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Messages - tnarg

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Resources / Re: New UFOs
« on: July 02, 2014, 07:31:16 pm »
As I'm going to have to go afk for almost 2 week I thoght I'll leave you with this one even if its only 1/2 done.  This is made to look like a smaller battle ship. (size: Medium)

Top layer is from a Terror Ship (as I'm sure you can tell) made a little smaller.  (needs changes to the inside so it dose not look like a copy)
Middle is from a Harvester made a little bigger. (gutted the inside ready for a make over)
Ground is base on Battle ship but also cut and paste from my new very small craft.

Resources / Re: New UFOs
« on: July 02, 2014, 02:16:49 pm »
Hello Luke.

Just want to say I like you mod and I play it, but I'm in 2 minds about it on one hand I love the variation it bring but on the other I kind of like the player can learn what's going to be inside a UFO.

These UFO's are going to be part of a bigger mod I'm working on.  But the new UFOs will proberly be the first part that is done to a final state.  And if you want to include them in you mod then I will put do something once I finished making them.

My plan is to double the number of UFOs in the game.  ie 1 new V.Small, 2 new smalls, 2 new meds, 2 new large and 1 new V large.  Once (if) I'm done I'll combine these into your mod and send it to you for approval.

One a differnet topic:  I want to look into making some of my own tiles (or finding a kind person to make them for me).  I want to make a Gun 2x3 Gun with one of the block droping an item ie 'UFO Weapon system'.  Having a quick search shows this might be a bit hard maybe it could drop 'Alien Reproduction' or 'Alien Habitat' and I rename them in the rule set.  If it could explode like Navigator's table and have 75% chance of being distroyed when crashed like a power source that would be nice but not needed.  Also I would like a door for the north wall of a UFO.
I cant see to fine working websight where I can down load mcdedit and would realy like to find a nice person to make these for me.


Resources / Re: New UFOs
« on: July 01, 2014, 08:29:05 pm »
Very nice! Is it difficult to make new UFO's? Also that last UFO I don't see a UFO Power source -.-

That last one is a very small class so no it dose not.  I plan to only give it a crew of 3.
Making new UFO a little tricky but not too bad.  It take a lot of time to get it right.

It strange having UFO power source just behind the entry door... Otherwise, it's looking really nice, keep it up!
Yes I'm not happy with that but it also felt strange at the front or off center and for gameplay resons I only wanted one power source.  Maybe if I stretch the top section I could move the lift off to the side (or maybe have 2 lifts on each side) freeing up the middle room for the power source?  But I dont want to too be because I want it as a small UFO.

Resources / Re: New UFOs
« on: July 01, 2014, 05:29:29 pm »
More Images

Resources / New UFOs
« on: July 01, 2014, 05:29:05 pm »
I'm just trying my hand at making some new UFOs.  Early stages but as I will not be able to work on them much over the next few week I thoght I would post them here to get some feed back.

2 small and a very small

Image List:

Work In Progress / Re: [Request] Extra facilities for human base
« on: June 28, 2014, 10:07:59 pm »
AlienMuncher I agree with you it should be easer to do it.  But if there is a way I have not found it.  It took me some time to come up with something that works and then trimming down to just what is needed.  The biggest problem with. The rule set is not its size but the fact it will not work with other base changing mods.

Work In Progress / Re: [Request] Extra facilities for human base
« on: June 28, 2014, 06:51:57 pm »
can you elaborate?
FYI: to test a base-map you can
- change starting base
- go to new battle
- click on randomize [to assure that the starting base is used]
- select base defence
- test
its easier than waiting until a now retaliation ufo attacks :)

Yep that's how i do it.  Check out the rule set in this test mod to if you need help.

Work In Progress / Re: Mockup of 4 weapon aircraft
« on: June 28, 2014, 01:44:15 am »
Giving people options is good.  And if every thing in this thread got done I would be happy.  But in terms bang for your buck I don't see then need for more then 2 maybe 4 weapon points.  But I do like the idea of flagging some of the points to only hold some type of weapon like in xenonauts.  if you could give weapons a flag and say some weapon points could only hold that flag type.

If some one wanted to add an after buner to an intercept they could make a new faster interceptor with one weapon slot and have the mender factor cost include the old interceptor.  (Btw if I did this would the player need an empty hanger to build it?)

I think it would be much more interesting to have more weapons on ufos.

Work In Progress / Re: Alien Missions questions
« on: June 27, 2014, 02:37:48 pm »
So looking at the rule set for harvest missions:

SMALL_SCOUT dose not land dose not score any mission points (but will score the normle ufo flying points)
SMALL_SCOUT lands once score 30 mission points?
MEDIUM_SCOUT lands once scores 30 mission points?
LARGE_SCOUT dose not land dose not score any mission points
LARGE_SCOUT lands once scores 30 mission points?
HARVESTER  lands twice scores 30 mission points each time?
HARVESTER  lands twice scores 30 mission points each time?
BATTLESHIP lands once scores 30 mission points?

You actions have an impact on the behavior of the UFOs, at least for some of the missions, like the Alien Retaliation mission.
Is this incoded in the ruleset anywhere?

Quote from: Ufopaedia article
However, the type of UFO may be upgraded to make it more difficult for you to shoot down.
Is this something I need to take into account when adding new UFOs or missions?

Work In Progress / Alien Missions questions
« on: June 27, 2014, 01:13:07 pm »
What counts as a complete Alien Missions mission.

I can see that some Alien Missions have points for the aliens what works out if they get those points?
For the alien retaliation if you shoot down all the scouts the battle ship cant find the base? How is that done?

Is there any way to stop future wave if the first waves are killed?

Work In Progress / Re: Adding new X-COM facilities?
« on: June 26, 2014, 01:40:18 pm »
Try reading from here:
down to the end of the tread.

Work In Progress / Re: Tutorial or Guide
« on: June 26, 2014, 12:30:48 pm »
This would be handy.  I think I know how to make the sprite I need.  But dont know how to make it use the write palette. I dont think is very good with palettes.

Work In Progress / Re: Shared Maps
« on: June 26, 2014, 12:51:17 am »
Screen Shot of the Workshop

Work In Progress / Shared Maps
« on: June 26, 2014, 12:43:35 am »
A lot of mods have a common need for map files, so I thought I would start a tread that we can use to shared map files.  Please only post maps on this thread if you don't mined other people using them in there mod.
And if you do use them in a mod please mention who made them (we all love recognition)

TNARG_XBASE_LAB_xx - a 2x2 lab for base defense missions.
- Little more then 4 copies of the original lab but good enough for now.  I plan on doing this one from scratch

TNARG_XBASE_HANGER_xx - a 3x3 hanger for base defense missions.
- Mostly done I messed up some of the lines on the floor that needs to be fix but other then that it's done.

TNARG_XBASE_WORKSHOP_xx - a 2x2 workshop for base defense missions.
- Done.  Very happy with this one.  (would not mined someone checking my path nodes to see if they are right but I think they are good.)

TNARG_XBASE_CORRIDOR_01 - a straight corridor.
- Done.  Very simple.  not much there.

TNARG_XBASE_CORRIDOR_02 - a corridor with a bit of added cover.
- Done.  Very simple.  not much there.

Note these are maps only if some one want to make icons for the geoscape base screen they I'll add them

Work In Progress / Re: Map Modding Questions
« on: June 25, 2014, 04:18:03 pm »
That would be it.  I'm on the Milestone 1.0 vertion.  I'll give this a go tonight.


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