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Topics - Starving Poet

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OpenXcom Extended / [DONE][Suggestion] Interception Window UI Enhancement
« on: December 22, 2019, 10:09:28 pm »
Right now, in the interception window if we right-click a craft that is in the air, it will center on the globe on that craft, but if we right click a craft at base, it does nothing.   Would it be possible to have a right-click of the docked craft open up the equip-craft window in the correct base?

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Basically, I'd like to allow a ctrl+right or ctrl+middle click to bring up the tech tree viewer for the specific item from the buy sell screen.

The idea is that it would be nice to know if you have all the research done for things, like live captures, in the post-battle loot screen.   Currently, the only way you can access this information is from the 'containment-full' screen post battle and that occurs after you have the option to setup your auto-sales.


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Suggestions / Ruleset Defition for minimum exe version.
« on: April 09, 2018, 03:44:58 pm »
Just a shower thought I had this morning that I was thinking would be really useful for the oxce mods, but also something that we might need when 2.0 come out

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The X-Com Files / [mod] Youtube Friendly Music
« on: November 12, 2017, 07:12:07 pm »
This is just a small mod for other LPers that replaces music that gets flagged in Youtube.  I try to replace the songs with attribution-free songs of the same... feeling, but I - in no way - spend as much time as Solarius does trying to pick the perfect one.  If you think you have something better, I am more than receptive.

I'll keep it updated as long as my LP runs.   


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Released Mods / End Game Flares for UFO and TFTD
« on: September 26, 2017, 04:50:01 am »
Update by Meridian: newest version here: https://openxcom.org/forum/index.php/topic,5727.msg114958.html#msg114958

These are for Kjotleik - these are the flares I made for my FMP and TFTD playthroughs - basically high-luminance flares that require alien technology to unlock.   



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Playthroughs / Serve your country - Serve your planet - new XCF LP
« on: September 13, 2017, 01:25:45 am »

As always - my one and only advertisement for a new LP - featuring Solarius' X-COM Files!

This LP features Modified Cloning - no stat transfers like in X-Piratez, but we will be maintaining diaries for each named character.

The streams are weekdays at or around one CDT, archives always available on youtube.  There are no naming rules - but government-y agent names get bonus points!   


Series Playlist: https://www.youtube.com/playlist?list...
Streaming Live: http://twitch.tv/starvingpoet
Discord Chat: https://discord.gg/smj6x99

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Released Mods / [TFTD] Poet's TFTD LP Mods
« on: December 16, 2016, 10:59:34 pm »
So, I totally forgot to post these up after the LP was done but Ohartenstein kindly reminded me to do so:

First up - Colored Armor Mod:

Adds 3 additional colored armors for soldier organization - they don't offer any other benefits.




Second - Updated Gauss Mod:

The idea behind this one is, like every other Gauss Arsenal, to make it actually useful.  Instead of tweaking enemy Gauss resistances, I decided to take a two-tier approach.  Initial Gauss level damage is not changed, but I made them act like long-range shotguns... and I made the Heavy Gauss like the Heavy Machineguns prevalent in the other mods.  High ROF, High TU cost, no Snaps.   Tier 2 Gauss ammo removes / reduces the fragments, but gives them near Sonic damage.   Again, enemies still have the same Gauss resistance, so shot per shot, they do less damage.  That said, the Gauss Pistol becomes an extremely useful lategame weapon for off-hand use and your Ion Armor is still 99% immune to it, so you can give it to your low MC Strength troops.  Tier 2 ammo also requires requisite sonic ammo research.

I also modified the Heavy Thermic Lance to work as a wall-breaching weapon.  It has a firearm range of 1 - which means it can trigger reaction fire from anyone that that survives it's attack AND enemies have no problem using on your troops and tanks hovering 1-tile off the ground.  But it can also cut through USO hulls about 75% of the time.


I tried to make these powerful enough so that you'd use them at end-game, but not so good that they over-shadow sonic weapons.





Third - Zrbite Flares

Simple mod - mid-game extra-large flares.  Have a 50% larger light radius than chemical flares.  Require Sonic Pulsars to create.  Also, they're purple.  Did you know that there is absolutely zero consistency between flare's UFOpaedia picture, their bigobs, and their floorobs?   :D




Finally - Extra Explosions

This is originally Arthanors mod that I just added TFTD underwater explosions to.   This mod works for UFO, TFTD, and I've added missing stuff from FMP as well.  There's some mono-pallete group files in here if you want to color your own as well.







--- posts merged by Solarius Scorch ---

Updated the armor mod to remove the manufacturing requirement.   That gets rid of a lot of tedium!

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Playthroughs / Yarr! I be needin' a Pirate Crew
« on: October 04, 2016, 10:43:38 pm »
Well, it's been about a week since we finished our TFTD playthrough and I'm getting ready to start our Piratez stream.

If you'd like to hop on board, all I need is a pirate name and whether or not you want to use the cloning system we developed in TFTD: (Death incurs heavy wounds and stat loss, but you keep your original girl).

I don't want to spam up the forums, so this will be the only post for the stream.   

X-Piratez #0 - Ye 'ave been shanghaid!

The streams are weekdays at or around noon CDT, archives always available on youtube.

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Troubleshooting / [TFTD] Possible AI Bug during Base Defense
« on: September 19, 2016, 11:09:29 pm »
I been playing around with base defense strategies but I've come across the problem where when Lobstermen attack my bases they simply don't move unless it's back towards the access lift.

I've had normal base defenses against the other 3 races, but any time I attempt to do one against Lobstermen, something goes bonkers.  I even entered debug mode, moved the lobstermen out of the hangers to where they could see me, and only the ones actively looking at my soldiers moved forward - any of the ones looking away just moved back to their starting positions.

I just wanted to see if anyone else had this problem before I filed a bug report.


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