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Messages - Nord

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1261
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: December 20, 2017, 11:56:07 am »
Great again. Thank you.

1262
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: December 19, 2017, 03:37:55 am »
Oh, great. Thanks.
One small question: is it possible to set blinking of shield on hit longer?

1263
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: December 18, 2017, 03:39:14 pm »
Sorry for my missing. I am not forget about mod, I am in a place where is no internet. Maybe close to new year i will return home and upload a new version. Thanks for waiting.

And here i am again. Greetings my friends, it is nice to be connected again.
Update is on the way, i need only to pack 'em up.

to Zane Wolfe:
questions 1 - 4 fixed. Thanks for feedback.
About biolabs - they must be like this. They are not improved lab, but expensive facility, needed for many research and manufacturing projects.
Did you mean SWS Aqua jet torpedoes or Torpedo Launcher ammo? Nevermind, i rebalanced them both. :)
Acid gun and Sonic sniper rifle... yes indeed, they are useless in original game, but here ou will find enough armored targets for them. But thanks for feedback about accuracy, it is fixed now.
Thanks again for feedback.

to Dwarmin :
Thanks, but texts are pretty changed at this moment. Maybe when i upload neww version, you will look at it?


to Lobsterman Bait:
Are you sure you use OXCE+ ?

Upd:

Version 2.05 is up (at last).

Changelog:
 - Archive contains full packgage. Just unrar and copy original TFTD files into "TFTD" folder.
 - Added 4 new races with new units and their own terror units.
 - Added 9 (or close to that) new weapons.
 - Added new armors, including shielded ones.
 - Some alien units also gain shields.
 - Added 5-6 types of missions, like alien floating barge and defense of military base with the help of soldiers.
 - Multiple rebalancing changes. Like lobsterman has more armor and less health.
 - Many ufopedia pics.
 - Many changes in research tree.
 - Multiple fixes.
 - Improved english translation, thanks to long6oarder.
 - Graphic updates: animated terrain, fixed "artifact site" groundblocks, etc. Also added previews for armor and SWS in craft equipment screen.

Known bugs:
 - Savegames are not compatible. (Sadly, because of that same armor previews. You can delete a part called #previews in ExtraSprites.rul to continue your game, but i suggest to begin new one)
 - Floating bug with CTD when one of your units are taked under control by enemy. I think - it is not because of mod, but because of some exe bug.

Download link: MediaFire

Screenshots:

1264
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: December 18, 2017, 03:28:18 pm »
Hello again.
I miss maybe two monts of updatess and discussions, so ask now.

Yankes, there was a bug in the script about force shield integrated into armor, which makes shield absorb only one hit per turn. I changed this and that in script file and bug was removed. Did you found it at this time or should i upload my version?

1265
Work In Progress / Re: [TFTD] [CRAFTS] Triton - Overtransport
« on: October 22, 2017, 07:35:01 am »
These transports are a great idea indeed. Can i use them in my mod?

1266
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
« on: October 21, 2017, 06:28:34 am »
Well, i understand nothing from your post. But if you interested in this mod, look here: https://openxcom.org/forum/index.php/topic,5566.0.html

1267
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: October 14, 2017, 03:13:46 pm »
Works fine for me.
Odd is - that items.rul do not contain any UFO information.

1268
Work In Progress / Re: [TFTD] [CRAFTS] Triton - Overtransport
« on: October 13, 2017, 12:39:48 pm »
Ok, i has experimented myself in th mapview, and here is a screenshot of maximal long triton, fitting into 2 small map blocks.

1269
Work In Progress / Re: [TFTD] [CRAFTS] Triton - Overtransport
« on: October 13, 2017, 08:36:39 am »
I mean to fit smallest of your designs in 2x1 map squares 10x10 tiles each.

1270
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: October 12, 2017, 10:22:42 pm »
Thruly, shame on me. Here is quick fix. Replace this file in ruleset folder.

1271
Work In Progress / Re: [TFTD] [CRAFTS] Triton - Overtransport
« on: October 12, 2017, 10:12:18 pm »
I really like this four-winged one. Can he be put in 20 tiles length? Or no chance?

1272
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: October 11, 2017, 02:55:07 pm »
Yes, and dont forget about "clipsize: -1" for melee weapons.

1273
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: October 11, 2017, 01:43:31 pm »
Hi. Drednought and battlecruiser/supply ship got an examination room, not sure about heavy cruiser.
And for research medical equipment you need to interrogate a medic.
 By the way, in shortcoming update i will change a way to gauss weapons to make them easier to acquire. Sadly, it looks like savegames will not be compatible.

Upd:
I conduct a small investigation and found a bug in the vanilla: there is no alien examination room in game. Here is an ufopedia screenshot with examination room images, but in terrain mcd's these tiles marked as implanters or surgery. So here also quickfix, which you can unrar to mod folder.

Upd.2: Also i was wrong, only drenought USO contains these tiles. And, of course, you can acquire them from alien colony and artifact site.

1274
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 10, 2017, 08:44:02 am »
A sabre have electric hit animation.
Also, this mod becomes greater and greater.. :)

1275
Help / Re: Установка модов
« on: October 07, 2017, 09:44:29 am »
Значит либо мод не включен, либо он конфликтует с каким-то другим модом.

Then this mod is not turned on, or conflicting with some other mod.

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