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Messages - civilian

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31
Released Mods / Re: [MAPS] Solar's new UFOs
« on: May 17, 2014, 03:02:38 pm »
More maps = autowin!  :)

32
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 17, 2014, 02:59:00 pm »
Another option would be: You are able to use them, but not to manufacture them or their clips. Also would make stun more important (if you use the self-destructing weapon option)

33
Released Mods / Re: [ENEMY] New Race: Reptoid
« on: May 17, 2014, 02:56:18 pm »
Ohhh, my children are being used in a mod  ;D
Does the Triscene animate properly? I remember that the ones from the TFTD_to_EU package had some glitches...
Or did Dioxine make new ones?
The alien facing towards the player in the first screenshot has a really mean look on its face.  :o


34
Ok, you convinced me  :)  *downloads and tests*

35
Aha, the stun-sniper weapon icon!  :)  About falkos comment: True, why not simply remove the scope?  ;)

36
Released Mods / Re: [WEAPON] Stun Ammo for the Rifle
« on: May 15, 2014, 01:27:06 pm »
Inspired by your mod i tried to make a shotgun firing rubber bullets, hoping it would be more balanced (limited range, weak damage), but no matter what pellet-number and  damage numbers I tried, I simply could not find a balance, it was either way too strong or way too weak...  :-[

37
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 15, 2014, 01:19:14 pm »
Wow, really ambitious mod here!  :o :o

About the UFOExtender accuracy setting: Ok that completely explains everything. I don't use the option so I can not give feedback there. Fwiw, I am working on a new mod (when not playing OXC, so it will take a long time), it will make the game more difficult and "bare-bone", my plans are e.g. to remove HWPs completely, replace laser weapons with weaker Magneto weapons, remove the flying suits no ability to use alien weapons and and and. The main idea is to focus on infantry tactics without any advanced weaponry. Its your groundtroops and the aliens, nothing else.  ;D Inspiration cam from the Kiryu-Kai, an old local/national/japanese anti-alien force with very limited(but elite) funds and equpiment, they were mentioned in the X-Com timeline docs.

I already made the first raw pictures/icons/sounds for the weapons, but I still have to make the handobjects, which is something I really have diifficulties with, so a release is FAAAAAAAR away  :D

It will be (compared to other mods) a rather stripped-down and clear gameplay, but I became so overwhelmed by all the good weapon mods outthere, that I wanted something more simple. That and I have to find a way to keep the workload managable... ;D

38
The idea is technically not bad, though, it would really help to balance the late game. Still, the strength part makes no real sense, I wish there was a better way...

39
Open Feedback / Re: AI better now!
« on: May 15, 2014, 12:55:59 pm »
Oh wow. Please blaster bomb those things. ;D

Anyways, where can i get those green snakeman? Is that a commander?

The green commander snakeman can be found in my resources release thread, you will have to make it a mod yourself, though, sry.

40
Open Feedback / Re: AI better now!
« on: May 15, 2014, 12:53:15 pm »
Sorry for the offtop, but where are these beautiful tanks from? :)

They are fom the "Recoloured Battlesprites" pack on openxcom.com IIRC. That or they are from the TFTD to UFO conversion pack from strategycore...

I swapped some of the turrets from Hovercraft to tank and back, some combinations look really fine.

41
Work In Progress / Re: (Updated) Mod resources MOSTLY from me
« on: May 14, 2014, 12:27:30 pm »
Ah one more thing that i realized when playing with new enemy TFTD races and new units for X-COm: Make sure they are REALLY unique, otherwise they feel/play too similar (and thus a bit boring and redundant).

The TFTD armour system and some units/races are great, the Xarquid, the armours with low side-protection, the Lobsterman with its high resistances etc, they are great. The other races are simply copies of the already existing stuff and do not add that much to the game.

42
Work In Progress / Funny feature/bug
« on: May 14, 2014, 12:22:29 pm »
Was experimenting wit the new explosion strength feature for specab-units and discovered this: If you add the power/radius thing to ana rmour WITHOUT giving the unit the specab the corpse of the unit suddenly acts as a electro-flare :-D Sadly the max power for that is 15, everything over that gives you really odd colours...  ;D

43
Updated the mod with a tiny graphical fix.  :) 2 times  ;D

44
Work In Progress / Re: MCDPatches: where to find reference?
« on: May 14, 2014, 12:13:43 pm »
yes, changing the explosion strength for e.g. the barrels in the City Maps would be very welcome!

45
One word of warning, though: Those open doors are death reincarnated for your troops, trust me , I experimented alot with them...  ;D

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