Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - drages

Pages: 1 [2] 3 4 ... 10
16
Released Mods / Re: [UFO]S.A.R. HWP/AI Mod V.0.55 (XCE+ needed)
« on: August 11, 2017, 08:55:25 am »
Your gauss heavy tank looks kinda weird, it has rocket pods behind it and a cannon ahead. How about changing the position of the cannon to the other rocket pod so it might look logical? Just ideas

Why do you think it's weird at all? It's like a mini mamooth tank from C&C series. Cannon at front and double launchers at the sides.

17
Released Mods / Re: [UFO]S.A.R. HWP/AI Mod V.0.5 (XCE+ needed)
« on: August 10, 2017, 09:28:12 am »
Edit: Just tested the mod, it crashed in new battle when I press unload items, there is still some thing missing from the mod itself

I don't get any crash at new battle BUT giving HWP units as armor is NOT the game engine can do it like other things. I mean the game code is not totally accepting this. I needed to force it at some points but still it tries to make some connections and act like a HWP.. for example at new battle you can see the SAR HWP weapons at the end of the list. It's because the game sees them as HWP unit. If you try to add them some how, game can act strange. There is no problem at game because i deleted those weapons from stokes. But you still see them at battle mod.

And you can take any image you want. I am honored.

Got some crashes looking through the pedia articles - all of the "
  • HWP Weapons" produce CTDs when you try to view them.  They reference items like STR_RAIL_HWP_CANNON, which seem to be missing from the mod. I'll be actually taking S.A.R. for a spin later.
I handled the problem. Thx!

18
Released Mods / [UFO]S.A.R. HWP/AI Mod V.0.60 (XCE+ needed)
« on: August 09, 2017, 11:25:48 pm »
Hey Fellas..

Finally i could finish my first mod. S.A.R. as "Search Analyze Reprogram" Unit Mod created to make your HWP gameplay much more better, bigger and more interesting. Many people use their HWP's mostly to save their soldiers, as a frontal assault/scout unit, because they are mostly expandable. They are soulness units of the battlefield. They can die or kill.. who cares.. and you can bring 4 ultra mega armored soldiers with heavy plasmas anyway..

So we like our soldiers because they get experience, they grow with each battle. We don't want to lose them later, we sacrifice rookies without a blink to save those guys.. for that reason HWP's are always at background.

For that reason, I wanted to have a HWP.. i wanted to have a Sectopod which i care, which i got a connection.. which i even consider to sacrifice my soldiers to save her!.. i hope i handle it now.

If you watched the "Kill Command", you would already know where SAR name came from. This is a learning AI which can control any kind of HWP hull, alien or human, without any problem. She gets experience like your soldiers. She is very hard to create and easy to use. She could be a tank or a huge weapon platform.. She can kill all humanity but this is not our topic here.

So let's look what we got here.

- More of standart HWP types with more weapons.
- Special SAR Units with many weapon options and combinations.
- You manufacture "Hulls" and give it to the SAR unit as "Armor". Every hull comes with his own weapons.
- After you manufactured the Hull then you need to manufacture the armor with weapons. So 2 step needed per armor.
- SAR units got inventory layout. You need to put ammo like soldiers but can't change the weapons. You can only see the inventory before mission.
- SAR units are hard to manufacture. When you lose a SAR at battlefield, you can resurrect it with it's mainframe but all the experience gone. You just get a new starter.
- Hover units are nerfed badly as armor, so careful, because i think they got already huge advantages. But discs are cool.
- SAR armors as HWP's are not overpowered as survival. Don't think you can send them and burn every thing.. just heavy tank can make it maybe but it's slow :P..

- You can reload a SAR unit weapon only with pressing "R".. it's important!.

- There is 7 different hull and much more weapon combinations for them.
- The mod is for vanilla but still got new weapon types for SAR like Gauss, Pulse, Ion and Rail.
- Every unit got it's own unique sprites, images. (not heavy tank.. sadly)..

This mod needs XCE+ Version 39a.

No need to give more spoilers. Please inform me if there is any bug. As my first mod, i hope it works well enough.

Thanks very much to Woah for ufopedia entries,
Solarius Scorch (for AI names specially), Dioxine, Meridian, Warboy and Supsuper for their patience to my never ending questions,
ohartenstein23 for it's awesome scripts,
HWP and Weapon images ,i edited heavily,  from various modders.

Please report any bug anything with save games with only this mod is active. I am new and can miss something on the way. But i think it's safe enough to play, don't worry about version number. I am someone who don't like to see 1.0 until it's really perfect :P.

Version 0.60
----------------
- I handled the cyberdisc stun problem thx to ohartenstein23. Now you need to shoot it with EMP weapons for a while and then go for normal weapons, it should not explode.
- Gauss weapon can be searched.

Version 0.57
----------------
- Some fixes
- For now, you only need dead units, because there is a problem about stunning those units still, we will figure out soon.

Version 0.55
----------------
- Some sprite debugging
- Cyberdisc and Sectopod is stunable.
- Cyberdisc does not selfdestruct by EMP weapons.

Version 0.51
----------------
- Ufopedia HWP Weapons fixed.



19
OXCE Suggestions DONE / Re: Sequential GetOneFree
« on: August 04, 2017, 08:35:56 pm »
I was thinking how to use alive aliens more controlled for advanced researches.. This is very good for it because for an advanced research you will need 5 engineer and rather then getting it at first one with luck, now you need to more of them to get that tech..

