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Messages - Duke_Falcon

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16
Resources / Re: Altoid aliens - All sprites are free to use!
« on: September 27, 2017, 10:49:57 am »
Again a few stuffs what dusted since a while on my HDD. Now put them into pictures as mayhaps someone may use them.
Floater envoy is something what always bothered me. Savage terror agents on infiltration\diplomatic mission way to frequently... Really? So why not have a special trained, well-mannered, courteous envoy? There he is...
Blaster disc were a heavy support idea long ago. Now redraw the tower so if I will finish I may share that to. If someone see any potential in it... Obliterators are far better though...
The third is just for anything alien-related. Want a cool topic in the pedia? I doubt you shall use this picture for that but who knows?
And the last two is for Solarius. Wanna upgrade the Chtonites to bad boyz? Here they are! Troopaboyz!

17
Resources / Re: Altoid aliens - All sprites are free to use!
« on: September 12, 2017, 12:05:46 pm »
So, I finally achieved 2x2 units with Falko's tool. It was my bad that I not checked what scripts are enabled on the tool's page and what are not...
Also organised all sprites and other graphics I made so far (no rulesets as I still study some of the latest rulesets to learn a bit from those) and I put those into a zip for those whom interested:

https://www.mediafire.com/file/g6hc530nlbheh45/AlienNavyResources.zip

Of course some borrowed content are also implemented, namely:
Armoured muton => Xeno operations
Cyber floater => Xeno operations
Muton berserker => Hardmode

Also the zip contains some BigObs for alien attacks (bite, claw, slam) as optional features for modders. Also I attach you a few pictures just for fun!

18
Resources / Re: Altoid aliens - All sprites are free to use!
« on: September 03, 2017, 08:27:38 pm »
May I ask a bit help? Could someone create 2x2 unit spritesheet from the attached graphics?
Not palette converted as my PhotoShop palettes gone. I need to regain those X-com palettes again...

19
Resources / Re: Altoid aliens - All sprites are free to use!
« on: August 30, 2017, 10:45:44 pm »
Dependencies, OK.

Is there any templates for alien races, crafts, weapons? I used other rulesets as reference but bunch of things not really works. That's mayhaps nightly inconsistencies or such. Or I were a fool and fail. Probably the later...

Still f**ks me the game with .SPK. No way to evade it. Deleted all .SPK from all used rulesets. Tried .GIF, .PNG still says the ruleset not contain\missing .SPK. If I rewrite .SPKs still the same.

And played two month in-game time with a clean FMP. Terror site, yes, hell do it! Rail weapons exterminate everything!
...
Game crashed because no STR_MANTISMAN?! Man, I checked off my alien navy mod! Where the hell wants the game that alien then? And always tell me area51 urban maps missing. Did my OXcom gone mad? I really think about exterminate it and make a clear reinstall...

Just a minor little wee thing about FMP: Could it be add some armour instead of suits for those pesky little lizards? I find them hilarious as they fight against my armoured soldiers. And Muton Obliterator rules! Insane and mad, nightmare on it's purest!

20
Fan-Stuff / Re: A Realistic Backstory for the Aliens
« on: August 30, 2017, 10:34:23 pm »
Cool reading! Took me some time to read with all replies and I admit I enjoyed the whole a lot!

I remember I made a mod for OpenGeneral what were strongly based on X-com. I thought much about the aliens history to evolve it to a form of a strategy game with some sense...

In my version there were a swamp planet somewhere dominated by a peacefull alien race. A death of a nearby star - supernova - forced them to find ways to save their race somehow so they started to equip colony ships. One ship went to a nearby star what were far enough from their homeworld and the supernova still close enough to be a key point to later re-estabilishment of communication, civilization, whatever or just make some cakes... Another ship went farther - T'leth's explanation along with Cydonia - what reached our solar system and first set up an automated outpost and supply-base on Mars while the ship continued toward Earth but an accident happened. Dinosaurs extinct, you know...
Back to the homeworld the planet turned from swampy to desert but the race inhabited it survived and thanks for the radiation evolved and gained psionics. Contacted with their nearby brethren but the differences were big and clear and you know what differences mean: Struggle, intrication, hatred and war. And if you taste the war and victory you easily become militaristic stating: If we can others may also can! Let us defend ourselves from outer treaths!
So, the basis of a new stellar empire found by a sibling-war. The descendants however wanted to find their precursors and their lost knowledge so started to explore the stars and follow the trace of the lost colony ship. And during their search they found other habited planets with more or less sentient beings they found possible threaths. New wars, new victories and new additions to a growing stellar power.
Then they reached us but the expeditionary forces were only a piece of their military. They seized the automated Cydonia and set up their base of operations. Then come to Earth supplied by Cydonia and awaiting their reinforcements from the unfathomable depths of the stars...

Not as good as your story but explained much of X-com lore and made a good background story for long campaigns...

21
A Who-mod with Daleks! Now heaven become a place on Earth!

22
Resources / Re: Altoid aliens - All sprites are free to use!
« on: August 25, 2017, 09:02:51 pm »
Sorry, I usually on Wi-fi :S For upload things I need cable connection as wi-fi tend to be laggy or dismiss frequently...
Here's what I failed so far:
http://www.mediafire.com/file/eu8s7he7ht4wq76/AlienNavy2017.zip

It also contains not-implemented-so-far contents. And crafts add-on is also tend to crash the game frequently when used, beware!

23
Resources / Re: Altoid aliens - All sprites are free to use!
« on: August 25, 2017, 10:55:41 am »
It's a graphic item. Like paperdolls or backgrounds.

