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Topics - Cooper

Pages: 1 [2]
16
Suggestions / Shade in base missions from geoscape?
« on: June 16, 2016, 12:14:06 am »
How about making it possible for modders to get the shade from geoscape in base defense/alien base assault missions? Would make above-ground bases more realistic if the base would actually be dark when its night and bright when its daytime. :)

I tried "shade: -1" and it gave the opportunity to adjust the shade in the mission generator, but had no effect in game.

17
Work In Progress / markerName for Alien Base
« on: June 10, 2016, 06:28:15 pm »
Is the markerName function not supposed to work on Alien Bases? Applying the code below, but the base still gets named "Alien Base-1".

Code: [Select]
alienDeployments:
  - type: STR_ALIEN_BASE_ASSAULT
    markerName: STR_TEST


missionScripts:
  - type: test
    missionWeights:
      0:
         STR_ALIEN_BASE: 100
    targetBaseOdds: 100
    useTable: false

18
Released Mods / [EQUIPMENT] Airsoft Pistol
« on: May 21, 2016, 01:50:25 am »
This mod adds a Airsoft Pistol with damage of 0 as a tactical item to the game.

Whats the point?

The Airsoft Pistol can be used for two different purposes:
1. Reaction fire training. If you manage to disarm the aliens, equip your soldiers with Airsoft Pistols and let them train their reactions as long as you want, without killing the aliens.
2. Defense against mind control. Fool the aliens by giving it to your psi-week soldiers! The mind controlled soldier will then try to kill your soldiers using the Airsoft Pistol, even if there is another gun in the backpack. (but get rid of your grenades!)

Credits:
Sprites are taken from the "Equal Terms v1.0" mod, created by KingMob4313

Click here to download.


19
Suggestions / Editing use-item text
« on: May 07, 2016, 03:11:56 am »
It would be really nice if it was possible to edit the use-item text ("Use Medi Kit", "Snap Shot" etc)

For example, the text "Use Medi Kit" does not fit very well to items like bandages and tranquilizers.

Something like this would be nice then:

items:
  - type: STR_BANDAGE
    textUse: STR_USE_BANDAGE

  - type: STR_SUICIDE_BOMB
    textSnap: STR_BLOW_YOURSELF_UP

20
Released Mods / [GRAPHICS] Cooper's Smoke
« on: May 03, 2016, 08:57:45 pm »
This mod replaces the smoke graphics with less distracting ones.
Choose between animated or static smoke. The mod does not change the effectiveness of the smoke, only the graphics.

By the way I chose to publish the mod on the mod portal, putting a download-link in the description. Even if the upload function is broken, its still working good as a overview of mods IMO.
https://www.openxcom.com/mod/cooper-039-s-smoke
New link: https://openxcom.mod.io/less-visually-dense-smoke

Downloads:
Normal Version (reccomended)
Static smoke
TFTD Version!

21
Troubleshooting / Text looks weird in latest nightlies
« on: March 17, 2016, 04:05:55 pm »
Am I the only one who got this problem in the latest nightlies?

22
Released Mods / [UFO] Extra Battleships
« on: January 25, 2016, 10:24:44 pm »
I've created a couple new battleship map variants.

The mod also slightly improves the vanilla battleship map and routes (no more empty boring rooms, or rooms that the aliens never uses!).

https://www.openxcom.com/mod/extra-battleships

23
Offtopic / What is this thing?
« on: December 17, 2015, 12:02:47 am »
Does anyone know what these blue and red things are ? :P Are they recoverable?
Or only for decoration?

24
Work In Progress / missionScripts (recon and invasion)
« on: December 11, 2015, 05:13:09 am »
 In the missionScripts, what exactly is hidden behind these?
 - type: recon
 - type: invasion

Would be really helpful to know the details :)

And how to add new alien missions without adding them under "missionScript" ?

25
Work In Progress / [WIP][TOTAL CONVERSION] UFO: Alien Takeover (old tread)
« on: December 10, 2015, 12:25:15 am »
EDIT: LATEST UPDATE AND DOWNLOAD IS MOVED HERE: https://openxcom.org/forum/index.php/topic,11769.0.html

I've been working on a expansion mod for a few weeks: "UFO: Alien Takeover".
This is my second mod ever, so I'm far from an expert at modding. The mod includes new items, new soundtracks, new alien missions, a new storyline, new research topics, and more.  It also includes various other mods from the community.

The goal with the mod is to make the game more challenging/interesting tactically (if I will accomplish that or not is another question, but I hope so), longer, harder and different.

Instead of playing as X-Com, you play as common rebel citizens. So in the beginning you have no armor, no weapons, no interceptors, just a kitchen knife and then stuff that can be found in regular stores, like shovels, axes and bandages. As you move on you can use some of the alien weapons recovered in missions, and you will find other groups and dubious gangs to work with.

Here are some images. Please note:
-The mod is far from finished, so a lot will change.
-Some of the sprites are from other mods, and I have not yet asked for permission to use all of them. I will of course do that before I publish the mod.

26
Work In Progress / Inventory section modding problem
« on: November 10, 2015, 11:22:00 pm »
After modding the inventory section, the game crashes when Ctrl-clicking on items on the ground, at least when doing it in items that would normally be put in the belt, witch is removed. Is there any way around this problem? Can the Ctrl-clicking destination be changed somehow?

27
Work In Progress / Customizable Balance Mod Pack
« on: October 20, 2015, 12:36:33 am »
Getting tired of the over-powered Psi-Amp and Blaster Launcher ruining this awesome game, I just made the "Customizable Balance Mod Pack" (my first public mod, yay!).

This is 7 different options for reducing/changing theese weapons, like requiering line-of-sight to use the Psi-Amp, making the Blaster Launcher so heavy that only very very strong soldiers can carry it, or simply removing Blaster Launcher from the game.

https://www.openxcom.com/mod/customizable-balance-mod-pack

Edit: New link to the mod: https://www.openxcom.com/mod/customizable-psi-blaster-balance

Edit 2: Latest version is attached to this post!

28
Hello!

Since the game gets a little boring after psi-amps and blaster launchers are researched, it would be nice to limit the power of theese weapons. I know there are made some mods that limits the psi-amp, I even made one myself that requiers line of sight to use it (but still allows you to use the mind probe from anywhere).

About the blaster launcher.. If we only where allowed to bring one, or maybe two, to a fight, it would not be that OP. Is there any way to limit the number of a spesific item allowed onboard a craft?

29
Playthroughs / Just finished OpenXCom for the first time!
« on: August 31, 2015, 05:53:50 am »
Just finished OpenXCom for the first time!

As you can see, I got quite lucky on the last mission, and finished in just a couple turns.

(and as you can also see, I stole a lot of names from Meridians playtrough, here represented by Roderick the tactic :D )

What an amazing game! Thanks a lot for all the hard work on this project :D Just love all the new stuff! And all the bugfixes.

Looking forward to replay the game, in ironman and with more mods :)

30
Suggestions / Awesome extended ending
« on: August 19, 2015, 03:58:28 pm »
Hos about making an extended ending, where you have to attack aliens om Mars just like they attack us on earth?
On the geoscape screen there would be an option to toggle between earth and Mars after you have researhed Cydonya or bust, for example. Then you would have to send crafts to Mars, looking for their bases, getting attacked by ufos, attacking their bases, and so on. To finish the  game you will have to find their main base by researching live aliens found in the other bases on Mars.

I always wanted the game to be like this! Would be super awesome   :D

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