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Messages - alinare

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76
Released Mods / The Endless war, A total conversion for Openxcom.
« on: April 05, 2017, 08:39:58 pm »
Hello everyone:
During these years, since 2015, to be exact, I have followed the projects and the wonders of this page. I remained and remained, literally fascinated, by the works of great geniuses, like Dioxine, Solarius Scorch, and some more. I have felt, I think, that he is envious of his creations, so, I, I proposed to do something, that was a tribute to his work, and one of the best strategy games, in my opinion, of all time, xcom Enemy unknown. The endless war, is a total conversion, of the game, or rather, I would say, a reimagination. The mod follows a similar line of argument, that of the original, although the war against the aliens has lengthened too much. Many innocent people are dead, and the war is going on too long. XCOM has had several commanders, who have not known, or have not been able to achieve a victory over the invader. The game starts with the arrival of a new commander, who must turn the tables. Otherwise, you will be forced to resign, losing the game. I'm not going to reveal much more, because I prefer the player to discover it for himself. First of all, point out some things:
- Aircraft, weapons, and aircraft statistics may not be correct or overdone. I am not an expert on these issues.
- I have taken sprites and materials from other mods, such as UFOs, maps or weapons, since I am not good at performing them. I tried to create maps, but I did not get any acceptable results. Anyone who has seen my mod, of the Mongorn race, will know what I am talking about. Opportunism? No, at least it was not my intention, but if someone feels offended, I will apologize, and I will withdraw the mod, if necessary. I do not think I would have been able to adequately reflect the complexity and magnificence of the great ships of the enemy.
- This mod, is influenced and inspired by Piratez of Dioxine. Since I played with this mod wonder, I told myself I had to create something, even if the result was mixed and uncertain.
- I started working on the Endless War, on September 15, 2015. Every day I add something new. For now, the mod is playable and should be able to reach the end. I say should, because I have not tried yet. Working on the mod is absorbent, so I am more time expanding it than trying it.
- All the unpublished material I have included, can be freely used in other mods, so for me, at least. The structure of the mod is in folders, because that way I work better, and it facilitates me a lot, the search for a certain material. There are so many because I have not stopped working on it ever since.
"There are references to Piratez, and to other myths of popular culture.
- Each mod has been individually tested and compatible with each other. Everything should work smoothly. As far as I've tested it, there are none.
- There is material belonging to Piratez, and other mods that have not had continuity, like Xeno Operations, The war of the shadows. I insist that if someone believes that I violate something, I will withdraw the mod, and I will apologize publicly. My intention was not to plagiarize or take advantage of the work of the authors. Only add elements, which I found remarkable and that my imperfection, I do not allow me to create them. There are references to other games in the xcom series.
My level of English is not very fluid, let's say. In fact, I am Spanish-speaking. Why in English, then? I believe that this way I can reach more people, said with all humility and modesty. I have taken care of the texts and the grammar, as far as my knowledge of this language has allowed me.
I plan, if The endless war is welcomed, make updates and continue to expand. I am open to suggestions.
If someone recognizes your work in my mod, I will quote you without problems, to recognize the authorship of your material.
This mod is created by pure hobby and fun pursuit. In fact, I spend it better, expanding and adding new things, than playing it.
I do not put photos. I prefer you to discover the ins and outs of The Endless War, on your own.
If it looks like a penny or too boring and complicated, tell me. I can fit the criticisms and accept them. Really.
Do not deactivate any mod, as this could create gaps in the game. Leave it by default, as it is. To a greater or lesser extent, all mods are related to each other. Logically, everyone, is free to do what he prefers.
Research and the technological tree are complicated and convoluted. I wanted from the first moment, that the Endless war was as complex and challenging as possible.
If someone analyzes the structure of the Endless War, you may find it chaotic. In fact, at first, I had a hard time understanding and deciphering the mechanics of creating mods. I give sincere thanks to Meridian for his infinite patience with me, by disturbing him with so many doubts. Also to Dioxine, to include the armored car, in its mod. And to Solarius, to use the Mongorn in the X-Files.
- Sometimes, when a soldier, or civilian, dies the sound of a saw. I still have not managed to solve it. I included an entry in the Ufopedia to hide it a little. The characters can get to shout, on some maps. It is not intentional.
I do not think he left me anything. The Endless War is dedicated to Dioxine, Meridian and all of you. Enjoy it.

http://www.mediafire.com/file/zvp549fxlio1nsn/The+endless+war.rar

77
Hello
Doing sprites is not good for me. I reduced so much the ape, that represents the mongorn to fit it in the template, that possibly has been somewhat rare and evil.

