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Messages - Cooper

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16
Released Mods / Re: AUTHORS: Please use the Mod Portal
« on: July 25, 2016, 01:14:27 am »
I've been able to update the images and files - but people can't seem to down load the files.
It might work if you try again. 2 of 3 times when i uploaded things it worked, but 1 out of 3 times it seemed to be uploaded but could not be downloaded.

(Or better, the site should finally be fixed..)

17
Resources / Re: Altoid aliens - All sprites are free to use!
« on: July 24, 2016, 05:02:09 pm »
Nice! Im using almost all your stuff in my mod now. Keep it coming :D

18
Work In Progress / Re: Multiple HE projectiles
« on: July 24, 2016, 06:14:51 am »
IIRC shotgun work popery only with direct damage types.
Thats sad, it was such a cool weapon when it worked!

19
Work In Progress / Multiple HE projectiles
« on: July 23, 2016, 08:44:37 pm »
I've created a cool weapon, using multiple "shotgunPelles" and HE damage. It's working most of the time, but sometimes it causes a crash. Not sure why. Has anyone tried the same thing, and figured out a way to make it work 100% of the time?

20
Released Mods / Re: [GRAPHICS] Cooper's Smoke
« on: July 20, 2016, 10:11:38 pm »
Updated Mod attached.
Awesome! I've uploaded it to the mod portal. (yes now its actually working again  :o )

21
Awesome, this mod is definitivly a must.

22
Playthroughs / Re: Finished in less than 2 hours
« on: July 17, 2016, 01:15:07 am »
That 9 minute run was damn impressive, even if it was very heavy save scumming.

Next goal: finish in less than one hour without saving.

23
Suggestions / String for damagetype 0
« on: June 28, 2016, 12:36:36 am »
Damagetype 0 is not really used, so is a nice option for modders to create an additional type of damage. However, changing the name/string of the damage type is problematic. It is now called "Unknown", the same as the status on a research project that has just been started, and its not possible to change one without changing the other too. So is there any chance there could be made a unique string for damageType 0?

24
Playthroughs / Finished in less than 2 hours
« on: June 22, 2016, 01:35:32 am »
I wanted to see how fast I could complete vanilla OXC, turned out 1 hour and 49 minutes was enough  :o (Beginner difficulty) Could have done it even faster if the stupid snakemen did not attack my base shortly before I went to mars. I also wasted some time researching and manufacturing armor, which was not actually needed.

Anyone else tried to do a superfast playtrough?  ;D

25
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.

26
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

27
Offtopic / Re: Incorporating VR into old games
« on: June 10, 2016, 04:55:25 pm »
I was messing around with Unity 3D a while back, where you could create games very easily that run on VR. I found a way to import 3D models from Sketchup, and added a medium scout that someone had created, from the online warehouse. Felt pretty awesome to actually walk around inside a medium scout "in real life" :D (the immersion was super amazing)

28
Active Alien Geoscape AI would be awesome, and make a not so interesting part of the game a lot more fun! Would also make it more interesting to create a mod where you attack Mars.

29
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: June 07, 2016, 05:16:03 am »
What kind of terrain is this and which mod?

I wanna have it in my mod also.

Its the farm terrain from Alien Takeover.
However I'm not completely satisfied with the terrain so I wont release it yet :P (and MapView suddenly stopped working for no reason..)

30
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: June 04, 2016, 11:10:06 pm »
Aliens where killing us, one by one. Trying to escape to the craft with the last live operative. Manged to escape the situation on the picture!



... but passed out just a few tiles away from the craft, and lost the mission :(

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