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Topics - nadir-1648

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Released Mods / [CRAFT] Pyro-GX
« on: January 30, 2016, 11:55:59 am »
"Some fighter jocks worship their hardware, but I'm not the religious type..."

This mod adds Descent's Pyro-GX fighter, researchable after the Firestorm. I won't even pretend this thing is well-balanced, but that's to be expected - the Pyro is 2132 tech, after all, it should be wiping the floor with everything.

Except the Avenger. I couldn't dethrone that one, it just didn't seem right.

All resources in this mod (save the UFOpaedia image, which comes from, well, Descent) are original material. Feel free to use them if you like, but credit would be nice if you do.

Special Thanks to:
- chaosshade
For pointing out the obvious, which is assistance I desperately need on a regular basis.  :V

- Robin
For sharing some of that graphics wisdom to help get the UFOpaedia working

Work In Progress / Converting pictures to the appropriate palette
« on: January 30, 2016, 06:07:23 am »
I'd like a little bit of help here, because I'm at a loss. I'm trying to get a picture converted to the appropriate palette for the UFOpaedia, but just loading the palette into it makes it look completely screwed because the original palette for it borders on complete insanity.

I really, really hope I can get it working without having to fix it all by hand, could somebody help me out?  :-[

Work In Progress / Borkforms!
« on: November 23, 2015, 02:12:19 am »
Sometimes people fail in a hilarious fashion. In this case, I went in with a very limited understanding of how unit sprites work.

Gentlemen, I present the Borkform. And I included the mod so you can see the abomination in motion. Just install the mod, start a new game, hire a Vatform, send him to a mission, and watch as he flails about.

I found this sufficiently amusing that I even screwed up the paperdoll to match  :P

Work In Progress / A Small Colouring Question
« on: November 22, 2015, 01:13:50 am »
Does anybody know how I can replace colours of the same value with one colour in mtPaint? Basically a palette swap but within the same palette?

Thanks in advance :)

Released Mods / Spectre Suit
« on: November 20, 2015, 08:09:43 am »
Yay, armour that can tank Heavy Plasma hits very reliably indeed!

The Spectre Suit is an endgame armour set researchable after you get all other armour and research Cydonia or Bust. It outclasses all other (vanilla) armour except in its inability to fly.

Thanks to:
Hobbes, chaosshade, Warboy, SupSuper, hellrazor
For tolerating my blundering and helping me get it working

For making the battlesprites, corpse bigob and corpse floorob which I bastardised slightly modified into what they are here.

For deborking the floorob :p

Updated the mod with the new one

Offtopic / Insane, Impossible Mod Speculation
« on: October 26, 2015, 01:07:34 am »
I'm sure everyone has an idea for a mod that's completely inconceivable, right? Share your lunacy with us!

I, for one, have had the idea of a Dead Space mod, where clicking a unit to shoot it lets you pick what part to aim for. Same setting, 1999 and such, but with necromorphs. At first you'd be getting absolutely trounced because starting weapons, but as you move on your scientists develop much more effective implements of dismemberment!

Possible? Hahaha no. But still a fun idea :D

Released Mods / New Memorial Music
« on: August 05, 2015, 11:22:05 pm »
This is two rulesets to let you have separate music for the memorial. It also comes with the EU2012 memorial music. Installation instructions in the package  :)

Playthroughs / Let's Play OpenXcom: Now on Android!
« on: July 16, 2015, 01:13:08 pm »
I happen to like narrative LPs, and I also like the Final ModPack. So let's do both, on the Android version!

-Android Port
-Final Mod Pack
-Veteran Difficulty
-Ironman play style
-Fighter Transports (to simulate pilots)

I'll be doing this as a screenshot LP because this way you get to see my terrible thoughts, and I'm kinda insecure about my voice  :'(

I'll be taking soldier names, personalities, weapon requests and research requests. Need at least 8 soldiers to actually get this off the ground. Should you be KIA, gimme a new soldier profile if you like and you'll have another one.

edit: Current Roster, in no specific order
Ivan Dogovich
Conrad Mazian
also need interceptor pilots but they're relatively unimportant

Playthroughs / Skin Grafts For Everyone!
« on: July 15, 2015, 09:15:55 pm »
Whelp, that was a disaster.

