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Topics - Cooper

Pages: [1] 2
1
Troubleshooting / 1.0.518a651-dirty
« on: October 10, 2016, 07:30:12 pm »
Hello everyone!
After a few months break from openxcom Im finally back. However I ran on to this problem on my fresh installation. Does it mean something is wrong with the installation?

2
Work In Progress / Parts of ufopedia.org available here
« on: August 09, 2016, 01:54:06 am »
Could not find that this have been mentioned before, so I wanted to mention that even if ufopedia.org is down, it is still possible to access parts of the site here:
https://web.archive.org/web/20160405021158https:///www.https://ufopaedia.org/

Seems like the ruleset reference is not available, so I uploaded it here (from ‎‎mars 26. ‎2016).
To open it, just change it from .doc to .html OR just click "open With" and choose your web browser.

3
Work In Progress / Multiple HE projectiles
« on: July 23, 2016, 08:44:37 pm »
I've created a cool weapon, using multiple "shotgunPelles" and HE damage. It's working most of the time, but sometimes it causes a crash. Not sure why. Has anyone tried the same thing, and figured out a way to make it work 100% of the time?

4
Suggestions / String for damagetype 0
« on: June 28, 2016, 12:36:36 am »
Damagetype 0 is not really used, so is a nice option for modders to create an additional type of damage. However, changing the name/string of the damage type is problematic. It is now called "Unknown", the same as the status on a research project that has just been started, and its not possible to change one without changing the other too. So is there any chance there could be made a unique string for damageType 0?

5
Playthroughs / Finished in less than 2 hours
« on: June 22, 2016, 01:35:32 am »
I wanted to see how fast I could complete vanilla OXC, turned out 1 hour and 49 minutes was enough  :o (Beginner difficulty) Could have done it even faster if the stupid snakemen did not attack my base shortly before I went to mars. I also wasted some time researching and manufacturing armor, which was not actually needed.

Anyone else tried to do a superfast playtrough?  ;D

6
Suggestions / Shade in base missions from geoscape?
« on: June 16, 2016, 12:14:06 am »
How about making it possible for modders to get the shade from geoscape in base defense/alien base assault missions? Would make above-ground bases more realistic if the base would actually be dark when its night and bright when its daytime. :)

I tried "shade: -1" and it gave the opportunity to adjust the shade in the mission generator, but had no effect in game.

7
Work In Progress / markerName for Alien Base
« on: June 10, 2016, 06:28:15 pm »
Is the markerName function not supposed to work on Alien Bases? Applying the code below, but the base still gets named "Alien Base-1".

Code: [Select]
alienDeployments:
  - type: STR_ALIEN_BASE_ASSAULT
    markerName: STR_TEST


missionScripts:
  - type: test
    missionWeights:
      0:
         STR_ALIEN_BASE: 100
    targetBaseOdds: 100
    useTable: false

8
Released Mods / [EQUIPMENT] Airsoft Pistol
« on: May 21, 2016, 01:50:25 am »
This mod adds a Airsoft Pistol with damage of 0 as a tactical item to the game.

Whats the point?

The Airsoft Pistol can be used for two different purposes:
1. Reaction fire training. If you manage to disarm the aliens, equip your soldiers with Airsoft Pistols and let them train their reactions as long as you want, without killing the aliens.
2. Defense against mind control. Fool the aliens by giving it to your psi-week soldiers! The mind controlled soldier will then try to kill your soldiers using the Airsoft Pistol, even if there is another gun in the backpack. (but get rid of your grenades!)

Credits:
Sprites are taken from the "Equal Terms v1.0" mod, created by KingMob4313

Click here to download.


9
Suggestions / Editing use-item text
« on: May 07, 2016, 03:11:56 am »
It would be really nice if it was possible to edit the use-item text ("Use Medi Kit", "Snap Shot" etc)

For example, the text "Use Medi Kit" does not fit very well to items like bandages and tranquilizers.

Something like this would be nice then:

items:
  - type: STR_BANDAGE
    textUse: STR_USE_BANDAGE

  - type: STR_SUICIDE_BOMB
    textSnap: STR_BLOW_YOURSELF_UP

10
Released Mods / [GRAPHICS] Cooper's Smoke
« on: May 03, 2016, 08:57:45 pm »
This mod replaces the smoke graphics with less distracting ones.
Choose between animated or static smoke. The mod does not change the effectiveness of the smoke, only the graphics.

By the way I chose to publish the mod on the mod portal, putting a download-link in the description. Even if the upload function is broken, its still working good as a overview of mods IMO.
https://www.openxcom.com/mod/cooper-039-s-smoke

Downloads:
Normal Version (reccomended)
Static smoke
TFTD Version!

11
Troubleshooting / Text looks weird in latest nightlies
« on: March 17, 2016, 04:05:55 pm »
Am I the only one who got this problem in the latest nightlies?

12
Released Mods / [UFO] Extra Battleships
« on: January 25, 2016, 10:24:44 pm »
I've created a couple new battleship map variants.

The mod also slightly improves the vanilla battleship map and routes (no more empty boring rooms, or rooms that the aliens never uses!).

https://www.openxcom.com/mod/extra-battleships

13
Offtopic / What is this thing?
« on: December 17, 2015, 12:02:47 am »
Does anyone know what these blue and red things are ? :P Are they recoverable?
Or only for decoration?

14
Work In Progress / missionScripts (recon and invasion)
« on: December 11, 2015, 05:13:09 am »
 In the missionScripts, what exactly is hidden behind these?
 - type: recon
 - type: invasion

Would be really helpful to know the details :)

And how to add new alien missions without adding them under "missionScript" ?

15
Work In Progress / [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 12:25:15 am »
I've been working on a expansion mod for a few weeks: "UFO: Alien Takeover".
This is my second mod ever, so I'm far from an expert at modding. The mod includes new items, new soundtracks, new alien missions, a new storyline, new research topics, and more.  It also includes various other mods from the community.

The goal with the mod is to make the game more challenging/interesting tactically (if I will accomplish that or not is another question, but I hope so), longer, harder and different.

Instead of playing as X-Com, you play as common rebel citizens. So in the beginning you have no armor, no weapons, no interceptors, just a kitchen knife and then stuff that can be found in regular stores, like shovels, axes and bandages. As you move on you can use some of the alien weapons recovered in missions, and you will find other groups and dubious gangs to work with.

Here are some images. Please note:
-The mod is far from finished, so a lot will change.
-Some of the sprites are from other mods, and I have not yet asked for permission to use all of them. I will of course do that before I publish the mod.


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