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Messages - Cooper

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76
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: May 07, 2016, 03:48:34 am »
Then you obviously did something very very wrong, or just had bad luck.
Both, I guess. I was impatient and underestimated the aliens, and basically just stormed a battleship. And the aliens went crazy with blaster launchers and psi.. Never underestimate a battleship on superhuman difficulty! (unless you are using psi amps or blaster launchers yourself) :P

77
Suggestions / Editing use-item text
« on: May 07, 2016, 03:11:56 am »
It would be really nice if it was possible to edit the use-item text ("Use Medi Kit", "Snap Shot" etc)

For example, the text "Use Medi Kit" does not fit very well to items like bandages and tranquilizers.

Something like this would be nice then:

items:
  - type: STR_BANDAGE
    textUse: STR_USE_BANDAGE

  - type: STR_SUICIDE_BOMB
    textSnap: STR_BLOW_YOURSELF_UP

78
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: May 05, 2016, 03:04:02 am »
Only a long hunt is a good hunt *muhahahaha* Die Bitches!

Well at least they send me enough to not complain...

Nice!
I just did a mission like that, only I was the victim :P

79
Released Mods / Re: [GRAPHICS] Cooper's Smoke
« on: May 04, 2016, 03:22:49 pm »
Works fine.
There is one minor problem on white/light-colored terrain, though, it is very hard to see if there is smoke at all, especially when using the static smoke.
Not sure how that could be changed, though, as it's not a fault of your mod, but caused by the indexed color pallettes of XCom....

Hmm that's strange, I tried all the different terrains and display filters and it looked fine to me. Do you have a picture?
Maybe it would help to add more dark pixels.

80
Released Mods / [GRAPHICS] Cooper's Smoke
« on: May 03, 2016, 08:57:45 pm »
This mod replaces the smoke graphics with less distracting ones.
Choose between animated or static smoke. The mod does not change the effectiveness of the smoke, only the graphics.

By the way I chose to publish the mod on the mod portal, putting a download-link in the description. Even if the upload function is broken, its still working good as a overview of mods IMO.
https://www.openxcom.com/mod/cooper-039-s-smoke
New link: https://openxcom.mod.io/less-visually-dense-smoke

Downloads:
Normal Version (reccomended)
Static smoke
TFTD Version!

81
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 03:21:47 am »
Wow, looking at the mission generator this looks like a huge game already!

Looking great so far. Love being restricted to only two soldiers at the beginning, makes the game very intense! Very nice enemies :)

82
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: April 30, 2016, 12:50:36 am »
Gotta try this out, "Extend civilians behaviour" seems really interesting!
However, all these different branches are a bit confusing :/

83
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: April 29, 2016, 03:58:59 am »
So I decided to go for the one with the larger middle deck :P Thanks for the feedback.

Progress report for April:

-Created another new UFO (photo A)
-Started and almost finished new UFO tiles (photo A)
-Started to work on a completely new planet that will replace the earth (photo B)
-Completed the Alien Base terrain, including all the new tiles, routes and maps
-Created or added 3 new human weapons + 1 new alien weapon
-Created a new alien item level = aliens are getting very dangerous in November
-Created one new landing craft
-Created about 20 new "research" projects
-Added 15 new maps from other mods
-Created specific music for specific missions
-Almost completed the new Base Defense terrain
-A lot of minor stuff like bug fixes, tweaks, improved sprites, small "research"-three changes ++

The focus now is to get things ready for a 0.1 release, but that will probably still take a long time.

A couple photos:

[edit: using this post as backup for unreleased / untested updates]

84
Work In Progress / Re: Little graphic change
« on: April 25, 2016, 03:06:38 pm »
Good idea, and nice work. Do you mind if i steal the files and integrate them into a mod that I am making?

85
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: April 07, 2016, 05:17:24 pm »
Very nice tiles. But these flowers seem a bit out of place :)
Thanks! Its my first completed tiles. Hmm yeah. I agree :P

How do you think about invert the large first level with the second ?
I mean :

         ++++
|===|===|===|
         ++++

Looks pretty nice! Not sure which one I like better.

86
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: April 05, 2016, 08:29:07 pm »
Making the alien base a little less ugly.

87
Question about terror mission. It's really possible to save enough civilians without getting worse rating? I can't manually control civilians so they are doomed anyway.
You could stun as many of them as possible, aliens don't care about stunned civilians.

88
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.1e
« on: April 04, 2016, 02:22:58 pm »
the door looks a little silly.
That's probably the coolest graphics I've seen for this game ever  :o

89
I like this idea, might have to try it out. Would you mind telling me what values in the rulesets you change to make psi effectiveness dependent on armor? I looked again and couldn't figure out what could do that.

Thanks!

I simply do this:

armors:
  - type: STR_PSI_SUIT
    stats:
      psiSkill: 50

soldiers:
  - type: STR_SOLDIER
    maxStats:
      psiSkill: 1
    statCaps:
      psiSkill: 25

90
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: April 02, 2016, 06:54:20 pm »
Thanks for the feedback!

Rather than researching those items, you could have to do a mission like a raid on a military base to steal the advanced weaponry or have to sneak into some kind of government facility to steal plans for advanced aircraft/HWP. The base could be evil mercenaries or alien sympathizers so you can kill them/steal from them guilt free.

Or maybe you have to rescue a renowned scientist that has been captured by the aliens (so alien mission, except rather than kill everyone you have to stun the scientist (locked away somewhere in the base) and carry him out alive to the green exit area ... better bring some strong soldiers). Then you can "debrief" (research) him back at your base and that will give you the ability to build advanced stuff.

I like the ideas, will definitively add something like that. Thanks!

A low-tech late game? What research is for?  :P

I mean....how will you do to balance this?

Yes, low-tech late game :D Well, you will get powerful weapons, but they are very limited (requiring rare items to produce), or they are up-close weapons, like explosives that are very heavy, melee weapons or weapons with maxrange.
This combined with good tactical items (like alien slaves, that, if you do things the right way, can walk among other aliens without being shot at. Excellent scout!) or psi amps, will make it possible to defeat the end game aliens :)

Also, this mod is meant to be quite difficult, and the gameplay is meant to be a lot more up-close than the vanilla.

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