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Messages - smexyvami

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31
I haven't ripped them, I re-drew them from scratch looking at the screenshots.

 art master

32
Released Mods / Re: [CRAFT] Sentinel class interceptor.
« on: August 31, 2014, 08:56:27 pm »
a sad thing is this craft is tankyer then the firestorm with comes after it =/

33
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 31, 2014, 08:54:09 pm »
is there a flag you can turn off ?

34
Released Mods / Re: [HWP] Attack Dog
« on: August 31, 2014, 08:02:40 pm »
lol attack dogs

35
ohh i just wanted a deicated stun unit so i didnt have to sacrifise a actual soldier . allso becuse i dont know if equiping a drone with one gets eaten and its tidius to keep haveing to give then seconday wepons when i want then to

36
is it possable to add the blue one back with a stun rod ? insted of the hammer ?

37
didnt change ufopidia files so sould still work the same

38
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 28, 2014, 11:41:41 pm »
thanx

39
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 28, 2014, 09:41:05 pm »
One could have multiple user folders (game and settings) all using the same game exe/data folder.  The drawback, I suppose, is for non Piratez games, all your new soldiers names will be generated using the Pirate.nam rule ("Sleepy Dollar reporting for duty, Sir!"  :D)

Or like I do, my user folder is a subfolder alongside with the data folder in the OXC game directory. And the whole thing is copied few times, each totally independent from the other.

i tryed this  and cant get it working :( maby a tut would help

40
I have played around with what "Dioxine" sayd and i fixed this for you ;D Enjoy

ENFORCER
Spoiler:


armor:
Code: [Select]
   - type: STR_ENFORCER_UC
    spriteSheet: ENFORCER.PCK
    spriteInv: XCOMFAN005_M0.SPK
    corpseItem: STR_CORPSE_ENFORCER

Sprites:
Code: [Select]
  - type: XCOMFAN005_M0.SPK
    width: 320
    height: 200
    singleImage: true
    files:
      0: Resources/TDS/Enforcer/BIGOBS/Enforcer_Suit.gif

VANGUARD
Spoiler:


armor:
Code: [Select]
  - type: STR_VANGUARD_UC
    spriteSheet: VANGUARD.PCK
    spriteInv: XCOMFAN003_M0.SPK
    corpseItem: STR_CORPSE_VANGUARD

Sprites:
Code: [Select]
  - type: XCOMFAN003_F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif

ASSAULT
Spoiler:


armor:
Code: [Select]
  - type: STR_ASSAULT_UC
    spriteSheet: ASSAULT.PCK
    spriteInv: XCOMFAN002_M0.SPK
    corpseItem: STR_CORPSE_ASSAULT

Sprites:
Code: [Select]
  - type: XCOMFAN002_F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif

41
Suggestions / Re: Civvies outside Terror Missions
« on: August 27, 2014, 08:45:43 pm »
Id like to see Dead Civvie Corpses.
Those farmers be dead long before you show up or they ran the hell away.

As for a terror mission its quite clear from the Intro Cinematic that the aliens get dropped out of the ship by some kind of grav lift and then the ship just takes off and leaves them. Having the ship sitting there on the ground in some giant parking lot just makes it a target for multiple Cruise Missile strikes anyway and the ETs would know better.
but thay dont know what are military cappabilitys are as thay just came in to invade the pore blue mother earth

42
Suggestions / Re: Mobile bases
« on: August 27, 2014, 08:43:12 pm »
...Spacemarine thunderhawks instead of skyrangers and a roving battle barge for the base... plus those things are loaded with their own manufacturing and anything a planetside invasion force would need. someone please get on this o_o
redy the deep stikes!

43
Work In Progress / Re: [Mod Request/Idea] Conventional Wepons
« on: August 27, 2014, 12:42:51 pm »
@RSSwizard
all tho the mounted underbaral weaponry is vary modern and fallows the theam i am looking for i think it is vary hard to implement or even possible at all.

a few ideas on the conventional armors

alloy plate early game to replace modern vest plates
advanced teck and fiber weaving of polimers to strangthen the vests and other clothing
posable making alloy threads to weave into the armors for flexibility and mobility keeping alloy strength

44
Released Mods / Re: Ironfist Dropship 1.1
« on: August 26, 2014, 11:22:26 pm »
grave lift to the roof  :P the mib ships have grav lips to a second story why cant xcom figuire this out

45
Suggestions / Re: Civvies outside Terror Missions
« on: August 26, 2014, 11:00:43 pm »
when is armed civys  ::)

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