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Messages - Cooper

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16
Help / How to make a "rescue the VIP" mission?
« on: December 02, 2023, 06:33:13 pm »
Is this possible somehow?

I want to make a mission were the way to win is if the player grab an item (named "unconscious VIP"), and return it to the craft.

Thanks for any help!

17
Help / Re: Inventory civilian sprites somewhere?
« on: May 10, 2023, 11:04:44 pm »
Just perfect, thank you! Do you happen to remember who to credit for  inventory_MALE_CIVILIAN_BLACK.png ?

18
Help / Inventory civilian sprites somewhere?
« on: May 10, 2023, 08:41:07 pm »
In UFO: Alien Takeover, the mod I am working on, the soldiers has been replaced with common citizens. So I have replaced the battlescape soldier sprites with civilian looking sprites, but the inventory screen sprite is still the same vanilla soldier sprite. I don't have skills to make an inventory citizen picture, so is there maybe some sprites somewhere on the forum or in some mod that can be used as a starting point?

19
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 27, 2023, 05:35:05 pm »
Version 0.3.0 is out!

See this post for changelog: https://openxcom.org/forum/index.php/topic,4163.msg150527.html#msg150527

Edit: Thank you for 169 downloads on version 0.3.0 :D Version 0.3.1 is now out, see attachment.

Edit: Version 0.3.2 is out! Download is attached to this post: https://openxcom.org/forum/index.php/topic,4163.msg150527.html#msg150527

EDIT: LATEST UPDATE AND DOWNLOAD IS MOVED HERE: https://openxcom.org/forum/index.php/topic,11769.0.html

20
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: December 22, 2022, 07:54:25 pm »
Wow that is super!!! Im not sure avout the "time looper" , it's very cheaty, maybe remove from game or one usage per missionallowed?

Startin game time is set in 1120, May i advice to use same as TFTD, that is to say 2040?

Thanks :D

I totally understand your concern about the Time Looper, however the ammo is very expensive to manufacture (requires 35 Elerium for each ammo/use, and Elerium will, especially from mid game, be used for a lot of other things too) so you would only use it when it is really needed. You can not manufacture the Time Loopers either, only on a rare occasion find them in Alien Storage Facilities.

I'm actually changing starting year in the next version, because year 1120 seems too far away from what we normally relate to.  Also some of the tech in the mod did not exist in 1120. But its gonna be set to 1980, because the story begins before X-Com var formed, and also I prefer a more retro-vibe.

21
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: December 22, 2022, 01:05:47 am »
all right please some youtube gameplay video?  :P (also update first post, mayne upload on openxcom. mod. io)
Here is a quick gameplay / preview video I have put together: https://video.hardlimit.com/w/nqaK84wFUATYB6mgtAXQVz  :)

22
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: December 14, 2022, 06:59:58 pm »
Edit: continuing the cangelog in this post as the previous one reached character max limit.

Version 0.3.10:
Balancing: Completely rebalanced the Surgery Laser again, reduced Betharian aliens armor, some changes to mission weights, moved start of retaliation from end game to mid game, mid game aliens are even tougher and more interesting and cool, added Theezlins to the Betharian crew for more variation, reduced chance of the same alien races several months in a row
Bugfixes: Fixed small manufacture listorder bug, fixed fatal bug with Queecher terror unit
Completions: Betharian corpse florob and string, Betharian inventory image
Misc: Reduced power of light homemade explosives so it makes more sense
New stuff: Surgery Laser Battery, three new mixed alien crews (containing already existing aliens)

Version 0.3.11:
Balancing: Give Hybrids lower starting Psi Skill & stamina and higher starting TU & bravery, increased sellprice of alien weapons but lowered sellprice for Plasma Shotgun that was way to high, reduced research time for all live aliens
Bugfixes: Fixed SMG clips not being possible to manufacture
Completions: Added ufopaedia page for Hybrids, added string for SMG project, added colored variants of the Combat Armor just like the Armored Vest got
Misc: Gave hints in ufopedia pages to keep investigating UFO parts
Projects (research): Give Combat Training do not directly unlock items anymore but unlocks research for those items instead
Improvements: Several improvements in which missions can appear when - including removal of possibility for the same mission twice in the same month, removed possibility of the same mapblock spawning twice in Alien Bases, improve and expand Alien History UFOpaedia text

Version 0.3.12:
Balancing: Takes two more days of build time for Alien Containment. Stun Grenade no longer requires Basic Weapon Training.
Bugfixes: Fixed string bug in medkit screen.
Improvements: Small visual improvement of Alien Base terrain (made a building above ground less square).
New stuff: Two new tactical items: Alien Hydrogen Container and Incapacitator! Added Expanded Terror terrain from Hellrazor. New mapblock in Alien Base.

