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Topics - Solarius Scorch

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The X-Com Files / Ratso names!
« on: April 14, 2019, 09:05:19 pm »
Remember that thread about dog name suggestions? Well, now it's time for rats!
Yes, you heard right: I want to add pet rats to be used by X-Com. Don't ask, embrace!
Please share your ideas for rat names! X-Com needs your creative juices.

Offtopic / Modding life
« on: April 06, 2019, 05:32:41 pm »
I felt like creating a thread for modding-related shitposting. So basically, memes - but feel free to post whatever else fits.

Help / Alternative retaliation
« on: March 02, 2019, 03:14:05 pm »
Please help me with the following idea.
I would like modify how alien retaliation works in my mod. Instead of one behaviour (base assault), there would be two missions, chosen at random according to weights:
* mission 1: standard base assault
* mission 2: an "air domination" mission, where many hunter-killer UFOs are spawned to patrol the affected area and get in the way of X-Com operations for a while.
Making the missions themselves is trivial (one is the vanilla retal, the other a generic mission with UFOs), but how do I script it?

The X-Com Files / Fear and berserk sounds wanted
« on: February 23, 2019, 06:06:03 pm »
Thanks to Meridian's invaluable effort, we can now have sounds played whenever a unit panics or goes berserk.
Therefore I am now looking for appropriate sounds. I need screams which clearly sound like fear or murderous rage, for both sexes, possibly also monsters.
Please help - the more sounds there are, the better the end effect will be!

Released Mods / [PALETTE] Dark Geoscape
« on: January 22, 2019, 05:45:59 pm »
Chronocide Commando made some experimental palettes for the Geoscape. I like one enough to make it a standalone mod.

It can be downloaded from:

Enjoy, and let me know if there are any issues.

Help / MOVED: Beginner Modding Help?
« on: November 23, 2018, 06:46:01 pm »

OpenXcom Extended / Make ambient sounds great again!
« on: October 20, 2018, 10:31:23 pm »
As I understand, you can set ambient sounds, but all that it does is looping the same sound. This is pretty much useless for most applications, since in order to have any background effects you must either choose something which can be played constantly in a loop (like ocean waves), or you need a very long and big sound file, 95% of which is silent.
My request is an ability to add an additional parameter to an ambient sound, which would make it played once in a while, preferably at random intervals. This would allow us to set some background noises appropriate to the map, for example wildlife sounds in a jungle or an occasional gust of wind in the fields.
If possible, I would also like to request the ability to set multiple ambient sounds, each with its own settings (so one sound plays on average every 30 seconds, while another plays on average every 60 seconds).

OpenXcom Extended / [Question] Spawn nodes for civilians
« on: August 03, 2018, 11:44:17 am »
Sorry for hijacking the thread, but I think it's related enough: would it be possible to restrict spawns of some/all civilians to craft or UFO?
The issue is with defence missions, where you are supposed to save a building with inhabitants from attack... Yet these inhabitants tend to spawn somewhere in the woods, while some enemies spawn in the building. I can live with the latter (infiltrators!), but the former makes the mission harder and pretty weird.

The X-Com Files / X-Com hybrids!
« on: May 12, 2018, 12:44:01 pm »
While there's still much to do, I have seriously started working on hybrids working for X-Com as your agents (after a certain research is complete).
At this point I only have the paperdolls done. Did they turn out good enough?

Before you ask: no, at this point I am not planning to make more than one face for each gender. It'd be a colossal job, and they all look the same to us anyway. :)

The X-Com Files / Agent upgrades
« on: May 12, 2018, 12:14:02 pm »
In preparation for the (hopefully) upcoming code for changing soldier types, I would like to share some plans regarding this issue for X-Com Files.

I have never really been happy with how agents progress in this mod (or indeed any other X-Com setting); even though your guys are normal humans, their high-end stats are clearly way above normal human capabilities, when compared to non-player human units, even highly trained ones. But limiting their stats' maxima would of course be a very poor and frustrating choice (and would probably make the mod virtually unplayable in the long run). But now we have a real possibility to have actual upgrades to an individual soldier, based on research and independent from armour worn.

The general idea is as following (all names are working names, not necessarily confirmed to be used):
1. Human. Minimum stats same as now, maximum stats around the Elite Soldier and similar top human units (though accuracies may be higher).
2. Augment. Chief Medical Officer's implementation of Red Dawn's bio-enhancement tech. Boost to basic physical stats, like Strength, Health or Stamina. No improvement to skill-related stats, like accuracies.
3. Linker. Available through the Tactical Neural Implant. Boosts to skills, as the implant improves and accelerates your neural system. At this stage the soldier has similar stat caps to the current version.
4. Cyborg. Not sure if it will happen at all, but could be further improvement to basic physical stats through heavy cybernetic augmentations; possibly with some penalties to certain statistics (for example Psi Skill). This option would probably only make sense if it has exclusive armours, so the amount of needed work is kinda scary - therefore no promises here.

I am not sure if similar progression will apply the same way to dogs, but probably. Not sure about any other soldier types which may appear in the future (primarily hybrids, which are in the making).

Further details will be provided when I have something more to say. For now, feel free to share your opinions.

Playthroughs / MOVED: Advancing a bit too fast
« on: May 06, 2018, 04:09:57 pm »

Work In Progress / MOVED: New X-COM-like game: Terran Shield
« on: March 28, 2018, 06:47:57 pm »

Released Mods / [FONT] Moar Zer0
« on: February 13, 2018, 08:19:45 pm »
Someone complained that the number 0 looks exactly the same in X-Com as the letter O, which interfered with their stat strings. I thought it was rather inelegant, so I modified the font to make the 0 character look different. I went with the classical "diagonal strike" 0, like for example the Commodore C-64 font had.

Here is a comparison of both big and small variants:

This mod contains no ruleset (just graphics), but otherwise should be installed and enabled like any other mod.

Suggestions / MOVED: [WIP] Tech-Com - Terminator series
« on: February 05, 2018, 07:18:54 pm »

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