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Messages - chaosshade

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151
Work In Progress / Re: Plasma Shotgun
« on: April 21, 2015, 06:23:30 pm »
Hey, that boring rifle-looking graphic just won't do!

Here, have this.


That's really nice, Bloax, thank you for making it.  I feel like it's too busy though.  I was going for the relatively organic feel of the Heavy Plasma when I made it.  Although yours meets that, I feel like it has too much surface detail.  Maybe you could "smooth it out" some?

Quote
Do tell if the contrast is too heavy, my main PC died a week ago and this thing was done on a rather silly laptop monitor.
edit: ?wait, do we work in a strict palette here?
And yes, we work in a very strict pallet here.  Check the GIMP/PS pallets topic to get the exact one we use.

152
Work In Progress / Re: Plasma Shotgun
« on: April 21, 2015, 05:51:33 pm »
First of all, this damage... 90 x 10? This means roughly 10 times as much as the Plasma Rifle. :) I know most pellets will miss, and that the armour is effectively 10 times stronger due to the damage being distributed between the pellets, but still...

And why is the Auto-Shot cheaper in TUs than the Snap?

You're looking at the numbers backward, Solarius.  Auto is 33% TU, Snap is 30% TU.  The damage is heavy because I'm a masochist when I play X-Com.  If I'm not losing eight of my ten guys on missions then I'm not having fun.

153
Work In Progress / Plasma Shotgun
« on: April 20, 2015, 10:59:52 pm »
Hey everyone!  New mod again!  I actually made this a while and just now coded it as a stand-alone.  I hope you enjoy it.

*IMPORTANT*
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THE CHANGES THE DEPLOYMENT TABLES!
*IMPORTANT*

Click here for mod!

If you plan to use this in your own mods, credit me.

154
Work In Progress / Re: Alloy Weapons
« on: April 18, 2015, 10:14:07 pm »
Take your time on it, Dioxine, I'm not in any rush.  Thank you so much for even considering it ^^

155
Work In Progress / Re: Alloy Weapons
« on: April 18, 2015, 02:30:40 pm »
That new Autocannon sprite is quite nice.
In fact, so nice I've decided to sexy it up a bit - this one goes to my gun archives :)

That looks great!  Any chance you'll do the non-alloy version and the ammo drums so everything matches?  I'd love to include your artwork.

156
Work In Progress / Alloy Weapons
« on: April 17, 2015, 12:09:41 pm »
I made another new mod... my projects are going to get out of hand very quickly I think.  Anyway, this one adds weapons made from Alien Alloys to the game because I wanted to have an upgrade to some of the human weapons.  I also made a new sprite for the Auto-Cannon because I hate the normal sprite.

Click here for mod!

If you find any bugs or have suggestions for it, feel free to post HELPFUL criticisms.

Additional credit to hellrazor for helping me with this mod in the debug phase.

157
Work In Progress / Re: [WIP] New Alien Race: Scorpoids
« on: April 07, 2015, 07:03:49 pm »
I'm admittedly not making any progress on this project... I can't do the artwork for the UFOpaedia myself, I've tried and it's really not good.  I'm desperately in need of an artist but I really don't want to beg if I can avoid it... if someone feels the urge to help me, please please PLEASE contact me!

158
Work In Progress / Re: [WIP] New Alien Race: Scorpoids
« on: March 31, 2015, 08:04:33 pm »
Thanks again, Simon!  You're really a big help w/ this.  A lot of the caps errors are because the shift key I normally hit on my keyboard doesn't work so great.  I was also trying to do this as fast as I could because, even though I like coding, I was eager to get the enemies implemented.  Once I can get the terror units working players will know a hellish terror unlike any other (w/ the possible exception of Chryssalids because everyone hates them)

159
Work In Progress / Re: [WIP] New Alien Race: Scorpoids
« on: March 31, 2015, 04:24:21 am »
Thanks for checking the UFOpaedia.  I think if you comment out the image requirement section for the UFOpaedia article you can at least get the text to display, or you can just go into the ruleset and check it, lol.  I'm REALLY sorry about the missing sub-folder, I thought I'd packed it up properly when I zipped it.  It's fixed in the 0.2 release.

I don't really like the black lobsterman look myself, it kind of reminds me of a giant cockroach, lol.  I wish I could coax one of the graphical artists here into helping me (see first post.)  They're meant to be extra tough, I was tired of the aliens dying too easily, even on Superhuman.  I'll give you a hint, explosives are a total waste of ammunition on them.

160
Work In Progress / Re: [WIP] New Alien Race: Scorpoids
« on: March 31, 2015, 01:38:37 am »
It wouldn't really make a difference anyway, I don't even a pic for the UFOpaedia because I cannot art (see first post begging for help.)

161
Work In Progress / Re: New Alien Race: Scorpoids
« on: March 30, 2015, 11:27:43 pm »
Okay, finally got around to uploading it.  I hope you guys have some fun with it.  Please post bugs as you find them.  It should behave w/ other mods just fine (it does on mine and I have a bunch loaded.)  I'm still in need of a graphical artist, please contact me if you're interested!

Current Version 0.1 https://www.openxcom.com/mod/scorpoid-alien

Known issues:
-Uknown if UFOpaedia entry works
-Sectopod used as stand-in for terror unit
-Recoloured Lobsterman sprite for Battlescape sprites

Lobsterman (C) Microprose

162
Work In Progress / [WIP] New Alien Race: Scorpoids
« on: March 29, 2015, 12:50:35 pm »
Hi everyone!  Okay, so as you already may (or may not) know, I'm the current curator of Rockfish's Weapon Rework/Expansion Mod but I have another ambition for the game to make it more challenging for myself (and others.)  I'm kinda tight-lipped about the aliens right now but I'm working on everything in the background so I don't want to say anything spoilery until I can post a buggy WIP.

I'm putting in some new aliens that are real jerks but I'm desperately in need of a graphical artist to help me.  Please contact me if you're interested in helping!  I'm on the IRC channel a lot but you can contact me on the forum via PMs if that works better for you.

What needs to be done:
Four UFOpaedia sprites (two live aliens and two autopsies)
One Battlescape sprite (possibly two, depending upon how annoyed I get w/ my own artwork)

163
Work In Progress / Re: New terror mission bug - vector::_range_check
« on: March 26, 2015, 11:53:35 pm »
Try turning terrain pack nightly off. It worked for me.

Yeah, turning it off works, but then I'm back to landing in the same five bloody corn fields and the same desert map... can't really win w/ this one, lol

164
Work In Progress / Re: New terror mission bug - vector::_range_check
« on: March 26, 2015, 02:50:22 am »
I've had it occur on alien landings as well as at terror sites, but I don't use FMP, I just use the Terrain pack.

165
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: March 26, 2015, 01:17:26 am »
I thought regarding the laser shotgun.  I was playing Fallout New Vegas and picked up a tri-beam laser rifle and I thought "wait... THIS is technically a scatter laser" so Dio's "multi barrel" design would be how to make a "scatter laser."  I think that would work.  Rather than a large number of small projectiles, we go with multiple beams instead, although there would definitely be intense range and accuracy limitations just based upon the existing shotgun algorithm.

Opinion:
As I looked through the files more carefully, I found that many of the new alien weapons introduced by this mod can't be manufactured, only captured.  Along that vein, should I make it so the new weapons can only be captured or should I add in manufacturing rules so weapons and ammunition can be manufactured?

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