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Messages - Cooper

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121
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 09:10:55 pm »
I've been considering a similar Research/Mission structure, where completing research on project A generates missions B, C or D, which then trigger additional missions. Research would be called instead Intelligence or Operations or Planning.

Yeah it provides some interesting opportunities!


Wow that's gonna be a load of work!!!

Thats very true :D However, a lot is already done. I am currently working on the last endgame items, and the "research"-tree is pretty much completed. But still there is a lot to do when it comes to balancing, testing, sprites, strings, soundtracks, ++

122
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 02:10:27 am »
But yeah, I'm aware that its does not make completely sense to do it that way. What things are called/UFOPedia entries have not been a priority yet, but this could easily be changed to something like "Explore shops in nearby cities" or something.  :)

123
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 01:48:19 am »
Will just have to hope that the player does not make the first base in the middle of nowhere  :P

124
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 01:40:21 am »
Maybe I will, alien movies could be inspiring new ideas for the mod.

"Kitchen-Knife-on-a-Stick" would be awesome :D
But a ranged melee weapon is a good idea!

First research (or projects, as its called in the mod) goes like this:

-Rebel meeting
    -Motion Scanner (Motion Scanner)
    -Contact Other Rebel Groups (Solders aka Rebels)
    -Explore local shops (Ax, Shovel, Ground Flare, Tranquilizer, Bandage, Gasoline, Frozen Orangejuice Concentrate)
        -Explore army shop (Combat Knife, Armored Vest)
    -Gang Negotiations
        -Basic Weapon training
             -...and then a lot more

125
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 01:22:18 am »
I have not seen those movies, but the story is set to the 80's and there is kind of a goal to create that kind of a vibe :D

126
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 01:04:34 am »
Thanks for the interest!

Quote
It's a bit worrying that you start with kitchen utensils as weapons, because it may suggest some really mind-straining things you're supposed to do to make the airsoft be useful
Good point! I guess I'll just make the Airsoft Pistol unavailable until after normal weapons are available. Its not really needed until after that anyways :)
Only three items are available from the start, so it should not be too confusing.

127
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 12:28:51 am »
More images

128
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 12:26:33 am »
More images

129
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.

130
Troubleshooting / Re: "mods" folder location in Windows 8
« on: December 05, 2015, 02:44:08 pm »
I am no expert, but here is a couple suggestions:

-Try to just create a folder named "mods" in that location and put your mods there, and see if it works.

-It should also work if you put them in the "standard" folder, witch is located in the other "openxcom" folder.

Im using Windows 8 too by the way but the "mods" folder is not missing here.

131
Work In Progress / Re: Inventory section modding problem
« on: November 11, 2015, 01:24:33 am »
Using "STR_BELT" as a string for one of the "pockets" stops the game from crashing by the way, but there is still a "not enough space" message appearing when I'm trying to pick up something from the ground with a Ctrl-click even if there is some space in the back pack.

132
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?

133
Work In Progress / Re: Research requirement for buyable soldiers.
« on: November 09, 2015, 04:55:37 pm »
To avoid spoilers, is there a way to hide non-researched soldiers from the salaries list in the Monthly Costs section?

134
Troubleshooting / Re: Double Scientists
« on: October 23, 2015, 05:34:01 pm »
Thanks! Works just fine now.

135
Troubleshooting / Re: Double Scientists
« on: October 22, 2015, 08:03:08 pm »
My game crashes when going into battlescape after I installed the latest nightly.. Have disabled pretty much all the mods, so they should not be the reason. Weird thing is: if I go to the "options" menu after starting the game (without necessarily changing anything), and back, and then start/load a game, it works just fine.

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