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Messages - Esser2002

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Troubleshooting / Re: What happened to XcomUtil?
« on: August 30, 2019, 11:11:11 am »
Thank you for the download link. I could not find it because the XcomUtil page returned 404

It may be something with the version of OpenXcom I currently have installed, but i don't find it as difficult as the original (on the higher difficulities)

Troubleshooting / Re: What happened to XcomUtil?
« on: August 29, 2019, 11:55:31 pm »
Thanks for the advice,  but I don't want all of the changes that come with openxcom, f.x the AI changes.

Do you know any way to get X-comUtil?

Troubleshooting / What happened to XcomUtil?
« on: August 29, 2019, 10:01:23 pm »
I know that XcomUtil is not OpenXcom, but you guys are the only active x-com community i know, and i am tired of googling around in 10-15 years old posts and getting 404's

To the point, I want an X-com experience that resembles the original as good as possibly, just with the difficulty bug fixed, so i can actually beat the game on superhuman.
Problem is that I cant download XcomUtil and get it to work.

The only link i can find to download anything is this but i can't get it to install/don't know how to

I am running windows 7 with the steam version of X-com UFO defence. Can you help me?

Help / Re: How to view/open/edit .pck files
« on: February 13, 2019, 08:38:57 pm »
Thanks a lot.
It works fine, when i extract the xcom_0 (unarmored sprites) i get a shitload of gifs (all 200 in the sprite sheet)
I have another problem though...

I am currently trying to add one additional armor to the final mod pack, and being very new at modding (this is my very first project) i though it was a good idea to copy another armor and replace everything i wanted to work differently (name, stats, sprites ect.) I chose the armoured vest

Problem is that the spritesheet for armoured vest is one big png, and i don't know how i can get the 200 gifs to one png.

What do you do when making spritesheets for the mods?

Help / Re: How to view/open/edit .pck files
« on: February 13, 2019, 04:03:19 am »
Ty for the help. Didn't expect someone to be on this late

Help / How to view/open/edit .pck files
« on: February 13, 2019, 03:14:30 am »
I want to use the unarmored sprites as templates for some sprites i want to draw, but i can't acces the sprites from the original game
After a lot of reseach i have concluded that they are stored in some kind of .pck files, but i can't find any way to open these files
How do you guys do it, do i need to download some software or what?

And thanks for the help in advance

40k / Re: 40k
« on: May 07, 2018, 10:32:33 am »
This mod is the bane of my education. And daym it's hard. Just lost my second game on chapter master, ironman. That's not a bad thing, i love myself a challenge. 

About balance, i think shockmaul may be too weak. Idunno, it shouldn't replace normal melee weapons, but when i tried stunning one of my own, it took three soldiers full turn to get him stunned (he was mind controlled and i didn't want to hurt him)

I think melta should have shorter range, but be better vs armour.  Again, just a suggestion.
I also think devastators Dreadnaughts are too easily killed, and therefore 4 space marines are almost always a preferred option.
And i don't really use the guardsmen, i think they should be cheaper.

All of the above is just suggestions, just my thoughts on the subjects.
And could you change the year. Right now it says it's happening in 1999.

Edit: I meant dreadnaughts... fixed it now

40k / Re: 40k
« on: April 27, 2018, 08:21:58 pm »
Maybe you could implement a feature, making ranged weapons at melee range less accurate (like in the tabletop game where you can't shoot in melee). I don't know how hard that is to code.

For melee weapons to be good, they need to be better than ranged weapons, once you get up close. Auto fire at point blank range is very deadly, and melee weapons should be even deadlier. Just keep that in mind when balancing.

And thank you for the work you spent making this mod, it's really good.

40k / Re: 40k
« on: April 26, 2018, 03:22:34 pm »
    Amazing mod, please don't stop working on it.
    Really tactical, and feels very 40k like, while still being xcom. Probably my favorite mod. Please don't stop working on bugfixes and balance changes. If you would like some constructive critisism, i have a few things you could consider.
    • Some item weights are very extreme. A chainsword weighting 5, and a boltpistol weighting 17. I like the idea of restricting heavy weapons to devestators, but i think this can be balanced a little more
    • My space marine scouts run out of energy, and are therefore unable to use all their timeunits, is this intentional? It makes sense that they are made to be able to dash over short distances, but i think this could be rebalanced. Generally the stat changes on armour could use some work imo. I don't think terminator armour should reduce energy.
    • How do i acquire an honor badge? i really want to build apothecary armour, but i don't know how.
    • In the codex, i can't find entries to guard lasweapons, and many of the entries have messud op colours on the pictures.
    • I think melee weapons feel weird to use. It would be cool if they were more different. The power fist and devestator melee weapon should use more TU's, but should deal wayyy more damage imo. Chainsword kinda makes combat knife useless, they should feel less alike.
    • I would like if my soldiers had bigger pockets, so they could have combat knifes/bolt pistols in their belts.

    I have a lot of negative points, but please don't think i dislike your work, i just have a few suggestions for improvement. All in all, i really love the mod, with interesting new types of enemies, weapons and reseach. The music and sound is a nice touch. Once you get all the filthy bugs fixed, this mod will the dream of every 40k fan.

Edit: And i also think the cannon fodder (guardsmen) is a too expensive.

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