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Messages - Arctic

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Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: October 18, 2017, 11:33:04 am »
Here's a screenshot of the error I had. I assume it's the same as everyone else's. Maybe this'll help.

2
XPiratez / MANPADS for Expedition
« on: May 29, 2017, 01:43:13 pm »
Title. What if the Expedition could be equipped with personal guided missile launchers? They're extremely slow, so they wouldn't be very good, but they could still serve as an option for swatting down air vehicles in some circumstances. To prevent players from being able to fight aircraft too early on, the launchers could be restricted to a certain tech level. Maybe the launchers could also be used in the Battlescape as a low-damage, high-accuracy HE launcher with extremely expensive rounds. As for the art, I do have an existing missile launcher uploaded that you could use.

3
OpenXcom Extended / Re: Solar's wishlist
« on: August 12, 2016, 12:46:37 pm »
For Yankes (he already changed this part of code, I shouldn't be messing with it)
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- Global damageAlter per type
- Custom damage types
- More than 1 damage type per bullet

Interesting (I'll put it on my todo list)
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- Terrain destruction by melee
- Environmental effects
- Starting conditions by terrain ... except for allowedCraft, since terrain is unknown at take-off time
- Exclude a soldier type from the promotion system/military ranks
- Exclude a soldier type from driving
- Soldiers as pilots
- Sick Bay facility

Hmm? (on todo list with low prio)
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- Terrain trampling by AI units... would need to look at AI... which I don't want
- Random Treasure Lists
- X-Com craft crash sites
- Unhardcode approach/disengage speed per ship
- Definable types of Alien Containment

Meh! (not my taste...)
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- Custom factions in battles
- Alternate vision modes
- Everyone can do everything

Huh? (I have no knowledge of this part of the code, can't say if possible or not)
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- Vertical maps

What about "Integrated HWPs"? Basically, craft could have HWPs pre-attached, which spawned in the same place relative to the craft every time. It would make stuff like gun turrets possible. Imagine: Do you bring 14 men, or 6 men and a craft capable of fire support?

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Released Mods / Re: [EQUIPMENT] ATGM Launcher
« on: June 03, 2016, 02:30:18 pm »
Yeah, looks nice. The graphics are good too, although I think the coloured strips could use some finishing touch (more gradient).

About the more powerful rocket, is it Elerium-based? Otherwise it's definitely too powerful, I think.

You know what? It should be. Good idea.

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Released Mods / [EQUIPMENT] ATGM Launcher
« on: June 02, 2016, 06:23:53 pm »
A simple mod that adds a guided missile launcher. It has 2 waypoints, so it can be fired around obstacles. It can fire one of two missiles, a wide-area demolitions missile, and a much smaller missile that does far more damage for use against heavy opponents. Excellent against Sectopods, Cyberdisks and the like. Also effective against buildings and on terror missions.

However, the launcher is heavier than the rocket launcher. It is exceedingly expensive, as are its missiles.

This is my first mod, so make of that what you will. If anyone has any feedback, please don't hesitate to tell me about any complaints or issues.

If anyone, for whatever reason, wants to use this in their compilation, feel free. Do contact me in some form though.

EDIT: Updated the mod. Missiles should be a bit more powerful now.
EDIT: Another update. AT missiles are now obtained by manufacture. They are unlocked by researching Elerium-115 and take 10 elerium each to build.
EDIT: ATGM Launchers now take more time to fire, so they aren't as powerful. It'll take two turns to load and fire one, which seems like a good exchange.

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 03, 2016, 05:12:42 pm »
Could always ask to get alternate hangars in OXC.

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 03, 2016, 01:00:55 am »
Maybe you could even have ground-air AA weapons.

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 10:37:09 pm »
On another note, I think it would make a lot more sense to say that the Mudranger is an amphibious all-terrain APC, and you drove instead of airdropping it - it would explain why it can carry so many people, why it can go over water, and, crucially, why it has such a short range.

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 09:46:32 pm »
Yeah, haven't done them yet. EXALT is a late addition...

You're right! Fixed.

Just made the Ufopadia page. See the attachment.

That actually looks really good - I honestly wouldn't mind if the other vehicles looked like this. It's authentic and resembles the original X-Com UFOPaedia images, and besides that it's easy to churn them out.

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 07:54:07 pm »
Bugs I've found that people haven't yet posted
 - EXALT Network strings are missing (?)
 - Kevlar Vest lacks a UFOPaedia description

Anyway, what even IS the MUDRANGER?

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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 01:26:14 am »
AW YEAH

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The X-Com Files / Re: The X-Com Files (FMP+)
« on: April 02, 2016, 06:32:45 pm »
Sounds like this is shaping up to be the best total conversion for Openxcom yet.

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