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Messages - Phoenix7786

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31
Fan-Stuff / Re: Apocalypse - Auto-requip/resupply?
« on: February 03, 2016, 07:22:30 pm »
Thank God OXC and OTFTD are keeping my whetted. Thank God extra for Xcom2 in 2 days until OpenApoc gets worked on more and more. I am so envious of how our kids will get to enjoy such revamped and remade versions of these great DOS-era games.

EDIT: Haha that "play as doomed Megapol" mod looks awesome. I will so have to try that someday.

32
Work In Progress / Re: Lost TFTD Weapon mod...
« on: February 03, 2016, 07:20:55 pm »
To clarify, you just need to go into OXC-->Standard-->Xcom2-->items.rul
Something as simple as Notepad will suffice. Simply alter every instance of underwater only: true to false.

33
Work In Progress / Re: Soldier Portrait Mod
« on: February 01, 2016, 07:51:53 pm »
I can just now see someone who cross-pollinates over at Zandronum trying to make a FPS out of X-com in the Doom Engine.

34
The X-Com Files / Re: New megaproject, working name: FMP+
« on: February 01, 2016, 07:49:27 pm »
The part of me that used to be an English teacher has an eye-twitch going on about some of the typos I see :P I'd be more than happy to help you with any I spot. The other part of me wants to wait until I play this, so I don't spoil the surprises by reading all the text logs.

35
Troubleshooting / Re: Trying to install nighty
« on: February 01, 2016, 07:43:54 pm »
Oh, really? We don't need to install 1.0 anymore? We just need the Nightly and then our core files from our disc?

36
Playthroughs / Re: Cyber city
« on: January 24, 2016, 04:08:28 am »
Welcome to X-com! If I see any shattered pieces of someone's ass, I'll be sure to ship them to you. Have you tried any of the mods yet?

37
Guess I'll have to walk up to a random programmer, use a stun-rod a couple of times and then politely ask them to give me a hand.

38
Is this thing working with current nightlies?

39
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: January 23, 2016, 09:33:59 pm »
Wow this looks ambitious and cool! Color me interested!

40
Offtopic / Re: Goodbye
« on: January 22, 2016, 11:09:31 am »
Damn sorry to see you go, Volutar.

41
Offtopic / Re: Insane, Impossible Mod Speculation
« on: January 22, 2016, 10:58:54 am »
I'd love to see a merged campaign of original plus TFTD. Yeah I know they're 20 years apart but just ignore that part for a sec. You'd start with 1 land base and 1 underwater base with the geoscape locations merged. Now if ships crash into the water, your subs can try to sift the wreckage. Your 8 base locations have to be divided up into land and sea, with your budget having to go into one facet or the other. Your research tech trees would be separated accordingly. It'd be fun, but a giant pain in the ass at the same time.

42
Playthroughs / Re: OPENTFTD LETSPLAY
« on: January 10, 2016, 10:24:59 am »
This thread has been idle for a pretty long time. You haven't abandoned the playthrough, have you Jstank?

43
Open Feedback / Re: Any word on openTFTD's progress?
« on: September 20, 2015, 09:38:19 pm »
Thanks for the patience here. I've tried altering the underwaterOnly: true to underwaterOnly: false and also tried removing the whole entire underwaterOnly: part and it still keeps telling me that that equipment won't function above water. Would you be willing to tell me what I'm doing wrong?

EDIT: Wait it looks like there are multiple instances of UnderwaterOnly Let me try changing them all.

EDIT 2: Good God this entire time this change was that damned easy? This is enough to bury my head in shame and commit seppuku.

44
Open Feedback / Re: Any word on openTFTD's progress?
« on: September 20, 2015, 09:53:41 am »
My PC has no clue what to use to open the file correctly. Will something as simple as Notepad suffice?

45
Troubleshooting / Re: Can't get the PS music for UFOD anymore.
« on: September 18, 2015, 07:40:07 pm »
Huzzah! Success! I had to re-download the PS music, since at some point in the past it was modified and broken up into 4 parts.

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