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Messages - Dr.Crowley

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31
The X-Com Files / Re: The X-Com Files - 0.7.4 alpha: Shoggoth on The Roof
« on: November 07, 2017, 09:29:23 pm »
Version 0.7.4 has been released.

Yay, it is update time!
- New factions: Antmen, Scorpoids.
- New units: Antman Worker, Antman Warrior, Antman Queen, Scorpoid Hunter, Spider King.
Sooooooo... The Underdark ark at last? :D

32
Work In Progress / [TFTD][CONCEPT] USO: Deep Strike
« on: November 06, 2017, 11:52:14 pm »
Greetings, my dear comrades. A whole year passed since I joined this wonderful community, and now I think it is time for me to join the ranks of amateur modders  ;D
It is clear that TFTD development had one big flaw: its dev team was obviously mind-controlled. That is why this game was so horribly bugged and many in-game solutions are debatable, to say least - and let us not speak about tons of handwaves in the story. This all was a bit frustrating for me because I liked UFO: Enemy Unknown and wanted a good sequel for this great game. With OXC and its huge modding possibilities it was only matter of time - at some point I got an idea to make my own mod for TFTD. And then I discovered the "UFOnizing TFTD" mod by Xeno Wiper... well, I liked its concept but was disagreed with some solutions, so I just opened Ufopedia wiki and started to read about OXC modding. Some time later I found myself rewriting USOpedia entries for some aliens. Perhaps, that was a first step...

USO: Deep Strike (UFO and USO, got it? :D) is a retelling of TFTD that still follows the events of UFO: Enemy Unknown story-wise but with a twist. The official timeline says that X-Com was suffering a budget cut in 2005 and had been officially disbanded in 2012. But we all know that govermental funding was not so important for our shadowy paramilitary alien fighting group - everyone who played UFO will tell you that manufacturing and selling xenotechnology makes you virtually independent from the Counsil funding. What if this were to stay true in-universe? And what happened to all those alien hybrid infiltrators who were mentioned in "Alien Abduction"? And (most importantly) where did all those xeno toys that we sold end up?

These questions (and followed brainstorming) led me to some interesting results:
- no more crippled aquanauts in wet paper suits. Call me a wimp, but I like marines in adequate underwater armor much more. So Diving Suits were replaced with Combat Suits (actually the same Plastic Aqua-Armor but with lowered parameters) - this means that starting armor can (and will) be used much longer than in vanilla. Oh, and the recruits now have some better stats. And they are called marines! ;D
- Dart Pistol and Dart Rifle were renamed to Needle Pistol and Needle Rifle respectively. They were also slightly buffed to be close to their UFO counterparts.
- Gauss (particle) weaponry under water? No way! Human-made (Ultra)Sonic weapons for Tier 2 are much better. Also made them a little more accurate (because USOpedia says so).
- I rewrote all three key Alien Research results (Alien Origins, The Ultimate Threat and Th'leth The Alien City), because they were written by some sort of Lovecraft-wannabe. Now they fit original X-Com style much more. Here is example of the new STR_ALIEN_ORIGINS_UFOPEDIA text:
Spoiler:
"Operation: Network Error"
"This war is deja vu: yet again it is clear that we are fighting a losing battle - this time in the sea. Yet again the aliens and their slaves are striking all across the globe, terrorizing civilians and infiltrating goverments. Our forces are doing their best trying to respond to every alien attack, but obviously, we cannot win this war by mere defence. Yet again we must use the same strategy we used before: learn more about our enemy and strike it to the core. Our research indicate some single entity in charge of all alien activity. Its nature and extact location are still a mystery but now we are aware of its next move: the aliens are starting reactivation rituals in their ancient Sinomium sites in order to expand Molecular Control network. We must destroy these sites at all costs and capture the ones responsible for these rituals."
- Weapon research now begins with overall technology research ("Ultrasonic Weapons" and "Alien Weaponry Analysis")
- I also rewrote most of USOpedia articles about live alien research and autopsy. And renamed Tasoth back to Deep One (and original Deep One to The Faceless).

Future plans and thoughts:
 - human enemy faction: not cultists, Just old good criminals and black market representatives.
 - Hybrids Conspiracy plotline
 - a unique terror mission with mind-controlled civilians ("IT'S A TRAP!")
 - more terror sites: off-shore oil rig, sealab, island military base and so on.
 - underwater terror missions (needs some more brainstorming)
 - mission type: Illegal Salvage Operation (this one will be a much pain...)
 - mission type: Pirate Attack

I would like to hear any opinons and suggestions. Cheers!

33
Work In Progress / Re: [TFTD] Airborne interceptions don't work?
« on: November 06, 2017, 10:19:43 pm »
I remember setting Craft Gas Cannon the same way and it worked, but OXC crashed when USO was downed  :P

34
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: November 06, 2017, 10:14:29 pm »
I have no idea if this is wanted or needed, but I thought someone should use a look through to correct grammar errors and generally add some clarity. At least that was indicated as needed in the OP . Anyway I had an afternoon off so I spent it modifying the strings file. ;D

I added some extra lore I thought sounded nifty in some cases, which you might decide to nix, but mostly I tried to make stuff read a bit smoother for English speakers. I really love this mod and want to see it keep being developed! Good luck to you, man!

