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Messages - new_civilian

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661
Released Mods / Re: (Equipment) Breaching Charge
« on: October 14, 2014, 04:39:14 pm »
Black Library: That's one of the ingame filters iirc it was the SABR one.

Hmmm, I will consider the research idea. But unless using the EXTENDED-Mod exe, one would have to manufacture them then. And I wanted them to be buyable, especially as they are REALLY difficult to apply already.

Will play-test this a bit more and then make a decision.  :)


662
Released Mods / Re: (MAPS) X-Com Base Overhaul
« on: October 14, 2014, 04:33:00 pm »
To my excuse I have to say I was offline when I wrote the readme and there is no readme in the LQ mod zip file  ;D

Anyway: Everyone : Go use Dioxine's LivingQuarters mod, it is awesome, no two ways about it!  :)
About the scientists: I remember having problems with the PCK files, have to check your files instead, thx.


663
Just realized your Avatar text... Desroyer of saves  ;D ;D

664
OpenXcom Extended / Re: OpenXcom Extended
« on: October 14, 2014, 04:24:18 pm »
Excellent idea, Dioxine! You are one creative person.

Some feedback after testing the exe:

You converted me. Now I no longer care about any official exes (and other exes) anymore, THIS is the way to go.
Dioxine and very other megamod-maker: Switch to this exe, it adds so many possibilities.

And best off all: you can just add one more ntiny rulset with all the Extended- changes  and leave the rest of your mods unaltered, that's what I made in my personal mod combination.

One of the coolest (and easy to miss) changes is the ability to make a weapon wound enemies, I simply added those to the shotguns and similar weapons. Also great: You can add a morale damge bonus to e.g. Incendiary weapons, I'm burning, help meeeeee.  ;D Ther zombie-proof armor you always wanted? here you go. Tired of your Enforcer-robots turning into Zombies after Chryssalid-attacks? Just use this exe and make their armour immune. Ever wanted a dual-wielding armor with integrated weapons?  and and and.....


wow.


Really, I do not know what to say, this is just plain awesome. and everything works so far! Have to test the ALTSPRITE feature today, I added a prined graphic to my Naymore mod for that...

Anyway, a BIG thanks to Yankes and everyone else participating in this!

665
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 14, 2014, 04:12:06 pm »
Had some problems with one soldier ALWAYS receiving the "Lucky something" award each mission even when doing absolutely nothing. The soldier had a 10-autoshot mini-gun maybe that's causing the problems?

666
Work In Progress / Re: Agents used in manufacturing
« on: October 12, 2014, 05:50:14 pm »
Good ideas! In one of my personal mods I use snakeman/chryssalid/celetid corspes to make poison ammo  :)

667
Work In Progress / Re: [WIP] Up Close and Personal Mod Pack
« on: October 12, 2014, 05:49:11 pm »
Surprisingly it adds to the game  :o
Like you i first thought: WAY TOO STRONG, but if you make it really heavy and bulky it becomes a real challenge and worth the effort...  :)

668
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: October 12, 2014, 05:47:22 pm »
Hm the downloadlink (on page 1) leads to a 404  :(
Oh and I can assure you my electro-shocker works fine :-)

669
If you edit a base facilities storage capacity by a mod during a running campaign the game's storage system will go berzerk:

-Spare tanks in your storage will dissapear after your defenses repel a UFO
-You (sometimes) will be unable to quit the "You have too little storage room" message screen even if you sell everything which means your game is fubar

Not sure if this could be considered a bug, but at least it is worth warning others I guess.

670
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 12, 2014, 05:31:35 pm »
The attack dog mod uses no name and it seems to default to that string. Support-Unit works fine!  :)

671
Work In Progress / Re: Agents used in manufacturing
« on: October 12, 2014, 05:25:42 pm »
I was thinking about that, too: Use dead corpses for a zombie squad... or as someone else suggested as a pilot-brain for HWP's  ;D
Stiill haven't thought of anything plausible....

672
OpenXcom Extended / Re: OpenXcom Extended
« on: October 12, 2014, 05:23:20 pm »
Gee, wonderful! You guys rock!  :) *happy*

673
Gee, thanks, I will try to come up with a worthy mod!  :) Have to check your readme for the original author. And no, the doomguy graphics are of no interest for me atm, all I want is new enemies to shoot at (and to be shot from).

674
I made this for anyone who wants a different look. Please use the new RUL file because the rifle's size is smaller now.

675
Released Mods / [MAPS] X-Com Base Overhaul
« on: October 12, 2014, 05:08:18 pm »
X-Com Base Overhaul v.1.0
_____________________

This mod makes some small changes to the X-Com Base:

1. It changes the look of the hangar ground VERY slightly (only 4 tiles each changed in 4 map-files).
2. It adds a door to the lower workshop area.
3. It changes the base walls/floors to a more military looking grey color and adds some "historically correct" green monochrome text to the computer monitors. The "text" is not animated, so do not expect a blinking cursor ;-D

The first and third changes were made because i thought the hangar texture looks a bit too bland and after ~15 years of playing the same maps I simply edited them VERY slightly.
This is purely cosmetic, so do not expect any other changes. 

The second change adds a door to the lower workshop area. I placed it there to add some more tactical possibilities to the rather open (meaning: door-less) X-Com-base maps.
It is not a big change and if the workshop is not connected on the north side the door just adds some walk-in closet room, but if the workshop is connected to the north then you will have a small additional safety feature in your base. A nice place to lay some proxy-mines. And always remember to not drop those mines directly at the door but 1 field behind it, otherwise the door will trigger the blast and not the alien!

Side-note: I highly recommend to also use the ImprovedLivingQuarters mod found on the OpenXcom.org forums, it adds some new base facilities It is a very good mod with excellent graphics and game value. I am not sure who made it as there's no read-me in those files... The new color automatically works for that mod, too.

-------------------------------------

Tip: If you don't want the additional door just delete the XBASE_03.MAP and XBASE_03.RMP from my mod's folders before installing it.

To install the mod simply drop the DATA folder from the zip into your game directory.
To uninstall the mod and revert to the default look copy over the files from the BACKUP folder which I included in case you do not like the new look.

-------------------------------------

Speaking of mod installations: I recommend you to use JSGME, a generic freeware mod enabler, it allows you to dis/en-able mods without harming the original game files.
I am using the (very simple) tool for years now and it works flawlessly and is a big help, especially for modders when testing things. JSGME stands for JoneSoft Generic Mod Enabler btw.

------

Made  by civilian (aka new_civilian), released in October 2014. Feel free to use this files in any way you see fit.

p.s.: The civilians in the base in the screen-shot are originally not part of this mod. They were from a small test I made and I can tell you one thing: They are TRULY annoying on base defenses, triggering your proxy-mine traps, blocking your tanks and your firing paths. Lots of fun actually, so I added the civilians-mod in the mod-options folder in case you want to try.

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