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Messages - Gifty

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31
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 10, 2014, 07:32:23 am »
I think it's a great idea. It fixes so many things.

32
Suggestions / Re: Alternate Laser Tech
« on: August 06, 2014, 01:02:27 pm »
All I can find is this Ufopaedia blurb:
Quote
Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes much longer to build, and clips for hand weapons). This alters Manufacturing Profitability significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.

33
Suggestions / Re: Alternate Laser Tech
« on: August 05, 2014, 12:47:25 pm »
I actually had been thinking of making a little mod binding Lasers to some elerium/alloy dependency just as a way to prolong the currently pitiful lifespan of ballistic weapons; I had no idea there was already an XcomUtil feature that did a similar thing. Maybe I should put my money where my mouth is and do it, then? :P

34
Totally cool, I can't count the number of times I've done the same thing. :P

I pretty much second everything in that last sentence; the male screams are proving difficult to find, and I was also suspecting that the plasma sound was just a modified laser. I also have a hunch that the sectoid/floater death is some kind of heavily processed animal sound, but that hardly narrows it down.

35
Oh, uh, I've already started working on this, I've made a fair amount of progress. If we're aiming for the same thing, maybe we could pool our resources?

36
Resources / Re: [SPRITES] Gifty's Garage
« on: August 03, 2014, 06:59:31 am »
OH GOD WHAT IS THAT



KILL IT KILL IT

37
Resources / Re: Neoworm Sprites dump
« on: August 03, 2014, 12:43:37 am »
A pale green skin color might work well on him.

Dig the sprites!

38
Work In Progress / Re: [WEAPON] Acid Weaponry 0.1
« on: August 03, 2014, 12:30:50 am »
Damn, I keep planning to do these things and then people beat me to the punch. :P

+1 on the Celatid dependency, that was what I was thinking as well.

39
Open Feedback / Re: OpenXCom and TFTD Terrorists
« on: August 02, 2014, 07:11:45 am »
This might be a little perpendicular to the topic, but I've been thinking an extended lore mod would be neat, and BlackLibrary's post is pretty close to what I was envisioning.

The Deep Ones attack seems kind of tricky; naturally you'd want to fix inconsistencies with the lore, but at the same time, if you remove the arcing acid attack and give them a rifle you kind of take away what makes the Deep Ones distinct. They'd hardly be different from Gillmen at that point.

40
Work In Progress / Re: [WIP] Up Close and Personal Mod Pack
« on: August 02, 2014, 06:31:25 am »
I like! If you ever need graphics, I can help you out.

41
Work In Progress / Re: Remastered Sounds Project (demo available!)
« on: July 30, 2014, 05:04:40 am »
OGG can be much smaller with negligible loss in quality. And yeah, I think a couple of the original sounds are a little longer than the X-Com versions, obviously that'll be fixed if/when I put this out for real, it's just sort of a proof of concept at this point.

42
Work In Progress / Re: Remastered Sounds Project
« on: July 29, 2014, 07:43:35 am »
I've tracked down enough of the sounds now that I was able to toss together a little demo to show you what this sounds like; download is in the OP. (The ruleset I cobbled together was based on Daedelus' lovely HQ sound mod, hopefully he won't mind.)

43
Resources / Re: [SPRITES] Gifty's Garage
« on: July 24, 2014, 06:10:34 am »
Added a couple of fusioney type weapons to the op! Blast'em!

Calcium Man is proving to be a pain in the ass, for some reason he's being extremely persistent in not having a torso.

44
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: July 24, 2014, 01:05:08 am »
Gimp is fine as long as you switch to indexed colors and apply the X-Com palette before you do anything else, and reapply it when you're done just for good measure.

45
Troubleshooting / Re: Accuracy indicator
« on: July 24, 2014, 12:42:03 am »
Currently it's toggled with the "UFOextender accuracy" option. This option significantly alters the accuracy model, though, so if all you want is the visual indicator you might want to leave it off for now.

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