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Topics - Solarius Scorch

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76
XPiratez / Transifex: Piratez translations
« on: January 16, 2018, 08:54:13 pm »
I would like to announce with utmost delight that Piratez are now available on Transifex. This means we can now create localizations for the mod with uprecedented ease!
If you want to translate Piratez to your mother tongue, or maybe just help polishing other people's work, please go here:

https://www.transifex.com/openxcom/openxcom-mods/piratez/

Once you select your language from the list, the tool should be fairly self-explanatory. On the left side you have a list of strings to translate. On the right there are two panels: the top one shows English version of a string, the bottom one is where you put your translation. At the bottom of the right half you also have other options, like raw string, comments, warnings etc. - as I said, pretty self-explanatory. When in doubt, feel free to ask here.

77
Suggestions / Pinning (suppression) mechanics in OXC
« on: January 01, 2018, 01:57:31 pm »
Pinning mechanics is a request that appears regularly among the OXC community. This is not surprising: it was probably the most iconic new feature of battlescape in Xenonauts, so it gained some interest.
I personally didn't like this mechanics much in Xenonauts; I found it rather obnoxious, as it made already long games even longer, the enemy was hard to hit, your people were bogged down too much. So I wouldn't be happy about importing this mechanics to OXC as a roughly 1:1 copy. But the concept itself seemed interesting, so I've tried to design a new model as a fun experiment with possible implementation in the future.
My objectives were:
* A system which doesn't get in the way too much, but becomes pronounced in easy missions (to make them even easier).
* More in line with OXC mechanics.
* Simple to implement code-wise (as far as I can say).

So here is the deal:

PINNING TEST:
1. Occurs every time a bullet passes through the same tile a unit is standing on, or a neighbouring one. (Only one test per bullet.)
2. Take weapon's average damage and subtract reacting target's lowest armour, modified by resistance to this damage type. If the result is 0 or more, end; if more than 0, go to point 3.
3. Your number becomes a % value for a test of pinning. Choose a random number between 1 and 100. If greater than our number, end; if equal to or lower than our number, go to 4.
4. The target takes a Bravery test. If succeeds, nothing happens; if fails, is pinned.

PINNING EFFECTS:
- Immediately burns 25% TUs. If the unit was pinned in enemy turn (most cases), they start their turn with 25% TUs spent.
- Pinning tests are taken at half Bravery instead of full Bravery.
- If a player unit, forced to kneel when possible.
- Pinning lasts until the beginning of the next turn, unless the unit fails another pinning test.

78
The X-Com Files / The X-Com Files now on Patreon!
« on: December 03, 2017, 01:25:35 pm »
If you like this mod and want to see more features sooner, please support the development!

Here is my Patreon site.

You can read all the details there, but I guess this part is the most important:

Quote
Modding games is my hobby and not something I do for money. But it is a very time-consuming hobby and often not that different from my actual job, especially when coding. So I'm creating this profile in hope of getting some healthy motivation from you guys. Every nice word, praise, constructive criticism and of course donation from players is invaluable and really helps make more and better content.

So that's it, basically. You all know what Patreon is for, and if you don't, just check out the link. ;) If you want and are able to contribute, any help will be greatly appreciated. Also feel free to cancel at any time.



Special thanks to Meridian for the advice regarding Patreon. (I am a n00b in the business.)


EDIT: The X-Com Files team is now bigger, as Finnik joined the modding effort with gusto. Here is his Patreon, please support him too as he does great job. You can do it here.

79
Suggestions / UFO Extender accuracy discussion
« on: November 29, 2017, 11:58:32 pm »
I don't use UFOExtender accuracy, so it's just using the default values.  I should probably update it because it seems to be a fairly popular add-on.

Can I ask why not? It's like not using multiple map levels... Why not have an accuracy penalty for longer distances?

I'm asking because it's not a "fairly popular add-on", you are literally the only person I know of who doesn't use UFO Extender Accuracy. It's just so weird, so I suppose there is some reason behind it?

