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Messages - Cooper

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61
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

62
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)

63
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.

64
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..)

65
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 :(

66
Released Mods / Re: [EQUIPMENT] ATGM Launcher
« on: June 02, 2016, 11:03:55 pm »
Nice! Medium damage wide-area + high damage small area seems useful.

Edit: You should put a link to the attached zip-file in this tread on your page at openxcom.com as the upload function on openxcom.com is broken.

67
Suggestions / Re: Aliens Own Earth
« on: June 02, 2016, 06:49:27 am »
You could remove all alien missions in January and add a ton of Alien Base missions instead. Combining this with having a starting base without radar, and the radar taking a month to build will create a similar situation. Not optimal, but the best thing possible with the current ruleset as far as I can think of.

68
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: May 31, 2016, 05:27:57 am »
Very nice, look forward to trying this out when it's ready.
Thank you :)

May i inquire about the nature of the Alien Extermination Mission?
The Alien Extermination Mission is similar to Alien Terror, but it has 25% execution odds each month and the aliens goal with the mission is to kill as many humans as possible :P Also it does not spawn a terror site, but spawns two UFOs that will only appear in this mission. One of them with aliens equipped with very specific weapons, the other with only one normal alien + a lot of terror units (sometimes zombies), and civilians will spawn on the terrain. So nothing super fancy, but distinctive, and its fun to fight terror units and zombies.

Alien Extermination Missions make me think you're sending your operatives into a chryssalid hive to die
That might happen :D

69
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: May 30, 2016, 05:20:13 pm »
Check this out. :) Just something I threw together last night, a video showing different maps, items, audio, etc.

May progress:

-Created new smoke graphics
-Added custom sounds and hit/bullet graphics for some of the alien weapons
-Created three new alien weapons
-Created a couple new UFOs
-Added a couple new alien terror units
-Created a new alien item, added more human weapons, more armor and Trained Rebels
-New alien mission: Alien Extermination. Changed Alien Supply mission
-Pretty much finished mid game "research"
-Balancing, bugfixing, worked on the way to many unfinished parts of the mod (items, graphics, planet etc)

70
Released Mods / Re: [GRAPHICS] Cooper's Smoke
« on: May 22, 2016, 10:06:04 pm »
could be made this mod for TFTD version? i have problems with the boobles :P
Sure why not. I dont know how to mod for TFTD but I guess making it compatible to TFTD could be done in a few seconds. So if someone could tell me..

..if it is enough to replace master: "xcom1" with master: "xcom2" in the metadata file?

Or does this have to be changed as well?
Code: [Select]
extraSprites:
  - type: SMOKE.PCK
    height: 40
    width: 384
    subX: 32
    subY: 40
    files:
      8: Resources/CoopersSmoke/smoke.gif

I dont have TFTD on my computer so I can't test it.

71
Released Mods / Re: [EQUIPMENT] Airsoft Pistol
« on: May 21, 2016, 05:47:19 pm »
This is redundant with the stock pistol - which is 2x more accurate, so you spend much less of your playing time shooting and missing. The first XCOM armor is already good enough to make you safe from pistols.
Further in the game, when you have the second armor, laser pistols are safe to use in cas of mind control, and have actual infinite ammo.
If you want to exploit the experience system, with -40% damage from bullets, Mutons are pretty much immune to pistols/rifles.
In a situation where you have 15+ soldiers and just a couple Mutons, the Mutons are dying a bit to fast even if you have only pistols :P Its also nice to be able to reaction fire train on other races when Mutons don't appear.

Good point with the accuracy, I'll increase it.

Sure, you can use laser pistols, but by using this its safe to carry a lot more powerful weapons with you.

--- posts merged - Solarius Scorch ---

Version 1.1:

-Slightly decreased clipsize
-Increased price
-Increased accuracy. Still sliiightly less than the stock pistol to maintain some realism, but it makes up for it by:
-Decreased time units cost

72
Released Mods / Re: [EQUIPMENT] Airsoft Pistol
« on: May 21, 2016, 02:55:05 pm »
Nice idea   :)

I think your second point is the one this will be useful for. Psi-attacks happens every game, and is dangerous. Especially early on.

Reaction-training can mostly be done using ordinary vanilla-game Pistols. At the stage of the game where you are able to mind-control (a necessity for being able to unarm, and keep in place, an alien) you should have Power Suits already.

Well, even Mutons can be killed with enough pistol shots. But I agree that its definitively more useful for psi defense.

Quote
Question: Don't you think a 25-round clip is a bit much? I know they are supposed to be "dummy" rounds with no damage, but nevertheless. Compared to the Pistol's 12-round capacity (and 11 hits should allow maximum stat-gains anyways) it seems a bit much to me.
Hmmm maybe. But at the same time its nice to have a lot of shots for when you are mindcontrolled, so the aliens keep using the airsoft pistol instead of other leathal weapons you might have in your backpack or belt. But I'll think about it.

73
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.


74
Released Mods / Re: [GRAPHICS] Cooper's Smoke
« on: May 12, 2016, 01:11:05 am »
Thanks, glad you like it!

75
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.1g
« on: May 12, 2016, 01:10:22 am »
meanwhile, in the alien dimension..

..alien engineers are still arguing about ufo construction
Both are very nice, but I like the first one better.

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