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Messages - Nord

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1
Released Mods / Re: X-Chronicles Release, v.1.6
« on: February 01, 2025, 03:44:31 pm »
Savages are doing rituals in Antarctica.
Poor polar researchers...
Thanks, i'll check.

2
Released Mods / Re: X-Chronicles Release, v.1.5
« on: January 28, 2025, 11:49:38 am »
Version 1.6 is up.
Changelog:
- OXCE 8.0 ready;
- minor bugfixing.

3
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.63)
« on: January 21, 2025, 11:03:51 am »
Done.
Version 2.63.1 is up.
Fixed AlienDeployments.

4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: January 20, 2025, 09:54:05 am »
Version 2.63 is up.
Changelog:
- OXCE 8.0 compatible;
- Added new pirate map by murkhach.

5
Work In Progress / Re: [WIP]X-Mars
« on: December 29, 2024, 08:19:06 pm »
More than a half of this bugs is fixed allready, but i'm not planning to upload new versions before really big changes will be done.
But other half of feedback is really useful and well appreciated. Thanks.

6
Released Mods / Re: X-Chronicles Release, v.1.5
« on: December 26, 2024, 01:51:11 pm »
I hope i'll check it all in this year.

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: December 17, 2024, 08:54:59 am »
Interesting idea.
Quote
3.)  Shuffles node ranks (Omits X-COM & Terrorist 2 )
This can produce a mess out of map. Like 2x2 units locked in small rooms and so on.

8
Released Mods / Re: Enemy info
« on: December 04, 2024, 06:15:45 am »
There is some weapons (like shotguns) that has no bullet animation. Also, there is a modded guns, that have overspeeded bullets (like 100 points compare to, like, 5 from original game). Maybe you encountered one of them.

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: November 27, 2024, 12:05:20 am »
24 sws - it's about small ones.

About Tsunami - mo matter if you ignore or if you came and leave, tsunami still be produced by this installation, and people will suffer.

10
Maybe there can be used different approach: research topic with some new flag will cause the defined missionscript to "restart" just as in the beginning of month.

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: November 18, 2024, 03:50:56 am »
All acid weapons causing damage to armor (before this armor is counted).
As for lobstermen, they have 90% resistance to acid, so yes, spawners and toxiguns almost completely useless against them.

12
Released Mods / Re: X-Chronicles Release, v.1.5
« on: November 17, 2024, 10:52:02 pm »
Version 1.5 is up.
Changelog:
- fixed funding rise in early game;
- decreased cost of scientists per 5000/month;
- powered up invader ships;
- mana-depleting amulets now cause stun when mana=0;
- fixed many Ufopedia articles;
- fixed healer power hit with weapon in backpack (OXCE newer than 7.15 required);
- prepared for new OXCE (>7.15);
- fixed dwarf research unavailability for those who fear golems;
- minor bugfixing;
- minor balancing for easier game;

Thanks to _Solaz for his playthrough.

13
Help / [Poll] Radiation sickness effect
« on: November 07, 2024, 03:51:38 am »
New mechanic i am creating: radiation effect of some weapons, that will cause incremental effect through battle.
This will anyway add days in hospital, but i think it needs to do more harm. Something useful against aliens, maybe. So what do you think?

14
Thanks, that way is even better.

15
Help / Re: Temporary recruit ?
« on: November 01, 2024, 03:00:25 am »
There is no specific way to remove unit in global game.
You can remove an item (and HWP-like unit) from your base storage by an event. But it can cause bugs, if a player moves this item from one base to another, as events checks item by the first second of a month. You can spawn an event with zero delay, though.
Also you can remove unit after battle via script. So you can create one-use helper.


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