80
XPiratez / Codex Popularity Poll
« on: November 04, 2017, 10:04:53 pm »
There are many strong opinions about which Codex is the most broken. Very different opinions!

So let's vote on the issue here and now! Select your favourite Codex, and maybe leave a comment too. It's mostly for fun, but could also be useful feedback for Dioxine.

81
The X-Com Files / X-Com Files Changelog
« on: April 15, 2017, 02:08:12 pm »
Here's the changelog for the mod, as it was getting too big for the main thread.

3.2:
- New missions: Den of Villainy (terrain by Brain_322), The Exorcism, Environmental Alert with Men in Black.
- New outfit: Clergy (most graphics by Dioxine).
- New unit: M.A.G.M.A. Representative.
- New item category: Religious Gear.
- New Ufopaedia articles and research tree adjustments.
- 4 new Caves maps (3 by Dioxine).
- New Junkfarm map (by Dioxine).
- More general enemy base destruction message.
- Increased Hovertanks' night vision range.
- Excluded Assault Suit, Power Suit, Flying Suit and Stormtrooper Armor from underwater missions.
- Gillman Hero gives Power Armor instead.
- Chasers have dodge.
- Overhauled civilians' dodge values.
- Position Markers now actually have anti-camouflage.
- MiB Commanders yield Personal Armor on research.
- Increased chances for Mysterious Parcel from Syndicate to 100%.
- Improved Car, Luxury Car and Van sprites (by 0xEBJC).
- Improved Fenrir, Werecat, Black Werecat and Shambler sprites (by ImpMontezuma).
- Improved Fat Tourist and Bikini Babe sprites (by Osobist).
- Improved Celatid paperdoll (by Mikkoi).
- Improved Mongorn Fist sprite (by Dioxine).
- Improved Colt Commando sprite (by Alex_D).
- Added description to the M.A.G.M.A. Chainsawbot Blade.
- Reclamation of Aether Laboratory map is bigger (to fit any craft).
- Hybrid convoys no longer travel on the globe.
- Bats are excluded from science-themed missions.
- Renamed Durathread Vest for dogs to Durathread Gear.
- MiB Commander drops Damaged Personal Armor.
- MiB Lunar Base awards Spacer.
- Enabled Osiron Goon Disguise article.
- Moved Scientist's Data Floppy from Vincent's pocket to a table.
- Fixed Trident capacity (from 14 to 15) and interior.
- Fixed Sonic Shotgun Focused Clip manufacturing prerequisites.
- Fixed .308 cal Sniper Rifle's minimum range.
- Fixed Haunted Farm terrains.
- Fixed some cars' height.
- Fixed destroyed streetlight height.
- Fixed cult retaliations.
- Fixed UAC Aerospace Lab roof.
- Fixed Caves, Cargo Ship and CYBERPIPES walking sounds and SCANGs (by Dioxine).
- Fixed MiB Engineering Ship lift.
- Minor fixes.

