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Messages - Edrick

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16
Work In Progress / Re: [UNFINISHED][ENEMY] Calcium Man/Oculon
« on: January 08, 2015, 07:02:17 pm »
Wow, that's wicked stuff! Unfortunately, I have zero programming and pixel-art skills, so I can only wish this to be on Completed Mods. Excellent job!

17
Work In Progress / Re: [GLOBE] random desert world
« on: November 04, 2014, 08:07:14 pm »
These things are on my list  8)

Groovie.
Moar easy-peasy stuff!
- Rocket launchers (Fremen use them once in the original Dune book, IIRC). The usual X-COM rocket launcher, or the TFTD Torpedo Launcher for a more futuristic look. Failing that, the fanmade RPG sprite should fit as well (maybe both, with the RPG as a cheaper alternative?)
- I don't recall much about military equipment. So it would be feasible to have Harkonnens (or Sardaukar!) running around in power armor. I guess the X-COM one would also fit (maybe with some visual changes in the helmet, like the Dune II heavy infantry?)
- By the way, Dune and Dune II are a goldmine for sprite stuff. I wouldn't hesitate in taking material from there.
That's all I can think of now. I hope to see more of Dune X-COM!

18
Work In Progress / Re: [GLOBE] random desert world
« on: November 03, 2014, 06:31:59 pm »
Awesome! Some (relatively easy) things to add:
- Fremen Maula Pistol AKA dart shooter: Dart Pistol straight from TFTD.
- Lasguns: straight from X-COM.
- Swords, Kindjals (long knives or shortswords) and Slip-Tips (thin short blades, poison-tipped. Acid damage?)

19
Updated to latest nightly, everything works perfectly now. Thank you!
Two unrelated questions, by the way. One, could we get as a poor man's Assassin Armour: a Space Cowboy Suit which increases firing accuracy by 5 and is crafted from Trader Booties? Two, are weapons which increase stats possible? For example, a "war banner spear" which increases Bravery?

20
Not the Lightning files, I replaced them and still not working. Thing is, not only craft stairs and ramps, but all stairs don't seem to work. My characters just walk through them without rising a tile. Any idea on what could it be due to?

21
Don't know why, the third reinstall or so made everything work perfectly. God, I didn't remember how much I love your mod! The new Booty texts are excellent (and I haven't found any mistake yet!) and so are the new factions. I really mean it. I wouldn't mind reading a whole novel or novella of Piratez at all  (remember the good times when you got whole novellas with game manuals, like Elite?).

Suggestion: as I'm in love with TFTD armors (and I have bugged you many times about it), does it seem like a good idea to implement "elite" Deep Ones straight from the sea, where they keep their cities and USOs and factories and whatnot (or Aquatoids, when they're implemented as a faction), armed with scary stuff (from advanced firearms to Sonic and Gauss weapons) and armored with Ion/Magnetic Ion Armor? Maybe even a "rival" pirate gang of Deep Ones/Aquatoids appears? Thing is, I liked the "antagonism" feel of XCOM 2012 with your MEC against a Mechtoid.

BUG: I'm getting now a (minor) bug with my crew falling to the ground through craft stairs. As in, they get off the Bonaventura as if it was a clean fall instead of a ramp, and then they can't get back in rushing for cover or ammo.

22
Installed OpenXcom instead of downloading it directly, and followed Dioxine's instructions thorougly. Good thing, not getting anymore earth-filled crafts. Bad things, all other problems persist AND I'm getting a consistent crash when finishing a battle. Exactly like the Large facilities one: it simply freezes, with no warning code whatsoever.

Okay, aside from that, three requests: one, being able to buy some kind of armor through the shop, aside from the Tac Vest (because in the very early game, I can only equip Pirate, Warrior, Runt or Tac armours, all of them either not offering any protection bonus or slowing mah crew). I don't know, some kind of slightly-watered down, $100.000-priced Defender armor. Second request, getting the Auto 9 AKA Robocop's über pistol. Just for the lulz. And blowing people open. Third, getting a nuclear fuel molotov, ideal to bring hell on earth without having to resort to rockets and all that stuff. And for the lights on night missions.

