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Messages - Xeno Wiper

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Released Mods / [TFTD] [MODPACK] UFOnizing TFTD
« on: September 25, 2015, 12:19:43 am »

The idea here was to try to make TFTD less tedious, weird and turn it more fun to play and consistent.

So why not get some inspiration from UFO gameplay elements?

Below are the principles of what I thought that could make this a better game, clearing out (or at least minimizing) the irritating and/or nonsense aspects of it (that certainly irritated many of the UFO fans back in the day).

Note:  As a matter of coherency, it's recommended to activate these on your game:

(OPTIONS) -> ADVANCED -> Enhanced soldier sprites
(MODS)    -> StrategyCore Swap Small USOs


1) Fly me to the moon...

Hint:  Believe it or not , now you can fly.

2) Different armors, different colors.

Hint: 2 armors recolored. 1 fixed.

3) Different items, different colors & shapes.

Hint: Items color/image fixes.

4) Spicing up amphibious operations.

Hint: A decent SWS at the beginning.

5) Make a scout happy!

Hint: A powered up auto-pistol...

6) Some familiar names...


- What's your name?
- My name is Carlos Carlos.


Hint: All nationalities/races/whatever joined the effort to stop the alien menace!

8 ) More land, less water. OK, accordingly to Warboy

Hint: Me no like artifacts.

9) Making a better user experience

Hint: Changes to the interface.

10) Know your enemy / investigate the locals

Hint: Use M.C. and you'll see... 8)

11) Crafting wonders (all craft related stuff)


- Troop deployments edited (Triton, Leviathan).

- More ppl on board for the final assault!

- A more sinister interception-only craft than Manta.

- Let's play "USO Destroyer"?

LATEST version download link HERE, on .zip file attached to this post.


Original changes (v. 1.0)

1) Magnetic ion armor now flies on land.

2) Plastic aqua armor got a non-aqua color & Mag ion armor got a non-yellow color.
    Diving Suit now has the same colors as its spritesheet (inventory/bigobs)

3) Hidrojet Cannon phosphorous rounds go yellowish (bigobs/ufopaedia).
     Torpedo Launcher Small torpedo becomes SMALL (bigobs/handobs/floorobs/ufopaedia).
     Torpedo Launcher Phosphorous torpedo becomes...yellow! (bigobs/handobs/floorobs/ufopaedia)

4) Coelacanth/Aqua Jet now works ON LAND!

5) Sonic pistols now have auto-fire mode.

6) TFTD original names are back!

7) Asians are back (inventory dolls and battlescape)!

8 ) Mission weights edited: Port/island attack > Cruise/cargo > artifacts.

Released Mods / Re: [GRAPHICS] Medi-kit Hand Object
« on: November 19, 2014, 02:30:56 am »
It always bugged me as well... Wish I had done that....... :P

But it was needed, nevertheless.

Good job, Ivan!  ;)

Released Mods / [CRAFT] Ultimate interception pack
« on: November 19, 2014, 01:36:16 am »

The idea for this mod came up from watching the incredibly long Jadestar OpenXCom 1.0 Superhuman marathon some time
ago (That was a Pyrrhic victory...). In the later part, Jade was anxious to reach Cydonia but ships and more ships
were getting in his way (" I want to go to Cydonia, FFS!1!1!!11!!!1!").

So, here's where it comes my mod: to let you choose, in a simple way, which ships you want to assault with your
troops, without turning the geoscape into a treasure map with all those untouched X's.

It has two components:

- An advanced craft, way better than the Firestorm, specialized in interceptions (short/medium/long distances).

- An advanced craft weapon, with a very high firepower, capable of destroying even more ships, specially those that
are not that useful/interesting/challenging/rewarding/etc. later on.

Note: The range was set like this by default (It's really an ultimate weapon). You can adjust it if you don't
like/feel OP.   

Note 02: I've tried to balance it to be a useful late game weapon but not a
super-hyper-mega-blaster-powerful-weapon-that-can-explode-the-planet-30-times. Probably it can still be fine-tuned
(excluding damage and range, specially damage).

Note 03: The craft mod has a pending Spanish translation. Feel free to contribute if you want a Spanish translation.

Note 04: Small graphic edit. Most of the graphic part is from the original mods.


tyran_nick = Mass Accelerator Weapons (Railguns)

Shadow = Retaliator

Released Mods / Re: Elerium Based Laser's V0.92 [WEAPON] [WIP]
« on: October 08, 2014, 09:10:13 am »
Regarding the Heavy laser, are you planning to let it as it is or will you take the last "brown" part off it and make it full "laser-rifley"?

I saw the other ones. The pistol is simple yet well-done and the planned sniper rifle is very nice.

try this:

  - type: STR_AVENGER
      - [4, 15, 1, 0]
      - [5, 15, 1, 0]
      - [4, 16, 1, 0]
      - [5, 16, 1, 0]
      - [3, 13, 1, 0]
      - [4, 13, 1, 0]
      - [3, 14, 1, 0]
      - [4, 14, 1, 0]
      - [5, 13, 1, 0]
      - [6, 13, 1, 0]
      - [5, 14, 1, 0]
      - [6, 14, 1, 0]
      - [4, 11, 1, 0]
      - [5, 11, 1, 0]
      - [4, 12, 1, 0]
      - [5, 12, 1, 0]
      - [4, 9, 1, 0]
      - [5, 9, 1, 0]
      - [4, 10, 1, 0]
      - [5, 10, 1, 0]
      - [3, 10, 1, 0]
      - [3, 11, 1, 0]
      - [3, 12, 1, 0]
      - [6, 10, 1, 0]
      - [6, 11, 1, 0]
      - [6, 12, 1, 0]

Tested it out. Yea, you got it!