3.1:
- New missions: Cereal Cult, Agent Wilheard's Voyage.
- New terrain: Cargo Ship (reworked from TFTD).
- New weapon: Rift Staff.
- New ammo: Dart Pistol Anti-E115 Clip, Dart Rifle Anti-E115 Clip.
- New units: Ghost Eye, Phantasmal Tentacle, Agent Wilheard.
- New cities: Marrakesh, Antalya, Aleppo, Naples, Glasgow, Sarajevo, Chisinau.
- New country: Serbia.
- New agent nationality: Serbian.
- New dossier: Agent Wilheard.
- New Apocalypse legend: Red Moon Curse.
- 4 new events (some by Dioxine).
- New Ufopaedia section: Martial Techniques.
- New Ufopaedia articles.
- Added Dr. Hadriex combat analysis page.
- 3 new Caves maps (2 by Dioxine).
- New firing sounds.
- Warp weapons damage armor.
- Reworked dart clips B and C into acid and electric clips respectively.
- Kludge and Mateba have slightly worse snap ranges.
- .454 Casull Ammo has Firing Accuracy bonus, but worse armor penetration.
- Monsters Inc. Files are cheaper to sell.
- Dogs have some anti-camouflage.
- Minotaurs can be tamed by X-Com (base defense only).
- Hell Cruise with Dr. Hadriex uses Cargo Ship terrain.
- Disabled most missions from spawning in the first month.
- Added retaliation variants to automatic retaliations.
- More retaliation race tiers.
- Extra rewards on some missions.
- Ignoring Dimension X defence missions is more costly.
- Hybrid convoys actually travel now.
- Combat analysis is now usually unlocked by autopsy.
- Decreased unpriming costs for most explosives.
- Marker is Concealable.
- Boombox is faster.
- Taser now has snap shots.
- Dart Musket is buyable.
- Klein Bottle Grenade is deconstructable.
- Removed craft item limits (due to bad interaction with Apocalypse-like item management).
- Sanity requirement Martial Arts Training lowered.
- Some name lists reviewed and improved (by Ivan Sanchez).
- Caves tweaks (by Dioxine).
- Seaside grass is shorter.
- Almost all commendations are initially hidden.
- Better Outdated Weapons picture.
- Overhauled briefing colors.
- Added mini-icons for the Liquidator (by Dioxine).
- Added missing articles on various built-in attacks.
- Fixed Sectopod minigun.
- Fixed Ghost Terror Blast.
- Fixed Hungarian area.
- Fixed Chief Accountant introduction texts.
- Fixed Master of X description.
- Fixed retreating from the Syndicate HQ.
- Minor fixes (thanks to Emil J. Schroeder).

3.0.3:
- New Australian names.
- UAC Underground Weapon Distribution requires Subculture: Cavemen.
- Fixed Old UFO Landing Site and Old UFO Crash Site to launch correctly.
- Minor fixes.

3.0.2:
- Added Ufopaedia entry to Spitter Spit.
- Changed mixed alien crews to give them a Commander.
- Combat Pilot Training gives +2 Stamina.
- Fixed Alien Drone Weapon Ufopaedia trigger.
- Fixed Sanity drain on the Aether Lab mission.
- EXPANDEDTERROR17 stairs fix (by Dioxine).
- Golden Academy stairs fix (thanks to Yankes).
- Fixed some Alien Tunnels' walls.
- Fixed points value in "Cure for Cancer" description.
- Fixed some damage dissipation ranges.
- Fixed some descriptions that were too long.
- Minor fixes.

3.0.1:
- Added Ufopaedia entry for Betarian Zapper and Vampire Bite.
- Live Sectopod research needed for Sectopod adaptation.
- Customized attack names in the Ufopaedia.
- Fixed Ninja Arts's category in the Ufopaedia.
- Minor fixes.

