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Messages - Recruit69

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16
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 08, 2014, 10:28:59 pm »
Impressive! No words can match anything that your mod deserves.

17
Suggestions / Re: Inventory automatic reset
« on: September 08, 2014, 10:23:46 pm »
Sorry it took so long, but implemented and submitted as: https://github.com/SupSuper/OpenXcom/pull/941

Nice one.

Fingers crossed it'll get implemented...

18
Suggestions / Re: Aiming adjustment
« on: September 08, 2014, 10:21:52 pm »


 ::) sorry, couldn't pass this up.

LOL!  ;D

19
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 04, 2014, 10:31:30 pm »
I see you incorporated the changes to IronFist.

Yet again, I do end up on the edge of the map, but as you shortened the ship by one tile, my tanks can now finally return to its ship!

Another point to note, I am not sure but, there is a wierd tile looking out of place, on Polar Mountain terrain - see screenshot.


20
Offtopic / Re: More than one mission for Skyranger
« on: August 30, 2014, 11:20:52 am »
Makes more sense to return to base automatically, corpses, live aliens and artifacts need returning to the base first!

And of course, give the soldiers a bit of a break!

21
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 28, 2014, 08:20:50 pm »
Definately not experienced this, as i have researched the spitter myself.

Perhaps delete OpenXcom, download it, copy Xcom data files over into OpenXcom folder, download a fresh 0.9.2 FMP version, extract and paste it into OpenXcom, say yes to overwrite all files.

It should work then....?

22
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 28, 2014, 08:18:08 pm »
Mmmm! This looks interesting to play.....

The only downside is having to change the OpenXcom settings which affects the FMP I am playing right now if i wanted to switch between the two.

Though it is not bad as it was compared to have dozens of mods enabled before and trying to figure out which ones were included/excluded every time i load a game save and it says missing mods etc!

For that reason, is it worth considering including the mods, Hobbes terrains and LukesUFO bundled with your mod?

23
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 28, 2014, 06:00:46 pm »
@Solar, could you direct me to the tools etc to construct/edit a craft?

24
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 28, 2014, 05:06:25 pm »
What about this as a way to defend your base? Living quarters is put far away as possible so more soldiers can spawn there, much easier to station your troops.

25
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 28, 2014, 02:56:37 pm »
And that is why I always build my own base. I have a couple of suggestions but I need to wait for a base assault to see the fire lines of the LQ.

I like!

Meanwhile,

@XcomFan, if you dont like FMP starting thing, just enable custom start layout option?

@Solar, the IronFist ended up on the edge of map again on another mission.... my poor tanks!

26
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 11:57:09 pm »
I covered that in my newest post. Most of the weight is from the equipment carried into battle is from other equipment. See my post for answers.

This is quite OTT....

It's only a game!

I guess OpenXcom should begin with a warning "The nature of this videogame is not designed to stimulate real-life".

27
Released Mods / Re: Ironfist Dropship 1.1
« on: August 26, 2014, 10:55:32 pm »
The elevation is not a problem. I made sliding doors at first, but due to the two exits and the entire layout it didn't look good, so finally I had to get rid of them.

Hmm! Tricky one, I see!

28
Suggestions / Re: Manufacturing Shortcut Error
« on: August 26, 2014, 10:48:56 pm »
Sure, just wondered if others have had a issue? I shall put it on the bugtracker.

29
Released Mods / Re: Ironfist Dropship 1.1
« on: August 26, 2014, 10:47:32 pm »
What about dropping it a level, i.e. no support on legs,

Then you can add sliding doors, rather than ramps (Like Triton from TFTD)?

30
Released Mods / Re: Ironfist Dropship 1.1
« on: August 26, 2014, 09:45:39 pm »
Nice ship!

But.... yes, sorry, a but!

I arrive at a crash site.

It's a bunch of sectoids and cyberdisks, completely flanking me at all directions.

I make the decision to quit the mission, so my troops escape, but sadly, my tanks are unable to board the craft, as IronFist, is a couple of tiles too close to the edge of the map for the tanks to go on the craft!

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