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Messages - ave369

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 05, 2023, 10:04:59 am »
I would like to have a complete set of A class Bounty Hunting missions.

We already have the A class mission for Goblin Zaxx. We need ones for Jack and the Mutant Alliance.

Here are my ideas

Mutant Alliance A class Bounty Mission: Aggressive Negotiations

We've been wondering for a long time why Mercenaries commit Mutant Pogroms. Turns out, certain high ranking mutant haters are funding these operations, and we've caught word of one group negotiating with the Mercs for a pogrom mission. You have to intervene and thwart this operation in its nascency!

Enemies: a mix of Mercs and a random faction, which can be Humanists, Spartans, Human Mage + some Bandits.

Terrain: Industrial


Jack A Class Bounty Mission: Decommissioned Crawler

I've caught word of some lowlifes buying a used Ninja Crawler from a group of Sky Ninjas. It was already bad enough when Sky Ninjas fielded them, but these monster vehicles proliferating among random wasteland thugs is an entirely new class of terrible. I need you to destroy the crawler and its new owners as soon as possible.

Enemies: Random faction (Bandits, Raiders, Ghouls, Apocalypse Cultists etc) and Ninja Turrets

Terrain: Rural + Ninja Crawler

2
XPiratez / Submod: Transport Zeppelin
« on: December 16, 2022, 09:19:02 pm »
I didn't like the removal of the transport function for the Spy Zeppelin, so I made this mod. This mod adds another airship, separate from the Spy Zeppelin, that replicates the transport function of the old Spy Zeppelin. It does not work as a radar craft, but it carries up to 20 Hands and 3 large units. The ability to build the Transport Zeppelin is given by the same technology as the Spy Zeppelin. It is cheaper and faster to build than the Spy Zeppelin because it does not carry surveillance gear and uses all the freed space to carry troops instead.

It is NOT undetectable and it is still unarmed. Only use this to assault enemy bases if you have a good armed escort.

Has English and Russian locales.

This submod is a beta. I tested it for the most obvious bugs but I might have missed something.

3
Released Mods / Re: [TFTD] Aqua Weapons Starter Pak
« on: September 12, 2021, 02:07:02 pm »
Version 1.2 is up.

Changelog:

* Fixed the bug that displayed the graphics for the Gauss Pistol Clip as the Titanium Knife
* Freezesprayer added.
* Gauss Sniper Rifle added

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Released Mods / Re: [TFTD] Aqua Weapons Starter Pak
« on: November 27, 2017, 10:23:09 pm »
Attaching it here.

5
Released Mods / Re: [TFTD] Aqua Weapons Starter Pak
« on: November 23, 2017, 11:09:38 pm »
I know the disruptor cannon, I've played with it as well. Seems somewhat OP to me, especially the explosive ammo. An autofire from this thing destroys a whole small room in a colony or artifact site... three times. Makes absolutely sure there are no tentaculats in those nooks and crannies... because it vaporizes them. Nooks and crannies, not tentaculats (them too, though).

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Released Mods / Re: [TFTD] Aqua Weapons Starter Pak
« on: November 23, 2017, 10:52:12 pm »
Thanks. My next mod will be a Sonic weapon diversifier similar to the Alien Armory Expanded for UFO. I'm going to add a Longwave Sonic Blasta (a sonic shotgun), a Shortwave Sonic Blasta (a blasta rifle with sniper accuracy, more accurate than the Sonic Cannon) and a Sonic Repeater (an automatic Sonic weapon). Maybe some other weapons like lethal terror bombs for the Thermal Shok launcher.

Again, the name of the game is porting popular small UFO mods to TFTD. I wonder what might be the underwater equivalent to attack dogs. Dolphins? But they cannot operate on land...

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Released Mods / Re: [TFTD] Aqua Weapons Starter Pak
« on: November 23, 2017, 10:35:09 pm »
Okay, here are some screenshots:

On the last pic, the Flechette Gun at the moment of firing is portrayed. The bigob is not displayed because of that.

As for big mods such as the Final Mod Pack, aren't there already such mods, such as TWoTS and My_TFTD_Mod?

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Released Mods / [TFTD] Aqua Weapons Starter Pak
« on: November 23, 2017, 10:22:44 pm »
The TFTD Aqua Weapons Starter Pak is an attempt to recreate some of the popular community-made X-COM: UFO weapons for Terror from the Deep. TFTD has very few mods; yeah, there are big mods that remake everything, but I didn't want something that grand. I was looking for the TFTD equivalents of small mods that add early game weapons such as machine pistol and shotgun, and did not find them. So I decided to make my own.

This mod was made for my own use first and foremost, I played TFTD with it and enjoyed it very much. So I decided to share this mod with others. It is my very first OpenXcom mod, so it is not very "well made": there are no custom handobs and groundobs, and the Ufopedia images show some color shenanigans (I haven't yet figured how to deal with them). But it is functional and very playable.

What does it do? It adds early game weapons based on the community-made weapon mods.

TFTD Weapon             X-COM UFO community equivalent
------------------------------------------------------
Harpoon Pistol            Magnum Revolver
Dart Carbine              Machine Pistol
Flechette Gun             Shotgun
Crossbow                   Sniper Rifle
WP Melter                  Flamethrower
Titanium Knife           Combat Knife
Freezesprayer            Taser

http://www.openxcom.com/mod/tftd-aqua-weapons-starter-pak

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