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Messages - The Martian

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526
Help / Re: Armed civilians?
« on: December 02, 2019, 02:40:26 pm »
Excellent! ^_^

Thank you for the information.

527
Resources / Re: TFTD art request
« on: December 01, 2019, 02:12:50 pm »
* UFOPedia / Battlescape graphics for "Plastic Coelecanths" - These use conventional Coelecanth components, but incorporate Aqua-plastics into their frames and exterior plating. I'm kinda thinking maybe just a pallet-swap?

You may find the recoloured Coelecanths found in these two threads to be useful:
(#1) Drages Weapon Sprite Collection (Page 3)
(#2) HWP Tractors another reimagining of the Coelacanth for XCOM (By SteamXCOM)

Additionally you can download the image template for the Coelacanth from Falko's (Excellent) OpenXcom Modding Tool Site:

To download the template click "Tools" then "HWP Builder" followed by "Select a Unit" then "Drawingroutine 11: Coelacanth" then click "Download Template".

To make a Template able to be used with
OpenXcom: Click "Upload Template" then when that finishes click "Split" followed by "Download spritesheet" and then use the resulting Sprite sheet with OpenXcom.

From my experience the template is usually easier to work with than tackling the sprite sheet directly.

528
Help / Armed civilians?
« on: December 01, 2019, 04:06:45 am »
If a civilian unit spawns with a weapon will it fire on alien units?

529
Suggestions / Re: Non-random RNG (Seeding)
« on: December 01, 2019, 03:17:22 am »
The problem with the non-random RNG is that there are openings (I'm experiencing this now) where your first few soldiers get gunned down without being able to fire a shot. Sorry, that is just a bs scenario -- who would put down a troop transport in such a position?

The feature you are requesting appears to already exist:
In the main menu select "Save scumming" and toggle it to YES.




To increase your soldier's survivability:
Spoiler:
My suggestion is to throw smoke everywhere, even on the first turn.
(If they can't see you, they can't shoot you... usually.)

Don't move into non-explored regions without proper lighting, go for mutual surprise.
(Mutual surprise: If X-COM and alien units spot each other simultaneously, the aliens will not fire first.)

Can't guarantee making the shot/kill with your rifle? Duck back around the corner and/or pop off a rocket/etc from a safer angle.
(Try to move in such a way that you can retreat if a shot is missed, don't over extend your movements.)

Always remember that the enemy has full TUs on the first turn of a battle, so leaving your craft may provoke reaction fire.
(There are advantages to charging out, but most players I've seen speak about this suggest skipping the first turn so the enemy expend their TUs)

In OpenXcom all enemy units in range of your landing craft saw it land, and thus on the first turn they are pointed towards the exit ramp waiting to fire.
(I saw this mentioned once on this forum somewhere, I assume it to be an accurate statement.)

Almost always, when developers decide players *shouldn't* be able to do something, they are just imposing their preferences on everyone else. :-(

I've always considered that a crucial part of game design. Perhaps the mindset is different in a more Modification focused community like here with OpenXcom?

530
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 30, 2019, 05:03:04 pm »
How can i update the picture with the correct one?

Before doing this I suggest making a backup of the original floorob_HMG.png file before replacing it as the Final Mod Pack is currently not available for download.

The file you are looking to replace can be found inside the Final Mod Pack's folders here:
FinalModPack/Resources/FinalModPack/Weapons_Compilation/HMG/floorob_HMG.png

As the file name and file format are the same as what the Mod is expecting everything should work just by placing the image inside that folder.

(Unless there has been a change involving the Heavy Machine Gun between version Final Mod Pack V2.3 and V2.4. I'm using V2.3)

531
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 30, 2019, 11:56:20 am »
I noticed that in the Final Mod Pack(V2.3) the "Heavy Machine Gun" FloorOb did not appear to be rendering the entire image.

The image was 32 x 48 pixels whereas other FloorObs are 32 x 40.

So I reduced the size of the image and that seemed to fix it.



Original Image:


Fixed Image:

532
Fan-Stuff / Re: Some random screenshots
« on: November 30, 2019, 09:07:17 am »
Why the hay is green?

That is because that is not a hay bale.

It is a collection of meticulously cubed spinach.


All is truly lost if it falls into alien hands.

533
Thank you, The Martian! I really liked the image you shared, thank you very much for making it. I'll see how to implement it in the mod, if you don't have a problem with it.  ;D

Of course, please go ahead. ^_^

534
Being able to restrict weapons to specific armors and/or soldier types would be quite useful.

I can see many immediate applications for this.

535
In addition, we include our new Space Shuttle!

That really nailed the lunar look.

Nice work!

536
Resources / Re: New Alien for use as player soldier
« on: November 27, 2019, 03:04:56 pm »
Here the files, found some time.

Thank you for uploading them I appreciate it.

The artwork is impressive!
 

537
The X-Com Files / Re: Want to help?
« on: November 26, 2019, 12:17:41 pm »
I was digging around inside The X-Com Files resource folder (As one does...) and noticed that your Multi-Launcher (White) FloorOb & HandOb were a bit different from that weapon's BigOb colour scheme so I took a crack at editing them.


Here is the original version:



Here is the recoloured version:



From my brief tests using these sprites I've found that it is a bit easier to visually identify whether a soldier is holding the white or gray incarnation of the Multi-Launcher.

538
Resources / Re: New Alien for use as player soldier
« on: November 26, 2019, 06:48:08 am »
If they are to be made into an actual Invader Race, they need a terror unit.

What would you suggest, guys?
Add beholder? :) More eyes more dangerous

A Beholder got me thinking of this sprite set that SideQuests uploaded a while ago:



Only one eye though.

539
Help / Re: Randomized alien equipment?
« on: November 24, 2019, 12:19:40 pm »
The entire point of multiple data sets is to ensure it doesn't happen...

If I understand you correctly what you are saying is that for each individual alien unit that is spawned on the battlescape during map generation it randomly selects a number for that alien's assigned itemSets: from:
Code: [Select]
alienItemLevels:
  - [0, 1, 1, 1, 2, 2, 2, 2, 2, 2]

My mistake was that I thought it only selected a number from the alienItemLevels: list once and used that for the item level of all aliens in the current mission.
(So if the item level was rolled as 2, then it would be 2 for every alien on that UFO.)

(builtInWeaponSets)    A set of lists of weapons this unit can come pre-equipped with. Game will pick one set "at random" (randomness comes from the current alien tech level definition). These weapons WILL appear in inventory slots (references items).

The builtInWeaponSets: description on the UFOpaedia is making a lot more sense now.

Thank you for the help.

540
The MiB base is already a custom building built with a custom tileset:


If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.

I was playing the Final Mod Pack(V1-9-8) recently and ended up fighting the MiB on this map.

It was a hard but fun battle, thank you for creating this challenging fortress.

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