3.0:
- New advanced agent types: Spartan, Infernal.
- New UFOs: MiB Armory Ship (map by Civilian, slightly altered), MiB Escort Ship (map by Wolverin), MiB Freight Ship (map by Wolverin, altered).
- New missions: Reclamation of Aether Laboratory (by CosmicAfro), MiB Tritanium Ammo Shipment, MiB Freight, Sleep Wave Emitter.
- New HWP armor: Advanced Scout Drone.
- New unit: Reclamation of Aether Master (mostly by CosmicAfro).
- New weapons: Scoped Hunting Rifle, Dart Musket.
- New items: MiB Crate (sprite by Brain_322), Tritanium Ammo Supply Crate (and associated changes for both), Cyber Eye, Cyber Heart, Cyber Skin, Hormone Regulator, Magnetokinetic Gear, Sectopod Parts, Hyperstims, Advanced Healing Spray (graphics collab with Brain; old item renamed to Improved Healing Spray), Advanced Repair Kit Charge.
- New facility: Advanced Sick Bay (by Krautbernd, sprite by Brain_322).
- New transformation for all animals: Predator.
- New Ufopaedia section: Trainings & Augmentations.
- New manufacturing categories: Prisoners, Disassembly.
- New agent names.
- New hybrid names.
- New dog names (Korean).
- New technologies: Advanced Optics, Cyberoptics, Tissue Composites, Advanced Micromechanics, Alien Implants, Hypermetabolism, Sectopod Adaptation.
- New events: Untangling the Red Tape, Illegal Trade Foiled, MiB Tritanium Ammo Shipment, Serpentine Nest.
- Brought back the "Mysterious Parcel from Syndicate" event.
- Ensured that OXCE experience award system is used.
- Overhauled manufacturing categories.
- Decreased agents' hiring costs.
- Rebalanced and expanded Kyberi (further upgrades).
- Large Living Quarters hold 250 people.
- Reworked Sectopod tech tree.
- Cult Arms Dealers path can be refused.
- Share Tritanium Ammo Tech comes earlier, but tritanium clips from M.A.G.M.A. have limited stocks.
- Tritanium Cannon comes earlier and must be manufactured.
- Extended Illegal Requisition Files list.
- Meridian Hunting is now a one-time mission.
- David Vincent's Secret Shelter now uses reinforcements rules.
- Changed some ranks from Terrorist to Soldier.
- Dream creatures (including X-Com) are more resistant to Chemical damage.
- Color-coded Chasers (by 8mono).
- Improved Giant Beetle paperdoll (by Mikkoi).
- Proper Shadowbat Autopsy pic.
- Advanced drone bays can be built on earlier ones.
- Urban and Urban Deco terrains use extended roads.
- Sliding movement tweaks (by Dioxine).
- Island terrain values fixed (by Dioxine).
- Fixed Ion Beam Acceleration prerequisites.
- Fixed a hole in the Skyraider.
- Fixed strings in the Prisoner Overview.
- Fixed Interceptor article.
- Fixed some ghost regions.
- Fixed Black Lotus post-HQ event script.
- Fixed some tanks' availability on some missions.
- Minor fixes.

2.9:
- New UFO: Saboteur (map by Wolverin, sprite enhanced by Brain_322).
- New missions: Zombie Isolation, Abyssal Artifact Delivery.
- New Alien Retaliation variants.
- New event: A Perplexing Graffiti.
- New facility: Huge Storage Facility (map and sprite by Brain_322).
- New Dossier: Mackenzie Calhoun (by Mknzy Calhoun).
- New items: Syndicate Weapon Box (sprite by Brain_322), Abyssal Urn.
- New lore articles.
- 6 new Port maps.
- New Ufopaedia section: Mechanical Units.
- Moved unarmed attacks to the Outfits section.
- Moved alien weapons to the Weapons and Equipment section.
- Toned down the selling bonus on low difficulties.
- Bases should be built right where the source UFO landed.
- Added more enemies to Cydonia.
- Added a pickaxe to The Sound of Graves map.
- Decreased Sanity drain in the Vampire Castle.
- Better Avatar Morph Ufopaedia picture.
- Improved Machete and Canister Gun bigobs (by Juku).
- Added missing avatar names.
- Changed the hyperwave decoder text to fit all the relevant situations.
- UFO Navigation can be recovered from captured bases.
- More rewards from Syndicate Warehouse and Lab.
- Human Sacrifices are now held in prison for clarity.
- Blaster Multi-Bomb Pack nerfed.
- Thanatonautian Manus costs 2 Sanity per use.
- Drone Rocket Launcher shoots slightly faster.
- Outrunner can be repaired.
- Blood Boosting is much faster.
- Anti-E115 Weapons now also require Bio Lab.
- Sectoid Commander's psi vision increased.
- Some paperdoll improvements (by Talpiot).
- Better Stormtrooper corpse sprites (by Talpiot).
- Proper Giant Spider Autopsy and Mongorn Autopsy pics (by Flaubert).
- Port with Pier terrain available for more missions.
- EXALT Liquidation and Syndicate Assassination missions have random maps (equipment pile moved by necessity).
- Simplified some mapscripts.
- Overhauled corpse/autopsy unlocking system.
- Unified Assault Suit bottom armor values.
- Astral Form gives +10 Strength.
- Fixed Chemthrower (no longer completely bypasses armor).
- Optronic Parts are components, not evidence.
- Removed the "Mysterious Parcel from Syndicate" event (for now).
- Fixed some commendations.
- Fixed missing Wrecked Syndicate Walker Examination article.
- Fixed Port terrain script.
- Fixed the Osiron Hacienda pool.
- Fixes Black Lotus/Syndicate HQ corners.
- Fixed Tritanium Cannon, Avionics and Zrbite Drive dependencies.
- Fixed incorrect point values for some events.
- Fixed Flying Drone and Outrunner variants incorrectly disallowed in some missions.
- Fixed Flying Suit manufacturing time.
- Fixed the MiB Lunar Base Landing mission deployment (thanks to Juku).
- Fixed Reclamation of Aether unlocking.
- Fixed X-Com Position Marker causing morale loss and giving Betrayer.
- Fixed hair colors.
- Minor fixes.