23
I must say I still have consistent problems, after killing with fire and reinstalling OpenXcom whole. Earth-filled crafts in Campaign, palette issues in New Battle, Dead Bug and crashes with Large Vaults/Living Quarters. Thank you in advance for any answer.

Besides all that, must say this mod is pure gold. Keep up the more-than-awesome work. And, when will we getting these fancy factions you mentioned like 10 topic pages ago? Mystery melee faction, tribal Sectoids, Aquatoids... ? :D

24
Dat Celatid Bagpipe is pure gold. Keep up the awesome work. And, would slings be implementable for Deep Ones?

25
Open Feedback / Re: MINUS SICK DAYS
« on: September 24, 2014, 08:09:55 pm »
+1 for "6 days since last rookie that died of martians."

26
Work In Progress / Re: [GLOBE] random desert world
« on: September 24, 2014, 07:26:26 pm »
IIRC, there was a Dune Encyclopedia (non-canon, but still) that shed some light on the Holtzmann generator and its creator. Does anyone know if it solves Dioxine's question about shields not blowing up when exposed to other kinds of radiation?

27
Is the $475,000 protection fee from Dark Dominion (AKA Brazil) a bug, or are they particularly afraid of me, or have they striken it rich and don't know what to do with their money?
And that Death Realms Bootypaedia entry is gold. Keep up on that!

PS: After deleting and fully reinstalling OpenXcom twice, I'm still getting these palette issues centered on my ship and *gasp* the DEAD instead of "booty" bug and crashes when trying to interact in any way with large vaults or living quarters! I suspect my computer is a potato.

28
Work In Progress / Re: [GLOBE] random desert world
« on: September 23, 2014, 11:29:36 pm »
I'm not very convinced with trying to tie it to the Dune lore, because the XCOM system is based a lot on the player's faction slowly mastering the technology of the opponent. It would feel awkward to see player-controlled Fremen mimic Imperial technology, or player-controlled Atreides mimic Harkonnen technology.
However, an original setting based on earthling settlements on Mars would be lovely. And easier to adapt to XCOM game :)


In fact, in Dune it is told how Paul introduces Fremen to ornithopters, lasguns and such (IIRC). And I can guess someone could take certain liberties with the Duniverse: look at Dune II, and its tanks, and power-armor-clad Harkonnens with gatling lasers. I don't recall reading that anywhere and still it worked nicely.

The martian part sounds groovie to me. I immediately thought of Ray Bradbury's Martian Chronicles. I don't know why, but Gollop's plasma weaponry and Bradbury's dark, golden-eyed martians blend perfectly in my mind. Now we only need some kind of "mod fairy" willing to do all that *sigh*.

29
Work In Progress / Re: [GLOBE] random desert world
« on: September 23, 2014, 07:40:45 pm »
+1. And the worms. Remember Shai-huluds seek the shield users in a frenzy to devour them.
Anyways, I imagine the way to deal with power-armored, gatling laser-boasting, shield-covered Harkonnen troopers would be the same than with Trader Bodyguards: ol'sledgehammer in the face.

30
Work In Progress / Re: [GLOBE] random desert world
« on: September 23, 2014, 05:39:12 pm »
Well, they had Ornithopters (Interceptors) and Carryalls (Skyrangers) in Arrakis, now, didn't they?
God, the idea is too good to be ignored. Is anyone willing to make a Dune mod for X-COM? "Defenders of Dune"? "Paladins of Dune"? "Fedaykin of Dune"? Maybe "The Dune crusade" or "The spice crusade?"
If I'm not mistaken, Dune/Dune II/Dune 2000 for DOS/PC might have many assets reusable for this. And, that "shield" currently-in-suggestions mod would fit like a glove.

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