aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - XCOMFan419

Pages: [1] 2 3 ... 13
1
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: January 10, 2015, 10:45:05 pm »
https://www.openxcom.com/mod/space-marines

Space marines mod released. Discuss here, report bugs and such. imm off to get durrnkhunk for nao.

Future plans:
+ fix all in first release
+ "advanced" weaponery
+Assault Marines
+Squad Leader suit

Distant plans:
+Drearnough
+New planet placed into horus herecy chapter
+Thus adding Chaos marines into opposite side (from diffrend sides ,nurgle, world eaters, etc.)

and something more :>
omfg
SPESS MAHREEENS!

10/10 mod would download again

Now we just need the Imperial Guardsmen and then XCom agents will truly be expendable :P

2
Stingray Missile Accuracy reduced by 20.
Avalanche Missile Accuracy reduced by 20, Range equals now Range of Terror Ship.
Okay so there are two things I want to talk about.
1. Why do you do this? It doesn't seem to add any benefit to the mod other than to make the overall game harder (Which most mods already do) but it is not tied into what I like to call the 'theme' of the mod. It just doesn't make any sense. Oh don't get the impression that I don't like the mod or the idea, it's a great idea. I almost want to download it and put it in my next playthrough if I didn't already have several mods that conflict with this one.

2. Why do people always make the missiles less accurate? That also doesn't make any sense. The AIM-54 Pheonix (A real life radar-guided, long range anti-air missile) had a larger range than the Avalanche (at approx. 190km) and is presumably more accurate. Even missiles like the Sparrow, Sidewinder and the AMRAAM (while shorter range, comparable to the Avalanche) are much more accurate. It just doesn't make sense other than making the game harder (Both realistically and literally) than it needs to be.

Rant over, :-X very good mod.
Will try on my next-next playthrough  ;D

3
Troubleshooting / Re: Regarding the Geoscape Music
« on: December 23, 2014, 04:41:12 pm »
XCOMFan419, actually "randomization" of tracks is not even vanilla. Not for xcom1 nor for tftd. Both games using sequential tracklist play. And personally I don't see WHY we should do differently. It will allow their playback in the order defined by developers.

In the TFTD there are 6 tracks and they are played one after one, and changing to the next after battlescape.
I should probably clear a few things up:  :P
I have never played TFTD
And when I last played true vanilla XCOM (non-steam) my dad had to sit there with me so he could play whenever something serious popped up.

But I dunno. I really like the idea of more tracks and randomizing of music. I guess it's because of my tendency to get bored of overplayed music REALLY quickly. It's probably why I haven't started a new game in over a month now. It's just repetitive and boring, the music I mean. Gameplay can be changed up easily. And I like variety.

But I think Warboy should weigh in on this: Should we have "True Geoscape" music randomization, or would that take too much away from the Vanilla game?

4
Troubleshooting / Re: Regarding the Geoscape Music
« on: December 23, 2014, 11:10:17 am »
After some testing, Volutar is right. I skipped the first track just by going into the memorial screen. The Interception screen also offers the same track skipping, but it seems to play the same track before it started. The next interception screen afterwards plays new music. Either that or I just have really weird randomizing with the music.

Testing with GMGEO1-GMGEO9 it appears that there is no clear pattern between what track the game chooses. Randomized as Warboy pointed out.

However, the track still repeats until another Interception/Memorial screen pops up.

I would appreciate a real randomization feature for OpenXcom, and encourage people to add their own soundtracks into the game, but I also feel like it would take more away from the original game. Maybe have it as an Advanced Option under General or Geoscape? I feel like the game can feel a little less...repeated (for lack of better terms) with music changing one after the other.

5
Troubleshooting / Re: Regarding the Geoscape Music
« on: December 22, 2014, 08:51:28 pm »
So what's causing the loop of the first track? Do you know? Should I keep experimenting?

6
Troubleshooting / Re: Regarding the Geoscape Music
« on: December 22, 2014, 08:31:20 pm »
guess we messed that up somehow, it should do a random shuffle
So it isn't my fault? Oh thank god. I was beginning to get worried.

