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Messages - efrenespartano

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16
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: August 16, 2023, 06:13:59 am »
Thank you! I'm glad to see it on the new V1-3 update

Btw, i just finished adding the Armed Civilians units to MFTD. I couldn't find the Paramedic or Firefighter paperdolls, but thankfully i was able to find the Police forces in Xcom Files.
The credits are as correct as i could figure out the creators for each thing.

Please, check the update I made before release! Everthing should work

17
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: August 06, 2023, 08:52:39 pm »
Impressive! It works.

Thanks, Sol! Glad you liked it, it was a pain in the back to make it haha

Magnificent work, the cutest aircraft carrier in the world!
However I'd move the lead aircraft to the back, they look a bit weird standing there so close to the front with hardly any airstrip left in front of them.

Thank you, Dio!
I've considered moving the planes a bit to the back, yes. But I had to leave room for the player's craft, which actually lands on the very end of the carrier deck!

18
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: August 06, 2023, 01:11:49 pm »
Howdy! Finished some additions to MFTD!

My first venture into the uncharted world of TFTD mapping (at least for me hehe) is a modified version of your Warship! An aircraft carrier, with fat F-35ish fighters onboard.

I've added new_civilian's Seabed maps too.

Also, a new military unit and paperdolls for the existing soldiers.

19
IDT Modding Hub / Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« on: July 17, 2023, 05:26:34 pm »
Is there any development news for the past year?

Yes and no! We just released the prequel of the prequel

https://mod.io/g/openxcom/m/unexcom-directorate-17

It starts two years before Bureau 11 and ends directly at the start of B11

20
Released Mods / Re: [CRAFT][PACK][UFO] Rotorcraft Mod (Collection)
« on: July 03, 2023, 07:15:22 pm »
What a nice small mod

I think it would be a good idea to recolor the Huey to keep it in line with the other choppers, yeah.

21
Excellent mod, really loving what little I've played so far.

Howdy! Thanks for playing, it makes me happy to know you're enjoying your campaign.

Quote
Is this a bug or am I simply missing something obvious? Not the first time its happened to me before!

It's a bug! IIRC it was already solved, although the next update will take up a bit longer than expected due the radical changes in the personal armor system we're trying to implement. Too many sprites to draw haha.

Thanks for your feedback!

22
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: June 30, 2023, 05:47:26 pm »
Quote
Good idea, I've added screenshots to the V1-0 release thread.

Thanks! Very appreciated

Quote
Sorry this map pack is most likely not compatible with mods that effect the alien craft spawning, terror missions or introduce new races.

Perfectly understandable, major mods often require tweaking and adjustment to work alongside other major mods.

In my personal playthrough, I'm using MFTD,
Blank's Expanded Terrains, NastyKhan's Return to the Deep and some other minor mods.

So far, the changes needed to make them work are relatively few. But changes had to be done, for sure.

Quote
I'm interested in seeing your NPCs.

Initially I was going to port the UFO Personal Armors directly to TFTD, but I'm following a slightly different route now. I'm making the sprites closer to Battlefield 2042's standard armor (basically the one used by Irish, if we could consider it "standard", I've seen several characters using it.)

Spoiler:

I'm also making a heavier trooper with Exoskeletons inspired by Call of Duty: Advance Warfare

Spoiler:

The Elerium scarcity is a canon fact (rendering useless things like the Power Suits), so the Exoskeletons seem a fair compromise between physical augmentation and protection without using E-115.

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The only reason the current NPCs are not better armed or armored is I was trying to keep the map pack mostly close to the base game

Not gonna lie, I'm not sure if my stuff fits your design philosophy of sticking to the original game, though. If you aren't sure about using this different stuff, I could use your current soldiers and just give them some extra armor instead of making something a bit more radical.

Quote
but couldn't resist placing armed guards on military sites.

The Military are very helpful indeed! Killed a couple of enemies in one terror site.

23
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: June 27, 2023, 11:46:01 pm »
I'm enjoying a lot the map pack!

Got a couple of questions:

1.- any particular reason to not having the 1999 rifle and pistol available for XCOM? I noticed that those weapons are non-recoverable nor they have Pedia entry. It was an interesting surprise, nonetheless!

2.- could i contribute with some extra NPCs? In my own personal version, I'm adding a heavier trooper with Alien Alloys personal armor and helmet, perhaps it may be useful for you?