78
The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: March 21, 2017, 06:56:12 pm »
Hello:

The Mongorns, and all other mods, that have been able to publish, are of free use. You can use them freely, without restrictions.

79
The X-Com Files / Re: Suggestion : Airborn drones
« on: March 19, 2017, 01:01:56 am »
In the Xenops mod, there was a mini aircraft armed with rockets, and with the sound of turbines moving, or something.

80
XPiratez / Re: Ideas for better aircombat?
« on: February 18, 2017, 12:09:33 pm »
Hello:
I do not know if it has already been mentioned, but you could do something like the Xenonauts. Attacks on squadrons of two-three fighters, or that when the Skyranger, for example, takes the troops to a mission, can be knocked down by the way. In fact, the Skyranger himself, can intercept if the player so decides, a UFO, and force down, but not in reverse.

81
Suggestions / All against all, or against one only.
« on: February 17, 2017, 11:30:38 am »
Hello
Now that it is possible to create missions with civilians or other armed characters, to fight at your side, would it be feasible to turn them into enemies or allies on the side controlled by the computer, and according to this premise, the two sides controlled by the computer attack To the soldiers of XCOM, or, that the mission, be a "all against all"?. And already imagine,  ;D considering the limitations of the game engine, that you have an ally in a mission, civilians or mutants for example, and if you attack them, defend yourself by attacking you in turn.

82
This option to give randomness, to missions, allowing them to happen on different days, is really good. In the vanilla, the terror missions are random, and I have tried to reproduce that system, but I have not succeeded.

83
Okay, thank you so much for your help. Everything is cleared up.

84
Hello Meridian:
The problem, I think it was another awkwardness of mine  :(. I had not built an alien container at the beginning of the game, and so, I think, the computer killed the enemies that had surrendered, having no place to place the prisoners. I have tested it again, with a container built, and the race of the example I sent, and already correctly shows the number of enemies, they surrender. Then, too, I have always tried in random battles mode, and of course, so the statistics did not come out. Of surrender. The truth is that this option, greatly improves the game, like its previous contributions. I take time to ask you another question, abusing your patience. The surrendermode, do you have to put it at the beginning of each new race, or is it enough to use it only once?

85
Hello Meridian:
Thank you so much for everything. It works perfectly. :)

86
Hi. Thanks for answering. Sorry for the forgetfulness.  ;D. Here I include the resources of this mod. As I said, I tried it, to experiment, with the mod of Dioxine, the latest F1 version, and there it works, but coming out of Piratez, and loading the normal openxcom, everything that I have described previously happens. And if I try to apply in my mods, the same thing happens with the same exe. Thank you very much for your patience. If something else is missing, let me know if it is possible to send it to you.
A greeting.

87
Hello Meridian:
Let me know if you can clarify this:
I am testing their mode of surrender, and it seems to work, but in the final report of the mission, do not appear the enemies who have surrendered, nor their belongings as booty, nor the statistics, which indicates how many enemies have surrendered. I believe, for some reason that I can not understand, the program confuses the surrendered enemies with casualties. I have reviewed the listings carefully, and I find, apparently, no fault. I include a list, with one of the units I have created. I tried it out of curiosity, with the mod piratez, and there it works, but when I get out of there, it does not indicate the total number of enemies that surrender.