2.8:
- New palette (by Brain_322).
- 16 new faces (by Osobist).
- New weapons: Portable Laser Cannon (bigob by Rockfish, slightly altered), Portable Turbolaser Cannon (bigob by Brain_322), Laser SMG (graphics by Brain_322), Laser Sniper Rifle (bigob by Brain_322; old Laser Sniper Rifle renamed to Turbolaser Sniper Rifle).
- New ammo: BlackOps CAWS Baton Clip.
- New missions: Ethereal Retaliation, MiB Lunar Base.
- New UFOs: Arbiter (map and sprite by Brain_322), Dreadnought (map by Wolverin, sprite by Brain_322).
- New terrain: Autumn Forest (recolor by Brain_322), for The Sound of Graves.
- 1 new Urban map (by Dioxine).
- 2 new Postindustrial maps (by Dioxine).
- 2 new Jungle maps (by Dioxine).
- 1 new Cult Safehouse.
- 2 new Cult Outposts (by Brain_322).
- 2 new Dimension X Outpost buildings (by Dioxine).
- 2 new Mansion map variants (by Brain_322).
- New building map for the Syndicate Assassination (by Brain_322).
- New reload sounds for most weapons (thanks to Dioxine and Brain_322 for some resources).
- New MiB-related research.
- Many new Ufopaedia illustrations (one by Bloax, one by Brain_322).
- Some paperdoll improvements (by Talpiot).
- Updated character sets.
- Added MiB Psi Ops armor processing.
- Interceptor now carries Heavy Rockets instead of Light Rockets.
- Kitsune requires Advanced Intelligence Center.
- Pilots attacking hunter-killer UFOs now have a chance to survive.
- Many enemy vehicles show their mission details even without the Hyper-Wave Decoder (scripting by Yankes).
- Removed Ethereals from some missions.
- Decreased the chances for manors to appear by 33%.
- Manors usually start at level 1, regardless of time passed.
- Black Lotus Party lasts longer.
- Scorpoids are somewhat stealthy.
- Added MiB Shock Trooper Armor Adaptation.
- Removed redundant Alloy Vest fist attacks.
- Cleaned up Counter-Terrorist sprite.
- Switched to battlescape palette.
- Fixed Keystone commendation.
- Fixed some spawns in the Academy Tower.
- Fixed routes on some Vampire Castle maps (by Dioxine).
- Fixed Salt Pile being researchable without the item.
- Fixed psi vision on the Liquidator for hybrids.
- Fixed Televised Ghost Hunt building.
- Fixed Alien Downtown Attack alien race.
- Minor fixes and tweaks.

2.7b:
- Fixed an issue with Salt Pile being researchable from the start.

