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Messages - Human Ktulu

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46
Work In Progress / [The Final Mod Pack] Personnal Armour part
« on: May 18, 2014, 08:59:30 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 !

47
Work In Progress / Re: [WIP][The Final Mod Pack] Vessel part
« on: May 18, 2014, 08:57:46 pm »
==============================
FMP_addon_ExtraVessel_v0.9.4 by Human Ktulu & Solarius Scorch
==============================

"FireStormGfx" mod created by Tyran_Nick - https://openxcom.org/forum/index.php?topic=1435.0
"AlloyCrafts" mod created by The Old One - https://openxcom.org/forum/index.php?topic=1503.0
"alloy_skyranger_mod" mod created by Civilian - https://openxcom.org/forum/index.php?topic=2048.0
"Raven" mod created by MickTheMage - https://openxcom.org/forum/index.php?topic=1947.0
"Sentinel" mod created by Warboy1982 - https://openxcom.org/forum/index.php?topic=1274.0
"Thunder" mod created by Tyran_Nick - https://openxcom.org/forum/index.php?topic=1435.0
"FirestormRestyle" mod created by Shadow - https://openxcom.org/forum/index.php?topic=1675.0

I reached first step with the craft modpack. That is first version, the goal is to widen the possibilities and that each vessel with its own interest. I hope that is enough balanced and coherent with research. This pack include 5 vessels :

- Alloy Skyranger
That is a modification of existing Skyranger. The Skyranger is too complex and too expensive to re-build it (500.000 per month just for rent !!!). So you will always paid a rent but little lower after crafting the vessel and you can sell it compared to the modifications brought.
- Raven (as Alloy Interceptor type)
The engineers have completely re-design Interceptor to gain a maximum profit from alien alloy. Contrary to the Skyranger, this vessel is completely assembled in the hangars with Interceptor spare part given for free in maintenance contract. What explains its moderate price and no rental.
- Sentinel (as short range Interceptor)
This vessel benefits from last the discovery on UFO navigation. Its shielding is thick, it is very manoeuvrable, but its range is reduced. It is made particularly useful for the proximity defense of the bases. No elerium used.
- Thunderstorm (as long range Interceptor)
Same technologies that the Sentinel are used, but focused in speed to increase the chances to intercept an UFO. Only one hardpoint, like the origin MOD.  No elerium used.
- Tormentor (based on Firestorm new style, as Ultimate Interceptor)
Based on alien technologies (elerium using) that is Ultimate Fighter, more speed than Avenger and less expensive to build. It's based on Firestorm New Style mod.

48
Work In Progress / [The Final Mod Pack] Vessels part
« on: May 18, 2014, 08:57:33 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 !

49
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 18, 2014, 08:48:17 pm »
I'm return on tree tech. I understand what you want to do and I am of agreement on the principle. But it is as much important to find occurrences interesting. I currently concentrate myself on this problem.

On the other hand, this project takes proportions considerable on this thread. I propose to separate it by sections and preserving this thread for the techtree. I occupy myself to create the corresponding threads.

Thanks !

[EDIT] Done ! Now, please to talk in valid section with quoting if necessary. This thread only continu for tech tree part.

50
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 18, 2014, 11:49:08 am »
EDIT : Solar, a question...

I tried to open your Skyranger with Mapview I just downloaded from Luke portal (version "updated") and there is an error anytime I try to open SKYRANGER, however it works with any other
- I renamed first all of your files PLANE_X.xxx to PLANE.xxx
- Icopy them in a new UFO directory, in respective subdirectories
Failure
I tried with original Skyranger files, same failure (Exception due to data key that does not exist in dictionnary)

Could you tell me which tool (an eventually which release) you used to work on Skyranger ?

(I tried this version https://openxcommods.weebly.com/general-map-creation.html then https://github.com/pmprog/OpenXCOM.Tools/tree/master/Distribution, and another lnk I found on this site, but same result)

It's a little mistake in ruleset. Replace the 2 strings "PLANE_2" to "PLANE_X". Solar may already corrected that. I tried this vessel and it's very interesting path !

51
Released Mods / Re: [ENEMY] Aliens Melee Stat mod 1.0
« on: May 18, 2014, 11:18:17 am »
That's looking good !

52
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: May 18, 2014, 11:16:12 am »
Me too  :P

53
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 17, 2014, 09:24:26 pm »
I do not wish to complex this part more than necessary. If it need alive aliens to make research, it is necessary to be able to place them easily.

Quote
EDIT: Can we please add Civilian's upgraded Skyranger as the Alloy Skyranger? It has a new tileset, two more soldier slots and a more sensible layout, but is similar. It just makes a nice flow, perhaps the first real upgrade of X-Com. I can attach the updated Vessel mod if you want.
Why not ? Actualy i use Skyranger & Avenger sides doors.

54
Work In Progress / Re: [Request] Extra facilities for human base
« on: May 17, 2014, 08:24:02 pm »
... and my request ?  :'(

If someone can simply make it, just an simple corridor for moment, I will be happiest !

 ;)

55
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 17, 2014, 08:20:27 pm »
Or simply use "Terran Plasma Weapon" mod and make alien weapon unuseable for humain. But maybe allow to recycle it.

56
Work In Progress / Re: [WIP/GAMEPLAY] Kiryu-Kai Mod
« on: May 17, 2014, 08:14:45 pm »
Wow, an prequel for X-Com !  8)

57
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 16, 2014, 11:10:39 pm »
Hello Solarius,

I have seen this tree tech and I have one question : when is it weapons plasma to recover on the alien ? no need to know to manufacture them to use them !

58
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 15, 2014, 09:22:21 pm »
Can you modify the diagram in first post for better visualisation of your proposal ?

59
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 14, 2014, 10:43:49 pm »
Well I make some took a little time to let a little "rest", like cooking :)

Currently I'm consulting some fans of XCom to know if there are other remarks and ideas about the technological tree. The basic idea is more or less defines now, I go worked on the parts defines in the first message. Once a base of works will be finished will be to us able to integrate additional elements, and and finally the work of balancing.

Do not be anxious if that evolves slowly, and still thank you for all your remarks and proposals !

60
Work In Progress / Re: WIP Soldier Classes
« on: May 13, 2014, 07:45:32 pm »
The idea to obtain classes more marked is a good, but "manufacture/fit/unfit training" is very strange concept ...
What I will wish is the training system of "UFO : Aftermath" (I can always dream  ::) ).

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