Code: [Select]
alienRaces:
  - id: STR_WER
    members:
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
items:
  - type: STR_WARGOTENGINEER
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 80000
  - type: STR_WARGOTENGINEER_CORPSE
    recover: true
    size: 0.4
    costSell: 20000
    weight: 40
    bigSprite: 110
    floorSprite: 110
    invWidth: 2
    invHeight: 3
    recoveryPoints: 5
    battleType: 11
    armor: 26
research:
  - name: STR_WER
    cost: 200
    points: 10
    dependencies:
      - STR_WARGOTENGINEER
      - STR_WARGOT_SOLDIER
    needItem: true     
ufopaedia:
  - id: STR_WER
    type_id: 7
    section: STR_ALIEN_LIFE_FORMS
    requires:
      - STR_WER
    image_id: WERAGENT.SPK
    text: The Wargots engineers are unpleasant-looking individuals, coarse-mannered, and very much given to cruelly injuring their interlocutor, with scathing and offensive jokes. Although diplomacy, and savoir affaire, are not their forte, they are especially gifted to design, and to fine-tune, all sorts of vehicles, weapons, and machinery, which, despite their sloppy and flimsy appearance, work acceptably well. Wargots engineers love combat and a good fight, almost as much, as designing machines or armament. They tend to walk bent over, and suffer from many ailments, a product of many hours spent in uncomfortable positions, building their contraptions, but they are good combatants, and not to be underestimated.
    text_width: 180

units:
  - type: STR_WARGOTENGINEER
    race: STR_WER
    rank: STR_LIVE_ENGINEER
    stats:
      tu: 50
      stamina: 60
      health: 25
      bravery: 40
      reactions: 55
      firing: 50
      throwing: 40
      strength: 24
      psiStrength: 40
      psiSkill: 0
      melee: 45
    armor: WARGOTENGINEER_ARMOR
    standHeight: 21
    kneelHeight: 16
    value: 19
    deathSound: 2958
    energyRecovery: 30
    intelligence: 5
    aggression: 1
    canSurrender: true
armors:
  - type: WARGOTENGINEER_ARMOR
    spriteSheet: WER.PCK
    corpseBattle:
      - STR_WARGOTENGINEER_CORPSE
    frontArmor: 48
    sideArmor: 48
    rearArmor: 48
    underArmor: 40
    meleeDodge:
      reactions: 0.4
    meleeDodgeBackPenalty: 0.5
    recovery:
      morale:
        moraleCurrent: -0.2
        bravery: 0.2
      stun:
        healthCurrent: 0.1
        health: -0.075
    drawingRoutine: 10
    damageModifier:
      - 1.0
      - 0.6
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [ 3 ]
extraSprites:
  - type: BIGOBS.PCK
    files:
      110: Resources/WER/WER_SOLDIER_corpse.png
  - type: FLOOROB.PCK
    files:
      110: Resources/WER/floorob_WER_corpse.png
  - type: WER.PCK
    width: 256
    height: 1400
    subX: 32
    subY: 40
    files:
      0: Resources/WER/WER_SOLDIER.png
  - type: WERAGENT.SPK
    singleImage: true
    width: 512
    height: 720
    files:
      0: Resources/FinalModPack/UfopediaTechPics/WERAGENT.png
extraSounds:
  - type: BATTLE.CAT
    files:
      2958: Resources/WER/WER_SOLDIER.wav
extraStrings:
   - type: en-US
     strings:
       STR_WER: Wargot Engineer
       STR_WARGOTENGINEER: Wargot Engineer
       STR_WARGOTENGINEER_CORPSE: Wargot Engineer Corpse

I have been testing, and I have just seen, as the computer immolates an enemy, that should have surrendered in theory.
I use modeSurrender 2, as Dioxine does in its great mod, but it still does not tell me the total number of people who surrender. All this proved, with the last version of his exe, that of 9-2-2017, and the one that includes the last version F, of Piratez. Anyway, I hope I have explained clearly. My level of English is a bit fair, I'm sorry.

PS If this does not go here, I ask some moderator, to put it in the right place. Thank you. :)
Thank you so much for your attention, and for the great work that you are also doing.

88
Fan-Stuff / Re: XCOM Crossovers that'd never work
« on: February 04, 2017, 06:37:09 pm »
XCOM and Mazinger Z.

89
Resources / Re: Graphic Gallery
« on: December 23, 2016, 10:44:21 pm »
Here is the robot saw.  :)

90
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 05, 2016, 03:53:07 pm »
Hello Meridian:
I do not know if this is possible, or be asking too much, to xcom.  :)
Would it be possible, add something, like hacking xcom 2, for a particular object, for example, a computer affects a determined enemy? It would be something like the psychic control of Xcom, restricted to a particular class of opponent.

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