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Messages - Ran

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1
Offtopic / Re: Dirty traitors.
« on: March 12, 2015, 10:00:54 pm »
Is it true thst Russia never defects?

2
I made as Soylent Green mod a while ago to make dead Raiders a bit more useful but it's not really fun as long as you can't eat it yourself, meaning use medikit on the soldier carrying it.

3
It's good to see you're back, Dioxine!  :)
Haven't been here myself for a while...

Question: would it be possible to implement matching hair colors for the girls with the newest nightly? My apologies if that has already be done, haven't yet had the time to test the latest version.

4
Is Dioxine still around?
Would be a shame to let this great mod go to waste.

5
Resources / Re: [Graphics]Alternative Explosion Sprites
« on: October 24, 2014, 02:35:23 am »
Are you sure that additional explosion sprites are supported already?

See my thread here, I also made some sprites, but all I could do was replace the original one. I'd be delighted if we could add additional ones but so far I have not heard that it's possible yet.
https://openxcom.org/forum/index.php?topic=2927.0
https://openxcom.org/forum/index.php?topic=2151.0

6
Open Feedback / Re: Openxcom.com mod site is not working
« on: October 18, 2014, 12:44:49 am »
Fucking CloudFlare!

Please get rid of this 'service' - it's doing more harm than good by blocking entire IP ranges for no apparent reasons.

7
Released Mods / Re: [WEAPON] Recolored Laser and Plasma Bullet Sprites
« on: October 07, 2014, 12:37:42 am »
Sorry I didn't reply sooner, I was sure I had uploaded a complete working demonstration of the replaced colors already. :-[

You'll find the TestGun Mod in the first post now, including an attached savegame. It is basically a magnum with many types of ammo, each one representing a different color form of plasma and laser hit and bullet sprites. It was done some months ago, I hope it still works with the current builds.

8
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
« on: September 16, 2014, 02:05:44 am »
Yeah!
No more Ferdinand-Tanks lacking an anti-infantry weapon  ::)

9
Programming / Re: Explosion Graphics
« on: September 12, 2014, 01:36:04 am »
Yes please - I have requested custom explosion sprites several times. :)
I had already created 2 alternative ones from an existing sprite, not knowing I could only replace the original one but not add new sprites.
https://openxcom.org/forum/index.php?topic=2151.0



10
OpenXcom Extended / Re: OpenXcom Extended
« on: September 11, 2014, 01:06:54 am »
Great idea, thank you for giving us new opportunities. :)
I'd love to see more functions un-hardcoded so they could be customized.

I only have 2 small requests which I think are reasonable.:

1) Enable to use medipack on yourself (would allow special food / drugs / potions without the need of having somebody else feed them to you).

2) Enable custom explosion sprites in the same way as hit sprites

11
Released Mods / Re: [HWP] Attack Dog
« on: September 07, 2014, 01:42:38 am »
That sounds fun! ;D
Dog: *bark*
Ethereal Commander has panicked

Another potential I see is creating various wildlife out of the dog's sprite  to spice up the maps. But they would have to act as civilians which do not yield any score, neither for aliens nor for XCOM. Unless PETA sues you for killing the poor animals. ::)

12
Released Mods / Re: [HWP] Attack Dog
« on: September 01, 2014, 03:16:55 am »
Alien hunting season is officially opened 8)
As it counts as HWP, will it score as tank when the dog is kill?

Some more suggestions:
1) Antigrav unit for flying attack dog

2) Exploding anti-tank dog
https://en.wikipedia.org/wiki/Anti-tank_dog
Spoiler:

and of course:
3) Incendiary pigs  ::)

13
I've never thought about that.  :-\
Can't the grav lift be modified to be almost indestructible like XCOM crafts?

But generally I'd vote for external UFO damage and even crash damage/fire/smoke/ in the map itself.
moriarty's suggestion on damage types sounds great, depending on what got destroyed the UFO either lands or crashes with different consequences.

14
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 26, 2014, 01:48:46 am »
Thanks, that's what I expected.
Are there any other large overhauls planned which would require starting an new game?

15
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 26, 2014, 12:25:46 am »
Yess, another faction! :D
How does updating to the new version affect savegames? Will the smugglers appear even if you don't start a new game?

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