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31
Released Mods / Re: [TFTD]Extended Facilities
« on: May 20, 2016, 10:38:21 pm »
New Release (See first post for download):

Completely redesigned the large storage facility in order for items to correctly be placed on the second floor. Has more in common with the large living quarters now than the hanger.

32
Just copy everything from the DATA folder into the base ImprovedLivingQuarters folder. So it should look like mods\ImprovedLivingQuarters\MAPS etc.

33
Released Mods / Re: [TFTD]Extended Facilities
« on: May 17, 2016, 06:50:23 pm »
Linked right there in the first post, as it's not my idea, I'm just implementing it for TFTD. That also means I won't be changing the stats for this release.

Oh, I found an MCD bug that needs patching, included in the mod but I guess it should be added to the general tftd patches? It's to do with the ramps in the sub pens, one of the tiles let's you 'walk on the air'. Also prevents large units using the ramp. It's not a huge deal since large units can't get to the ramps on normal maps anyway and that area rarely sees use. And I honestly would not recommend using those tiles to construct your own maps, they're kind of a mess.
Code: [Select]
MCDPatches:
  - type: XBASES01
    data:
      - MCDIndex: 71
        noFloor: true

34
Released Mods / Re: [TFTD]Extended Facilities
« on: May 17, 2016, 07:02:49 am »
Large living quarters holds 225 personnel and 25 storage, Large storage facility holds 275 units. Higher initial cost compared to same amount of regular facilities. Same as the improved living quarters mod some people are already familiar with.

I'm not too happy about where the items get placed in the large storage facility in base defense though, not sure what I can do about it.

35
Released Mods / [TFTD]Extended Facilities
« on: May 16, 2016, 04:50:17 pm »
Extended Facilities for Terror From The Deep

  • Large Living Quarters
  • Large Storage Facility
  • Corridor (North/South)
  • Corridor (East/West)

Based on Dioxine's Improved Living Quarters mod and the corridors from XPiratez. Useful features for space efficiency now available for TFTD. Two varieties of corridors since the TFTD X-com bases have extremely useful doors.

Changelog:
v1.2c
-Ufopedia fix by Orz and new images
v1.1
-Complete redesign of Large Storage Facility. Now places items on second floor correctly

USAGE:
All work that is my own is free to use by anyone in the openxcom community and beyond.

36
Released Mods / Re: [TFTD]More USO Variants
« on: May 16, 2016, 03:25:48 am »
Found it, thank you! That'd be the corvette which should read "a small alien vessel that is of little threat on its own but is always part of a larger alien plan". I will be honest, most of the descriptions of the smallest usos are rather generic placeholders. At some point I'd to use these to make an even more radical shake up of the alien mission structure so it's more different from ufo but I'd also like that coordinated with new aliens and weapons.

37
Released Mods / Re: [TFTD]More USO Variants
« on: May 15, 2016, 11:17:06 am »
I've worked out how to properly blast proof the subs now. Slowly working on that, but it's tricky to tell if I've missed any spots. Been finding incendiary rockets are useful for finding gaps. In the meantime, here's the patches I've got for the original maps, now blast-proof.

EDIT: Possible major issue discovered with the patched maps, use at own risk

38
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 14, 2016, 04:01:12 am »
Funny you mentioned paradox, I was thinking a cool build feature would be painting the countries different colors as they get infiltrated so you can visually see the alien's presence spread. I think those grand strategy elements are the things many of the later clones and sequels missed out on.

But yeah there's something that feels right about this mod that brings to mind other similar games of the era.

39
Work In Progress / Re: Drawing routine/animation help
« on: May 08, 2016, 03:04:23 pm »
Yes but you need remember that this need custom exe, I think you should check out Meridian exe used by xpitarez that is based on my brach.
Already read the changelogs and seen what was used in X-com files ;)

40
Work In Progress / Re: Drawing routine/animation help
« on: May 08, 2016, 09:01:58 am »
So these draw routine scripts are going to be the only way to have both an animated idle animation and separate walk animations. That could be useful.

41
Work In Progress / Re: Drawing routine/animation help
« on: May 06, 2016, 11:16:45 pm »
Well I found out I can use Xarquid's draw routine for what I want and leaving 3/4 of the frames empty, but it has no death animation. I'm going to have to check these custom draw routines though, especially for later projects

42
Work In Progress / Drawing routine/animation help
« on: May 05, 2016, 02:34:00 pm »
I started off making a new set of sprites, using the tentaculat as a guide but those things animate even less than I remember! What I'm looking for is something like a simple four frame animation so I can make the critter bob up and down when idle (using constantAnimation: true?) And ideas what I should use?

43
Released Mods / Re: [TFTD][WIP]More USO Variants
« on: May 05, 2016, 09:53:55 am »
I've tested all the maps for being spy proof, baring weirdness with diagonal walls and the silhouettes of unexplored terrain, so let me know if I've missed anything. Tftd USOs are constructed a little differently from Enemy unknown UFOs. They only have regular internal walls, none of those pseudo bigwall objects you get in enemy unknown UFOs. So they should be spy proof by default.

As for blast proof, the MCD file I have with my copy of TFTD already has the support struts having HE_Block 80 which was what I thought was what made them blast proof but actually testing them shows that no, they're not blast proof. Not the diagonal walls anyway. I'm going to have to look at what I'm doing differently from the darkened UFOs

44
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 04, 2016, 10:24:57 am »
My first mission involved my two agents in suits running away from zombies in the mountains while fetching more ammo from the rental car. Still somehow felt more professional than the average x-com rookie. Died all the same.

How come I can't take my dog in the mystery machine X-Com van? I'm guessing it's to stop me fitting a tank in there

45
Released Mods / Re: [TFTD][WIP]More USO Variants
« on: May 03, 2016, 03:03:52 pm »
Alright, here's the first proper release and I'd say I'm pretty much done with what I wanted to do. I've included the 'b-type' variations created by New_civilian which along with Lukes extra UFOs were inspiration to get me going on this project. Special thanks too to hellrazor for helping me with node advice.

Final count:
Survey Ship - 3 new maps
Escort - 8 new maps
Cruiser - 10 new maps
Heavy Cruiser - 5 new maps
Hunter - 4 new maps
Battleship   - 5 new maps
Dreadnought - 4 new maps
Fleet Supply Cruiser - 6 new maps
6 new Escort sized ships - 14 new maps
3 new Cruiser sized ships - 14 new maps
2 new Medium sized ships - 6 new maps
1 new Large ship - 3 new maps
1 new Very Large ship - 8 new maps

I've made things modular so you don't need to use the new ships if you don't want to and you can keep the new ships at vanilla stat levels. I still need to test the balance of the new ships with their improved stats: I've kept the changes small for now since I feel they might be most useful in a total overhaul of the interception game.

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