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Messages - Hadan

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61
Released Mods / Re: Ufo:TTS Style SniperRifle
« on: September 27, 2013, 09:34:04 pm »
Would it be possible to add a new Ammo to the sniper that shows up in the Ufopaedia only after it is researched?
I have an idea to prolong the use of the rifle by adding new bullets made of alien alloys that are stronger than the basic ones.

greetz
Hadan

/edit:
I did a quick german translation:
      STR_SNIPER_RIFLE: Scharfschützengewehr
      STR_SNIPER_RIFLE_CLIP: Scharfschützengewehr Magazin
      STR_SNIPER_RIFLE_UFOPEDIA: Dieses 12.7mm Kaliber Scharfschützengewehr ist stärker als das Standard-Gewehr und ist sehr präzise. Es ist aber schwerer zu bediehnen und hat eine geringe Feuerrate.

62
Released Mods / Re: Improved Nations Mod
« on: September 27, 2013, 06:20:22 pm »
Looks really good. I will give this a spin as soon as you declare your mod fit for everyday use.

63
Offtopic / Re: Julian Gollop tweets about OpenXcom
« on: September 26, 2013, 12:20:19 pm »
Yeah, we would love to have his input. SupSuper, why not tweet him about it? You never know what might happen :)
Would be worth a try  8)

64
Released Mods / Re: Ufo:TTS Style SniperRifle
« on: September 23, 2013, 09:42:20 am »
Combat Knife, Grenade Launcher, and Custom Grenades.
Funny, with the new GIT-version I was able to get the Sniper to work for the first time.
I also use all the mods you mentioned, except the knife, all work fine.

65
Work In Progress / Re: UFO upgrades
« on: September 21, 2013, 03:47:05 pm »
Just did a quick test, seems to work.
Played a Large Scout and a Soldier was killed through a door in the outer hull i didnt look for - which is great, it adds some long-lost sense of discovery to the game!  ;D

66
Work In Progress / Re: UFO upgrades
« on: September 21, 2013, 02:36:27 pm »
It gets stranger and stranger:
Did (another  ::)) fresh install with todays git-version.
Played one mission without any mods to see if everything works fine - it did.
Then I applied just one patch, the sniper rife (which never worked before) and it worked without any problems, I just completed a mission...
I am now going to add one mod after the other to see if/when the game breaks.

67
Work In Progress / Re: UFO upgrades
« on: September 21, 2013, 12:27:28 pm »
I tried medium & large scouts.

I have been playing around with some other mods and was getting the same error without having your mod active  :-\
I thank this time it was the Combat Armor-mod. I was able to play a small crashsite, but a terror mission crashed the instant i landed.

Maybe there is something wrong with my installation.

68
Work In Progress / Re: UFO upgrades
« on: September 20, 2013, 12:11:13 pm »
Thank you!

Unfortunately, I still get the same error.
To eliminate all external influences, I started with a fresh install, applied the latest GIT-update and installed only your mod.
On one crash-site, I was able to start the mission and play for some rounds. I think the game crashed as soon as the UFO was supposed to come into view.

best regards
Hadan

69
Work In Progress / Re: UFO upgrades
« on: September 12, 2013, 09:53:47 am »
I downloaded test_ufos-28082013.zip, but I cant find a ruleset in there. I copied the files nonetheless, but the error stys the same.

70
Offtopic / Re: Your X-COM base names
« on: September 10, 2013, 11:14:17 pm »
My first base is always called X-COM HQ

Additional bases are named after their role and the continent they are on, for example:
X-COM USA (general purpose)
Fighter Base Asia
Radar Australia

71
Work In Progress / Re: UFO upgrades
« on: September 10, 2013, 10:41:05 pm »
Sorry, me again  ???

I tried installing your mod. I use the newest GIT-Version and copied all file according to the ReadMe.

Ufo starts fine, i can use Geoscape the Base and I can shoot dowbn ufos, but as soon as a try to land at a crashsite, Ufo quits with "vector:: _M_range_check"
Anyone had this error before and knows what to do?

greetz
Hadan

72
Released Mods / Re: XCOM:EU Sound mod for Original XCOM
« on: September 09, 2013, 10:57:04 am »
Oh, my bad, didnt see the Checkbox "Download with sendspace accelerator and get recommended offers". Sorry for the rant.

PS: Thats what the site looks without AdBlock?  :-\

73
Released Mods / Re: Ufo:TTS Style SniperRifle
« on: September 08, 2013, 09:35:45 pm »
I switched to the newest version today, learned it the hard way  ;D

74
Released Mods / Re: XCOM:EU Sound mod for Original XCOM
« on: September 08, 2013, 08:52:49 pm »
The file downloads as an EXE and Kaspersky reports a phishing address when executing it.
The Downloader then tries to install all sorts of Ad-Programms, "Optimizers" and so on.

Not cool...

75
Released Mods / Re: Ufo:TTS Style SniperRifle
« on: September 08, 2013, 08:47:48 pm »
It seem i am doing something wrong installing the mod.
I played the files in their folders and tried both rulesets, but no matter which one i add to the config, OX crashes on startup...

Is there something special to do because of the 2 differnt versions?

best regards
Hadan

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