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Messages - cevaralien

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16
Offtopic / Re: New game made by myself - Imperios Estelares
« on: February 16, 2021, 09:55:06 pm »
Yes, there is a basic tutorial in the game. Go to "options" and there is the tutorial and an encyclopedia, where you can know about the researchable techs, ships, planets and game basic concepts.

17
Offtopic / Re: New game made by myself - Imperios Estelares
« on: February 16, 2021, 05:42:11 pm »
Yes, it is in english and spanish. It will take your operating system language as default, but if it's not in english or spanish, the game select english as default.

And yes, it is moddable. The modding instructions are in the forum of the game.

18
Offtopic / Re: New game made by myself - Imperios Estelares
« on: February 16, 2021, 05:05:12 pm »
Thanks for the feedback.

Well the controls are: green words does some action, yellow shows information.

If you want to inspect a planet, you first must click on the star that you want to see or you can go to Defense or Civilization menu and select the planet from the list.

This is explained in the Tutorial, but now i see that it must be enhanced to do more explicit.

If you want to select a ship, you must click on the symbol <
These symbols appears in the starmap.

I will do a videotutorial with this explanations.

19
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: February 16, 2021, 04:01:31 am »
Hi

I was distant from openxcom because i was working on a new release of a game made by myself. I open a thread on offtopic area if you want to know more about.

I will resume my work on this mod soon.

---

Waldo, althought the humans have many captured weapons from Earth war, in Multimod these weapons are not duplicated by humans, so, these plasmas are scarce. In fact, it is x-com in the early days of Mars invasion.

20
Offtopic / New game made by myself - Imperios Estelares
« on: February 16, 2021, 03:56:22 am »
Hi

I want to invite you to play Imperios Estelares a space strategy game (4X class), made from scratch by myself. It is available for Linux and Windows, in english and spanish.

You can download it at https://iestelares.foroactivo.com/ forum, news and download section > last version.

Some images of the game in the attachment.

Enjoy it!

21
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 30, 2020, 04:19:26 pm »
Jejeje yeah, it is weird.

I don't know the single battle mechanics. In fact, i don't know why these soldiers have these stats, because no one of my soldiers are declared with these numbers; they have a full stat or no stats for the referenced one.

The same situation happens with the handob. I played many games with the rifles and machine guns (my favorite weapons) in campaing, none of these shows errors, but, in single battle you see...

I will ask to Meridian to explain me the single battle mechanics. I suspect that it is mixing data from the mod and the vanilla, or even other mods.

22
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 29, 2020, 06:49:09 pm »
I have released a new version of Multimod.

Changes on 1.07:

Fixed problems with soldier start stats.
Fixed some borders (Venezuela, Mexico, Canada, EEUU)
Added Saud Arabia borders and regions.
Fixed Egypt and Venezuela regions.


23
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 29, 2020, 05:22:31 pm »
Notice that for some reason, when you load a single battle (not campaign), weirds things happens. One of them is that soldiers begins with different stats. I don't know why this happen.

I found this behavior in the new mod that i'm doing, so, i think that is a problem of the default configuration of the individual scenarios. I can guarantee the mod in campaing mode, but not in individual battles, at least for now.

24
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 29, 2020, 05:04:33 pm »
wow. just a few minutes of playing (even with the bugged soldiers) and I'm impressed.

It's not just more content than vanilla, but it's so much more polished and refined. (not to mention makes more sense)

I really like the simplifying of the inventory. less to think about, so you spend less time equipping and managing space and more time with the action.
oh yeah, and taking the silly timers off of smokes and regular nades is great too. it was just confusing for no extra benefit before. (however the ufopeadia entry for nades would indicate that it still has them)

ufos actually being hard to shoot down (or rather catch) is so much more immersive and tense. and the third slot weapon pod on the interceptors is a fantastic way to offset this (and it makes canons viable in regular engagements. holy crap I didn't think that was possible)


I think I will recommend this mod over vanilla to people who are new to the game.


the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.

also a second pass on the 'peadia for spelling/grammer is in order. I'll try and make notes on specific problems next time I read it, but just a heads up

I'm glad you like it.

The high explosive was balanced to do the works that ufopedia says: demolition. I raised the weight to disallow a long range throw, while it's power allows to do holes in UFO hulls.

I recall a mission against the Mutons. My soldiers was armed with rifles and default ammo, so, i needed many shots to kill an enemy. The UFO was a Supply Ship and the doors was too near the southern border of the map. One Muton was in the border of the left door and the terrain (jungle) doesn't allows me to ambush it. It was very accurate and the grenades was not an option, because the distance.

Well... how to enter the UFO? I take a high explosive pack, i open a hole near left the gravity elevator, where i found 3 Mutons! I drop some hand grenades, rifle grenades and the defenders was killed. I finished the job with proximity grenades. Zero x-com deads.

Thas is the best use of the high explosive pack. I was lucky in a Terror Mission too, when i found 3 Sectopods very near of the Skyranger door. They was looking to other directions, so, i take a HE pack and kill them with a single explosion  ;D

About this:

the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.

I like to play with grenades that explodes on the same turn, because aliens works in the same way. For example, if i drop a grenade that doesn't explode immediately, the alien(s) could react and kill my soldier, even if i kill them at the end of the turn. Of course, you can change it at will in the options.

Thanks for the feedback on grammar. English is not my natural language, so, i appreciate the observations.




25
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 29, 2020, 04:47:58 pm »
No, the problem with soldiers is this: when a new game begins, all soldiers are chosen randomly. The soldiers are defined in a file with their requirement. The commando, sniper and scout soldiers haven't an initial requirement (research), so, when the game search for the soldiers, it could choose a commando, sniper or scout.

In the soldier ruleset, these soldiers are defined without stats, because they are a referenced node of the original soldier.

I fixed the problem. Please, download the attached file on your mod folder, XCOM Multimod/Ruleset, or you can download the 1.07 version.

26
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 10:09:44 pm »
You can try to press space on night missions to remove this mode. You can also change the color of the NV mode in options.

27
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 09:52:51 pm »
About the pallete...

It is not a bug but a feature of openxcom. It is a "nigth vision mode".

I removed all light emissions from soldiers and mind controled aliens. Because this, if you do a night mission, you wouldn't see the scenario without a flare, so, the openxcom developers released this feature.

You can try a day mission.

28
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 09:22:03 pm »
Hi

I will look for these bugs soon. I'm busy now but i will fix all soon.

Thanks for the feedback :)

29
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: December 16, 2020, 10:09:10 pm »
Some new images of the mod. This time is a mission to a human excavation site; a onus mission.


30
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 16, 2020, 05:52:05 pm »
Today was released a new version of XCOM Multimod.

What's new:

Implemented maintenance cost for HWP and units in Alien Containment.
Implemented maintenance cost for Firestorm, Avenger and Lightning crafts.
Renamed "Craft Rental" for "Craft Rental & Maintenance" in cost screen.
New UFOpedia images for heavy weapons platforms.
Four new mapblocks replacements for alien bases.
Implemented sniper, scout and commando trainings with UFOpedia descriptions.
Added UFOpedia description for Psionic Combat Training.
Fixed grey mountain rulesets. The maps are in 1.05 version, but it was not activated.

In the attachments:

New mapblock for alien bases.
Mountain map with some trees.
List of possible trainings
UFOpedia Commando training description.

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