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Messages - Duke_Falcon

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61
Resources / Re: Altoid aliens
« on: September 22, 2015, 09:17:51 pm »
All sprite stuffs are free to use. Just check the palettes just for sure!

62
Resources / Re: Altoid aliens
« on: July 31, 2015, 12:01:17 pm »
Some new raw stuffs (I call it Xenophant) - mayhaps terror units for the Strider?
Check and convert palettes (if) before use these sprites!

Free stuff, needs no credit...

63
Resources / Re: Altoid aliens
« on: July 11, 2015, 09:45:12 am »
Feel free to use them.

Anyway I thought they could be stronger but slower than Floaters. Maybe the Floaters auxiliary\2.nd terror unit. Free to decide what should their role be by those whome want to use them.
Maybe equip them with Close-combat tools shall make them more badass?

64
Resources / Re: Altoid aliens
« on: July 10, 2015, 06:52:58 pm »
Here is some more graphics. I call this a "Strider" as it is a pre-Floater.
All graphics need palette conversion!

Feel free to use them if you want!

65
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: July 06, 2015, 08:37:03 am »
Breathtaking!

When should it be tested\played? I can not wait!

66
Resources / Re: Altoid aliens
« on: March 22, 2015, 07:25:03 pm »
OK

Here are all the new tiles I made so far. These are raw PNGs! These need to palette-conversion I think even though I tried to use only those colours what originally used by the sprites. If someone could use them, let us go, it is free!
The zip contains two version of gun-attached outer ufo hulls and some TFTD-imported computers as internal targeting units for the outer parts with guns.

Also, can someone check a ruleset if I attach it? It mostly works but not fully and I have no clue why.
It is about craft weapons. They can be equip, arm but the game crash as soon as they shot. And although they could be available from the beginning their pedia entry not showed in the pedia without research\debug mode.

Furthermore I fear my mod's alien missions shall not work with the latest versions. Can someone fix them? I am not even sure how did they worked originally. As far as I fared with "Alien navy" mod most parts of code is thanks for NoelBuddy as my codes were a mass of whats?!... After merging some rulesets together (crafts and their weapons are solved) the mod shall be ready to release for testing.

67
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 21, 2015, 10:04:05 pm »
Oh no now my commander will be a scout.   :'(
A true leader lead his troops personally, right?

Big like for the Skymarshall, BTW!

68
Resources / Re: Altoid aliens
« on: March 21, 2015, 10:01:35 pm »
Some "gunned" tiles for assault alien crafts. I wonder if someone could add these to the original file what contains UFO hulls?
Yes, I forgot to rename the tiles, sorry!

69
Work In Progress / Re: i created a new alien --- WIP - called ant man
« on: March 08, 2015, 11:42:09 am »
Nice little critters!
But may I suggest Hunter-seeker instead of Probe? That name fit better for a quick, sniping droid. Probe suggest an unarmed exploring device.
Also really interested by the Antman autopsy. Nice creature, just a bit bulky. The pedia picture suggest a slender thing instead of a bulky, big head. I assume you shall explain it with a caste-based hive society where the worker showed on the picture but the player encounter with the warrior caste.
And they really deserve a new craft with alien garden interrior... Hiveship mayhaps?

70
Resources / Re: Altoid aliens
« on: March 08, 2015, 11:36:33 am »
Took much time testing my mod when the latest nightly sh!t in the middle of everything. New alien missions what were set up for the new races not work and I have no clue how the hell could that be fixed?
I can not even figured out why cause the new craft weapons crash as soon as they fire and now I must find out how to fix missions? Not work, just plainly not work.
The new races - more or less - worked well, the researches rarely caused problems (still not know why starting gears not showed automatically in UfoPaedia when they could be buy and sell, I mean craft weapons) and the whole thing just started to work together well with FMP.

?

For Mantismen here is the second terror unit, the Muton sniper (why not use it weapons I can not understand as it use the MiB as base of code):

71
Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: February 16, 2015, 10:52:38 am »
There left only one imperative question:

When could we try this beauty?

I just can not wait! :)

72
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 07, 2015, 08:07:06 pm »
The sprite looks interesting. I'll try it to see how it looks in the game.

As for the MapView, you probably haven't defined the parameters properly. If you send me the files, I shall give it a try.

I reinstalled the whole thing and now it works. I just need to clean the registry before reset it.
Now I need to learn how to use this thing to create new things and not just alter those what already exist...

73
Work In Progress / Re: [TC] From the Apocalypse WIP
« on: February 07, 2015, 08:03:27 pm »
I really wonder if there is any win32 - XP compatible, non-VM or DosBox - application what enables watch, rip and alter the graphic files, sprites of X-com Apocalypse?

74
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 05, 2015, 11:40:54 am »
A possible replacement for Cerebreal? Attachment is a bit messy in colours but Xcom palette is not "myself-friendly".

Also want to ask that if I draw UFO schematics someone could make those? Somehow my MCD tools work wrong as all the loaded vanilla UFOs are a mess of walls but nothing else. Same goes for all the other things: Ufo bases, Xcom bases and crafts, terror sites... Not know what is wrong so I thought may not hurt to ask...

75
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: January 31, 2015, 10:56:55 am »
I get a crash to desktop every time UAV is destroyed, or when mission, which I take UAVs on, is completed.
I used two unarmed UAVs.

Have the same problem. Dark side that I met this at the end of a terror mission what I do not really want to replay :(

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