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Messages - Human Ktulu

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106
Hello,

With last git, the game crash when tazer "bullet" hit something.
It is just me ?

107
Suggestions / Re: Civilized listOrder
« on: April 24, 2014, 07:55:07 pm »
Aaaah, nice work !  8)

108
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 23, 2014, 11:26:01 pm »
Up to date first post with new version of first add-on and some informations additional on this project.

109
Suggestions / Re: More than 2 weapons for a craft?
« on: April 23, 2014, 11:04:58 pm »
Hum, I'm not sure that 2 more weapons is good for game balance, I like attack large UFO's with 2 or 3 interceptors (and lost 1 or 2 in dogfight :p). But it's interesting if you using this extra slots for specials improvements (antijamming, tank fuel, electronic protection ...), like UFO:AI (next build 2.5 is very interesting).

110
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 23, 2014, 12:47:34 am »
Done ! (download in first post)
But I need some help for testing, balencing and with this strange "listOrder" (?!?) instructions.

good night

111
Work In Progress / [Request] Extra facilities for human base
« on: April 22, 2014, 10:49:38 pm »
Why not new facilities for human bases ?

- Simple crossing corridor open in 2 height level (like alien base)
Build for 25.000$
Time construction : 5 days
no small room
no maintenance

- Control Center (allow to launch vessel, only one per base, if destroyed entire base is lost with auto-destruction)
Build for 350.000$
Time construction : 15 days
Maintenance : 6000$

- Power Reactor (only one per base)
Build for 180.000$
Time construction : 10 days
Maintenance : 20.000$

- Hospital (if possible with OPX engine, for heal wounded soldier)
Build for 450.000$
Time construction : 20 days
Maintenance : 10.000$

Thanks

112
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: April 22, 2014, 09:22:43 pm »
Little but great mod !  ;D

113
Released Mods / Re: Gauss Weapons 0.5
« on: April 22, 2014, 09:22:01 pm »
Cool  8)

For translation string I see "en-US" (ok) but "en-EN" it's possible ?!

114
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 22, 2014, 07:57:06 pm »
I admit to have been a little extreme  ;D But I am not convinced to put alien tech in laser tree is a good thing, for me that must human research only.
Is on the other hand, to use the aliens interrogations to resolve aliens technologies is a super idea !

I see you new gauss mod, I will compare this masterpièce with railgun_v2 mod.

For moment I does finish to compile all crafts in once mod.

115
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 21, 2014, 11:41:36 pm »
Hi,

Thanks for your replies, I need to dig it :p
I have another idea for Laser Tech. It's 100% based on real human technologies. Ok, it is not 100% correct from the scientific point of view but I like this path. Alien alloy and Elerium just help to optimise last weapons.

116
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 21, 2014, 12:30:28 pm »
Thanks for your idea ^^
I joined you about the laser technology, moreover I am always surprising to start by developing the laser pistol! In the order of things, it should be to start with the Canon of the vessel, then to gradually reduce the size of the weapon towards the pistol which I find very useful as a secondary weapon.
The idea of related the laser to the discovery an energy source is good, but I will rather see dissociating from technology alien, except with allien alloys (searches on batteries lithium-Ions-Alloy for example, and it's possible to manufacture alloy).

117
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 21, 2014, 02:12:49 am »
I found Slow tech Progress interesting because in the vanilla game the resale of aliens artefacts gives too much money. With only 3 probes you can practically fill up laboratory with scientists ! And if the alien weapons researchs is more long/difficult, it will give more space to other secondary weapons.
I still miss retreat to have a precise idea on this mod in particular, but I do not want to withdraw any options which make it to improve the interest of this game. And it's possible to use only a partial of mod. So all is question of balance.

Personaly I use the precision according to the distance (I use many thing :p). For the few weapons which I tested, Sniper is very powerful, shootgun nearly useless, and minigun very funny (2 hits on 20 fire, not bad for 8% accuracy !) :)

118
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 21, 2014, 12:28:23 am »
Hello,

Thanks a lot ! I am very interested by yours opinions to find a good balancing :)

The next step, and big part, it's to combine the very interesting "slowTechProgress" mod with "Alien Armoury Expanded_1.0.2" or/and "TerranPlasmaWeapons" (and maybe one or two Tank mod).

In last I include some weaponmod (sniper, shootgun, ...) but it's more easy (just checked the compatibility). Chiko's gfx are very interesting too !

119
Released Mods / [COMPILATION] Final Mod Pack (FMP)
« on: April 20, 2014, 11:21:10 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !


EDIT: The above threads are no longer valid, this is the only active Final Mod Pack thread.
The collection has since grown to a huge multimod with a high level of internal intricacy. It still its initial ideas though, which is to put various interested mod content in one place and also to balance them against one another. This is what we do here.
The list of included mods is quite long, so check the description on the mod page.
Enjoy our collection!
- Solarius Scorch


EDIT 2:
For clarification: the FMP is not meant to change core features of the game. It is not an total conversion, it's more of an expansion pack. Therefore I haven't touched anything that would influence gameplay too much, except making laser and plasma way less available - that was necessary in order to do things I wanted to do.
My current project, The X-Com Files, a successor to the Final Mod Pack, is much bolder with the changes.
- Solarius Scorch

NEWEST VERSION HERE: https://openxcom.mod.io/final-mod-pack

(Requires nightly build version 2018-04-28 or later)

OXCE ADDON HERE: https://openxcom.old.mod.io/final-mod-pack-extended-addon

(Requires OXCE engine, of course)


Here's a video tutorial on how to install the mod, by Ivan Dogovich:
https://youtu.be/L1WUpX9n7gY?t=22m36s

GitHub repo here.

120
Work In Progress / Re: Mistake in ruleset ...
« on: April 19, 2014, 10:57:33 pm »
I have another question :p

I begin french translation string for few mods, but I see specials caracteres (é,è,à,ç, ...) are don't show in-game. Exemple :
Code: [Select]
      STR_COMBAT_KNIFE: Poignard de combat
      STR_COMBAT_KNIFE_UFOPEDIA: Arme de combat rapproché qui permet d'éliminer une cible légèrement protégé.{NEWLINE}Son utilisation délicate est réservé aux unités spécialement entrainés aux techniques d'infiltrations.

Edit : I see that :
Quote
It's because your files are in ANSI and OpenXcom uses UTF-8. I've fixed this on my end, for future reference, you can change this in Notepad's Save As.

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