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Messages - HotIceHilda

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16
Yeah that should be added, at least for Gazers; but.. don't hold your breath, I have very very little time right now and I want to dedicate all of it to my new (unreleased) mod.
Sorry :-[
Ok cool, but if you do implement it don't allow MiB commanders to be used to research Cydonia or Bust. Even though they are working with the aliens I highly doubt they would be told everything by the aliens.

17
Can you make so that you can research Cydonia or Bust with any alien commander from your mod?

18
The MiB base looks like a landed UFO that stays there for a long time (2 years IIRC). And technically IS a UFO, so you're not getting any message or mark unless your radar spots it. If one exists somewhere in the world, you should be able to spot it by patrolling over it with your crafts. There will be a base at some point in time, it's guaranteed.

Ok, that is good because it is July already and I have four AWCS( planes with a huge radar)patrolling every place in the world and I haven't found a single MiB or Alien base. I guess I am just kicking their ass too much.

19
I enjoy a lot of the content in the MiB mod, but I have one major gripe. About half my missions are MiB missions. They are pushovers for the most part. Also, how do you find a MiB base? I have been shooting down and assaulting every ufo successful so does that reduce the chances? Finally, there should be some more separate flavor text for different types of MiB agents. I researched the MiB medic and leader and nothing happened.

20
Released Mods / Re: [WEAPON] Recolored Laser and Plasma Bullet Sprites
« on: October 05, 2014, 06:31:20 am »
From what I downloaded, yes, it does require some tweaking. I think this mod is meant more as a resource for modders than an actual ready to use mod. It is some really simple tweaking and worth looking into. All you have to do is put the pictures in the right folder and pick the colour you want in the ruleset.

Take a look at it, give it a try, and if it doesn't work I can write a ruleset for you.
I am guessing I have to put the hit animation and the bullet sprites in some folder. The only folder that I could think of that I should put it in is the bullet sprite folder in the resources folder. If I am please correct me.

21
Released Mods / Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« on: October 04, 2014, 09:56:26 pm »
Since this mod makes sure Hobbes's Terror pack does not overwrite other files can I use this terror mod with lukes expanded terror mission?

22
Released Mods / Re: [WEAPON] Recolored Laser and Plasma Bullet Sprites
« on: October 04, 2014, 09:10:47 pm »
So does this mod still require some personal tweaking to get it to work? It is a great idea for a mod, but some people are not knowledgeable about tweaking OpenXCOM

23
Can these sprites be used for the original plasma and laser weapons in the base game? The read me doesn't really explain what to do with the sprites.

24
The new alien races are mid-late game enemies, IIRC they should start appearing by the 5th month.

Cool that should be stated in the OP if it is isn't.


25
The MiB base is already a custom building built with a custom tileset:


If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.
That base is hell to go through. Also, I have not seen any of the new races from this mod yet. It has already been three months, but I will make a new campaign to check if I am wrong. Also, if I didn't miss it already is there a specific month these races start to pop up or all of them can appear from the start?

26
The darker brown in the paperdoll looks good though.
Then make the pants browner in the battlescape. It doesn't look like it was done well with two completely different browns.

27
In the inventory screen the pants are as dark as the knee pads. In the battlescape the pants are a much lighter brown. I would recommend to make the pants in the inventory screen lighter like they are in the battlescape. Besides that it looks pretty good.

28
It should be a mod instead of being implemented in 1.0.

29
I think we are experiencing the same problem too. Whenever I try to use the most up to date nightly build the main menu has almost not text.

30
Programming / Re: Intermediate version before 1.0?
« on: April 10, 2014, 04:45:47 pm »
while waiting for translations.
By waiting for translations what do you mean exactly? There is a bunch of translation projects that are nearly done. Do you have a target for how many new languages you want for 1.0?

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