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Messages - Xeno Wiper

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Work In Progress / Re: psyHoTik's experiments
« on: March 22, 2016, 02:00:23 am »

Experiment 1 - Alien Snipers
The goal was to give the aliens the ability to shoot at revealed targets they don't personally see, just like X-com soldiers do in most cases (you fire at enemy spotted by another soldier). In theory this could make game more challenging and unarmed or weak enemies would still pose a threat as they could relay your position to their buddies. The build actually works and such game may be even considered fun...

As if aliens weren't cheating enough with their extended vision...  :P

The psi thing is actually interesting, but it makes things fair.... :D

But seriously, those are nice options to make the game more balanced, instead of relying in cheat stuff for that.

Any chance for Warboy to merge it to the main build (as an option/mod, not actually a fixed feature)?


Edit: The House of IX on the other hand is pretty much the most sensible continuation of the present day world. IX is capitalist , scientific, pragmatic, technologic. They live underground where they have vast laboratories in multiple levels where they spend all their time producing technological marvels.  Their ideology is pretty much a very advanced western capitalist democratic society.  IX literarily means 10 from the roman numeral 10. The roman empire connection with the present day society is clear sign that this house is western world in year 25,000.

Stopped reading by then.... :P

Apart from the loading issue, how is it going? Have you finished Dunefying the graphics?

About the stillsuits, there's something I saw on a thread here (made by Dioxine):

Maybe you could use it to make the hood.

Edit: wrong credits.


— [TFTD only] Diving Suit, Plastic Aqua & Mag/Ion Armor helmets in inventory screen went from black to blue (now they match battlescape sprites).

— [TFTD only] Rearranged aquanaut's ethnicities (head/hair) to be more in line with UFO/EU (reason being soldiernames are based upon UFO/EU's blonde > brown > asian/indian > black and TFTD has looks mixed up quite a bit, even between male/females).

1) Looks like plastic aqua battlescape sprites <> inv sprites (inv dolls & corpses are darker)

2) Planning to put Asians?  :P

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: March 14, 2016, 03:25:42 am »
Maybe it's just me, but it would be more logical to re-name "Improvisation" to "Unknown Cause."

Or it could be called "Miscellaneous".  ::)

Heh, "Unknown cause" reminds me of a morgue thing. And as Xcom is the one that does the autopsies, they are never unknown... :P

Just posting here in case Shoes or someone else gets to respond. I started a thread elsewhere, but did't get any responses so maybe it was in the wrong section or just too long to bother with.Anyway, basically I've also noticed some inconsistencies with the stat tracking regarding mind control. Sometimes it miss-attributes kills to the wrong soldier or counts them differently in one place than another. A specific example and save file is linked to in the above thread.

But before changing names, it's better to solve this first.

I like the design of the movie stillsuit somehow, but bedouin clothing would look also pretty good. Drawing bedouin style inventory and battlescape sprites from scratch is not so easy for me, but if similar armor appears in another mod I could adapt it for the Dune mod.

Heh. I've seen the movie suits... People gonna fry on those... :P

And they look like some 80's trendy thing, not something people who live on a desert would use. They're kinda cool but not appropriate.

Beduin clothing can be called uninspired, but I think it adds a more mysterious look. Besides, could you not follow (or at least take some elements from) the tv series instead?

Maybe it's not that difficult to do it. You could adapt an ethereal vest.

I don't really recall any mention of electronics in the books (I don't consider the David Lynch movie as canon)

I've always thought the opposite, with all that bashing since it was released.... :P

Released Mods / Re: [TFTD] [MODPACK] UFOnizing TFTD
« on: March 08, 2016, 11:01:19 pm »
Please attach/post the v1.2 mod here or fix the download link on the mod section of the site. It is not downloadable for now. :(

Sry if I wasn't that clear, but the download link is always on the 1st post.

The mod portal has been going into some problems. I hope the download issue can be fixed soon.

This base looks so sweet.

Hmm.... looks like a dungeon. Cool...

Interesting project.

I love the Harkonnen picture (no surprise here, eh? :) ). This project has tons of potential.

+1. Other Harkonnen supporter here, mwahahaha! You can't beat this guy.

Hardmode Expansion / Re: [UFO]Darkened UFO Vanilla Variants - 1.0
« on: February 25, 2016, 02:38:51 am »
Well i can demonstrate what i meant with blastproof with some Screenshots:

That was a dirty trick. TFTD (as always) has retained it.

