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Messages - new_civilian

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46
Resources / Re: Some filler maps for default terrains
« on: November 26, 2019, 11:14:04 am »
Thanks for the comment. And yes, the doors are not everyone's taste, but I was so tired of using the same old entry zones that ANY change seemed fine... :)

I was thinking of adding one entry zone that has a lift in the middle (2x2) and has only a crossroad on the lower level, limiting movement and room.

Anyway, thanks for tzhe feedback. I will post updates from time to time and will make sure I use more space on other Urban mapblocks.

47
Resources / Re: New Alien for use as player soldier
« on: November 26, 2019, 11:09:23 am »
The autocannon can be found here: https://openxcom.org/forum/index.php/topic,5097.100.html  page 3
I will upload the other files asap, but it will take some days.

48
Suggestions / Re: Smart Flares
« on: November 20, 2019, 02:15:17 pm »
One tip: Do not make those beacons spawn as a civilian unit, because then they will appear in the debriefing list under recovered/dead civilians.

49
Resources / Re: Some filler maps for default terrains
« on: November 20, 2019, 02:12:07 pm »
One more map for the City terrain, it's some kind of a military barrack. Has nodes for patrolling units inside the building.

50
Suggestions / Quick Idea: Army Barracks terrain
« on: November 19, 2019, 01:58:26 pm »
Just had an idea at the very moment: A terrain with Army Barracks. Should be rather simple: Just some plain houses with loads of beds, some ammo dumps, some hangars or halls for tanks, empty places to exercise marching etc, Done  ;D

The overall look should be spartanically empty or at least minimal in terms of details.

51
Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: November 19, 2019, 01:52:17 pm »
After using this mod now for several weeks I got so used to it, that I got totally slaughtered when forgetting to use it in a X-Piratez test  ;D
Anyway: This mod is so second-nature now for me, that i simply will not play without it anymore.

And thanks Starving Poet for the randomizer script!

52
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 19, 2019, 01:45:11 pm »
Regarding the unaccesible garden: One original map of the default city terrain has this problem. There is a small 10x10 garden map in that terrain that does not allow enemy units to leave that mapblock unless they are flying units.

53
Resources / Re: Some filler maps for default terrains
« on: November 19, 2019, 01:23:59 pm »
The Ubase entry zones are only slightly changed original files, but I was getting tired to ALWAYS see the same entry zones.... Now you can enter at a different angle or have to use doors like the aliens when they invade your base... :)

54
Resources / Re: Some filler maps for default terrains
« on: November 19, 2019, 01:21:46 pm »
More filler maps.

55
Resources / New Alien for use as player soldier
« on: November 19, 2019, 01:15:44 pm »
Had some time on my hand and made this little fellows.
They do not look very threatening, ok...  BUT:
They can kneel.  ;)

All files included (corpse, inventory, spritesheet, etc.)

feel free to use them in any way you see fit


56
Resources / Re: Graphic Gallery
« on: November 19, 2019, 01:10:55 pm »
Ok here the two (final) versions of the reserve.png. Had to change one faulty pixel.

I removed the tiny shadow under the text in version3.

And the symbol version if someone wants it.

57
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 15, 2019, 12:23:09 pm »
Thanks.
Whenever I look at my new UFOs I can't help to think they don't look that good after all.
BUT the alien "base" on the other hand looks really great so I'm still happy 8)

whuwhat?  :o

Those UFOs are fantastic! And so are those Bigobs you said look shitty.
I would give a lot to be able to draw that good. All I can do is to edit other's work slightly and even then I have to spend days to acchieve anything...

Really, relax, your work is way up there, robin.  8)

58
XPiratez / Re: [Tool]StunBomb for easy missions
« on: November 15, 2019, 12:18:31 pm »
IIRC ctrl+shift+k or ctrl+shift+j works for single units, but i haven't tested that in recent exe-versions.

59
Resources / Re: Some filler maps for default terrains
« on: November 15, 2019, 12:05:57 pm »
* is happy *  :)

Btw, the small jail/prison has some nodes for the prison cells where small units can spawn, I did not connect them to other nodes in the vague hope that the units spawned there will not move as much.
They will move though if they see your units or get shot at, at least that was my experience. The OPENXCOM AI is much smarter than the default one.

60
OXCE Support / Re: Recovery of spawned units.
« on: November 15, 2019, 11:59:08 am »
Ok, many thanks for the clarification and the clipsize thing, I will edit the files accordingly.
Aaaand I decided to update my mod to the newest exe in the coming days/weeks/months.  :)

edit:

Ok make that never, the amount of required restructuring and number-changing is insane. Why did you actually remove the ability to use high numbers, i mean: The whole thing worked.  ???
Never change a winning team is my motto.

Anyway, if I ever gonna use 6.1.1 it will be for a entirely new personal mod or for playing WH40k only. I will stick to my beloved and working 5.4.1 installation for my "old" personal mod.

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