2.7:
- New weapons: Chemthrower (with two ammo types), Chryssalid Gas Grenade.
- New units: Reclamation of Aether Initiate (2 genders), Reclamation of Aether Journeyman (2 genders) (both mostly by CosmicAfro).
- New missions: The Sound of Graves, Impossible Internet Intelligence, Televised Ghost Hunting (all mostly by CosmicAfro).
- New commendation: Pest Controller.
- New Postindustrial maps (mostly by Dioxine).
- 7 new Catacomb maps and terrain (by Dioxine).
- 4 new Port map variants (by Thallori).
- 1 new Sewers map (by Dioxine).
- Desert stones are yellow.
- Better Moon minimap (SCANGs by Kato).
- Added Security Camera description.
- New lore articles.
- Hybrid Control Circuitry bigob (by Brain_322).
- Spirit Cultists have worse Psi Strength.
- Flamethrowers give Technician commendations.
- Commando reinforcements in manors never come from the south.
- Children of Aether are more grey.
- Night-Ops and MiB Enforcer graphics improved (by Dioxine).
- Fixed an issue with Katapeltes Spiritus clips.
- Fixed missing commendations.
- Fixed an issue with Polar terrain where X-Com craft may be placed on water.
- Terror Ship map fixes.
- Fixed Trinidad position.
- Minor fixes.

2.6:
- New HWP armors: Outrunner/Shotgun, Outrunner/Laser (graphics by Brain_322).
- New weapons: Ghost Neuralizer, Thanatonautian Manus, Katapeltes Spiritus, Klein Bottle Grenade (all mostly by CosmicAfro).
- New units: Human Ghost, Poltergeist (all mostly by CosmicAfro).
- New missions: Haunted Farm, Hounted House (both mostly by CosmicAfro).
- New craft weapon: Heavy Pike.
- 16 new faces (graphics mostly by Brain_322).
- 5 new Jungle maps and some terrain additions (by Dioxine).
- New Commercial map (by Dioxine).
- 3 intercepted cult message events (by Helrica).
- Added articles on fire and smoke damage.
- Expanded cult termination articles.
- Statistical bullet saving on some craft weapons.
- Sonic Pulser can be manufactured.
- Some items can be dismantled for Zrbite (by Juku).
- Added Psiclones as bounty to some EXALT missions.
- Making Tritanium requires researching Tritanium Matrix.
- Meridian Hunter gives an Alien Data Slate.
- Kitsune is more expensive to research and gives more points.
- Can't buy napalm grenades without Promotion III.
- Fancier melee attack names.
- New handob for the Flame Glove (provided by Juku), Double-Barreled Shotgun and small blades.
- Fabulous hair on the MiB Commander (by Brain_322).
- Improved some SCANGs (based on Kato's additions).
- Added an Aquatoid Soldier to the T'leth Embassy mission.
- All monks give basic info on Apocalypse gangs.
- Red Dawn Gangers can't snipe, and Lads are less likely to do so.
- Giant Rats and Shadowbats always hit bottom armor.
- Shadowbats have better camo.
- Ghosts can be processed into ectoplasm.
- Swarmids are really hard to hit.
- Most turrets are susceptible to CQC.
- Pioneers give Red Dawn Network too.
- Fixed Pioneers' Health.
- Fixed cult infiltrations spawning.
- Fixed an issue with some Port maps.
- Fixed Ghost Blade not displaying.
- Fixed some flag issues.
- Fixed a crash on Olympians in Personal Armor trying to fly.
- Fixed the coat and the bulletproof coat sprites.
- Fixed legs display on some Olympian sprites.
- Fixed Lithuanian characters.
- Name fixes (by Kato).
- Minor fixes (thanks to Emil J. Schroeder).

