Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - new_civilian

Pages: 1 2 3 [4] 5 6
46
Released Mods / [TFTD] USO mods and some Resources (Update September, 15th)
« on: December 08, 2015, 11:39:38 am »
Here some mods and resources. Feel free to use them in any way you can think of and then some.  :)

New subs:
This mod adds the somewhat strange "Grunge/Organic" style Alien USOs found on the strategycore xcom modding forum website.
All these new ships were designed and built by Luchian Deurell (except the `Evader' and the `Cryofish', by Sam Jeffreys).
I only made this ruleset to add them to OpenXcom and fixed the weird Zrbite spawning locations on the maps.

This mod is compatible with the "USO variants" mod, I decided to keep them separated as the maps from this mod here are maybe not everyone's taste.

Civilian 2015 feel free to use my files in any way you see fit, credits for the other files belong to their makers.


Addon subs:
This mod is just a tiny compilation of Alien USOs variants from me (b variants) and also from files found on the strategycore xcom modding forum website. (c and d variants)
The mapmaker for the squid and crab USOs is Gizamaluke, he released them in 2013 for the original game.
The maps from me are only slightly different from the original maps, but they hopefully add some suspense back to the game as you will have to adjust your usual USO entering tactics a bit.
I also applied the default "USO swap" mod, which corrects the interception pictures and maps of the first two USO types, fixed the somewhat strange Zrbite spawning on the default maps (in some cases it spawned out in the free air, outside the USOs) and also fixed the wrong sizes of the original squid/crab USO mod maps so that they could be used in OpenXcom.

This mod is compatible with the "USO add-on" mod, I decided to keep them separated as the other mod maps are not everyone's taste.

Civilian 2015 feel free to use my files in any way you see fit, credits for the other files belong to their makers.


Also: The TFTD combo-patch: https://openxcom.org/forum/index.php/topic,4128.0.html

47
Work In Progress / [TFTD mod-fix] Fix for Seashadow mod
« on: December 07, 2015, 11:27:30 am »
This is a fix for the awesome Lockheed Seashadow mod. Now you can no longer walk inside the walls and they no longer explode when hit. I fixed the MCD file

48
Released Mods / [TFTD] Combo Patch v1.8 (updated September, 10th)
« on: November 30, 2015, 12:09:44 pm »
Ok as there was no combo bug fix patch for TFTD I decided to start one.
Here we go:

map fixes:

volc10 added missing ground

gal01 added missing ground
gal02 added missing ground
gal03 added missing ground

mu01 added missing ground
mu02 added missing ground
mu04 added missing ground
mu06 added missing ground
mu09 added missing ground

atlan05 added missing ground
atlan10 added missing ground
atlan12 added missing ground

entry03 fixed misplaced wall tile
entry04 added missing doors
entry05 added missing doors
entry07 added doors and interiors to inaccessible area
entry08 added missing doors

abase01 corrected misaligned lifts

cargo00 removed a barrel that blocked path-finding

linerb02 added doors to dead-end room
linerb03 (only rmp file) made sure that no huge units spawn in small rooms where they can not get out

grunge07 (only rmp file) changed two nodes to prevent large units to become stuck
grunge08 removed faulty object that blocked door
grunge09 added missing ground tile

alship06 removed/replaced blocking object with two walls to make tile accessible

alart03 (only rmp file) made sure that no large aliens spawn in there, they could not get out
alart07 added ground to tiles where it was missing (bug kindly reported by Caleb13)
alart10 added several missing ground tiles, corrected buggy corner tile (bug kindly reported by Caleb13)

coral11 removed strange object that blocked a tile

island12 (only rmp file) fix for out-of-area nodes (file kindly provided by hellrazor)

port05 (only rmp file) fix for out-of-area nodes (file kindly provided by hellrazor)
port17 (only rmp file) fix for out-of-area nodes (file kindly provided by hellrazor)
port20 (only rmp file) fix for out-of-area nodes (file kindly provided by hellrazor)

plane05 to plane11 missing ground added (file kindly provided by warboy1982)

ufopaedia fixes:

up013 and up014 corrected deep one ufopaedia color
up043 corrected flare picture in ufopaedia (file from the Xeno Wiper's UfonizingTFTD mod.)
up106 corrected background for M.C. Disruptor
up060 corrected Magnetic Navigation picture (File from Xeno Wiper's UfonizingTFTD mod.)
up067 corrected Zrbite background darkened to fit all other researches (File from Xeno Wiper's UfonizingTFTD mod.)
up069 corrected Ufo Construction picture (File from Xeno Wiper's UfonizingTFTD mod.)
up012 and up053 corrected Tasoth ufopaedia color

10th of September 2016. compiled by Civilian aka New_Civilian, additional files kindly provided by XenoWiper, hellrazor and warboy1982, additional help by Caleb13

Notes:
All files are meant for both the original game and/or OpenXComTFTD.


