Re: [Suggestion] Amiga thinking...
« on: August 09, 2022, 10:51:57 am »
 Report "99% done" make you happy only first half of a hour.

Pure cosmetic, i think.

3
OpenXcom Extended / Re: [SUGGESTION] Burning downed unit lighting.
« on: August 09, 2022, 10:40:41 am »
Btw unit in hand should give light too? :>
I think that you can have better torchlights than burning foe in your hands. Damn, that's brutal. :)
Quote
Unit light is not cosmetic feature as it affect visibility. But probably it have low affect to gameplay as you need have source of fire to lit unit and use it as torch.
In Piratez i have such thing periodically, when using lasers or incendiary bullets during night.

4
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: July 24, 2022, 04:04:10 am »
That's a lot of bugs. Will do what i can to fix.

Upd.: Most of them are reserved spaces, but some glitches found. Thanks, Meridian.

5
OpenXcom Extended / [DONE][SUGGESTION] Burning downed unit lighting.
« on: July 23, 2022, 05:00:59 am »
Idea is to make downed unit, who continues to burn, to produce light as normal fire until it dies.

6
OpenXcom Extended / Re: [Suggestion] Unit Teleport
« on: July 14, 2022, 08:53:06 am »
Interesting idea, really. Problem is - AI will never be able to use it. And AI SHOULD NOT be able. Xcom principe can be ruined with such thing.
When writing it, i get in mind another cool idea, possible letal for gameplay: once i make a typo and give movementtype: 5 to unit.
This unit can move, but lose no TU and, what is most important, became able to move through walls.
So, if possible to fix TU spending, we can begin creating our own army of ghosts.

7
About examles: it is easy to do with costUse, costSnap etc.

8
Hardest part will be - to teach AI to attack an item. Because unconscious people are items, not units.
Much easier will be mod, giving negative score value for inconscious civilians, as it is for dead ones.

9
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: July 12, 2022, 11:35:09 am »
It keeps giving me an error when I try to load the mod
"ERROR: failed to load 'X-Chronicles' ; mod disabled
this mod name is already used"
Maybe you put both archive and unpacked mod in "mod" folder?

10
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 27, 2022, 11:16:16 pm »
...otherwise it's awfully nice of them to just wait for X-Com to get strong enough to deal with them. ...
There is one minor trick... aliens will not wait. They will  spawn more and more hives with no excuses. He he he.
I think one aspect that could be improved would be the maps. I am not a fan of that railway station with a long 2-3 story building across it, for example.
Totally agree. Do you have more maps to include?

11
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 25, 2022, 07:22:42 pm »
Can I ask why the x-series weapons are so heavy? The rifle clip weighs as much as a normal rifle, and the x-sniper is actually heavier than the Heavy Cannon.

EDIT: the rifle is heavier than the rocket launcher??
They are meant to be used not by normal humans, but by psions.

12
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 24, 2022, 04:30:25 pm »
Do you suggest to increase funding? Or maybe increase prices of invader stuff?

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: June 23, 2022, 07:06:45 pm »
Good evening. I would just like to say thank you for creating this mod. I just finished the mod tonight, and it was a blast.
Thank you.
Hey Nord, could you please look at this cosmetic bug?

This guy wearing hard suit but game engine draw it as another armor. I don't have great experience yet to investigate myself, only have thoughts what this is something with lookVariant: 41 in save file. Not sure anyway. I'm using some mods include mine, but I think you could disable them in save file or it will loads fine just with warning. Thank you in advance.
Yes, a typo in "extrasprites.rul", thanks. Will be fixed.

14
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 23, 2022, 11:14:51 am »
Thanks Nord.
I've taken a look at the changes (via WinMerge), and unfortunately there's nothing in there to address the tedious grind aspects...
Well, there is changes. Dont know how you rank them via WinMerge, but as you wish.


15
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 19, 2022, 02:43:45 pm »
Version 0.99.6 is up.
Changelog:
 - added new UFO - the temple ship;
 - IMPORTANT: rebalance, no powerful invaders will spawn while x-com posess no magic nech;
 - bugfixing, all prefious hotfixes included;


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