2.5:
- New missions: MiB Base, MiB Ground Supply.
- New staff input.
- New cities: Bratislava, Vilnius, Talinn, Tbilisi, Bishkek, Dushanbe.
- New countries: Kirgyzstan, Uzbekistan, Kazakhstan, Tajikistan, Pakistan, Afghanistan, Turkmenistan, Georgia, Armenia, Azerbaijan, Ethiopia, Uganda, Senegal, Democratic Republic of Congo, Belarus, Lithuania, Latvia, Estonia, Slovakia, Hungary, Austria, Belgium, Netherlands, Switzerland, Croatia, Bulgaria, Romania, Thailand, Vietnam.
- New agent nationalities: Afghani, Algerian, Australian, Austrian, Azeri, Chilean, Colombian, Ecuadorian, Egyptian, Iraqi, Libyan, Lithuanian, Moroccan, New Zealander, Pakistani, Peruvian, Tunisian, Turkmen, Venezuelan (several name lists provided by LFM).
- More Cuban names.
- Better country funding model (by Buscher).
- Dimension X Expeditions.
- Chemical Flares can be recovered.
- Proteans are immune to zombification.
- Custom desert roads.
- Cydonia requires space-capable suits.
- MiB Outpost reworked.
- Simplified the Moon satellite project.
- Cult vehicles have white markers.
- Battleship map 7 fixes.
- Corrected "Lassa" to "Lhasa".
- Some country border corrections.
- Fixed Kigali, Dakar and Nouakchott placement.
- Fixed a crash on some humans vs. monsters missions.
- Fixed Golden Academy Towers not spawning in some scenarios.
- Fixed damage display on some power armors.
- Muton sprites fix (by Alex_D).
- Fixed Dimension X ending.
- Minor fixes (thanks to Emil J. Schroeder).

2.4.1:
- New Urban Roads block (scooter by Brain_322).
- Flash resistance on Shock Armor.
- Added missing Hybrid Assault Armor Pedia article.
- Fixed Croc Raid spawning in Antarctica.
- Fixed one zone around Hawaii.
- Fixed Avenger/Dropship cockpit (by Buscher).
- Fixed MiB Pilot corpse graphics.

82
The X-Com Files / Dossiers wanted!
« on: January 18, 2017, 07:22:37 pm »
One feature of X-Com Files are dossiers: information on people that may be relevant to X-Com. Researching dossiers provides points and also aims to provide a bit of collection fun. Dossiers are mostly on members of enemy organizations, but not always. Here are two examples:





Right now (18.01.2017) I have 12 such dossiers. This is woefully little, and I'd rather work on more substantial elements of the mod... So I ask for help! If you want to participate, provide ideas of new dossier. It generally should follow this form:

- Name
- Role: profession, specialization or other most important feature
- Affiliation (optional): membership of an organization
- Details: actual info (make sure to make it brief, or it won't fit!)
- Status: the current situation of the person (normally "Interpol notified" for criminals, but could also be "missing", "retired" or something else)
- Picture - must be vertical, to fit the Ufopedia nicely.

Shout outs, parodies etc. are allowed, as long as they're not too blatant and don't conflict with X-Com canon.

83
The X-Com Files / Want to help?
« on: January 13, 2017, 09:09:02 pm »
I am occasionally approached by modders who ask me if I could use some help. Every time I'm really happy, but I rarely am able to answer, because my working process is not really organized towards modularity. (I still managed to get help from Nord - a wonderful artist, thanks! - and waiting on some content from other people.) Therefore I have started this thread to write what resources or other help I need.

So, here's some things I would like to see added, but I don't have the time to focus on them for now due to working on critical features:

1. Space Shield. I would like to make a version of the Power Suit with a shield, but it must be suitably spacey. Anyone wants to give it a try?
2. Powered Dogs. You want power armour dogs, you make power armour dogs, because there's no way I'm going to find the time to sprite them. :) Also goes for other such units.
3. Machinery tilesets. I mean devices which are at least 2x2 tiles big. They are useful for all sorts of things. This includes arcane stuff like technomagical portals.
4. New faces.

This list will be edited as needed.
The participants are promised immortal fame and a nice mention in the readme!

84
OXCE Suggestions DONE / [DONE] Recoverable civilians
« on: January 03, 2017, 02:50:05 pm »
I would like to make a special civilian unit that, if survives the battle, is transported to the base like a stunned alien.

