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Messages - NebulaM78

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16
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 26, 2016, 06:39:49 am »
Spelling errors aside, I find it strange that las weapons do more damage than bolt weapons. Also, why do only devastator and terminator armors increase strength? All power armor is supposed to do that. I have a lot of suggestions actually, so here's a list. Don't get me wrong, I'm not bashing you or your mod, or even trying to one-up you. These are suggestions, and nothing more. If anybody has anything to add or modify, feel free to bring it up for discussion.

17
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.1d
« on: March 23, 2016, 10:06:40 am »
As expected, there are quite a few issues, but for version 0.1, it is exceptional work. I can't wait for the first full release.

18
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 20, 2016, 07:06:50 am »
Brothers i share with you the complete file of the mod 95% done (most of the text in ufopedia is not done yet.). Still theres a part where i canĀ“t advance no more due i need to know extender and extra coding
the file
https://www.filedropper.com/40k

So i must ask someone to make 3 itens auxiliar "builtInWeapons:" to armor in order to this to work the AUX_MEDI_KIT  for the apot armor , the  AUX_SHIELD for the assault terminator and the STR_PSI_AMP for the librarian Armor . I know its possbile i seen piratz ruleset but i dunno how to work with the extender

There are also a lot of sprites yet to do,lots of bugs to correc,t and more kool missions to do  like space hulks with tiranids !but next time..

I.... I have no words, save for a huge understatement. I can feel the effort put into this mod, your blood, sweat and tears, and I can say that this mod is F*****G AWESOME! Good job mate! Hell, the biggest problem I can find isn't even a bug or glitch or anything, it's the grammatical errors. If you need someone to proof-read your stuff, man, just say the word.

19
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: December 13, 2015, 05:44:36 am »
Hehehe, I'm liking the main menu art already. You better not change it if you don't wanna be warp spawn!

20
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: December 10, 2015, 07:09:56 pm »
Progress is looking very, very good. When this reaches total conversion status I will play the shit out of it, rest assured. Keep up the good work, man.

21
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: December 09, 2015, 06:28:46 am »
Two brothers lost against a single Muton?! What heresy is this?!

22
Suggestions / Re: [TFTD] Dead End Techs Becoming Useful
« on: August 26, 2015, 05:03:12 am »
Very good ideas, I must say. However, with great ideas, come the greatest problem. Who's gonna do it?

23
Work In Progress / Re: [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 21, 2015, 04:13:29 am »
Nice to see another total conversion project. To me, as long as it contributes in keeping OpenXcom alive, it can be about stickmen killing alien stickmen for all I care. Don't be discouraged by looking at others, just do your best at your own mod and the community will be by your side.

24
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: June 20, 2015, 06:40:36 am »
Also in good news, I finally managed to make some really good new alien weapons to replace the older more vanilla models.

Unfortunately, these new alien weapons make the XCom plasma weapons look lame, so I may end up having to replace those down the road too. I still need to replace the small launcher and blaster launcher though. I think the aliens are going to get something a little better than the small launcher, but the blaster launcher will probably just get a reskin. I also want to add some more elite weapons for the late game aliens.

Well, regarding the XCom plasma weapons, shouldn't it be a given that they look lame? After all, they are hastily reverse-engineered from existing alien tech. If anything, maybe you should use the vanilla skins as the prototypes, then your reskins as superior versions. How does that sound?

25
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: June 04, 2015, 07:27:42 am »
Good to see you again, man. After all this time waiting I thought you were lost in the warp.

26
Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: March 30, 2015, 08:40:13 am »
Excellent work so far. I'll be looking forward to the 1.0 release.

27
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: January 13, 2015, 05:19:05 am »
About the Krak grenade, the game crashed when I threw one after priming it to detonate on impact (0 turns). Regarding the rules, if you are all for following the fluff, then the ammo, damage, rounds fired in one auto shot and other stuff has to change.

28
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: January 12, 2015, 08:04:36 am »
After testing this mod against some hapless Sectoids, I can say that a major overhaul is needed. As a test mod, everything seems to be working fine, besides the game crashing when using Krak grenades. IMHO, the armors should start at the Mk I Thunder pattern. I think that the game should start with Guardsmen with Autoguns as the X-COM agents before researching 'Gene-Seed' which should allow for some recruits to be 'manufactured' into Space Marines. Is it possible to use soldiers as manufacturing materials? If so, then that would be a good way to stop your units from being overpowered early on. If you need any info about the Warhammer 40k universe or a beta tester for this mod, just PM me.

29
The X-Com Files / Re: New megaproject, working name: FMP+
« on: December 23, 2014, 07:32:15 am »
I can't code, but if you need help in other aspects like ideas or beta-testing just ask.

30
The X-Com Files / Re: New megaproject, working name: FMP+
« on: December 22, 2014, 07:23:13 am »
This... This is pretty much the most ambitious mod I have ever seen. What you are intending to do is basically remaking almost the entire code to produce this mod. If completed as per specifications, this is without a doubt going to be the epicest mod I have ever played. Even I, who renown myself as grammar Hitler, am butchering the language just to display my awe at this mod. I wish I could help, but my coding  skills suck balls i.e. no coding experience at all.

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