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Messages - guille1434

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31
Hello Dioxine!

First of all, thanks for sharing with all us here your wonderful work! This mod, besides being a masterpiece, is full of marvelous artwork!

If you dont mind, I would like to "borrow" one ship from this mod... I am looking for a powerful assault transport, with big troop carrying capacity (my goal is to transport three HWPs and 16 troops) but no so good performance as the Avenger, so this would fill the role of a very capable assault transport, but not an interceptor... I think your Brig craft is the answer...
I was looking at what would be the necessary files to import and saw that at least I would need:

The map file: Brig.map
The resources graphics: basebits, dogfight_init and Minimized_init icon files
The Routes file: Brig.rmp
Terrain files: It seems that there are no *.mcd and *.pck files for this craft (?)

Of course, I will also add the ruleset information for it...

Am I missing something?

Thanks in advance!

32
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: October 01, 2014, 01:34:21 am »
Hello. I just wanted to ask here if anyone knows if this mod can be used in conjunction with the Final Mod Pack without any compatibility issues... Thanks!! 8)

33
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 28, 2014, 11:12:29 pm »
A suggestion, which I think will help look things better: Now that the Heavy Cannon and the Autocannon are "researchable" items (no longer able to be purchased from day 1),  they should be added as requisites for their respective Alloy Ammo types... Example: To be able to produce and to see in Ufopedia Auto Cannon Alloy Ammo, it would be needed to research Alien Alloys AND Auto-Cannon, the same for the Heavy Cannon AA ammo.

34
Work In Progress / Re: The new "dual-wielding" HWPs and OXC closing up
« on: September 27, 2014, 03:50:51 pm »
Good work!! And excellent graphics also!! When and in what mod are the graphics and working code be available to the community?

Thanks for sharing!

35
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 27, 2014, 03:48:12 pm »
Thanks for the new version!

I am glad you changed the color of the stormtrooper armor... Not that the green was bad, but it did not look like "X-Com Issue" to me!  8)

36
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 27, 2014, 03:46:15 pm »
Hello: Some reports about details to be corrected in FMP v0.9.4...

1) The Stormtrooper armor is visible in the Ufopedia, even if it has not been researched (it should be only after completing its research, I think)

2) The new manufacturing topics: STR_SECTOPOD_DISASSEMBLY, STR_CYBERDISC_DISASSEMBLY and STR_CYBERMITE_DISASSEMBLY are lacking their respective strings in the extra strings section, and they show as "STR_XXX..." in the manufacturing list.

THanks for the big work, Solarius! :-)

37
Work In Progress / Ranged Psi Control Feature
« on: September 26, 2014, 11:46:51 pm »
As I learned that from very recently the possibility to limit the max range to Psi attack weapons was implemented, I decided to try it, because I always thought that the posibility to control any enemy from any distance was not fair...

So I gave a maxrange to the Psi Amp and the Mind Probe (I did not limit the range to the aliens Psi Attacks), but it seems there is a problem with the new feature:

- If the range of the attack is less than the maxrange written down in the ruleset, all seems to be ok, but...

- If the Psi attack range is higher that the maximun indicated in the ruleset, when said attack is made, the following happens:

   a) The red flashing "Out of Range" signal appears in the UI section of the Battlescape screen
   b) No attack sound is heard when making the attack...
   c) The attacked unit is controlled!
   d) The attacking soldier using the Psi amp to control the enemy unit does not lose Time Units in making this attack...

I think something has to be done about this...

Just wanted to report it to the community...  :)

38
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 15, 2014, 10:35:20 pm »

And Altoids. I adapted them from Xeno General what I attached an encyclopaedia (here: https://www.mediafire.com/download/lvn7q8i9iec3bj6/Encyclopedia.exe ). XG was strongly influenced by X-com. If you read the paedia you shall understand why they resembling so much to sectoids (took me 8 days to make that encyclopaedia).

On week two I was raided by Sectoids. Sectoid commander looks strange at first but as I remember the description from XenoOps it is more than logical to use that sprite for them. Was I good idea IMO.

Hey Duke, what a nice work that Xeno General Encyclopaedia is!!! A crossover between X-Com and one of the "childs" of Panzer General (Two of my favourite ever games!!!) Where can I learn more about this mod or to be able to download it if possible?

Thanks for sharing your hard work!  8)

39
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 15, 2014, 06:31:54 am »
Hello Solarius:

 Reading through the new v0.9.4 ruleset I saw that in the manufacturing entry for Repair Stormtrooper Armor, it says that one Flying Suit Corpse is required... May be this was copied from the Repair  Flying Suit entry and remained uncorrected?

Thanks for the new update!