So thinking it might be something else I opened up options.cfg for what it's worth. I see two interesting things at the least: preferredMusic: 2 and musicAlwaysLoop: false

does that have anything to do with it?

7
Troubleshooting / Re: Regarding the Geoscape Music
« on: December 22, 2014, 07:16:29 pm »
an easy workaround for you to skip the pre-set first song might be to make the gmgeo1 file a half second of silence?
After messing with the files so much that I needed an uninstall, I finally got my own music to work!

Unfortunately, the half-second of silence doesn't work, as the first track repeats constantly. I've replaced GMGEO1 with other music to confirm this, and all that plays is GMGEO1. While the game will run and recognize the other tracks, it refuses to play them.

Any other suggestions?

8
Troubleshooting / Regarding the Geoscape Music
« on: December 22, 2014, 01:04:15 am »
In all of my time playing OXC, I can't help but think:
Have I been listening to the same Geoscape theme for the past six months?

Taking a quick look at the files shows less than interesting results as there are two GMGEO files, GMGEO1 and GMGEO2. I assume these are the geoscape themes. Using Windows Media Player, I found out that the themes, while alike in some prospects, are different in others. I can tell that I have been listening to GMGEO1 for most of my OXC experience. So now I have a few questions.

1. Where can I get more Geoscape music for the game? Is it limited to only two GMGEO files? (Yes, I already have the Amiga (CD32 and ECS), DOS, Windows, Adlib (Flac and ogg), MT32-rev2, PSX and Cydonia's Fall music downloaded. Currently using CF music, which is freaking awesome!)

2. Where can I edit whatever I need to edit to randomize the Geoscape music? It's getting tiring listening to the same old GMGEO1 time and time again. It's kinda making me dread playing the game again  :-\

9
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: December 06, 2014, 10:57:11 pm »
Yeah, I was about to post about that. Past three games I have spawned in a farmhouse. Just the last one I spawned in a freaking UFO! This is getting ridiculous, and it's barely playable.

10
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: December 04, 2014, 08:56:40 am »
I'm at the end of the game with Xeno Ops and I've practically hoarded Elerium Cells at this point. Last time I checked I had over 1200, and this was with regular rearming of my plasma weapons and stuff like that. But of course, to keep up with the outstanding TU cost of the plasma weapons, I resorted to Lasers with Elerium batteries and Hypervelocity weapons. I quickly ran out of elerium, but still had mountains of Elerium cells.

Maybe an Elerium Cell to Elerium conversion would help balance out the endgame? Because I have stores of <=60 Elerium at any time, while storming every UFO I can. 

11
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: November 15, 2014, 07:54:44 pm »
Mine proposal
Edit: a less monochrome variant
Pancakes? I love pancakes!
- A Sectoid Soldier, Probably

12
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.03
« on: November 15, 2014, 04:15:33 pm »
Repairing armours is very much a thing. I have it for every playthrough. I think you just have to set corpses to recover: yes and name them, then set the manufacturing rules. It's a much more convenient way to play XCOM, than rebuilding every single armour you lose. Especially when it comes to mid-game and soldiers are dropping like flies in personal armour. (And before you ask, yes I put them in cover and stuff but they seem to always find a way to get flanked/shot from behind cover)

13
Released Mods / Re: [HWP/Resource] Alloy Ground Tanks
« on: November 13, 2014, 08:44:23 am »
Does this mod include new graphics?
Downloaded it.
Yep, can confirm, blue tanks.

14
Released Mods / Re: [HWP/Resource] Alloy Ground Tanks
« on: November 13, 2014, 06:43:41 am »
It wouldn't be too much of a hassle to include this into Tanks, Drones, Sectopods? Oh my! V.1.0 would it? I have been trying to do the sprites myself but to no avail. I have been waiting for a chance to include them since V.0.5 came out :P

15
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 07, 2014, 08:05:44 pm »
Sorry for the late answer:

HESH is High Explosive Squash Head.

Pages: [1] 2 3 ... 13