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Messages - nadir-1648

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31
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

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

edit:
hellrazor
For deborking the floorob :p

Updated the mod with the new one

32
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: November 06, 2015, 07:47:06 am »
Hello!
Great work!
I play on Android Lollipop and it works very fine.

QUESTION:
Can I add the original PSx Xcom "Sounds" and Music to the android version?
At least the music would be great.

Thank you

Certainly is possible!

Sounds:

https://www.openxcom.com/mod/ufo-defense-psx-sound-effects

Music:

https://www.openxcom.com/mod/ufo-defense-psx-music

33
Offtopic / Re: Insane, Impossible Mod Speculation
« on: November 06, 2015, 07:43:00 am »
I'm sure N. Korea would be a perfect place for such an X-Com to operate from. Everything's for cheap and the Glorious Leader asks no questions and doesn't really give a s**t if you break law as long as you have cash on hand and are willing to do some favour from time to time :)

And the access lift includes a statue of every Kim, oldest to youngest, and if they get destroyed so does the base
 :P Your partnership with North Korea also includes a steady stream of free, unpaid "volunteers" :D

Here's another idea. How 'bout vehicle (HWP and craft) operators, with skills that affect the performance of their vehicle (which they're assigned to in the Equip Craft menu)? If the craft is lost, you get a 50/50 chance of getting a special mission to go save the pilot. Both types of pilot appear in your base and can die in combat, and both can get experience and promotions like normal.

34
Offtopic / Re: Insane, Impossible Mod Speculation
« on: October 26, 2015, 06:48:43 am »
Ohh I was too literal. With built-in safeguards, like normal humans have, and which those dwarves lack :)

X-Com soldiers are hardly normal people. You'd have to be a real lunatic to sign up for this  :P
I've also seen multiple HE-related incidents that say they don't habr safeguards...

Edit: Or have, even -.-

35
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 26, 2015, 06:16:43 am »
Well if you want to punish the inattentive you could make  a dress uniform the default for soldiers who aren't changed into their boonie hats, with protection of 0 on all sides and reducing reactions, TU, strength and energy :D

... nah, too evil. But the option's on the table XD

36
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: October 26, 2015, 06:12:06 am »
...
...
...
...
 :o
WHAT! This is first turn!

"Hello, have you heard the good news about the Brain..."

:D

37
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

38
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: October 26, 2015, 12:48:35 am »
It's... actually shocking how well the controls work with a touchscreen, isn't it? The only thing I've had problems with is the buy/sell/transfer screens and that would be easily rectified if I wasn't too lazy to get a stylus.

39
As the unofficial Vlad Awards arbitrator, I'm gonna say that you should be very, very ashamed of yourself you horrible monster. Keep up the good work, the mod lives up to its name :D

40
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 26, 2015, 12:34:05 am »
Boonie hats for the win! :3

You're in the army now, guys, the Ghostbusters jumpsuits you're used to won't cut it.

Awesome mod, can't wait for the new version.

41
Suggestions / Re: Funny Racial statistics in TFTD
« on: October 14, 2015, 05:06:12 am »
Incidentally, if we're discussing aquanaut pictures making no sense, we simply must mention the fact that TFTD has exactly one death scream, and it sounds pretty male.

Also the Guile hair. They left the Guile hair on the sprites but none of the paperdolls have it (and one is bald). That is injustice, people.

42
Offtopic / Re: Introduce yourself
« on: October 14, 2015, 04:34:43 am »
Heh. That'll happen. Welcome!

43
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: October 10, 2015, 12:50:39 pm »
Incidentally, I did a clean install of the version posted above and can't seen to get mods working. I've tried making a Mods/ folder and haven't gotten results.

Edit: I found the mods folder where I put the saved games ^^;

44
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  :)

45
Suggestions / Re: Ufopedia while in battlescape
« on: August 02, 2015, 09:04:57 pm »
Is it bad that I fail to see the utility of this?

I mean, all information on weapons (except damage) is already right there and the UFOpaedia doesn't really say anything useful about the aliens.

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