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Messages - guille1434

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1
Resources / Re: [RESOURCE][GRAPHICS] Just some bigobs I made for fun
« on: January 29, 2015, 04:40:56 pm »
Very well done graphics CryptoCactus! I like them a lot!

I totally agree with the usefulness of the laser rifle stock, because a rifle stock is not only there to absorb recoil (which is none for a laser weapon) but to help aim the weapon in the desired direction, as it was already pointed out... But the "stockless" rifle graphic can be reused as a very nice "Laser Heavy Pistol"! I would make the pistol grip one or two pixels thicker and here we go!
Thanks for sharing!

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 04, 2014, 10:51:59 pm »
Excellent work, Duke! Thanks for sharing!  8)

3
Resources / Re: (Resources)
« on: October 29, 2014, 02:53:41 pm »
Yes! That is exactly what I was looking for! Thanks Arthanor for your help, you were extremely helpful, and also Solarius for your answer.

A lot of thanks again to both of you!  :)

4
Resources / Re: (Resources)
« on: October 28, 2014, 07:02:54 pm »
Sorry, I was refering to the first cyberdisc variant posted by New Civilian... He uploaded his stuff in another file format than you had, and I don't know how to use those files posted by New Civilian for modding, but the one you did, yes... So I was simply asking if it was possible to make a file similar to the ones you posted but using the colors used by New Civilian. May be you are using some tool to make those files that I don't know.

And, no, I  wasn't drunk, just confused the names, and may be I was not clear enough while redacting my message, bear in mind that I am not a native English speaker. My apologies If I bothered you.

5
Resources / Re: (Resources)
« on: October 27, 2014, 06:10:41 pm »
Hi Solarius! Would it be possible for you to release a file for the "metallic blue" cyberdiscas shown by the images uploaded in the previous posts by Robin? I think they would be perfect for and "Advanced Cyberdisc" for a late game "Improved Sectoid" or the already modded Mechtoid race... Thanks!

6
Released Mods / Re: (Equipment) Electro Shocker
« on: October 09, 2014, 07:55:21 pm »
 I think it would be nice to have this device and the original X-Com Stun Rod coexist toghether... For example, the shocker can take the original, close range stunning role (being more compact, and may be lower powered) and to keep the stun rod as a "heavy" stunning tool with higher power, and if possible to give some stand-off range (may be 2?) Anyone knows if the stun rod can be turned into a ranged weapon? May be it will not be a melee weapon but give ranged (limited) ammo with stun damage?

7
OpenXcom Extended / Re: OpenXcom Extended
« on: October 08, 2014, 06:25:54 pm »
Yes, but that approach leaves the way open for the player to load a lot of other different things in place of that weapon... I think that if it is no very complicated to code in, this would be a nice addition.

8
Work In Progress / Re: Graphic Help
« on: October 08, 2014, 05:23:32 am »
That was my first approach to the problem, but somehow, I could not make it work that way...

9
Work In Progress / Re: Graphic Help
« on: October 08, 2014, 02:03:13 am »
Excellent XOps! Thanks to you, my problem is over! You are very kind! :-)

10
Work In Progress / Graphic Help
« on: October 07, 2014, 10:39:24 pm »
Hello: I would like to restore the original Firestorm Ufopedia image to my FMP modded game... Till now, I am having no success...
The image I found in internet looks good in a graphics viewer program (Irfanview and Aseprite v0.95 also) but looks very wrong in-game (see attachments).


Is there an esay way to "import" the file in Aseprite and to "force" it to use the Oxc color palette? That would be very useful to import this or any other image in the game...

Thank you in advance!

11
OpenXcom Extended / Re: OpenXcom Extended
« on: October 07, 2014, 10:35:00 pm »
Yankes: Thanks for taking your time for reading my suggestions. Do as you see fit...

Anyway, I think that the weapon slot is a more flexible approach to the theme of "armor specific weapons"... I hope you find sometime the way to implement that... am not in a hurry... I am very grateful with what you give the community with your work!

12
Too bad about the acceleration stat uselessness...
About ufo speed: After I discover some Alien bases, the regular transport ufos which go to deliver stuff for base replenishment are always running at full speed, the same for the Battleships which are going to attack a X-Com base, so you cannot intercept them... That, at least gives that craft less value as an interceptor, at least to try to fight against the big alien ships...

13
Released Mods / Re: [CRAFT] AWACS Aircraft
« on: October 07, 2014, 09:14:03 pm »
Those hangar icons are wonderful!!! Thanks for sharing! 8)

14
Oh, yes! Your opinions are right on target... I already changed the text position over the image, because right after uploading the image you saw, I noticed that it was obscuring too much of the craft excellent image, and that was a pity. So, here is the new version...

You are right about this craft being a little over-armed... So, it now has only one weapon hardpoint. The idea for this is to have some self-defense capability, and that is the reason for the high damage (meaning = Heavy armor/protective systems) value. It would be wonderful that the weapon type feature present in Oxc Extended be added to the "officail" .exe, so I would model this craft to be able to only carry short range missiles and/or small cannon pods.

About its speed: I felt that it had to be faster than the Ironfist (1900 speed) and its max speed be lower than that of the big ufos (Transport = 2560, Terror = 4800, Battleship = 5000), so it would not be able to catch those if they run at max speed. It would be only able to catch smaller ones (and I think the big scout is capable of 2700 knots), and those big ones if they slow down (and then, I would rather wait for them to land). Also its acceleration is low (but I think I would make it lower, say 3, instead of 5).

Thanks for the very correct opinions/feedback! 8)

15
Hello, I would like to comment about some features that can be added, which I think would be positive:


1) The possibility to add Accuracy, time units and arcingShot values to ammo clips, which when loaded in the weapon, will override the same values present in the weapon ruleset... Example: To mod a rifle with an underbarrel grenade launcher, it would be good to use the TU and Acc from the weapon if using it with its regular bullet ammo magazine, but when replacing that magazine and loading a grenade(s) clip, the weapon should "use" the TU and Acc from the grenade clip ruleset (which, may be it can have less accuracy, less range, but a high angle trajectory and more HE power than the bullet magazine).

2) Add  a system of weapon types (similar to the excellent system added to craft in OpenXcom Extended) for armor suits... This way we can mod heavy infantry weapons that would be only possible to carry and fire when the soldier is using a specific armor suit type. An example: it's not possible for a regular soldier to hold and fire a minigun type machine gun, because of its eneormous recoil forces, but if the soldier is wearing a power suit, this suit can handle such a weapon.

Example: a)  Add to armors a "weapon hardpoint" stat, this would have a numerical value...

                b) This hardpoint value will be checked against a new "weapon type" stat, or even without needing to add any new stats, to the weapon weight value. If the weapon weight (or type)
                    value is lower or equal to the armor suit hardpoint value, this weapon is compatible, if the weight/type number of the weapon is higher, that weapon would not be able to be used by
                    troops wearing that armor suit.

Thanks!! 8)

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