Please feel free to add more bugfixes if you find/have them. And feel free to release the new patch then along with these files combined, ok?

49
Resources / [TFTD] Some map variants
« on: November 29, 2015, 01:26:07 pm »
Some map block variants for TFTD. You have to make your own mod, these are just RMP's and MAP's.

50
Suggestions / Some TC/ mod ideas
« on: October 18, 2015, 05:59:03 pm »
Here some ideas I had in the last weeks. I will not make any of them myself, but I thought why not tell them here, maybe someone is interested.

1. TFTD or XCOM community mod collection

Basically only bugfixes and slight improvemets (like fixing the lightning/ avenger doors and ramps, someone made this already), a collection of single mods which can be activated one by one instead of a mega-mod, in the style of the Openxcom default mod.

2. A Xcom 2012 to Xcom 1995 conversion, making it as close as possible to that remake.

3. A LONG WAR version of the same.

4. XCom 1950-1970. Enough such mods have been proposed already, so I will not go into it any further

5. A mod that fits between (time-wise) between XCOM and TFTD.

6. A Zombie-War mod, where you fight zombies and other corporations/blocks.

7. A Russian  Xcom mod, there are AK-47 and Mig-31 icons outhtere as well as RPG and many others....

I will MAYBE try to update two of my tiny equipment mods for TFTD (the Tranquilizer and the Breaching Charge), but that is all I can provide in the future apart from feedback, minor resources and ideas.

51
Start a game, buy some soldiers to fill your transporter, sell EVERYTHING except:
-Gas-Cannons and HE ammo.
Buy 1 or 2 Tazers and 1 or 2 grenades.
Equip your stronger soldiers with the Gas-Cannons. The weaker soldiers get the tazers and maybe a grenade.

That's it. You can now match and kill EVERYTHING the game throws at you iup to the VERY late game, even on superhuman.

65 damage. area damage. 2 shots per turn. 8 shots per clip. you can carry 3 clips. Need I say more?

tanks? forget them.
a rocket launcher that does 90 damge, gives you 4 shots only and weights 2 times as much? forget it.
the small rocket does 80 damage.... oooooh.
gauss weapons? forget them
auto-cannons that you can use only underwater? forget them.
sonic weapons? Nice but still not needed until the end.
armor? If you place your troops correctly you won't need any.

Research the Sonic Pulsers once you can and you get what 120 damage with a weight of only 3, meaning you can throw them over half a big map.... This game is so nuts......

65 damage.... High-Explosive area damage...

Aquatoids? They die if you cough at them. Gillman, ddep ones, calcinites, tentaculats? just 65'em!

And then the Lobsterman. Use Tazer. Done.

Really. Who made this game. And don't get me started about the look of the Sonic weapons  or the crazy aliens (Dinosaurs with rocket launchers? Generic looking alien races that you can only differentiate by their colors...?) oh boy (or girl)...

And then the ship missions...... Ok I mercifully end my rant "guide" here.

After playing Xcom 1 with all the new mods, improvements and features of Openxcom (and the Extended exe) TFTD felt like returning to the 90s in a BAD way.

*returns to X-Com 1 with a shaking head....* ;D

Gas-Cannons and HE.... 65 damage.......  ::)


52
Suggestions / Brainsucker
« on: August 03, 2015, 03:09:18 pm »
I managed to get some kind of a brainsucker unit working with the EXTENDED exe. I used a recolored Cybermite (from the coveralien mod) gave it a 1 tile-ranged mindcontrol attack with 100/100 psi (so it doesn't fail). I gave it low reaction stats so the aliens (for my first tests i made it an XCom unit) will react to the (huge) threat accordingly and gave it zero armor and 10 health only. Still, I wanted the unit to die when the mindcontrol was succesful, but sadly it did not work out. I can make the attack do a damage to the brainsucker (health -10) but as it only has 10 health the game comes up with a "Not healthy enough" warning.

So I went for different solution and gave it limted energy, little energy recovery, basically it can attack once ~ each 5 turns and has to recover.