Edit: I'll do another spell check pass tomorrow, noticing little fiddly bits I missed.
Edit edit: Should be done now!
Oh, you did something I could not do all this time!  ;D
Great work anyway.

35
Resources / Re: Redesigned Hybrid Alien Soldiers
« on: November 06, 2017, 01:40:56 pm »
This is one way of doing it.

Useing a program like photoshop or Paintshop Pro, load a image you know works (ie Solarius Scorch's one), save a copy of the palette, load your file, change it to the palette you just saved, then save a fixed copy.

It might cause some colour changes though.
Hmmm, I wonder if Graphics Gale can hadle it.

36
The X-Com Files / Re: The X-Com Files - 0.7.3 alpha: Dirty Money
« on: November 06, 2017, 01:26:11 pm »
I am slowly resuming my new playthrough. Finally I could take a look on a new mission type - Surf Time. I found its description a bit confusing: it is implied that only concealable weapons and literally no armor are allowed but when I started this mission all weapons I equipped (I picked only those with ">Concealable" mark) minus flashlights were gone (returned to base). BUT when I went to battlescape with an uneasy feeling that my team is screwed and carefully hid my seemingly doomed agents inside of the house where they were deployed, I quickly realized that Osirion goons are completely ignoring them!
As they say, "and there was much rejoicing".
I could not help but laugh and giggle like crazy as 8 armed Osirion goons ended up clubbered and stunned WITH FLASHLIGHTS by 4 almost nude agents ;D

37
Released Mods / Re: Build mods from Ethereal.
« on: September 29, 2017, 10:08:36 pm »
A correct name for this thread is "Ethereal's mod pack".
И таки да, не советую пользоваться гуглопереводчиком - получается чёрт знает что.

38
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: September 29, 2017, 09:52:54 pm »
@long6oarder
Hello and welcome to our "team" of the Red Shirts UNDER WATER!brave explorers of the deep!
1) The acronym "TWoTS" means "The World of Terrifying Silence".
2) new_civilian's combo patch fixes some map errors here and there. I believe it will be included in the next version of TWoTS
3) I am pretty sure that new_civilian's mod is NOT compatible with TWoTS - or at least these two mods are going any good together.

@Nord
I am happy to see your mod still well and alive (if I only could say the same about my own mod which is still in the early alpha) ;D These new enemy variations look very interesting!

39
Open Feedback / Re: Rebalanced?
« on: September 22, 2017, 12:43:01 am »
Heh, some people are even (un)lucky enough to have their base attacked on January, 9th (skip to 1:55):
Spoiler:

40
Tools / Re: XCOM IMAGE EXTRACTOR
« on: September 21, 2017, 10:10:35 pm »
Oh well, it seems like ukrainian and russian IPs are banned on StrategyCore ;D I was forced to use french proxy to enter this site... what a bother.

41
The X-Com Files / Re: The X-Com Files - 0.7b alpha: Breaking The Waves
« on: September 21, 2017, 10:00:42 pm »
Just downloaded a new version and started a new game on Veteran difficulty just to take a look if something changed in early game (since I am not playing X-Com Files very often recently)... Well, this time I deceided to develop and expand much faster than I did in my first playthrough, so I had three full teams (12 agents) and the second base in progress near February, 1997. As I told before I stopped to actively play since version 0.6.7. so I have now idea what and when was added - this is sort-of-disclaimer, just in case.
Well, the early game is still a pistol porn. You have a lot of various pistol types (which are not so much different for me) and you have to deal with it. Pistol are okay for most situations in early game with two notable exceptions: chupacabras (retreat immediately OR PREPARE URANUS) and zombies (killing one or two zombies in Monster Hunt missions is not a problem but during Zombie Infestations you have to take down about 10 or 20 targets - and this means that you must neutraulize them ASAP). But I am not sure actually since I am got used to hunt chupacabras with HKMP5 and slay zombies with shotguns  ;D
I really, really like a new music, especially Cult Apprehension themes - Church of Dagon theme gave me chills when I heard it first time.
Great work anyway, Sol!

42
Tools / Re: XCOM IMAGE EXTRACTOR
« on: September 20, 2017, 10:37:59 pm »
Great! But there is a little problem - as I wrote before in another tread, the download link for BB's toolkit in the discription is not working anymore. I know that you should not be bothered about this but it would be nice to fix this issue - at least for newcomers who would like to use your Image Extractor.

43
Released Mods / Re: [Enemy] Traitors mod
« on: September 07, 2017, 08:46:33 am »
This reminds me of Trator Guard from WH40k... good idea, anyway!

44
The X-Com Files / Re: The X-Com Files - 0.6.9 alpha: ( ͡° ͜ʖ ͡°)
« on: September 07, 2017, 08:44:38 am »
About M.A.G.M.A. Lab mission - yes, it can be a tough one but it IS beatable. Well, I cannot be completely sure since I am playing on Beginner, but anyway you can complete this mission... if your agents will not be slaugthered by the HORDES OF MEGAZOMBIES right after deployment, that is. And since monster count for this mission has been reduced in recent versions, it became even more likely that you will survive.

45
The X-Com Files / Re: First mission
« on: August 14, 2017, 01:33:17 pm »
Hell, this is what I call "unfortunate circimstances"  8)
BTW, shall we say our hello to a new user?
P.S.: добро пожаловать. Забавно увидеть здесь ещё одного русского.

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