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Messages - TaxxiDriver

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16
Fan-Stuff / Re: Preferred Early Game Mods
« on: November 28, 2014, 08:50:34 am »
I personally think even the vanilla game did pretty well about the early games: it was challenging. The only flaw was that you had to sacrifice some rookies in every single battle almost inevitably, and now there are many mods to solve that problem. I usually use some scout drones :)

[Edit] Well, come to think of it, I did feel that laser weapons were slightly overpowered. I usually put more weapon tiers between the standard and laser weapons, and many mods also seem to do that(adding more tiers). Lengthening the overall research time works great, too :D

17
Released Mods / Re: Ironfist Dropship 1.2
« on: November 25, 2014, 02:35:25 am »
Anyway, I can't explain the difference between functionality of these maps, since they should be exactly the same.

You mean the maps/terrain/routes files of lightning and avenger from FMP are the same as those of openXCOM? IIRC the size of some of those files were different from that of openXCOM files. And they were different from those in the universal patch, too (I used the installer so they are in my openXCOM folder anyway). And if those files are to be really the same, was there any reason to attach those files into FMP? ???

There's still a possibility that I've done something wrong, and in that case it's good since that means I've fixed it now :) But I'm just wondering then why FMP has those additional files ???


18
Released Mods / Re: Ironfist Dropship 1.2
« on: November 24, 2014, 04:40:51 pm »
For what it's worth, I installed the steam version, ran the installer for OpenXcom 1.0, and have just been installing the nightlies as they come out. I have the Final Mod Pack, and I haven't had a single issue with this craft. Is the FMP version different somehow? The only other mod I'm using is one of my own make that just tweaks weapon stats, so no conflicts or inadvertent fixes that I know of.

I was suspecting that, and today I just copied and pasted the suspected files (terrain and map files from FMP with lightning and avenger since those are related to this mod) and it finally works. I have no idea exactly which file has the direct connection with this mod. But I'm just assuming some changes in the map/terrain/routes files are inevitable to use this mod. Altering the basic map/terrain files can cause confliction with other mods so one should be a bit careful using this mod seperately, I guess?

19
Open Feedback / Re: Can I make other armors as the default one of soldiers?
« on: November 23, 2014, 04:34:35 am »
Thanks a lot ;D That solves my problem perfectly.

20
Tools / Re: OpenXCom Modding Tools
« on: November 23, 2014, 04:16:56 am »
This is... just beautiful. I really didn't know what it does, so I tried it with one of my faulty script and all the errors got thrown in da thin air within a few seconds. That's one hell of a time saver ;D

I also think it can be a very useful tool for learning how to add new sprites and modify them. I'll try that later by myself.

P.S. My favorite is when the word 'help' comes out when you click 'help' ;).

21
Open Feedback / Can I make other armors as the default one of soldiers?
« on: November 22, 2014, 03:31:36 am »
So there were two places where the 'NONE_UC' string was used (one in the 'soldiers' section, the other in the 'armors' section). So I changed both of them with the string of another modded armor, but still the default armor seems to be that ordinary pajama. Am I doing something wrong, or is it impossible to change it for simple ruleset?

Thanks :)

22
Released Mods / Re: Ironfist Dropship 1.2
« on: November 21, 2014, 05:41:08 pm »
I upload some pictures. It's without any mods except the ironfist 1.2 with the latest nightly.

Soldiers can go up the stairs, but strangely cannot go right outside via the front (where supposedly the ramp should be). Soldier with flying armors can do the trick, though. Basically identical to the case of XCOMFan419. I would PM him just in case.

23
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: November 21, 2014, 02:46:23 pm »
Holy mother god shit of ....  wow.

You have some serious talents, man. Both for making sprites and organizing the general structure of the game. You freaked me out. Many of the things I've only imagined are actually in here. That's... so sweet ;D Especially every single sprite just looks so brilliant. I hope you keep going with it :)





24
Released Mods / Re: Ironfist Dropship 1.2
« on: November 21, 2014, 01:35:15 pm »
Oh, I see. I think I can still have a look at it. Thanks for the suggestion :)

25
Released Mods / Re: Ironfist Dropship 1.2
« on: November 21, 2014, 01:14:17 pm »
Dito, I encountered exactly this problem as many others have described but I was using version 1.0. In the end I scrapped the Ironfist and built a Skywarden which with the exception of no stairs is in my opinion overall better than the Ironfist, faster for a start 2500km/h. But see the pics and decide for yourselves. However I'll have a look @ version 1.2 and see what happens.

Hm, so I'm not the only one having the problem... I know nothing about map files so I cannot do anything :( I even don't know how to open the files: just tried the paint and of course it wouldn't work ::)

I'd love to use any ships. The most interesting thing about this mod was that it is a transporter: there had been plenty fighter type of crafts but few of them were transporters. Can I see your Skywarden? I do have seen a craft named Skywarden from XAE mod, but your Skywarden seems to be a different one. I'd love to see a transporter capable of carrying many troops...

26
Released Mods / Re: Ironfist Dropship 1.2
« on: November 21, 2014, 12:13:02 pm »
I'm having the exact same problem XCOMFan419 had before. I disabled every other mods but it still didn't work. I got frustrated, so reinstalled as 1.0 with installer but still the ship doesn't seem to be right. Then I got the latest nightly, but still the problem lingers on.

I really don't think I've done something wrong with the installation (1.4 patch -> 1.0 -> nightly) since I was doing everything fine with other mods so far, some of which add the terrain files. I don't have any clue at the moment :(

27
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.03
« on: November 21, 2014, 01:40:49 am »
Is it possible to define a dog as a 'soldier'? I don't think so, but if it becomes possible, some modders who want their new type of 'soldier' to be able to get zombified would find it to be useful. But I really don't know which way would require less coding...

For the armors, yes you were right... I was somehow messing with the 1.02 and 1.03 and moved the suit images to the armor folders, I guess. Sorry for that. I knew that the sprites were indeed different because I've seen them in the game lol

28
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.03
« on: November 21, 2014, 12:49:20 am »
Developers might hate me, but I think letting the possibility of zombification for other units might be great, not just restricting it :-\ It gives a lot more freedom for ruleset-modders.

By the way, does the flying armor(power armor) use the same sprites as flying suit(power suit)? I think maybe giving a slight change would be nice.

29
Just two things to mention:

(1) I saw the rulesets, and all of the armors except the combat armors seem to use the same bigobs and floorob. And those sprites rather looked like a frog wearing some greeny clothes... I don't know how it looks like in the game since I only checked the original files, but I really wish, if possible, all of them having their own bigobs and floorobs. It would be much better, I think ;)

(2) I think the dragon armor doesn't fit with the soldier sprite well. Maybe chopping down the side a little bit and doing something around the shoulders would do the trick? Sorry for asking this kind of rather simple thing but I'm not a good artist... :(

30
Playthroughs / Re: Necroscope86 is now lets playing OpenXcom!!!
« on: November 20, 2014, 03:14:28 pm »
Well, there indeed seem to be some bugs keep coming up(which is inevitable in some sense, btw), but personally I haven't met with a single bug that forced me to abort the entire game yet(actually, not even a tiny pickle hasn't bothered me). So I think the nightly version is really really stable :D.

Actually, when I first came here, I was very confused about the official publish and the nighty for the lack of explanation about the difference between the two. Now I'm using the latest nightly, and I still sometimes get confused since nightly just offers so much but actually stable enough to be called the 'standard' version IMHO, so I find no reason to use the official version, really. That being said, I think Meridian's suggestion makes sense.

I also understand some LPers choosing the 1.0, though.

 

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