Are you planning to do something like that on TFTD later? This thread has some new USOs from strategycore that could be useful. Idk if it would be too similar with what civ was doing though.


Speaking of missing stuff, this thread could use some pics:

Mag. Ion Armor flying on land (land spritesheet was previously missing orange "grav-pack" on land):



New corpse sprites for Diving Suit and Plastic Aqua Armor (vanilla sprites were all white with mismatching gloves/boots):

Have you ditched that dark green plastic? Was it still similar with diving?

Tentative new reskin of Plastic Aqua Armor for next update. Literally tried dozens of recolors and dark blue/musky green doesn't look good. Black and white were the last two remaining candidates. I wanted to go with white since I felt it would fit TFTD's "swimming pool party with plastic water guns" style better, and I was very leery of black, but black seems to better match the inventory sprites (and not even I can deny those glossy, obsidian-looking black helmets sure look sleek!):

Was that black helmet based on its own inv dolls img?

Work In Progress / Re: Vanilla Sprite "Extraction" Question
« on: February 20, 2016, 01:50:35 am »
to Orz, What about PhotoShop ?Tiny mod with your wishes:
- Dead Calcinite spawn Plasmicide (Gray&Green Silacoid with Deep One weapon);
- Plasmicide research open Calcinite BioScreen, Corpse - Calcinite`s autopsy;
- Plasmicide corpse unlocks Vibroblade.

- Plasmicide corpse is really unlock Vibro_Blade now (shame on me);
- Added Green/Blue Plasmicide Graphic (Old exists in subfolder).

pWWWa owning the thread... And the gif as a coupe de grace. Nice job!  ;)

Released Mods / Re: [TFTD] [MODPACK] UFOnizing TFTD
« on: February 09, 2016, 03:26:39 am »
So this mod removes some features new in TFTD to get it closer to vanilla UFO and then adds in the ease of UFO as well? Sounds good if I get it.

I would say, originally, items 1, 2, 4, 5, 7, 8 and 10 were inspired by UFO (or at least a slightly modded OpenUFO.) Then I've added some things later to complement the mod.

No more hard terror missions?

Who had said that?  :P

Your first ship rescue is practically the same...*evil laughter at background*.

No more artifact missions?

Who had said that?  :P   

Ok, they are more rare now. But they have the same chance of happening as default OXC ship rescue. Not THAT rare.

and what about the Lobstermen?

Lobstermen are fine. Don't worry! ;D

Seriously, let's say, lobsters take more hits now and can eventually drop more and become easier on a small mission. But they are still tough and difficult on large numbers + terror units.

Released Mods / Re: [UFO] Extra Battleships
« on: February 09, 2016, 02:37:44 am »
Thanks for great feedback people!

You mean these three, right? I'm not really the expert on route nodes.

Err... why link 3 - 59 "should be small"? Can't it walk on this 3-tile large space?

Edit: Oversight...

Released Mods / Re: [TFTD] [MODPACK] UFOnizing TFTD
« on: February 01, 2016, 05:29:08 am »

v1.2 update:

OK, accordingly to Warboy - Increased surface attacks in case of artifacts showing up.

OK, accordingly to Warboy. (NEW!) - One more surface mission if NEITHER artifacts NOR ship rescue show up.


DONE! (for now...) - Reorganizing ufopaedia articles.


EXCLUDED on no_asians - Improved brown-hair female inventory face and hair (all armors.)

(asians ONLY)   - A full inventory faces improvement (blond m/f, brown-hair m/f, asian m/f, black m/f.).
                          All armors! Male lipstick is gone! Pretty women!  :-*

(asians ONLY)  - Put brownish hair color on black ppl (battlescape/inventory), JUST LIKE UFO! Changed some other hair color values on battlescape (darker/brighter).

- Female hair colors more uniform on MAG ION sheets (no more brighter angles).


- Fixed Mag. ion sheet:  foot sprites (north & west facing), land propulsors (make them less blocky).

- Fixed black dots on PLASTIC AQUA sheet.

- Eliminated red dots on PLASTIC AQUA floor_corpse (appeared on low brightness only).


- Put different sounds for melee and meleeHit on Thermal tazer and drills for more user feedback.


- Fixed Cruiser's zrbite location (Both are close to the IBAs now. No more cheap recovery...)


- Edited Triton and Leviathan troop deployments.

- Edited Leviathan slots capacity: 24 -> 26 (why warboy?).


