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Topics - x60mmx

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Help / Prohibited Changes In OpenXcom Mods
« on: June 04, 2020, 04:03:52 am »
I made a mod that removed female soldiers from the game for those wishing to have only male soldiers, which was doing well, but apparently that is not allowed as SupSuper deleted it and refuses to tell me why.  We are allowed to have all female troops, hence Piratez, so clearly removing a gender is allowed as long as the removed gender is male.

What other things are we not allowed to do with mods that violates SupSuper's politics?  Are there terms that lays these things out that I missed?

2
Released Mods / [EQUIPMENT] Plasma Breacher
« on: January 16, 2020, 07:50:54 am »
I made a Heavy Plasma variant designed for breaching UFO walls, enjoy.

https://openxcom.mod.io/plasma-breacher

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Help / Selective Fog of War
« on: December 11, 2019, 07:59:15 am »
I would like to make a mod that both increases map size and removes fog of war from outdoor areas, specifically.  Possible?

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Help / Destroying Medium/Large UFOs
« on: November 28, 2019, 12:06:13 pm »
Was working on a small mod and couldn't see how to make Medium/Large UFOs destroyable in ufos.rul.  Halp?

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Released Mods / [CRAFT] Tactical Lightning V1.2
« on: November 21, 2019, 07:52:57 pm »
Updated to have a generous capacity of 16/2.  Enjoy.

Updated to v1.2

- Map size increased.  Previous map size caused cluttered deployment terrain and decent odds of aliens walking under the Tactical Lightning in the first Alien round.

- Tile correction for misplaced landing gear

https://openxcom.mod.io/tactical-lightning


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XPiratez / Uses for Chinese Dragon
« on: May 13, 2016, 07:10:25 am »
What have you come up with? 

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XPiratez / Invisible KO force
« on: May 01, 2016, 11:00:57 pm »
Lately when I ambush landed Trader ships, there is sometimes this invisible force that bounces around the map on the enemy turn making weird sounds.  If it happens to land on someone, friend or foe, they go unconscious.  It has yet to cause problems, but curious as to what it is.  The missions end normally.

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XPiratez / Expnded base layout
« on: April 28, 2016, 11:12:09 pm »
I'm sure this has been tossed around, but I curious to see what the consensus on this topic is.

With all the expanded base possibilities of Piratez,  you really need to build new bases to take advantage of all of it.  Fun facilities like the firebomb rooms and corridors combined with larger facilities makes me really wish I could build a bigger and more intricate base instead of having to be spread out with numbers of regular bases.  The vanilla base size always felt fine in the design of X-Com, but it feels limiting in Piratez which provides the opportunity for so much more depth to the facilities.

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XPiratez / Special ammo availability
« on: April 18, 2016, 03:10:27 am »
Are there any plans of making special ammo types (Acid/Inc/etc) available to more of the guns that have ammmo the player can manufacture?

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XPiratez / Negative scores on missions
« on: March 06, 2016, 04:13:50 am »
I've recently had a string of missions that gave me negative scores for killing the enemy, ending up with missions giving me ~-150 to -450.    They were all combatants so I had no idea I would be penalized for killing them.  Is there anyway to tell which ships to not assault? 

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