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Messages - Cooper

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46
Like it! Looks very aerodynamic and UFO-ish.
Maybe make the top floor look more like the floor below, and the floor below more like the top floor? If that makes sense..

47
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: July 27, 2016, 04:44:49 am »
Picture 6: New Cyberdisc

Picture 7: New geoscape stuff
         A: UFO
         B: Our Craft
         C: Alien Settlement
         D: Terror site
         E: Our Craft
         F: Our Base
         G: X-Com Base (has no function unfortunately, just for show)
         H: Alien Base

48
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: July 27, 2016, 04:36:35 am »
Alright, time for an update. A lot of testing, balancing, adding, bugfixing and improving have been done lately. Here's some photos.

Picture 1: A bunch of cew crafts.

Picture 2: Alien Settlement terrain (WIP), and new Thurox aliens.

Picture 3: Some of the stuff that has been improved.

Picture 4: Sectoid Ghost! And new UFOs.

Picture 5: The UFO is shooting at us! Don't mind the horrible graphics, its WIP.

49
Resources / Re: Altoid aliens - All sprites are free to use!
« on: July 26, 2016, 06:47:42 am »
Quote
Is there a downloadable version for trying?

Not yet. However, i found and fixed a few bugs in the AlienNavy ruleset. Its mixed together with 1 mb of other stuff, but I could try to dig out something if you are interested.

50
Work In Progress / Re: Multiple HE projectiles
« on: July 26, 2016, 06:39:33 am »
I have a hypothesis that it may have something to do with projectiles leaving the map. Try giving it an arced shot so that all of the projectiles are more likely to hit the ground inside the map.
I have also experienced this inside a craft. Giving it an arced shot worked for quite some time so it somehow helped, but then.. crash again :(

51
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

52
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!

53
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?

54
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 )

55
Awesome, this mod is definitivly a must.

56
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.

57
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?

58
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

59
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.

60
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

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