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Messages - ThatDude

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46
Work In Progress / Re: Men in Black -beta 1.2 (also cover alien ALPHA)
« on: March 29, 2014, 06:03:08 am »
Will there be special research benefits or reasons to bring those guys back in one piece?

47
Work In Progress / Stat Scanning
« on: March 27, 2014, 02:16:29 am »
One day (3/26/2014) I decided it would be cool to have a sort of Psi-Scanner, my idea was like a mindprobe and a motion scanner combined... it would scan the area similar to a motion scanner, but instead of motion it would display units with about 50 psi-skill. Then I started thinking about how it might actually be done... is it possible to make a scanner that can scan for certain level stats and display all nearby units with those stats?

48
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 27, 2014, 01:19:23 am »
I'm definitely fine with graphical improvements, as long as they make it match XCOM's graphic style!

49
Work In Progress / Re: Men in Black -beta 1.2 (also new alien WIP)
« on: March 27, 2014, 01:17:57 am »
What will this terror unit be able to do? Will it have powerful, alien alloy claws and loads of time units, can it zombify people? Oh, and a side note, the way you described it being a 4-legged terror unit makes me think of something like a Hunter from Half-Life 2.

50
Work In Progress / Re: Men in Black -beta 1.2 (also new alien WIP)
« on: March 23, 2014, 09:02:30 pm »
Yes. It would be just some ruleset additions and changes.

But I don't know about it, I want to avoid having purely aesthetic additions. That armor is weaker than the Personal Armor (and you will likely have Alien Alloys researched by the time), so gameplay-wise it's "superfluous"; if I'd introduce a new usable armor, it would fill (or at least try to) a role.
I was referring to the soldier's/leader's armor, but you could make late game versions of them with black and green, badass looking flying suits. I was thinking about how in Enemy Within you can use EXALT's version of everything, maybe the Men-In-Black could have stuff equivalent to XCOM's but with small changes, and different appearances. (And maybe special abilities?  ;) )

51
Work In Progress / Re: Men in Black -beta 1.2 (also new alien WIP)
« on: March 23, 2014, 07:15:57 pm »
Yeah, I just now started a mission and found some dude in a slim, black, power suit. I guess I was just impatient  :P

EDIT: Would it be possible to let us use the suits they wear after killing one and bringing him back to base?

52
Work In Progress / Re: [HWP/BETA] X-COM Enforcer
« on: March 23, 2014, 06:40:09 pm »
This is actually a very cool, inventive and sensible idea. It is based upon actual X-Com canon an therefore far more justified than other similar mods.

I also think it'd be nice if there was only one Enforcer, or at least a very limited number, to make it more unique. How about giving it a necessary component that is only available on Battleships? Of course it'd require adding another object to the game; maybe some inventory stuff that is only carried by Commanders? I'm not sure myself, but I think it'd worth considering.
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)

53
Work In Progress / Re: Men in Black -beta 1.1 (also new alien WIP)
« on: March 23, 2014, 05:59:20 pm »
Just wondering, are the Men In Black supposed to show up naturally? I haven't gotten any missions with them, but I've definitely noticed more aliens.  ???

54
Work In Progress / Re: [CRAFT/BETA] Raven Interceptor
« on: March 23, 2014, 04:49:42 am »
It doesn't replace the Interceptor, it has to be researched. Also, I have a question, can we program the manufacturing requirement to include an aircraft in addition to ufo parts? say like upgrading the interceptor into the Raven, instead of selling it off. Or does the game not work like that? >_<
Well, considering that you can use HWPs and field equipment for crafting, (and aircrafts are considered equipment, can be sold and bought, like the stuff I just mentioned) you most likely can!

55
Work In Progress / Re: Men in Black -beta 1.1 (also new alien WIP)
« on: March 22, 2014, 09:01:58 pm »
How about those odd weapons they carry on the cover? I'd like to see those!

56
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 20, 2014, 12:34:42 am »
You've probably upgraded your OpenXcom version and it always comes with a complete SoldierName directory... You need to rename it to something else and keep only Pirate.nam in your SoldierName directory...
Thank you, i'll try as soon as I can!

57
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 19, 2014, 04:09:07 am »
I've noticed something odd... first time I attempted to install it I failed terribadly, but all the hilarious pirates names were there. Later I found out what my mistake was, and correctly installed the mod, but this time I had the original game names instead of the pirate names...(If that made any sense)

Most likely just me doing something wrong again, but I kind of want those names,  :P have any Idea why this happened?

58
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 13, 2014, 12:58:02 am »
Maybe this is too much to ask for, but corpse sprites would be fantastic to have!

59
Suggestions / Re: Alien Campaign and TFTD Support
« on: March 09, 2014, 07:23:27 pm »
Feels like Ufo the two sides....
Sort of, but UFO: The Two Sides, is a multiplayer modification, what I had in mind was a single player campaign.

60
Work In Progress / Re: OpenXcom mods
« on: March 08, 2014, 07:31:18 pm »
Does anybody know how to get Luke's battle sprites mod to work? Or is it just textures?

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