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Messages - Solarius Scorch

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8386
Released Mods / Re: [MAPDATA] Supply Ship Door mod
« on: March 30, 2014, 03:42:08 pm »
Do you think, it would be possible to make this mod more optional?

I would like to use it, but don`t want to replace existing files...

Well, just back them up. After all it's the same map, so there's no way to have the cake and eat it.

What we could do is to make a new UFO which would use this map and remove the original one from the game, but that's unnecessary work. Besides, completely removing a UFO from alien missions causes weird problems.

8387
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 30, 2014, 02:57:38 pm »
4. - Crucial - as long as you're on fire, you automatically PANIC unless your Bravery is 110 or more. I can't really picture someone who is able to fight despite being on fire.

Yeah, but...



:P

8388
Released Mods / Re: [MAP] Supply Ship Door mod
« on: March 30, 2014, 12:35:52 am »
The idea is not bad, but it lacks an answer, how the aliens get all the stuff to the first floor, to reach the doors.
Well, just like any other technically advanced culture: they use a loading terminal in their base. :)
(Or, failing that, a crane.)

Beside of this: great idea!

Thank you! :D

8389
It's a Celatid.
Yes, they are hardcore. Are you saying they are simply too dangerous, or is there something wrong with them?
I realize they were much more docile in the original game, but I think they work correctly now.

8390
Released Mods / [MAPDATA] Supply Ship Door mod
« on: March 29, 2014, 11:53:04 pm »
I was looking at a Supply Ship interior and one question struck me: how were aliens able to haul all this stuff inside? There's only one lift leading to the cargo bay on 1st floor, and it's so tiny...

So I decided to fix it. I added a big, 3-tile cargo door at the back of the ship, at level 1, as well as the necessary AI routes for flying units. It's inaccessible from the ground level, which means that aliens can gratuitously pelt you with sniper fire, but on the other hand you can use it for boarding if you have flying capabilities.





It should also be noted it's probably the biggest door in the game. Yay me.

An up-to-date version always here: https://www.openxcom.com/mod/supply-ship-door

8391
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 29, 2014, 09:00:22 pm »
Ahh, Necromunda, my favorite tabletop game. I've been modding it too :)

I still think we should release those rules we came up with as a fanbook :)

8392
Oh sure.. just leave me and the mod site users with the "basic" version! :) Btw, you can always upload multiple files for a mod and just change the file name and it will show both files for a mod.

But that's what I did! Both versions are on your site, to appease all factions! :)

8393
Seeing as you can right-click to rotate Earth, I can't see the point. But if someone really wants such mechanics - sure, why not.

8394
Suggestions / Re: Pilots... for interceptors?
« on: March 28, 2014, 08:13:54 pm »
For variation, you can have the pilot initially stunned (aliens totally ignore stunned humans), so you have to heal or carry him back.

This :D

8395
Suggestions / Re: Pilots... for interceptors?
« on: March 28, 2014, 06:52:23 pm »
A much as I'm against the pilot soldier concept, I really like this rescue mission idea. Although I have the feeling that you would have your to-be-rescued pilot either killed or saved all the time - it would be very difficult to create a map where the odds of his survival are actually interesting.

You could go the UFO: AFtershock way and make the pilot attract enemy fire only after s/he was found and attached to the team. A simplification, sure, but whatever.

8396
Work In Progress / Re: How to make Plasma Beam consume Elerium?
« on: March 28, 2014, 02:34:57 am »
Thanks as always, Solarius. I always imagined the Plasma Beam using up some Elerium.

Me too. The same goes for Hovertank/Plasma, actually.

EDIT:

I just wanted to say that this is my favourite mod of my own making (or at least design). It does wonders to the game economy; you no longer have hundreds of units of Elerium in every base, you have to fight fiercely to stay supplied. I love it!

8397
Work In Progress / Re: [HWP/BETA] X-COM Enforcer
« on: March 28, 2014, 02:27:11 am »
Well, actually there are multiple Enforcers, hence the reason why in the game XCOM: Enforcer there is a multi-player option and multiple Enforcer skins to pick from.  8)

Good, then we can do what I proposed. *ba-dum-tsss*

EDIT:

After some deliberation, I think it would be great if Sectopod corpse was necessary to build this technological marvel. It should make it seem more elite, since you can't build just any number of them.

8398
Work In Progress / Re: The Accountant
« on: March 28, 2014, 02:21:31 am »
I agree, it's an interesting tool you're proposing.
It would be even better if it could give you some advice, Civ style. :)

8399
Edit: I'd like to know what's next on your list. I'm dreaming of mods everyday ::)

I mostly write stuff for the Piratez! mod by Dioxine. Once this is out, I guarantee you won't be disappointed. :)

EDIT:

I promised you I'd work on this mod further, right? So, let me present the next iteration! This one goes beyond simple retaining of low-level weapons throughout the game, as it adds a new weapon that aliens use:



Yes, it's an alien sniper rifle that the enemy actually uses. It can only be found in some missions (where I arbitrarily decided a sniper rifle would makes sens, for example in terror missions - city fighting). It lacks autofire, but is very accurate and a bit more powerful than the Plasma Rifle.

The sprite was made by Shadow (impressive job!) and somewhat modified by yours truly (mostly adding the sniper scope). I plan to work on the handobs a little more, but I think it's not bad already.

My next project regarding this mod will be a light plasma cannon which explodes on hit. I'll have to make it from scratch though, so it'll take me some time.

Download the enhanced version from the first post in this thread. If you want the basic version 1.0 (without new weapons), download it from Jo5hua's mod site.

8400
Released Mods / Re: [WEAPON] Terran Plasma Weapons
« on: March 26, 2014, 10:37:38 pm »
Can I please steal the rifle? I would like to use it as an alien sniper rifle for my ItemLevels mod.

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