- Added a better interception craft than Manta.

- Added a craft weapon to destroy some USOs.


Well, at this stage I'm practically done, maybe with only some more adjustments or some not so crazy (Pirates! full conversion) ideas. I'm wondering if I had missed something more that could remember UFO gameplay style.

The mod's now open for suggestions/contributions.

Here the ufopedia armor pic changes I made, Xeno Wiper. Maybe you want to use them?

Very cool! Thx for your contribution, but I think that the plastic one needs a bit more light on the front boot. The Mag ion one is excellent!

But I'm in doubt to include it in my mod, because of the img attached:

The blue tint effect that changes the color so much (like in battlescape), that you almost don't see the real color. I was pondering about putting more color options or editing Ion armor color and in the end I forgot about it, because TFTD is not as generous with colors as UFO.

So I wasn't planning to do ufopaedia edits on the armors, but I will grab it for now, because it turned out to be a fine piece of work.

Released Mods / Re: [TFTD] [MODPACK] UFOnizing TFTD
« on: December 06, 2015, 04:22:38 am »
BIG update 1.1 !

[NOT FINISHED YET...] - Reorganizing ufopaedia articles

TESTING... - Increased surface attacks in case of artifacts showing up.

- Fixed Plastic aqua armor battlescape sprites (red sprites on legs).
- Fixed Ion/Mag. Ion armor battlescape asian/black females faces (asian/black females faces were brighter).

- Edited Hidrojet Cannon ammo floorobs (Green box -> grey box)

- Included Examination room as a recoverable item (and as an ufopaedia article).

- Edited Drills sprites (ufopaedia, bigobs, floorobs and handobs.)


- Edited GRENADES sprites:

Magna blast, Dye (handobs/floorobs)

Particle disturbance (handobs)


- Put all UFOpaedia texts (extraStrings:) on ufopaedia .rul file.

- Edited sonic weapon clips FLOOROBS (made them unique).

- Edited MC reader/disruptor sprites (handobs & floorobs)

- Edited Gas cannon ammo FLOOROB.

- Edited Jet harpoon clip FLOOROB.

- Edited Thermal shok bomb FLOOROB.

- Edited Tasoth and Aquatoid BIGOBS corpses' colors.

- Edited Zrbite article image (darker background).

- Improved brown-hair female inventory face and hair (all armors.)

- Put darker feet on Mag. Ion armor (it was mixing with light seabed).

- Fixed Plastic-Aqua armor collar (battlescape sprites on land.)

- Edited text color on the Allocate MC-training screen (different colors for training/not-training aquanauts.)


- Edited Strength, Reactions bars' colors on:

Soldier stats screen basescape
Soldier stats screen battlescape


- Fixed Sub-Construction and Magnetic navigation ufopaedia images.


- Put inventory images of aliens AND civs.

Aliens: (Aquatoid, Gillman, Lobsterman, Tasoth)

Civilians: (Bikini girl, Fat tourist, Sailor, Cargo worker)

Credits (heavily modified base sprites):

- Dioxine (civs), Luke83 (all aliens, civs)


The armor mods are actually very good, even though the documentation (and the comments in the files) are somewhat confusing  ;D

And nice work with the Ufopedia flare fixes!

Did you find confusing? Well, it was a mix of description, ranting and some funny stuff thrown in.  ::)

Thanks for the mention on the TFTD combo patch.  Good to know a vet modder like you appreciate my work. :)

Released Mods / Re: [TFTD] [MODPACK] UFOnizing TFTD
« on: September 27, 2015, 02:40:33 am »

damn you beat me to it.

Is like i have ideas!!!! ok i am done (albeit it sounds a little like me)  :-[

Well, I thought this would have no feedback so I just threw it here "kthxbye style" and also I'm not really into
giving full details and creating a messy wall of text, given that I made a well detailed file to deal with such a big

But I can give a few hints, because, I admit, it looked too mysterious that way...

My impression is that you want to play UFO with some TFTD things added in.

In that case, why bother heavily modifying TFTD into the game we already have instead of making some mods for UFO that add TFTD elements?

Well, my idea wasn't modding UFO to make TFTD, importing everything etc. That would almost be doing what the OpenXcom
 team had already made. Just borrowing some of UFO characteristics and put on TFTD, using TFTD resources. Mainly a "What if..." exercise.

And also, update 1.05 (with details!):

- Fixed Chemical-flare ufopaedia image.

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