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Messages - cevaralien

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31
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 08, 2020, 04:23:55 pm »
No problem.  :)

32
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: December 07, 2020, 10:16:44 pm »
You are right Yankes. The aliens are a highly centralized society. And the invasion of Earth leaves many advances to humans.

The "aliens" have a research tree and there is some interesting new weapons.

33
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: December 07, 2020, 03:57:47 pm »
I hope to release it soon.

34
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: December 06, 2020, 08:03:49 pm »
Thanks my friend.

35
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: December 06, 2020, 05:05:38 am »
In the attachment:

Assaulting a human Assault Ship

An easy kill

Carnage on the Engineering zone

A human scum ready to die

Finaly...

36
Work In Progress / [WIP]XCOM Multimod: Resistance
« on: December 06, 2020, 03:43:35 am »
Coming soon...

XCOM Multimod: Resistance

The sequel of XCOM Multimod https://openxcom.org/forum/index.php/topic,8752.0.html, from the perspective of the Aliens figthing in Mars for their survivance after the fall of Cydonia.


37
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 05, 2020, 08:56:14 pm »
There is a new release of XCOM Multimod

What's new?

1.05
Added civilian female corpse bigob.
Added civilian male corpse bigob.
Updated female police corpse bigob.
Updated floorobs for police corpses (female and male).
Added new male civilian modded from MIB agent.
Added new female civilian.
Enhanced paramedic spritesheet to be more female.
Enhanced police female spritesheet to match bigob image.
Rebalanced armed civilians deployment in terror missions.
Updated commendations Angel's Cross to use new stat for tracking revived soldiers (from original mod Commendations 3.2)
New Mars terrain color.
Removed personal lights on remaining units.
New mapblocks for Green Mountain maps.
Enhancement of Mountain maps with more vegetation.
Enhancement of Geoscape: addition of Tikicaca lake, enhancement of Maracaibo lake and addition of La Paz city.
Adjusted Alien Retaliation mission mechanic.
Adjusted tilesets of human advanced crafts.

Some images of the new maps.

38
Resources / Re: [CRAFT] Lotus Esprit S1 Wet Nellie
« on: November 30, 2020, 02:15:42 pm »
Hi!

Nice design. I was thinking about using it for urban maps eye candy. It is free to use?

39
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 29, 2020, 09:34:05 pm »
Yes, they have.

All xcom base mapblocks of my mod have 4 levels. These images are for the upper and lower levels, but the mid level have conections. The alien containment have 3 levels and the lower one is ground.

In the attached image you could see the mid level (mapview).

40
Help / Crash land civilians
« on: November 29, 2020, 08:07:26 pm »
I'm interested in add civilians to alien missions that differs from terror missions. I know how to add civilians to the aliens deployments but, if i shoot down the UFO, the civilians will spawn on the map, even if i shot the craft over Antartica (umpopulated area).

Another example: abduction. If the UFO lands, i want to spawn civilians, but if the mission is a crash recovery, i don't want the civilians on the map.

I want to spawn civilians only on certain missions and maps. It is possible to do this without define it in Alien Deployment? I tried to do it in Terrains but it doesn't works.


41
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 26, 2020, 11:01:42 pm »
Yes, but i will integrate 3.2 in the next version. Happens that i do changes to some descriptions, so, i need to look them with more detail.

And, when i downloaded the commendation, this was the version that i look at first. I was new with openxcom playing and the mods at that time.

42
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 26, 2020, 10:51:13 pm »
I have released a new version of XCOM Multimod.

What changes?

Updated geoscape WORLD.DAT for a more detailed one.
New textures for geoscape.
Added First Aid Kit, allowing the healing of units before availability of Medi Kit.
Civilian doesn't recover weapons, only soldiers or police.
Added more handobs from Improved_Handobs mod and originals from Multimod's author.
Added aircraft missile sounds from HQSounds mod.
Added missing spritesheets medals for "Commendation 2.1" mod (integrated on Multimod).
Rebalanced weight of Medi Kit, because the implementation of First Aid Kit.
Enhancement of wounding script.
Added new Alien Containment mapblock.
Increased no-LOS penalty.
Rebalanced side armor of Alloy Armor. All side hits goes to arms, so, there is no reason to increase protection compared to Kevlar Armor.
New mapblocks for brown mountains.
New mapblocks for desertic/brown mountain urban maps.

In the attachment:

Updated geoscape and textures.

New Alien Containment (top level and basement)

Urban desertic/brown mountain mapblocks.

43
Which UFOExtender features are activated by default in OXCE 6.7.2?

I'm curious about "know thy enemy".

44
Released Mods / Re: [COMMENDATIONS] UFOPedia Mod 3.2 (Updated by hellrazor)
« on: November 25, 2020, 03:56:03 am »
Hellrazor i draw the spritesheet medal missin in your mod. I leave the work here for your use.


45
Released Mods / Re: [COMMENDATIONS] UFOPedia Mod 3.2 (Updated by hellrazor)
« on: November 25, 2020, 03:50:48 am »
Not for the enemies, but for my soldiers. At 20 tiles my accuracy drop because the LOS penalty. I rised the max view to 32, so, i can put long shots (and earn the respective medal), while i can work with spotter/sniper feature with a reasonable penalty to LOS.

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