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Messages - new_civilian

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1
Released Mods / Re: Wounds proportional to damage [OXCE]
« on: November 05, 2019, 11:53:33 am »
Thanks, Kzer-Za!

2
Released Mods / Re: Recovery time revamped [OXCE]
« on: November 05, 2019, 11:51:53 am »
Thanks for this script. Unlike Meridian and SolariusScorch I am not a hardcore/masochist player and do like the fact that randomness plays a smaller role in this game.  ;D

Keep up the good work.

3
Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: November 05, 2019, 11:46:25 am »
Thanks for this mod/script! It's a real improvement over the original behaviour.

4
Resources / Re: Graphic Gallery
« on: November 05, 2019, 11:28:57 am »
Some random stuff.

I made those ranks file for me, as i simply could never tell which rank a soldier was... ::)  ;D

no star -> rookie and then 1 to 5 stars for the ranks. Easy to understand... even for those deep-in-the-night game sessions.

The other sectoid files are

a) a sectoid with kneel-ability (old file) WITH an Inventory screen
b) an armored XCom sectoid (based on the WOS mod's armored sectoid). No kneeling.

5
Suggestions / Re: Smart Flares
« on: November 05, 2019, 11:22:17 am »
Here you go. Beware: Iam using OXCE 5.41 and do not know if it works in the newest exe

6
Suggestions / Smart Flares
« on: October 29, 2019, 01:00:14 pm »
Using the spawn feature of the newest OCE exe, i made some flares that are player controllable, they can fly around and provide light. I gave them a view range of 1 only and made them cloaked, so that the aliens don't shoot them until they run directly into them (visible range 1 tile). To my big surprise they work flawlessly w/o breaking the gameplay or immersion. I gave them 1 hitpoint only and a flare power of 30, inly 40 time units and they can't "run" so they are moving very slowly only.

Anyway: What I'm saying is that this somewhat crazy idea works very well without unbalancing the game.  ::)

Maybe someone likes the idea for his/her mod.

I also made the Gazer holodrone corpse recoverable AND usable: You activate the corpse once researched (it has such a nice BIGOB) and throw it where you want it, works like a charm  :)
The spawning mechanics are so awesome.

7
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: October 29, 2019, 12:48:33 pm »
Many many thanks, Dr. Crowley!  :)

8
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: September 14, 2019, 01:14:48 pm »
Sorry to bother you, but can you upload the mod to a mirror, my library PC can not access the one in post 1  :-\

9
I liked the controllable zombie in the snakeman base video^^
Your mod looks really promising. I'm looking forward to it.  :)

10
The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 14, 2019, 01:06:03 pm »
And some screenies. I like your mod.  8)

11
The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 14, 2019, 01:05:12 pm »
FWIW, i tried to remove the timer on the grenades, it works only on proxys, the new OXCE no longer supports fusetype = 0
battletype 5 and throwonexplode works, but that turns them into proxies... not good if you want to give them to another trooper when running out of time tio throw.

Here the space background i was talking about. And a flag for X-Com dogs and rats, maybe it is better than to make them all americans  ;D

12
XPiratez / Re: [MAIN] XPiratez - J17A - 8 Sep - I Stab At Thee!!! (reloaded)
« on: September 14, 2019, 12:51:56 pm »
One thing I realized about X-Piratez (apart from the fact that it is really good): I need a new PC.
Base Defense missions especially are unplayable on my old single-core computer....  :o

13
The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 13, 2019, 12:01:31 pm »
Just want to join in and did not want to create another thread, as I basically want to say the same thing: I love this mod.
I tried it back in its early alpha days and then went away for 2 years or more and now came back to discover that it is a dream to play.
Just one tip for people new to the mod: Play it on the easiest setting to get a feel for it, works like a charm for me. It can be really hard sometimes (if you get a bad roll and end up with a bunch of VERY tuff enemies...) so easy does it for me. Oh and try to focus on ONE game-style when playing, either use RANGED weapons or MELEE, otherwise you might get overwhelmed by the weapon selection..  :P

Some suggestions:

- Make all grenades have no timer.  :D
- You set the explosion height setting to 2, why? 3 is round an thus more realistic.
- Make flares have a power of 20, PLEASE. They are not tiny candles, the are FLAAAARES  ;D
- Did you ever try the night color setting 16? OXCE doesn't allow it, but you can edit it manually in the CFG file. Looks grey, just like it should be in the night...
- Your space background need a revamp, just look at the WW1 mod and use the Back100.png, it's nice!  :)
- You should use the syndwar.ogg during a tac mission.
- Lower the no-sight targeting penalty, it is now 50% of a visible target, i tried 75% and it is MUCH more enjoyable. (especially the grenade launcher will benefit from that, turning it into a decent support weapon.)
-Please change the sell screen's color, in this mod one spends a lot of time in there, it's easy to confuse  it with the purchase screen, i made a quick change to it and it looks grweat, see attachment
-The HMG sound needs a cooler replacemnt
-The Dragonfly needs a door
-The BugHunt message is awkward, maybe make it "recon-satelite online" or sth.
-The Dart ammo takes forever to make  :o
-Maybe include turn1 alien tu mod
-Maybe include Health Recovery mod
-Maybe include Unrandomized wounds mod
-There's a glowing shield effect script available, that randomly flashes the shields, looks great, maybe add that?


What really is  awesome:
-The jail break missions, ah man, i love those!
-Panic/berzerk sounds are awesome, too, they really add to the immersion.




Anyway: Really good work, just the amount of work and the excellent balancing make me stand in awe.

14
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: September 13, 2019, 11:41:35 am »
Some things I noticed when testing.
- Bike cannon ammo appears at the beginning even when unresearched
- Winged Demon Trade manufacture has a wrong name, all others start with "Trade xxxxxx"
- Scouts sometimes get hurt when deploying in drop pods, not sure if this is intended, I would understand IG troops (due to the blast and shock, this works fine and is correct) and everything weak, but scouts?

The mod plays and feels really like a 40k table-top game. Which is what you wanted to acchieve I guess.  :)
Anyway: Great mod and very good work. Hats off.

15
Work In Progress / Re: can chrysalid drawing routine 7 hold weapons?
« on: August 20, 2018, 12:55:58 pm »
Wasnt there a years-old mod-resource by Bombbloke (for the original game) that included Civilians, Chrysallids etc that could carry weapons? Not sure anymore....

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