FMP Ironman
 Snakeman Terror Ship Crash Recovery, Forest Terrain


6 Rookies, 4 Squaddies, 2 Sergeants, 2 Captains

1x Assault Rifle, 3x Rifle Alloy Clip, 1x Grenade, 1x Smoke Grenade, Coveralls
1x Assault Rifle, 2x Rifle Alloy Clip, 2x Grenade, 1x Smoke Grenade, 1x Pistol, 1x Pistol Alloy Clip, Armoured Vest
1x Heavy Cannon, 2x HC-Alloy, 1x Grenade, 1x Smoke Grenade, 1x Incendiary Grenade, 1x SMG, 1x SMG Alloy Clip, Alloy Vest
1x Tactical Sniper Rifle, 3x TSR Alloy Clip, 1x Magnum, 2x Magnum Alloy Drum, Alloy Vest

These 14 soldiers were split into two teams, each consisting of three Rookies, two Squaddies and a Sergeant, with the Captains hanging back at the 'Ranger.

Turn 1, the foremost rook tossed a smoker to the base of the ramp.

Turn 2, the rookies deployed in a circular formation around the ramp, spotting nothing.
Alien Turn: Snakeman seen slithering in the foliage, no shots fired.

Turn 3, two rookies advance on where the snake is presumed to be hiding. One gets killed by reaction fire from a snake hiding in some nearby trees. His partner freezes and spins in place, not finding the shooter. Meanwhile, the other rookies have deployed.
One Squaddie primes his grenade and tosses it to the pinned rookie, who catches and throws it into the brush.
One snake is maimed and exposed.
Alien Turn: The rookie who grenaded the bushes is shot at but not hit. The snake in the trees is shot by a squaddie while mulling about.
Turn 4: Rooks and squaddies fan out from the 'Ranger, one group moving to help the pinned rookie and the other searching for the UFO. my snipers set up in the smoke cloud.
The snakey in the trees gets shot from behind. Killed.
Alien Turn: The grenaded snakeman bleeds to death. The sweep team spots a Chryssalid wandering on top of a hill.
The whole sweep team opens fire on the chryssie, hits it a few times, but fails to drop it. Snipers engage and hit but it remains standing.
The other group loses a rookie to a plasma caster reaction shot. The one remaining rookie throws a grenade to smoke out the shooter.
Alien Turn: The chryssalid paces for a while, then decides it's time to make some babies and strolls over to the sweep team, mercifully running out of TUs just as he's breathing in a rook's face.
The snake with the plasma caster survives the pineapple surprise and retorts with his own. One whole team is now gone.
Team 6: The remaining team runs like hell because Chryssalid, but you're not outrunning that guy without help.
The AI doesn't like fire. The last Sarge had been hanging back, saw the problem here, and came up with a solution only crazies would see: Disco inferno. He primed and tossed his incendiary at his buddies.
Alien Turn: The whole squad (save the snipers) smells like Jimmy Dean now, but Chryssies likes their meat raw and wrigglin', so he walks along the perimeter of the fire for his whole turn.
Turn 7: The BBQ'd troops move out of the fire to shoot the Chryssalid some more, and thankfully it dies.

Obviously, we're in no shape to keep fighting here. The next few turns are an uneventful bug-out. Nobody else died, but their stuff is probably in a Snakeman pawn shop now.

And the pyromaniacal sergeant got promoted.

Suggestions / Yet Another Psi Restriction
« on: July 15, 2015, 12:04:51 am »
A single Psi-Amp can break the game in half, as has become common knowledge. It kinda needs a nerf,so here it is: Both Psi powers consume energy, either flat rate or percentage, with Panic taking half the energy of MC. This way the Energy gauge will become something people actually pay attention to   :P Theoretically, anyway.

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