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Messages - ThatDude

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61
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 08, 2014, 05:25:28 pm »
I'm seriously surprised that this mod doesn't have ALOT more replies, It's the best overhaul mod I've come across!

62
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: February 27, 2014, 01:13:52 am »
[ERROR]   C:\Program Files\OpenXcom\data\Ruleset/Piratez.rul.rul not found

What am I doing wrong?

63
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: February 22, 2014, 12:30:44 am »
I'm seriously glad I brought this up!  ;)

64
Released Mods / Re: [ENEMY][MISSION] Cultist Mod
« on: February 17, 2014, 08:25:11 am »
I just started a mission on a landed UFO and got a cultist mission! Seems like it works for now!

65
Suggestions / Alien Campaign and TFTD Support
« on: February 17, 2014, 02:39:21 am »
First off, i'd like to know if it's possible to make a mod or advanced option that allows the player to be the aliens, terrorize gas stations, mass a floater army, and abduct cows (Maybe even a chance that XCom will intercept you?) Also, will a TFTD version of OpenXCom come out any time soon?

66
Suggestions / Re: Body Carrying
« on: February 16, 2014, 07:34:04 pm »
Hmm, if you make a handob for STR_CORPSE and the like... I just don't know if the game would handle it without changing the program's code.
Why don't you experiment with this? :)
The problem is that I don't really know how to mod or edit OpenXCom :-\

67
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: February 16, 2014, 06:35:56 am »
Is this finished, and/or released to the public yet? (I'm only asking this because I've searched for some time and haven't found a download link)

68
Suggestions / Body Carrying
« on: February 16, 2014, 06:18:06 am »
Is it possible for somebody to make a mod that displays carried bodies in a person's hands?

69
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: February 16, 2014, 04:31:45 am »
Are you using the latest nightly build? If you do, make sure you play in a language this game and mod supports. If you don't, do. :)
I'm playing in English [US], Is English not supported?

70
Released Mods / Re: [WEAPON] Minigun
« on: February 16, 2014, 04:05:04 am »
I have a suggestion: How about shortening the length of the minigun's fire sound? (The extremely rapid 2 seconds sounds are the only reason I wouldn't have all my troops use miniguns, well, that and the fact that they're heavy, but the weight is reasonable) (This seems like it would help from my point of view)

71
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: February 16, 2014, 02:53:47 am »
It says "STR_" in front of every new city, nation, and country added in this mod. I'm sure that i'm doing something wrong, but what am I doing wrong?

72
Released Mods / Re: [ENEMY][MISSION] Cultist Mod
« on: February 16, 2014, 12:16:09 am »
How far must you be for the Cultists to appear? And will the hyperwave decoder detect UFOs as "Cultist"? (Similar to how it detects the species of aliens inside a UFO?)

73
Work In Progress / Re: OpenXcom mods
« on: February 15, 2014, 09:09:37 pm »
Will OpenXcom - War (https://openxcommods.weebly.com/download.html) be updated at anytime? I'd like to see a 0.9 version of it. (Is it just me or does OpenXcom revert to version 4.5 when I install that mod?)

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