So I need to create somehow these SPK-files? How? Just rename a GIF or PNG? And the ruleset not even contain any SPK at all! Mayhaps that is the problem? And the image_id SPK (as I saw in other rulesets) must be the same name what the sprite itself?

I am sorry for such dumb questions but seemingly I just can't go with rulesets of OXcom :S I could write and use pretty scripts for NWN back those old days but this ymal language is weird for me...

And my laptop is still allergic to MCD and map tools. Just can not figure out why those always crash whenever I try to create something with them. Loading vanilla contents work fine but nothing else is seemingly works.

And is this a serious problem if no sound files are marked in a ruleset? Could that possible cause crashes for units\weapons?

24
Resources / Re: Altoid aliens - All sprites are free to use!
« on: August 24, 2017, 09:00:28 pm »
After a while I played some OXcom again. Set up FMP and my alien mods to run together just for testing purposes. Altoids worked fine alone just but terrors always crash. Both for Altoids and Aerials. And pedia is also tend to crash because .SPK missing...
What is an SPK? Does it unavoidable necessary? And how can such files created?

Also I think it would be better to create separate rulesets for my alien groups rather thank keep everything in a single rule-file. Or not? I not even know what and how changed lately as I am pretty sure my nightly version is not the latest...

25
Resources / Re: Altoid aliens - All sprites are free to use!
« on: February 13, 2017, 09:15:35 pm »
Hi!

Currently working on some wall stuffs. Graphics are done just need to palette-convert (I think I make some fitting floor once).
What is the issue with MCD editor? I can open MCD files but trying to edit or save them (TFTD converted into EU palette) the editor freeze or simply crashes. I got no report what the hell happened...

I am on XP with SP3 and latest Java what were able to be installed...

26
Resources / Re: Altoid aliens - All sprites are free to use!
« on: October 02, 2016, 10:08:41 pm »
Well...
You know I once see a Secto-lee, a grey with a headband in a mod. It looked a bit odd as Sectoids are not those Bruce Lee type I-will-kick-yer-ass creatures... And today - just for fun - watched some Dragon ball anime (not a bad anime if you are a child I suppose otherwise... meh...) and something revealed from the dust of C-category animes...

After Muten Roshi, the big turtle master of the universe (kame-hame-haaaaaaa!!!) here comes Muton Roshi!
(laugh and funny applause comes here)

27
My playing laptop had an OS break-down and not all stuff is reinstalled upon it yet. If I will reset OXC and Hardmode and will have ample time to play it again I shall post saves.

Now, that my working laptop works I can only post graphics and other small things. But Hardmode is promising and I think it has a minor glitch what even vanilla had: Alien grenade + Personal armour + Lasers win the game for you. Or you find a way to balance that to? I hope you did as it will make late-game armour researches usefull at last.

28
Resources / Re: Altoid aliens - All sprites are free to use!
« on: September 28, 2016, 10:27:08 pm »
Some more things: Tigran alien
Spritesheet's bottom right sprite is the floorobj sprite, all pictures theoretically palette converted (some colours sometimes tend to mess up, so carefully with them!)... Yes, autopsy may need some corrections, mayhaps later...

29
It seems this mod in the current state is almost impossible to accomplish. I were beaten again and there are no levels down in difficulty...
Problems:
- Aliens receive tons of points while player receives minimum. So either accomplish EVERYTHING in a month or you start to lose to much point around april-may and onward. Not even Alien base raids can help.
- Money problems. There were a month when I got no money (have six base for radar coverage, three interceptors to air assaults, 10 soldiers per base for protection albeit no retaliation ever occured). Interceptors run out of Avalanche quickly and if no money to resupply then no shot-down then minus point then bad score then defeat then restart then... And even more interceptors may need as to much repair time occurs since weapon ranges way under the UFO's and these bastards shot really hard. And since repair occurs before rearm there is no meaning to send out damaged interceptors only wait while all the UFOs fly away and generates some really nice amount of negative score...
- Research is sometimes took just to long. I mean an autopsy needs only 1-3 days at best since those corpses and their internals decay. Strange when 10 scientists work on laser rifle, 10 on snakeman autopsy and 10 on floater leader (as it were in my case) and all research started in the same time AND finishes in the same time (well, 4-8 hours in difference).
- Terrains. Some of them, as I noted in an earlier post, is just to dense and sometimes there is no way to get through except to burn and explode everything. Floaters laugh on me as they flought above obstackles and shooted my soldiers stucked in the bocages. I know that terrains are not made (at least not all) by you but such things make the game unintentionally harder.

Otherwise it do challenging just there is no "winner" strategy I found so far. Maybe I need to try debug mode? That kills the fun but give some chance to generate above -3000 per month. On the other hand this mod is REAL so it contains only what happen in a real life alien invasion: No matter how hard we try we utterly lost... All hail our new alien overlords!

30
Yeah, I use the latest version (without drones).

The typos I found so far:
Alien language: then should be than
Alien biology: then should be than
If I find more I shall note you but so far I researched only that much topics...

Monetary troubles? Yeah, first month is an "inkasso" as I were need to set up at least two more bases. That and recruit more scientists quickly depleted my cash (Floater base could brought back some of the money thanks for the loot)...

And grenade launchers need constant manually reload. All the other girls and boys resupply from available clips and put them in their inventory but grenades not. If I not check the Skyranger (it is enough to enter the list screen of weapons on board) after every missions, grenadier boy forget to pick some grenades for his baby... What is a big surprise in the next battle! Boom! No ammo lads, we sucked... Even rocket launchers auto-resupply untill there are enough reserves in the stores.

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