Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ran

Pages: 1 2 [3] 4 5 ... 12
Released Mods / Re: [ARMOUR] Hazmat Armour 1.0
« on: July 14, 2014, 02:32:10 am »
Good idea!

I like playing with fire as well. ::)

But are the green-blue shoes intended or just a recoloring glitch?
I would also remove the green patches from the leg sprites, looks kind of weird.

Tools / Re: Recoloring Script
« on: July 14, 2014, 02:27:19 am »
Might actually prove useful when creating an alien race with camouflage abilities.

Work In Progress / Re: Rocket Launcher aliens a no-go
« on: July 08, 2014, 12:19:55 am »
Would enabling additional ranks involve a lot of work? 
I guess so... :-[

The problem with the current set of ranks is that the aliens with heavy weapons i.e. engineers are almost exclusively restricted to the inside of UFOs where they are pretty useless. The Battleship is a good example. Th guys with Blaster Launcher stay on the top floor of the UFO until most of their comrades are killed, then they panic and drop their weapons or blow themselves up. I've been playing OXC quite a lot and I can't remember when I last lost a soldier due to Blaster Launcher attack, but it was a long long time ago.

So having a second soldier type as heavy support / sniper who can be positioned on elevated positions outside would make a lot more sense. An easy way would be to convert engineers to this by rearranging their spawning points and increasing their numbers but it in terms of game logic seems a bit weird that engineers would fill this role.

Work In Progress / Re: Alien Cat Nip (Alien food)
« on: June 19, 2014, 01:26:43 am »
How's this?

But seriously - it just doesn't work with current code, unless the alien is disarmed. :(

Suggestions / Re: [SUGGESTIONS] Ideas for new total conversion
« on: June 19, 2014, 01:23:07 am »
On the other hand, they'd probably buy the rights on the original UFO and TFTD and close down all of OXC as revenge... :'(

Work In Progress / Re: Alien Cat Nip (Alien food)
« on: June 19, 2014, 01:06:31 am »
I tried to create a candy bar a while ago but the aliens didn't like it.
Maybe I used the wrong flavor  :-\

Suggestions / Re: [SUGGESTIONS] Ideas for new total conversion
« on: June 19, 2014, 01:05:16 am »
40k mod would be awesome but be prepared to get sued for copyright infringement like you have never been before! ::)

Work In Progress / Re: Alien Cat Nip (Alien food)
« on: June 18, 2014, 12:49:47 am »
My original Idea was to use candy as bait, lay out a track of sweets and wait behind a corner armed with a baseball bat until an alien comes by picking it all up. ;D

Work In Progress / Re: Alternative explosion sprite
« on: June 18, 2014, 12:16:36 am »
Ok, the hit sprites work now, and weird explosions are also fixed if you space apart the file numbers by 8.
Still you can only replace the original explosion sprite, not create different ones for different weapons.

So my request to all you coding wizards out there - could we pleease have custom explosion sprites? :-[
I mean, the option to define something like:

Code: [Select]
  - type: STR_GRENADE_1
    explosionAnimation: 2
  - type: STR_GRENADE_2
    explosionAnimation: 10
 - type: X1.PCK   
    width: 512
    height: 128
    subX: 128
    subY: 64
      2: Resources/Explosions/Explosion1.png
      10: Resources/Explosions/Explosion2.png

Work In Progress / Re: Alien Cat Nip (Alien food)
« on: June 18, 2014, 12:03:16 am »
But aliens only pick up items if they have no weapons and if no one sees them, right? :(

I wanted to create an alien bait which could be built from alien entertainment, but it's of little use as long as it only works on disarmed aliens.

Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« on: June 17, 2014, 03:09:13 am »
Well I guess different countries have different taboos.
In the US it's anything remotely resembling nudity, in Germany (and Austria where I live) it's anything remotely resembling Nazi symbols. It's pretty hard to create content that doesn't offend anyone nowadays.

So just do your thing and ignore the whiners, to me the Piratez mod is my absolutely favorite game, I dare to say I even had more more fun with it  than playing the original XCOM in the mid 90s - and that means a lot. ;D

Released Mods / Re: [SAVEGAME] Hundred Million Dollar Savegame
« on: June 17, 2014, 02:22:09 am »
Nice! ;D

The top score I reached so far was about 185M but at some point I got bored and started a new game. I've built bases packed with grav shields or fusion defences just for fun.

We should think about modding some luxury items for the game that XCOM commanders can spend our fortunes on. ::)

Released Mods / Re: [WEAPON] Fusion Torch
« on: June 17, 2014, 01:18:58 am »
Thany you, Russian translation has been added. :)

But of course! ;D

I just deleted too much from the TestGun Ruleset I had already created some weeks ago, my mistake. All should work now.

I present the Test Gun :P
It lets you load different types of ammo which represent all included laser and plasma hit and bullet sprites.

Pages: 1 2 [3] 4 5 ... 12