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Messages - Nord

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1426
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 21, 2017, 07:03:15 am »
NebulaM78, do you have other TFTD mods installed? It will conflict with any armor mod.
If you want to launch game anyway, you can remove string '  - delete: STR_NONE_UC' from 'armors.rul' file in ruleset folder. It will not breack the game, just spawn 'None' armor.
And if you use other mod, you can say me what it is, so i can make my mod compatible with it.

1427
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 20, 2017, 07:31:48 pm »
One more thing: i never noticed that witches use their flameglowes. Dont know, is it bug or not.

1428
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 20, 2017, 05:03:36 pm »
Just add to the "xenonauts" topic a string like "items available for purchase:...". And maybe "available with armoured vest" to shield topic.

1429
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 20, 2017, 03:03:08 pm »
I think that 'xeno combat shield' can be researched, but can not be buyed or produced. Also, please, write somewhere a short description when armored west become available (i found that  i can buy it long ago when browsing ufopedia, accidentally )
Upd: ahh, i see, it is one armor but two wearing variants.

1430
Work In Progress / Re: Making more UFO sizes attack your base
« on: February 19, 2017, 09:43:57 pm »
Or you can make so many aliens deployed from almost destroyed ship as now they are deployed total. And bigger amount from undamaged. Or, maybe, heavy units from undamaged ship, as additional sectopod with normal cyberdisc-sectoid crew.
I'm just agree that now any type of defense except blaster(or pwt in tftd) are completely useless. Yes, someone can build 10 - 15 laser defense modules, but it is rare situation. And rare player mind state, i think. ;D

1431
Work In Progress / Re: Making more UFO sizes attack your base
« on: February 19, 2017, 03:59:45 pm »
As example - early cruiser retaliations with 6-7 enemy.

1432
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 19, 2017, 12:46:56 pm »
Yes, and you will encounter links to this events in mod. Like this:

1433
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 18, 2017, 08:02:24 pm »
Can you explain me how to make this images for TFTD with all steps and how you edit them like recolor and such.. thx!
Mostly by Photoshop: changing mode from indexed to RGB and then back to indexed with other palette and dithering off. And then manually correcting. A lot of corrections... From this topic:https://openxcom.org/forum/index.php/topic,2676.0.html i found useful only EvilPixie.

1434
Here is release version: https://openxcom.org/forum/index.php/topic,5296.0.html
And yes, you can use any part of mod freely.

1435
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 18, 2017, 03:52:08 pm »
I'm not very good at it, but can provide small help with TFTD palette: There is two palettes for photoshop: battlescape lvl 0(surface) and usopedia. In them some colors was blackened because photoshop not always convert images right. (almost never)

1436
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 18, 2017, 08:00:24 am »
Yes, and once again, did you not played it? I think no.

1437
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 16, 2017, 07:21:32 pm »
Yes, i write it for that people, who will ask "why do you not use OXCE?" :)

1438
Released Mods / [TFTD] [Expansion] TWoTS Release (v.1.08)
« on: February 16, 2017, 07:00:25 pm »
World of (terrifying) silence.

Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (2040 year, if you forget) but not very far future. I mean, only 24 years left. And we have no such technology, as we dont has it 24 years before. Are we? Well, i tried to explain this a bit. And yes, game became slightly harder.

New content::  23+ new items, 4 new crafts, 6 new armors, 14 new enemys, new HWP's, new LORe-friendly missions (no spoilers), some ammunition and many ufopedia topics.

Almost all items now are useful, including alien techs like cloning or cryogenics.

Included "Extended facilities" by Blank. Included "Moray" by tyran_nick. Included "Carharodons" by Xops.
Swapped small and very small USO maps, you dont need to use external mod.


Available languages: US english and Russian.

Download and install:: Link: Version 1.08 MediaFire 
You need openxcom nightly version 2016_11_27_1647 or later, if you want full compatibility. But not necessary.

Migration to OXCE+ is in plans.

This mod is completed and i dont planning to add something more. But if you give good idea - why not?
I want to redraw some usopedia pics when i got free time... IF i got free time.
Recommended options: Ufo Extender Accuracy - true.
Which help is needed: This mod really need spellcheck. If anyone want to correct english texts - i will appreciate it.
And as with any mod, please report about bugs.

Thanks: to openxcom authors for brilliant game; to Solarius Scorch for priceless help; to new_civilian and other modders,from whom I borrowed something. And to Giperborea for help in decisions.

Changelog:
Spoiler:
Version 1.08:
 - Fixed bioflare manufacturing;
 - Fixed patrol uso;
 - Small fixes.

Version 1.07:
 - Fixed carcharodon research;
 - Fixed guided torpedo manufacturing;
 - Fixed russian translation.

Version 1.06:
 - Fixed carcharodon spawning;
 - Fixed some ufopedia articles.

Version 1.05
 - changed (fixed) manufacture requirements;
 - added ufopedia pics for fighter\patrol USO and mutations;
 - slightly changed battlescape interface buttons size (not visible, only pressable);
 - fixed T'leth research;
 - fixed URBANISLE map crash;
 - added XOps's Carharodons;
 - small nerf of ion armor.

Version 1.04
 - fixed church temple spawning and deployement;
 - fixed alien reanimation research;
 - added missing strings;
 - minor fixes.

Version 1.03
 - fixed live alien recovery (third try, including naga, polyph and freak);
 - fixed broken ufopedia articles: sonic tech, alien cruise;
 - slightly nerfed gas cannon ap ammo and buffed supercavity harpoons;
 - fixed zrbite ammo research.

Version 1.02:
 - Fixed crash with tasoth soldier/squad leader research.
 - REALLY fixed issue with corpses recovery. :) (including cultists)
 - Fixed melee hit animations.
 - Added missing text about mutant interrogation.
 - Fixed bug with dartgun stun clip.

Version 1.01:
 - Fixed bugs with items recover, including mutant corpses not spawning in geoscape. (and occasionally other items)
 - Added two introduction articles in ufopedia, explaining why we are here and where is flying plasmathrowing supertanks.
 - Fixed bug with paladin armor recycling.

1439
Random delay is a great thing. I was surprised when not found it in vanilla.

1440
Work In Progress / Re: SoldierNames. Again.
« on: February 16, 2017, 02:51:55 pm »
Ok. Then i'm finished with my mod.  ;D

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