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Messages - Duke_Falcon

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31
This mod become dozen levels more harder than I last played it!
I were defeated and beaten around may on Superhuman (-11600 terrible!) and on Veteran (-6500 terrible!). I, what a shame it is, now play on Beginner and now I have +250 at the end of may...

Did you strongly messed with the point system or something? As I saw I more easily got negative points than bonuses when mission summaries occur. And damn the Cyberdiscs! They ALWAYS spawn (4-6 at best per terror but sometimes more) in the middle of a bunch of civs... Either they shot down the civs or I destroy the discs but they explode and kill the civs I got tons of penalty points.

Still love the mixed crews! Good job the research-system. Has serious logic. I only want some flamethrowers in the beginning arsenal as it seems you created billions of bush-covered maps where my soldiers can not shot the aliens but the aliens easily shot my soldiers down... And a lighter flying suit would be also great (modified personal armour with worse stats) for snipers and rocket-launchers... But these are only my dreams :)

And at some place in the pedia texts there are exchanged "then" words were "than" should be.

Overall and summary: Bloody good job! I did not beaten by X-com since 1994! :)

32
Resources / Re: Altoid aliens - All sprites are free to use!
« on: July 25, 2016, 07:36:28 pm »
OK.
Unarmoured snakeman with proper death animation. Ufopaedia picture for living specimen. And a palette fixed pedia version for armoured floater...
Corpses could the original as I have no time yet to convert those as well (+inventory floorobjects).

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Nice! Im using almost all your stuff in my mod now.
Is there a downloadable version for trying?

33
Resources / Re: Altoid aliens - All sprites are free to use!
« on: July 24, 2016, 09:09:37 am »
Hi!

I created an unarmoured Snakeman version for early-game or whatever purpose. Death animation is not redrawed yet and no pedia picture so far. The bottom of the spritesheet contains two preview images without weapon.
Feel free to use it!

34
Released Mods / Re: [TFTD]More USO Variants
« on: May 15, 2016, 10:10:15 pm »
Hi Blank!
Just play your wonderfull new USOs! Outstanding and lovely work!
The pedia description of the Bomber USO is duplicated as there is another USO what shows the very same description.

35
Work In Progress / Re: [Request] New weapons for TFTD
« on: May 15, 2016, 10:07:56 pm »
It would be nice to be able to buy X-Com 1 weapons in TFTD for use on dry land.   At least rocket launchers, and chain guns.  I don't like that the TFTD versions don't work on land.    laser weapons and Xcom 1 tanks for dry land use would be nice as well.

Frankly lasers DO work underwater and plasma may also do. Palette-swapping them mayhaps also not hard. Just how to use them? Lasers with unlimited ammo right from the beginning would be a cheat. Plasma may have the same damage profile as gauss so it may make gauss useless.

What about this:
Lasers available from the beginning for MANUFACTURE and need energy cells, deal 5-10 points less damage than gauss.
Plasma available in a number in stores along with clips since the beginning and no way to manufacture or buy them.
No plasma tank but a Coleacanth laser may work (can manufacture after a short research).

That is how I imagine this. I am not a master of code or rulesets so I can not really make this (all things I ever created were wrong and needed strong check and debugging just to never become released for a damn lots of reasons)...

36
One question. Can I easily explode them? :D

Hell, yeah! With blaster launcher from point-blank range...

I just so eager to test this group right now in-game! In a doodads-full area with small places and many corners these guys could be a real tough figth  :o

37
IX is the designation of the planet or system (I think it means the planet's number) what simply meant 9.th. But IX become the official name of the planet and thus they become ixian. The other technological world is Richese and it were mentioned in the original Dune novel. Both lived in a constant experimenting of new technology but IX were not afraid of create computers even though it were never mentioned those computers use AI or not. Afterall a computer could do work without AI and thus it literally not violate the butlerian anti-AI dogma.

In the Imperium there are radars, computers and high-tech things apart from starships and highliners but totally devoit of any kind of AI. Using printed circuits, burned eproms enable computers to work and do not even count as AI in any means. Pre-recorded orders are not banned to use. And manufacture some items also surely needs advanced mechanics, some degree of robotics as humans make way to much mistakes. Shields are a good example. And these are only a few example. Dune do have technology but those techs what require AI are changed with specially trained humans (Mentats, Bene Gesserits, Face-dancers, Suk-doctors and so on).

By the way is there a way or fix to load saved games? This mod is cool but without loading it is impossible to pass through the first 3-4 months.

38
A good mod. My only problem that I can not save games. Is this mod needs OXCE?

39
Man! You can not just come here and do such things like new Floaters and succeed! Why it is that all your redesigns are so cool that I do want them in-game? That third Floater is just cool. Awesomely cool. Want that in Xops...