Version 0.3.13:
Balancing: Lower fequency of Settlement Supply missions. More secondary terror units in alien bases, settlements, xcom base, terror ship and terror mission. Improved SMG accuracy.
Bugfixes: Fixed Alien Settlement stage 1 chronotrigger bug, and a couple small terrainbugs.
Completions: Added combat knife sprite to RCV/Combat. Created missing floorsprite for Settlement part 2.
Improvements: Made Alien Settlement stage 1 tiles much prettier. Several minor visual improvement to Alien Settlement stage 2 terrain. Visual improvement of Warship exterior. Removed ugly SMG bulletsprite.

Version 0.4.0: (should be compatible with versions 0.3.X, but you might have to do some research over again)
Balancing: More than I bother to write down, including: More Alien Proxy Grenades in storage facilities. Slight reduction in Organizer price. Lowered Hybrid statcaps on fire, throw, melee and stamina. Increased amount of Plasma Shotguns in alien deployments in most missions making aliens more deadly and making human-usable weapons a little more rare. Made Incapacitator less effective against Chryssalids and Xaria. Removed chance of psionic aliens in the first month. Increased amount of Alien Blueprints in Storages when they are needed for Proof Of Alien Invasion to avoid potentially too slow progress. Increased Winchester clipsize from 4 to 6. Making Base Defense harder by changing routes and spawn points. Increased amount of Alien Medi Kit in alien storages. Made some aliens more vonurable to acid. Reprogrammed Cyberdisk debuff. Increased Alien Surgery availability especially in end game, for laser weapon production. Made Aerials more common for more alien race variation. Dart Rifle buff. Increased Plasma Torch clipsize from 3 to 4. Increased Thurox and Warship Turrent bravery. Increased Plasma Torch power.
Bugfixes: Fixed *extremely* rare bug that would crash the game if a zombie corpse tries to spawn in a downed UFO. Fixed exit tiles bug in Outpost Defense mission. Fixed Stun Grenade not possible to bring on to crafts. Fixed small Base Defense route bugs. Fixed Mind Shield and Hyper Wave Decoder showing each others mapblock in base defense. Fixed Medi-Kit having two manufacture options. Removed chance of late Crop Circle mission spawning in arctic/antarctic. Fixed ruleset bugs that did not nessesarily affect the gameplay. Fixed incorrect info about Psi-Projector in UFOpeaedia. Fixed Altoid Scientist unlocking going to Mars research. Fixed rare bug that crashed the game very late, if two retaiation missions spawned at the same time. Fixed small Adv. Stun Grenade sprite bug. Fixed Aerial graphics bug. Fixed Multi Armour graphical glitch. Fixed rare Elerium recovery bug.
Completions: Alien doors animations. Adding missing strings, and some missing UFOpedia articles. Added UFOpedia images for Betharian aliens and Flying Fortress. And more. Set proper Mind Shield price. Created unique base defense mapblock for Large Hyper Wave Decoder, and generally completed the Base Defence terrain. Added variants of the Power Armor. Added missing research and set price for Laser Defense. Finished battlenuke graphics.
Misc: Created new research tree overview document. Deleted or removed discarded items and UFOpedia articles. A lot of testing and looking for bugs. Adjusted some music volume. Warship: Removed possibility of commander being unavailable upstairs due to blown up floors by increasing floor armour, increased amount of aliens, reduced cheat turn number.
Projects (research): Projects tree overhaul! Removing things that did not make sense, adding new things, changes and additions to the story, moving things around. Too much to mention everything, but one cool thing is: In order to let the player choose their own playstyle as much as possible, the majority of Alien Smoke Grenades in storage facilities and all Alien Smoke Grenades in Explorer UFOs has been replaced with a new item called Alien Gas Mix, that can be used to manufacture Alien Smoke Grenades, Elerium Balls, and more. All alien engineers also carry one Alien Gas Mix for increased supply.
Improvements: A whole lot of misc. Made mapblocks for several facilities in Base Defense a lot less ugly. Laser weapons overhaul: better sprites for Laser Rifle and Guided Laser rifle, and changed stats. Improved Aerial graphics.
New stuff: New background image when using the Alien Scanner. Replaced most landing crafts with brand new ones, that are not just similar versions of the same craft but each with its own features and personality. Added back vanilla pistol and Heavy Cannon. Added possibility to disable self destruction mechanism on blaster bombs. Added possibility to build Operation Center (aka Laboratory) mid game.