Is this possible without new code?

85
WHAT DOES THIS MOD DO?
This mod adds new soldier nationalities: Argentinian, Brasilian, Canadian, Iranian, Israeli, Mongolian and Ukrainian. It also contains some new names for vanilla nations and some spelling corrections (this one is kinda experimental - I added some national characters to some names, so we'll see how it behaves on various machines).
Also, if you are using the OXCE+ version of OpenXCom, national flags will be placed next to the name:



WHY WAS IT MADE?
To expand upon the existing database of names. The vanilla selection is a bit random, since many important countries were missing, while some small countries were in. This mod aims to fill the gaps.

HOW DO I INSTALL THIS MOD?
- Open your "user" folder (normally Documents/MyGames/Openxcom, though it can be set up differently),
- Copy the entire Celebrate_Diversity folder to the "/mods" folder,
- Enable the mod from the Game Options menu.

ANY FUTURE PLANS?
I'll probably keep expanding the lists.

CHANGELOG:
1:3: Changed Democratic Republic of Congo flag to the appropriate one for the time period (by Arvidus).
1:2: Fixed sorting issues (by Meridian).
1.1b: Fixed transparency on the Belgian flag.
1.1: Now with flags for OXCE+.
1.0: Initial release.

86
Resources / Graphic Gallery
« on: November 27, 2016, 10:54:17 pm »
This is the thread for showcasing and sharing graphics we make for Openxcom.

Until now, many people maintained their own threads for this sort of things, for example Chiko, Funktasm, and myself. And it's perfectly fine. But I think we also need a thread where anyone can post, for example because they don't maintain their own thread or because the thing to post is too triviafor their own thread.

So, this thread. I was inspired by the Spriting Carnival thread on zDoom forums, so let's hope this one is just as successful (that one has over 1700 pages and counting). If it is, I'll ask the admin to make it sticky. And if it isn't, well it'll go down like the others.

Please post your graphics - sprites, paperdolls, terrain, whatever. It doesn't have to be good, it doesn't have to be serious, it must only be compatible with openXCom.

EDIT:
For a good start, here's some pieces of armour that are cut and scaled to fit on standard paperdolls.


87
XPiratez / Reaper Cavalry
« on: November 27, 2016, 02:17:28 am »
Bear cavalry? How cute.



So, Ratmen are my favourite early faction, so I spontaneously decided to give them something new. I'm not sure what this unit should actually do - it could be a better coordinated Reaper (more Reactions, maybe more TUs) or perhaps the rider could have some sort of shooting weapon.

I also wanted to give the Ratman a cowboy hat, but it doesn't fit in the box.

88
Work In Progress / How to run research-dependent mission once?
« on: November 13, 2016, 01:08:51 pm »
One way to make the mission only run once is to use the same value on firstMonth and lastMonth. But is it possible to have a unique, one-time mission that is unlocked by research rather than a set month?

89
The X-Com Files / Bugs, crashes, typos & bad taste
« on: November 10, 2016, 03:19:48 pm »
Please report found bugs and fatal crashes caused by X-Com Files here.

Each report is a save, with a description of what to do to get a crash. Ideally something as simple as "press end turn, shooting happens then the game crashes". Try to make a save as close to the crash as possible (i.e. just before pressing end turn) so that testers don't have much to do.

Extra info that is useful:
1 - Screenshot of the offending unit.
2 - Info about the offending unit and how to circumvent the bug.

(And yes, I stole most of this text from Arthanor's opening of a similar topic in X-Piratez. Hey, I'm a modder after all.)

EDIT: Changed the topic to make it look different from the Piratez one, as I was getting confused.


EDIT: Do not enable Aliens Pick Up Weapons, as it is already included with this mod.

90
The X-Com Files / Doggie names!
« on: November 10, 2016, 02:58:43 pm »
Beginning from 0.4.1, X-Com dogs are a type of a soldier, which means they also need names! So if you want to contribute, please submit popular dog names in your country, or otherwise notable.

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