But scouts get in the middle of the group.  :-\

Released Mods / Re: (Equipment) Electro Shocker
« on: October 07, 2014, 10:26:19 am »
Ah, the simple yet great mods. My exact thoughts on stun rods.

Go on! ;)

Note: The graphics are cool enough to me.  :)

Released Mods / Re: [WEAPON] Guided Missile for rocket launcher
« on: October 07, 2014, 10:19:08 am »
Although I'm all for people making up their own version of content so it fits their vision. I think the original one was better. The Mind Probe is a big ball, no screen, nothing. It stands to reason that it being a mind thingy, its interface is actually a direct link in your mind. It reads the target's mind and uploads the info to your mind. I used that concept for advanced armours, justifying the stat buffs by the benefits of the "mind link interface".

By opposition, UFO navigation is about guiding a craft by using gravity waves. Since the user is not "on" the missile, which is not using gravity waves either, it seems farfetched that the two are connected.

Maybe if it had both Mind Probe and UFO Navigation... hum..

I've seen some threads discussing "how this tech could be implemented?" or something like that, then two opposing arguments are proposed along the line and generally the conclusion was that it could be done in both ways with some adjustments and such. Sci-fi tech is not that strict like "YOU'LL NEVER DO THAT WAY!!!", specially if you skip some important details (Movies/TV have been doing that for a long time).

The thing with Mind Probes/Psi amps/etc.: I'm all for using a device that acts like an intermediary to two brain waves, possibiliting reading/mind attacks. What I found "too much" was using brain waves to control a simple missile/rocket when you could just use a navigation system (of any kind). Blasters could be used as a dependency, but that would take too much time, as most people only research it late on the game (other priorities).

Well, I won't argue tech stuff anymore 'cause in the end...

(Also, if you want to blow up a barn, bring some high explosives and cheaper large rockets. A guided missile is fancy tech to blow up aliens!)

Heh. I thought the idea on the mod here was to stop using old-fashioned rockets (or at least reduce) and switch to more practical guided ones, specially on late game. So, what would you use them for? Open some path on the jungle to make a hut? Fireworks for the hapless civilians? :P

Although not even a Blaster direct hit can kill a superhuman Muton sometimes, HE packs are useful.

Released Mods / Re: [Armor] Grav Armors
« on: October 06, 2014, 01:24:15 am »

Ver 1.0
Finally fixed the hair color for the jump armor (after more than 3 months, thanks to Xeno Wiper) and added sizes for the damaged armors.

Dowload from here or the mod-site:

Fixed.  :P

New Jump Armor "back2green" version here:

Released Mods / Re: [WEAPON] Guided Missile for rocket launcher
« on: October 05, 2014, 05:44:22 am »
Couldn't do it in other way but resurrecting this topic.  A new thread would be too much for this.

Well, it was interesting to see a mod giving some use to the forgotten Mind Probe, but I just haven't bought all that scientific explanation. Too much suspension of disbelief to me.

I've changed the research dependencies to what could be seen as a more intuitive approach.

I've also raised the HE damage a little higher than default. As an advanced device with that long research requirement, it can't be weaker than what we have, but not something astonishing like a Blaster.

tl;dr: Less than 100 HE???  I wanna BURN those barns to the ground!!1!1!1!

Note: Resources part have only file name changes.

Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: October 05, 2014, 04:04:38 am »
My tiny contribution to this huge project...

Released Mods / Re: [ARMOR] Jump Armour
« on: October 05, 2014, 04:01:44 am »
i relly like and enjoy this mod :) , but the hair, not change the color? (sorry bad english)
hi from argentina

Yea, I saw it does that like the old Jump armor design. So...

If you are interested in this mod, I would suggest using Clownagent's Grav Armour mod instead. It includes my Jump Armour, but also a Grav Module which is just a flying backpack and is available before the Alien Alloys are researched. It also uses IMHO better sprites, more consistent with the Personal Armour design, but if you want the green version, use the Jump Armour graphics.

Without funky hair colors, use my version!  :P

With all due credits to Clownagent, ofc.

Work In Progress / Re: [HELP] Deployment order error
« on: October 04, 2014, 08:40:24 am »
If it's not too late, I don't know why what you were trying to do didn't work. Have you tried it with or without tanks?

Well, I have something that could work for you. It's the old deployment layout. A soldier can throw a smoke grenade on the floor most of the time. But it's better using it with tank squads.

If it's not too late, I have something that could work. It's not ideal, but a soldier can throw a smoke grenade on the floor most of the time.

Work In Progress / [CRAFT] Avenger old deployment
« on: October 04, 2014, 08:17:56 am »
Just a small piece of code for those who want default Avenger deployment (back to the "old 0.9 days")  :P

Note: It's optimized for a 3-tank layout. Contains some unit placement hints. A soldier can throw a smoke grenade on +90% cases, except for occasional herp derp. ;D

Released Mods / [ARMOR] [GRAPHICS] Colored Moriarty Armors
« on: October 03, 2014, 04:56:05 am »
If you thought Moriarty Armors couldn't get any cooler... here's something special...

Colored Moriarty Armors

Not all colors are present. Some I took off:

- For being too similar/conflicting with existing armors.

- Not working well (Due to color errors on OpenXCom hair/skin recoloring script)

- To see if there's enough demand (Reservoir Dogs comes to mind...)  :P

Note: Helm/helm-off versions.

Note 2: Special bonus on a certain color...

First mod, made to put some lights back on a very cool mod that changed the original armors to a way better design.


Forgot to actually make helm version usable, at least in a simple way.  Reorganized all the files together so as to make a more user-friendly mod. 

Edit 02:

Changed description a little bit. More user-friendly stuff (extract -> copy&paste -> play).  Published on mod portal.


Base armor: Moriarty

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