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Messages - Ridаn

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256
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: February 25, 2015, 07:40:07 pm »
Yes! That is what I was waiting for - more fancy looking weapons to go with this custom-xcom-ballistic-weapon style.
I have completed your mod on veteran and started a superhuman run a couple days ago, and just want to say that this thing is awesome, and so are you.

Are you planning to have custom Heavy Cannon and Autocannon equivalent to replace default Xcom weaponry by 1.0 release? And having a custom tier1 rocket launcher would be cool too.
If you do not mind borrowing someone else`s work, there is a few weapons with kinda familiar style, whose graphics you can use as a placeholder at least (all are from Dioxine`s Piratez mod, or at least that`s where I encountered them for the first time).

Also things I would love to see included in the future are grenade launchers (basic buyable one, and probably an advanced one, developed from alien small launcher) and single shot rocket launchers.

257
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: February 25, 2015, 10:40:40 am »
Found a couple of messed up pictures in Ufopedia.

258
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 25, 2015, 12:29:31 am »
Does anyone use miniguns and HMG with current stats they have? May be some tweaking is warranted? I`m just curious.

259
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: February 25, 2015, 12:09:14 am »
I just got one awesome landing with this mod on the latest nightly, it is probably a result of messing something up, but a result is hilarious nonetheless.
Mods I had turned on:
XenoOperations
LukesextraUFOs
Terrain_Pack_Nightly (3.1.4)
Expanded_UBase_Nightly (got an attachement by hellrazor and put a Hobbex fix on top of it)
TerrorSites

260
Work In Progress / Re: Flamethrower ideas
« on: February 20, 2015, 10:32:48 pm »
If you`re going to release that as a separate mod in the future, do not forget to include this babe (also by Dioxine, from Piratez mod).

261
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 16, 2015, 10:20:03 pm »
Just run a test on AllLife save - and got a Terror Mission in McMurdo.
Here is a fixed version of rul. file for 0.9.8 FMP, if anyone is intersted.

edit: my deepest apologies, I`ve attached an outdated .rul file. Got an updated one from from previous page, fixed it and attached again.

262
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 16, 2015, 10:10:45 pm »
Does the FTP have "cities" in Antarctica to terrorise?
There are not (as in there is no red-dot-cities on the map), but I found some lines for McMurdo station, Vostok station and Amundsen Scott station in ruleset

Code: [Select]
- type: STR_ANTARCTICA
#    cities:
    #  - name: STR_VOSTOKSTATION # Russian
    #    lon: 116.782
    #    lat: 75.2393
    #  - name: STR_MCMURDOSTATION # American
    #    lon: 171.575
    #    lat: 79.0707
    #  - name: STR_AMUNDSENSCOTTSTATION # American South Pole
    #    lon: 0
    #    lat: 90

And it should probably look like
Code: [Select]
  - type: STR_ANTARCTICA
    cities:
      - name: STR_VOSTOKSTATION # Standard View
        lon: 116.782
        lat: 75.2393
      - name: STR_MCMURDOSTATION # Standard View
        lon: 171.575
        lat: 79.0707
      - name: STR_AMUNDSENSCOTTSTATION # Standard View
        lon: 0
        lat: 90

263
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 14, 2015, 05:48:42 pm »
P.S.
Can we speak Russian on this forum?

No, that is considered an impolite thing to do at all international communities I`ve been part of. At least provide a google translation after your post.

-

Нет, это считается невежливым на всех англоязычных форумах на которых я был. Хотя бы прогоняйте через пост через гугл переводчик и закидывайте его под текст.

264
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 13, 2015, 09:35:06 pm »
I just got filthy rich.

Craft Gauss Cannon Rounds (x60)
30 engineer hours
Cost per unit 4000$

Can be sold for 160000$ each.

Fix, please :)

265
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 07, 2015, 07:59:27 pm »
In other news, the Industrial map is buggy when used as a UFO crash site - no UFO appears. I've fixed it already and I'll release it soon.

I`ve encountered another map with same problem, not sure how it called but its like a tropical city - a lot of wooden fence, 1store barns, palm trees and other vegetation, and few 3-4store buildings. There were some floaters but no UFO to breach, so I thought it was a feature or something.

edit: found a picture of it in Hobbes Terrain Pack mod page
https://www.openxcom.com/content/modimages/thumb_KKAYKUQE072320140541.png

266
Work In Progress / Re: [TC] From the Apocalypse WIP
« on: February 07, 2015, 11:55:07 am »
Wow, that looks awesome.
I didnt play Apocalypse a lot, but this warehouse ramp sure brings back some memories.
Definitly a new thingie on my things-to-be-hype-about list.
Keep up the good work!

267
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 07, 2015, 11:40:31 am »
- Machette
- Dynamite
- Snub nose pistol
- Uzi
- AK-47
- Pump action shotgun
- Hunting rifle
- RPG launcher

Those are Hybrid race weapons, you can use them (if you get to loot them) right away, no research required - so they get Ufopedia entry as "unlocked" right at the start.

- Alloy Vest
- Stormtrooper Armour
- Alloy Knife

Those are probably bugs.


By the way, seeing how FMP adapted Xops Power Armour/Stormtrooper armour and Assault Rifles, would it be possibe to incorporate Xops Mechtoids and Overlord races in the future? They even got fancy ufopedia entries with autopsies and stuff. I still havent seen their terror units though.

268
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: January 29, 2015, 02:43:36 pm »
I get a crash to desktop every time UAV is destroyed, or when mission, which I take UAVs on, is completed.
I used two unarmed UAVs.
2015_01_23nightly, only mod I run at the same time as Xops is "Extra Pockets" mod. Version of Xops is 0.90.

Great work on the mod, really enjoy it so far.

269
Awesome mod! Thank you for your work, Dioxine, I am really enjoying Piratez. Sheer amount of content and consistency is just beyond praise (well, may be except Dark ones. I dont like those. I like Blood Axes though.)

It`s april 2604 and I`m out of research topics, but a Star Gods base just appeared, so I guess I have to capture Coordinator and go Cydonia.
Sadly, I havent met any Deep Ones yet, all the probes (there were only 2) were detected after landing and flew away to much of my frustation.

Some questions and misc thoughts:

- are there manufacturable Gauss weapons? I`m stuck with Assault Railguns and Craft Railguns and cannot advance further through neither interrogations (cleared all of them really, and no more topics appear from engineers, leaders and commanders) nor data discs. I can diassemble Gauss weapons just fine though. Are they meant to be unique in a way you have to salvege them, or may be tied to deep ones (underwater weapons?). I have a suspicion I locked myself out of that research tree branch.

- are there "bulky" power armours better than Harbringer? Same suspicion as before (lobsterman research required?).

- why is Fusion explosives tied to Boomgun and why are those so rare? I got one by a chance from Academy Provost during base assault, but most Merc captains (who, I assume, should be armed with those) are running around with plasma/laser pistols.

- got this annoying armor bug just like Geneoce. Gals in Revenant, Brute and Annihilator suits can be stuck as unassignable to any transport AND do not participate in base defence.
Way to fix it ingame is to remove armor (or assign some other armor without STR bonus (Synthmuscle suit is fine though. It`s weird like that.) and run some mission. Even if you do a mission with another crew they get unstuck and ready for action again. I think you can even just make battlescape appearance and abort mission.

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