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Messages - luke83

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1501
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 13, 2011, 02:13:49 pm »
Was thinking of a red coat GANG as the aliens righthand on earth   :D  I want to extrend the jackets to looks like a "MATRIX" style jacket but without sleves ( to show of there muscles ) just a thought :)
As you can tell im only about 1/4 the way through the images

1502
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 13, 2011, 01:52:32 pm »
PCKviev seams to work

1503
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 11, 2011, 02:16:39 pm »
I like chocolate :)

 "AFTER VERSION 1.0 " i simply meant i didn't want to side track all your hard work :)

As for differences between my solders and the others , i was under the impression that there was a way to export the graphics for x-com agents out of the game to modify them. My thinking was build a few different types of humans uniforms and implement them as x-com agents, gangs, civilians etc, Unfortunately  i haven't downloaded the correct tool for the job yet?


1504
Offtopic / Re: Maps and city scapes
« on: September 11, 2011, 02:06:18 pm »
New questions, does anyone know HOW to use images from other items EG: add alien base items to UFOs ?

So far i am not seeing any options to change  the map height for individual UFOs OR buildings.

Also . can anyone else get  XCsuit to work i cant see how to start it, im not sure if i downloaded the correct file?


 

1505
Work In Progress / Hostile gangs and civilians
« on: September 11, 2011, 06:27:36 am »
Hello,
 I was just thinking it would be nice is there where also Enemy Humans to fight .  They could be of countries that have sided with the aliens or even major Gangs like in Apocalypse. They could have bases on earth like the aliens do, have alien enhanced versions of human weapons as well as Raid our bases just like the aliens do. This also opens up more chances for revenue , weapons and research for interested players. You could even have these factions lead ( on earth) by human/sectoid hybrids ( to keep with the x-com theme ).

Also i think Civilians on the game should do more than just walk around opening doors and becoming targets  for aliens. If we are there to save them from being slayed or made into Zombies we should be able to issue them simply orders like "Follow me" and "Stay". Also some should have pistols and such even if they only shoot x-com agents as there freaking out. Lets face it , if the aliens attacked a country like the USA someone must  be a Gun nut :)


1506
Offtopic / Re: X-Com like isometric graphic editor
« on: August 28, 2011, 10:13:16 am »
Hey i think this looks really cool, kind reminds me of playing with lego . I would love to see a working game with this , regardless of if its a x-com remake or something else, it has a nice look to it.

1507
Suggestions / Re: opengl
« on: August 17, 2011, 10:58:08 pm »
Sounds good to me , well the parts my non programmer brain can understand ;)

1508
Troubleshooting / Re: OpenXCom very slow even on good pc?
« on: August 10, 2011, 01:47:26 pm »
My FPS range from 250 to 320 in bATTLE AND 260 - 280 on the geoscope

1509
Troubleshooting / Re: OpenXCom very slow even on good pc?
« on: August 09, 2011, 01:52:49 pm »
I hit F12 several times in game both on the geoscope screen and in battle , No FPS counter that i could see. I also found a Error when craft returning to base after reaching way point. If there on the left of the base they travel all the way around the globe to return to there base.

1510
Troubleshooting / Re: OpenXCom very slow even on good pc?
« on: August 09, 2011, 12:36:17 pm »
I just downloaded the GIT BUILD version 0509_2011_08_08 version and ran it in windows Virtual machine, the speed even on the globe is at least as As good as the dosbox version i always use.  I don't have time to give it a FULL run tonight but i will this weekend.

1511
Offtopic / Re: Maps and city scapes
« on: August 04, 2011, 02:16:09 pm »
I knew i had seen this information somehere before :)

 I think a combination approach here would be nice a few different shapes for each class of ships and a few different interiors for each shape.

1512
Offtopic / Re: Maps and city scapes
« on: August 04, 2011, 12:21:02 pm »
"This gave me the idea to have the ability of assigning more than one ufo design for the same type of UFO, the game will then randomly choose one of the designs."

This is exactly what i was thinking  , i just cant remember if each ufo size got recorded into the ufopedia ( with a graphical image) or not that was my main concern with this option. Lets face it there s nothing worse then exploring the same ufo 20 times before they final start flying around with the bigger ships. This in itself would keep every battle interesting.

1513
Offtopic / Re: Maps and city scapes
« on: August 02, 2011, 02:28:34 pm »
OK i finally got some time to play around with this  tool , must say its a pretty slow process to start with but the results so far are pretty cool ( well i think they are ;) ) . Still i have lots of unanswered questions like , since this UFO i started with only had 2 levels, will the game automatically give my design  a roof OR is there some way i can add a additional level so i can add a roof. Will version 1 of open x-com have multiply UFOs as a way of spicing up the original game  ( without changing it) ? Also still not 100% on how to set the green unit spawn block ( if that is what they really are)?


1514
Offtopic / Re: Maps and city scapes
« on: August 02, 2011, 01:30:16 pm »
Never mind i  should of just looked for the erase icon sooner  ;D

1515
Offtopic / Re: Maps and city scapes
« on: August 02, 2011, 01:21:17 pm »
On Daishivas map  view ,  when i remove a previously placed object from a tile , it still leaves the GREEN triangle there, judging by How the other Green triangles are paced it appears that this means it blocked can some confirm there coloured triangles meaning and also How do i remove the green ones?

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