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Messages - Ridаn

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271
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.

272
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.

273
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.

274
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

275
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).

276
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: February 19, 2015, 08:10:02 pm »
What if you don't research/interrogate human mercenaries but instead on each successful mission you recover an object (document, electronic device, etc.) that gives you the relevant info when researched?
That should work. Mods like Piratez and FMP use stuff like Encrypted data discs which can be researched for random advanced techologies or just piece of lore. May be it is also possible to generate generic "Alien Corpse" item for introduction missions, without using a sectoid corpse entry.

277
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.

278
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

279
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.

280
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 :)

281
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: February 09, 2015, 06:22:34 pm »
I think Sniper Rifle is okay. May be increase damage to 40 from 35 is warranted, but then it will occasionally destroy walls (at 35 damage it does a maximum of (35 * 0.75 =)26.25 damage to walls, which have a "hardness" of 25), which would be weird.
There is around 45-60% chance to one shot basic Sectoid or Floater (30 and 35-45 hp with couple of armour points depending on facing) with standard damage formula, which seems like a sweet spot.
And Snapshot TU/Acc ratio allows for long range reaction fire if properly set up.
It is also quite lightweight (11loaded, same as basic rifle) and that, coupled with good accuracy, makes it a great weapon for rookie training at the start.

282
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

283
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!

284
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.

285
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.

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