40
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 13, 2014, 09:40:37 pm »
Checking the Xcom1 basic ruleset and the FMP ruleset I found that there are several weapons with the  hitAnimation: 26 line... Should all of them be changed to hitAnimation: 0 or this is necessary only for the weapons that make HE/Smoke/Incendiary damage?

41
Work In Progress / Re: Modding Info - Tutorials request
« on: September 12, 2014, 08:44:52 pm »
Xops, thenks for your clear explanations and examples! And I was thinking that "Muton Guard" was an original race name... :-( I have downloaded your mod, but did not check its internals...
By the way, also thank you very much for sharing your mod works!! 8)

Also I think is a good thing that it is possible to add races and weapons without messing with alien ItemLevels, that way I make sure to avoid compatibility issues.

42
I don't think making them more psi resistant would be justified, because why would they be. Perhaps I'll copy Dioxine and just give the Psi-Amp limited range.

As for the MiB, just making a second race with Power Armours and maybe hovertanks would be  best.

I don't know, may be Aliens discovered a way to protect human brains from being controlled by other human brains, and give the necessary info and gedgets to its human "allies"? :-)

But the two ideas you propose are very good, I specially like the one about limiting the psi amp range... How could it be done?

43
That would be great Mr. Solarius! Right now, I am in a play test, and yes I made the game too looong on purpose (I am at Aug, 2000 I think) and the MiB missions are easy ones where X-Com can go and grab some easy Elerium from that guys... To give MiB a chance to give a stronger defense would be really, really great and fun!  8)

Just an idea: May be making MiB men more resistant (or nearly/totally impervious) to mind control?  If possible, giving them some armor type which boost their Psi Strenght in mid/late game... Or to change the race stats giving them higher Psi Strenght for that game stages...

44
Work In Progress / Re: Modding Info - Tutorials request
« on: September 12, 2014, 03:21:53 pm »
Oh! And people, thanks for the assistance!

By the way... Any clue about information about the new HWP dual weapon feature? How to mod it in the game?

Thanks again!

45
Work In Progress / Re: Modding Info - Tutorials request
« on: September 12, 2014, 03:18:48 pm »
"Au Contraire"... I want the most of compatibilty... What are ItemLevels and how to include a new (derivative) alien race without making it incompatible? For example, in the FMP modpack there is a section called itemLevels, which has ten number strings (as the ruleset reference says it should be), and with 34 lines if I counted right. To add Itemlevels is to make a ruleset with more than those 34 lines for example? Or what? What if I am not including that section in the .rul file for the new race... Will it "take" the info from a previously loaded ruleset (be it the main Xcom1 Ruleset or any other, for example the FMP one?)

This is the part of the ruleset I am looking at:

Code: [Select]
alienItemLevels:
  - [0, 0, 0, 0, 0, 0, 0, 1, 2, 3]
  - [0, 0, 0, 0, 0, 1, 1, 2, 2, 3]
  - [0, 0, 0, 1, 1, 1, 2, 2, 3, 3]
  - [0, 0, 0, 1, 1, 2, 2, 3, 3, 3]
  - [0, 0, 1, 1, 1, 2, 2, 2, 3, 3]
  - [0, 0, 1, 1, 2, 2, 2, 3, 3, 3]
  - [0, 0, 1, 1, 2, 2, 2, 3, 3, 3]
  - [0, 1, 1, 2, 2, 2, 3, 3, 3, 3]
  - [0, 1, 1, 2, 2, 2, 2, 3, 3, 3]
  - [0, 0, 1, 1, 2, 2, 3, 3, 3, 3]
  - [0, 1, 1, 2, 2, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 2, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 2, 2, 3, 3, 3, 3]
  - [0, 0, 1, 1, 1, 2, 2, 2, 3, 3]
  - [0, 1, 1, 1, 1, 1, 2, 2, 3, 3]
  - [0, 0, 1, 1, 1, 1, 2, 2, 3, 3]
  - [0, 1, 1, 1, 1, 2, 2, 2, 3, 3]
  - [0, 1, 1, 1, 1, 1, 2, 2, 3, 3]
  - [0, 1, 1, 1, 1, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 1, 1, 2, 2, 3, 3]
  - [0, 1, 1, 1, 1, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 1, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 1, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 2, 2, 2, 3, 3, 3]
  - [0, 0, 1, 1, 2, 2, 3, 3, 3, 3]
  - [0, 1, 1, 1, 2, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 1, 1, 2, 2, 3, 3]
  - [0, 1, 1, 1, 1, 2, 2, 2, 3, 3]
  - [0, 1, 1, 1, 1, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 1, 1, 2, 2, 3, 3]
  - [0, 1, 1, 1, 2, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 1, 2, 2, 2, 3, 3]
  - [0, 1, 1, 2, 2, 2, 2, 3, 3, 3]
  - [0, 1, 1, 1, 2, 2, 2, 3, 3, 3]

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