-------------

Version 0.2.20 is out! And as I finally have played trough the whole mod and had a LOT of progress in completing and balancing things, it is no longer super unfinished and I no longer advice against playing it! :D 

Early and mid game should be very polished and complete. Only the end game needs some more polishing, but its hopefully pretty balanced as well.

The development of the mod has been crazy fast in the last few weeks, but will now slow down significantly as I have reached my goal to make playing the mod a good experience and complete enough to be definitively playable.

I hope others will have as much fun playing it as I had making it, and I appreciate ANY feedback!  8)

Latest version is attached to the previous post! Read the readme-file before playing!

23
Help / Re: Game freeze sometimes when using invisible units
« on: December 11, 2022, 07:05:29 pm »
Ooh, thats such bad news.

And that advanced scripting is not done in the mod I assume but in OXC itself?

24
Help / Game freeze sometimes when using invisible units
« on: December 11, 2022, 12:14:19 pm »
In the mod I'm working on I have the possibility to use certain captured aliens as our own units - as slaves.
The idea is that they can walk around and rarely be recognized as an enemy because other aliens think it is one of them.

To achieve this I use  loftempsSet: [ 100 ] on the armor. It works great and the unit is only occasionally seen by the aliens.

However when testing this for a while, the game occasionally would freeze. Probably the aliens get confused when they are not able to walk somewhere and don't know why because they cannot se the unit. This is so sad because I really really loved this part of my mod.

Any idea on how to fix this? I tried a few other loftempsSet numbers but it did not help much.

25
Help / Spawning a small unit from a big unit
« on: December 03, 2022, 06:22:18 pm »
I'm using spawnUnit to spawn a 1x1 unit from a 2x2 unit. This gets a little buggy because of the size change. Is there any way to make the game less confused when spawning a small unit from a big?

26
Help / objectiveFailed also on loose mission?
« on: December 02, 2022, 12:14:53 am »
When using this code, the debriefing screen only after aborting gives -500 points, but if loosing the mission  I just get "Craft is lost" and  not -500 points. Is there a way to get this in both abort and loose situations?

objectiveFailed: [STR_TERROR_MISSION_LOST, -500]


27
Help / Re: Adding items to the UFO breaks Elerium recovery?
« on: December 02, 2022, 12:02:53 am »
Thats useful, thanks!

28
Help / Re: Adding items to the UFO breaks Elerium recovery?
« on: November 23, 2022, 01:41:50 am »
Right!

I'm so glad one Elerium in battlescape = 50 Elerium in geoscape right now.

29
Help / Re: Adding items to the UFO breaks Elerium recovery?
« on: November 23, 2022, 12:16:23 am »
Alright, thanks for the info.

Any cool ideas on how to work around this?

30
Help / Adding items to the UFO breaks Elerium recovery?
« on: November 22, 2022, 10:07:35 pm »
Ive added some items to a UFO floor like this:

  - type: STR_MEDIUM_SCOUT
[...]
    battlescapeTerrainData:
      name: UFO_110
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
        - U_PODS
        - U_DISEC3
        - UFOL83
      mapBlocks:
        - name: UFO_EX1
          width: 10
          length: 10
          items:
            STR_ALIEN_SMOKE_GRENADE:
              - [7, 3, 0]
              - [7, 3, 0]


However this causes Elerium not to be recovered anymore! Is this a bug? Any way to fix this without removing the item?

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