About research I meant the final topics took very long to research. Waiting 2-3 months just to go Cydonia is frustrating if you have squads what eliminate any kind of alien threat on Earth. Maybe some research-related aliens? I mean some ultra-powerfull bastards whom appear only if ultimate craft + ultimate codex researched? Or mix crew? I mean hyper-wave decoder helps a lot how to equip your soldiers and thus no challenge remains after a certain point. Mixing crew may provide some edge in this meaning. A crew what's members needs all kind of weapons to deal with could be a real kick-ass when your soldiers have god-like stats and obliterating weaponry.

Otherwise the pace of the game is OK in my humble opinion.
Just miss the dogs. Maybe rottweilers?

40
Resources / Re: Altoid aliens - All sprites are free to use!
« on: January 07, 2016, 09:33:24 pm »
Some WiP thing. I plan to add weapon sprites for the different ranks' sprites so footman will carry a pistol, officer a rifle and so on. If someone may want to use them consider they will need in-built weapons like cyberdiscs.

I created these things from my "Starwolf" alien race sketches I created long ago for an RPG. Only raw alien "template" is done, see attached image.

41
Spawning works well. It was my bad that I literally demolitioned everything. Corpses what destroy not recovered. After the high number of terror units I decided to level everything with explosive stuffs. And cyberdiscs frequently explode and kill the nearby aliens. Two such explosion is enough to desintegrate those poor sectoids without even spot them.

I checked that terror in debug mode and yeah, there were more greys just they vanished in the fiery carnage of explosions... Just like those useless civs did... And I admit I forfeit superhuman today and restarted in on lower difficulty. Cyberdics + Chrysalids in a Floater terror was just way to much for my squad and me to bring down the lethality level. Not impossible on superhuman but some surprises are to nasty for my taste.

And it is me or the research times really expanded? It took 15 days for a Sectoid autopsy for 20 scientists (well, 10 and halfway arrived 10 more still it took long). And I like the additional reports following the autopsies. Just one question: If explosive munitions is a research topic why not unlock it HE ammo for other weapons to? Like snipers and rifles? These weapons have explisve munition in RL mostly. It would awesome to have HE sniper rounds.

And did you changed AI behaviour? Floaters and Sectoids seemingly love to use grenades even if they enter a 3x3 room and kill themselves to with those grenades. And is this mod really incompatible with everything else? I mean with TFTD weapon damage mod for example. Well, I think I will try this...

42
After finished Xops I started to play this one. Nothing fancy untill the month's end except I pillaged a Floater battleship carried 9(!) Reapers... Why is it a Floater ship if there are only 4 of them?   IT'S HARDMODE X-COM BABY!!!

Nevermind.

Then that terror. I mean a Sectoid terror with 11 Cyberdiscs and only 2 Sectoids right at the end of the first month... First I thought it is a joke but no...   IT'S HARDMODE X-COM BABY!!!

I understand the meaning of hard just never thought there is someone out there who can and dare to exploit the meaning of this word so deeply... It were not designed to play on Superhuman, did it?

Please, do not misunderstand this, this mod is cool just surprisingly, well... hard sometimes? Or just weird?

43
Finished!
Endgame+Archangel+Codex complete took an eternity and consumed the resources of 4 alien bases (one of them were full of Ethereals what was really not funny)... This mod is a gem! I liked it so much that I almost forgot those small glitches except that somehow it throws me out to desktop whenever Armoured Sectoid Navigator is researched.

Was my bad saw later that this issue were fixed. Nevertheless I were able to finish this mod and Cydonia was a carnage. Blue muton pals are awesome and hard like a rock from hell.

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-Updated floater death sound. It sounds off, but it won't be once I update the spritework for the floater. I am doing a more cybernetic re-imagining of the floater
Please, just tell me it will not like those crappy faggots from 2000 X-com. >:( Those legless flying droids were a mere joke what they - I really hope and advice for them - accidentally were forgotten in-game. If not they should die for such a blasphemy when the Stargods find them... :o
Wait...
Well, just do not abuse with to much heresy my lovely, iconic floaters ;)

44
Now codex stuffs work correctly (I turned off their extermination after research). Stage 4 add no visible entry but since I researched my scientists are seemingly able to recover corrupted datas from a codex. Also got som STR_XXX_YYY entries for the pedia.

I revealed that sharks are not so strong I just not kicked of TFTD damage model what means lower weapon damage than EU damage model. Recovery missions really not single-race oriented just I were unlucky so far. I already got 2 Ethereal recovery sites and one with Mutons.

The only backward thing I see about this random codex tech recovery is that I already had Lightning when got Skywarden. Maybe some more tech dependancies shall help this or players just jump a few tiers of transports if lucky to get early Lightnings? Also wonder ancient abominations do apart from stay and not move. I found no effect created by them... Or they only spotters?

And I edited a bit the carcharadon pedia image as the living specimen's feet looks a bit odd...

45
Resources / Re: Altoid aliens
« on: December 17, 2015, 09:42:37 pm »
Thats a lot of awesome stuff!  :o
Does that apply for all graphics in this thread?
Yes

Also, Armoured floater (corpses still need to be done and the pedia version needs palette-conversion)

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