ANYWAY: Here's my question before I spend more time on this test: Will the AI be able to use the brainsuckers attack? Anyone with experiences here?

I mean if you give the default alien psi weapon a LOS requirement it basically ceases to work (in the default exe) as it seems the AI can't handle the time/range parameters very good. And here I come with a VERY special attack.......Any ideas/thoughts?

for those who do not know what a brainsucker is: https://www.ufopaedia.org/index.php?title=Brainsucker_%28Apocalypse%29

53
I wondered if it would be possible to edit the default XCom color pallettes. It would be nice to have a real dark olive green (for terrain and armors) as well as a true 255,0,0 red (RGB values) for example...

Not sure if one would have to replace existing colors or if it even would be possible to add colors....  ???

54
Work In Progress / Some resources
« on: July 26, 2015, 03:37:51 pm »
Just some big-object graphics, made for replacing some other icons. And yes, the G-11 file does not look like the real-life G-11 at all, I only had started by copying and renaming another files and it developed into this  ;D

55
Fan-Stuff / screens
« on: July 24, 2015, 11:19:35 am »
just 2 screens from a heavily modded game... Not entirely sure why I post this, but I thought they are nice to look at  ;D

56
Fan-Stuff / A premiere for me...
« on: July 24, 2015, 11:17:46 am »
20+ years of XCom playing and today i got this for the first time ever. It appeared when I sent my troops to a downed Fighter (mod) crash site. I received some Alien Alloys and nothing else, but I was very surprised to see this.  :)

57
Suggestions / Mod idea. Surface to air "missiles"
« on: June 29, 2015, 03:15:40 pm »
Just something I thought about: What about making a craft with 1 hitpoint with a one-shot weapon with slow projectile speed. The "SAM" craft would get destroyed by return fire (would have to balance the weapon/craft speeds for that), but the damage done by the "SAM"'s weapon would kill/damage heavily the UFO...

Basically a one-hitpoint craft with a weapon that has one shot only , but does lots of damage...  :)

58
Suggestions / Map-"Marker" mod-idea
« on: June 16, 2015, 01:17:47 pm »
Just a small idea when I saw the Landmark markers in SimCity: Why not add throwable/placable Map Markers as items  :D
Imagine a small sign/shield: CLEARED or just some different colored flare markers like the SWAT Teams use them...

59
Here 2 tiny mods I made.

-Kneel Indicator on Unit Cursor-

What does this mod do:
----------------------------------
It is sometimes impossible to tell if a unit is kneeling or not in OpenXCom (and XCom) because of walls (and/or other things) blocking your view and some other persons and me wanted a Kneel-Indicator of some kind. A guy named Mono suggested to add a red dot to all the unit armor kneeling graphics, but while that works, it is simply impossible due to the many different armor mods out-there, so I went for a simple and imo better solution:

I added a small red line to the unit cursor, that is EXACTLY at the top of a KNEELING soldier's head. The line is absolutely non-distractive and works with most (all?) armors that I know of.

Installation:
----------------
To install the mod, just copy the folder named Kneel_Indicator_Cursor into your OpenXcom mods folder, activate it in the options and play. The mod does not overwrite anything and can be switched on/off without any problems.

Feel free to use this files in any way you like. (Especially the FMP and Piratez team!) Theoretically it should also work in the original XCom, but I haven't tested that.

Civilian aka New_Civilian


and

-Slightly improved UI-

What does this mod do:
----------------------------------
Reworks the Time Reserve UI in the tactical screen for easier visualization.

Installation:
----------------
To install the mod, just copy the folder named Better_Ingame_UI into your OpenXcom mods folder, activate it in the options and play. The mod does not overwrite anything and can be switched on/off without any problems.

Feel free to use this files in any way you like. (Especially the FMP and Piratez team!)

Civilian aka New_Civilian


60
Troubleshooting / Not sure if this is a bug or a feature...
« on: November 07, 2014, 04:43:34 pm »
The random spawning of aliens on (any) terrain leads sometimes to extreme numbers of units in one building. Had a small farm building in my last mission (10x10) and it contained no less than 6(!) sectoids, and a 7th one was running out of it/at the door of it before i leveled the whole thing with rockets.

I like the randomness, but I do not know if this is actually how it is supposed to be...

It would also explain the high number of civilians in one location that some Piratez-Mod users reported.

Pages: 1 2 3 [4] 5 6