24
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: June 25, 2023, 07:23:40 am »
Wonderful! The first map pack I've seen for TFTD!

Any chance to have some pictures, my friend?

EDIT: So I just downloaded it, it is very cool! The new maps are well planned and visually appealing, it really shows your dedication.

Suggestion: maybe recoloring a few tiles would give them new life! So not all the maps looks similar.

Question: is it compatible with any TFTD mod?

Don't forget to post it to mod.io, so more people can see this map pack!

25
A new update is ready now.

UNEXCOM v0.11.0 Echoes and Whispers is alive now!

What's new in this update?

Code: [Select]
1-May-2023: v0.11.0 Echoes and Whispers
Changes made:
*Updated to OXCE v7.9
*Improved and expanded Russian translation, by wolwerin
*Reworked Plasma tech tree, existing Human Plasma guns are deleted and new Plasma weapons are now available to Faction selection. Alien Plasma Weapons research project now includes Armored Engineers too
*Added new Plasma weapons, by Filip-H, The Reaver of Darkness, BlondeKnight and efrenespartano
# UN
- XP-3 Peacebringer Hybrid Plasma
# USA
- XM-590 Plasma Battle Rifle
- X-80 Plasma Stormgun
- FGM-77 Dragon Guided Munitions Launcher
# NATO
- MAS-73 E1 Plasma Carbine
- Enfield APEX Plasma Pistol
- Walther L/Pl-SG 200 Sniper Plasma
# USSR
- APVCh Plasma Assault Rifle
- PShAB Plasma PDW
- PPCh Plasma MG
*Added new Specialized Weapons to On Our Own path, sprites by wolwerin & Brain_322
- Burya EMR
- Hurrikan Egewehr
*Changed all definitions of STR_CYDONIA_DEP to STR_COMMANDER_PLUS, to avoid softlocking on the final mission
*Added more lore reports, written by Filip-H
*Bear Riot Armor now requires it's own wreck to fix, not XM-72 wreck, by Fegelein
*Delta EOD's MG3 now has LMG fire modes, suggested by eclecticbibliophile
*Hyperwave Encoder now appears in Alien Fort Underground stage
*Added Troop Lander and Large Scout to Allied Operations
*Alloy Autocannon now grants LMG and Artillery commendations, suggested by eclecticbibliophile

This Major update replaces all the former human Plasma tech tree (designed and drawn by the great KingMob4313  for Equal Terms) to stuff designed and implemented by our team. Hopefully, the micromanagment is reduced. Also, an important lore addition was added to bring UNEXCOM closer to the prequel, UNEXCOM: Bureau 11. Lore reports and updated weapons of those field in the Secret Crisis in 1961 provide a link to both elements of the UNEXCOM canon.

26
Hello. I would like to ask how can i crew an airship with pilots? I can easily crew landship with them. The airship selection screen is just blank.

Howdy! You require 5 pilots for the C-Class Airship, you need to add them to the crew like any other craft. The game automatically detects the pilots, you don't need to worry to manually select them.

27
Hello! Thanks for playing, I'm glad you're enjoying the experience.

Manning turrets it's easier than it seems: you just need to get a soldier in front of the Maxim turret. Then, knee down and click either a bare hand or the purple Punch action button.

Each turn, the TUs of the soldier will be transferred to the Maxim gun, so you can shoot it. You can reload it like any other weapon, btw.

28
Resources / Re: Brain's aresnal
« on: February 05, 2023, 11:13:07 pm »
Oh grate ! Well I has a lots of guns from other media, Like you you mentioned Fallout, some Vice City Guns (Like Ruger and Colt 45.) GiTS and other stuff.

I want to mix Fallout and Cyberpunk2020 \Shadowrun together :)

Whoa! Atompunk and cyberpunk together sounds like a great mix! How's the progress on the mod, btw?

29
Always happy to help a great mod!

I look forward to seeing it further developed!

30
Resources / Re: Brain's aresnal
« on: January 28, 2023, 08:47:19 pm »
Finally I have the chance to reply this thread haha

I just noticed several Fallout sprites! It happened right after finishing drawing an AER9 Laser Rifle, I saw you had one and began looking for more Fallout guns. Is your mod inspired by it?
I have used several of your weapons, I'll add a .zip with those soon!

EDIT: I just added the aforementioned zip. :D

I have some more, but those are on my laptop, i'll add them when i have the chance.

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