But what happens if there is many things with same sequential getones?.. for example i researched an sectoid engineer, and i got a snakeman engineer.. so snakeman will give me the 2. research?.. what happens if the lists are not same but got some same free ones?

20
Resources / Re: Drages Weapon Sprite Collection
« on: August 04, 2017, 04:00:44 pm »
I liked spider so much! a totally new design and fit to the game. I will work on it for sure. Can you give me the png files of them?

21
Resources / Re: Drages Weapon Sprite Collection
« on: July 31, 2017, 01:24:12 am »
Hey ppl..

A little update about SAR HWP mod.. to be honest, i am working on other things as well for my big mod..

At the coding part, i learned many thing about possibilities and limits. As i saw that, there is not many people who worked on HWP's or HWP type soldiers before. For that reason, i experience many new things.. As a result, i could create %90 of what i planned.

Even this mod looks like "a HWP mod" and simple enough compared to other huge projects, it gone behind that line.. I redesigned many graphics and added much more code then i planned. For example, this mod got much more weapons then whole XCOM 1.. i don't count the combinations.

So there will be 3 type of SAR unit..

- Tanks - Heavy Cannons with mini rocket launchers
- Flying Tanks - Burst weapons with rocket pack
- Sectopods - Dual Burst weapons/Dual cannons with rocket/missile/autocannon support

Every unit will have inventory and it's up to you which ammo you want to bring. Every weapon types got their own ammo and fire mods. The mod will be for vanilla XCE+ game but will have much more weapon types to easily integrate to other huge mods.

- Cannon, laser, plasma, and their auto versions with rocket launchers for vanilla.
- Gauss, Pulse, Rail, Ion weapon types for more non-vanilla choices.. 

Every hull will have cons and pros..

and btw i finished X-Cool armor sets too :)

23
40k / Re: 40k
« on: July 21, 2017, 10:22:44 pm »
i guess you are referring to the hangar trick, i can arrange to make a video of  that

I got your psd file and looked to the layers.. i feel that i am so near to solve the trick but i would like to see your fastest way to do it, so i dont lose much time!..

24
Resources / Re: Drages Weapon Sprite Collection
« on: July 21, 2017, 06:06:04 pm »
*laughs nervously*  I am made of fail... request withdrawn ^^;

Those are one of the best weapons done for UFO.. that Xop guy should work with Gallop himself..

------------------------------------------------

-I finished all Tanks and Hovers with their turrets..

-I finished 4 armor sets for X-Cool

-Alien Queen done!.


25
Resources / Re: Drages Weapon Sprite Collection
« on: July 18, 2017, 10:17:28 am »
For a reason I don't know, the south sprite of sectopod is huge compared others.

26
40k / Re: 40k
« on: July 18, 2017, 12:24:47 am »
Bullet please can you make a short video how you make this tile creating? Just capture what you do at photoshop.. So I can start to do it myself with your tricks. Thx

27
Resources / Re: Drages Weapon Sprite Collection
« on: July 18, 2017, 12:05:00 am »
I don't see anything wrong with the ED-209, but if I was going to make changes to it, I'd prefer to work with a proper sprite sheet, with all the pieces properly disassembled.

I could take out the grey specks on the blue areas.

You can create sprites using Falco tool. This is sectopod layout. I think it could have a more proper shading to fit battles cape. I did not try it by myself.

I work on sectopods because you can attach weapons to it. I think I can't add anything to this. It's huge too. Even bigger then the triscene. I would like to have it at least sectopod size.

But having a robocop robot is always cool. I will probably find a place to use it. Maybe before sectopod as first robot for xcom research.

28
Resources / Re: Drages Weapon Sprite Collection
« on: July 17, 2017, 09:26:09 pm »
It is next on the list Drages, I have him working on something else at the moment :) I'm keeping quiet but I think people will like it.

New visuals are always welcome!

--- posts merged ---

And.. i am nearly finished the visuals of all i can do about mechanic things in the game and mods together..

As a result of todays work:

- I finished all the "tank-hovercraft" turrets.. (about 20) nearly, 1-2 left i think..
- Finished Heavy tank
- Finished Hovercraft
- Added new bigger Cyberdisk (need default color one)
- Sectopods are done with all weapons.

What is left?


-TFTD tank rework with it's turrets.. it will be first lame tank, so not much tower for it..
-Little cyberdisk versions for 1x1 tiles..
-Organizing all the combinations and makes game file for them at Falko's tool
-Coding the ultimate SAR mode!

Yep, i will be on the sea for some days.. cya later!


29
Resources / Re: Drages Weapon Sprite Collection
« on: July 17, 2017, 01:44:46 pm »
I'm a pixel guy, I might take a shot at it at some point.

It would be great!

I finished all sectopod variations.. probably i will make a package from them..

Side weapons:
-Laser
-Gauss
-Plasma
-Rocket Pod
-Missile+LMG (need shoulder cannons)

Shoulders:
-Cannon
-Rocket
-Gattling

They will have default and black color variations.

I will create a mod for a learning AI which uses Sectopod Chasis.. It will get experience and stats in time like soldiers. You will sacrifice your rookies to save it!

Let me introduce you S.A.R. (Study Analyze Reprogram) units...

30
Work In Progress / Re: [WIP] SideQuests Development Thread
« on: July 17, 2017, 10:16:24 am »
So a quick attempt at a palette swap on the power generator before bed :)

I would like to see those at different ufos.. so we can get special cores or fuels from them..

Bugs are nice! and i hate bugs..

Pages: 1 [2] 3 4 ... 10