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Messages - Human Ktulu

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61
Released Mods / Re: [WEAPON] Minigun
« on: May 11, 2014, 12:44:42 am »
Personally I preferre the term of "Sulfateuse" for minigun  :P

https://www.google.fr/search?q=sulfateuse+arme

Or the infernal spitting lead head  8)

62
Maybe an little sfx for that ?  ;D

63
Released Mods / Re: Some "new" tanks (ruleset only)
« on: May 10, 2014, 03:36:33 pm »
Quote
Aérochar
Nice, but I use the term of "Blindé Anti-G" for the Get Localisation project.

64
I rescue my old amiga sound pack for plasma weapons !

65
Released Mods / Re: Gauss Weapons 1.0
« on: May 10, 2014, 03:11:02 pm »
And here new sfx for gauss weapons.

66
Work In Progress / Re: New Aliens
« on: May 09, 2014, 03:23:45 pm »
How about a new alien or more, as a mod project? Even TFTD might supply a few new aliens to fight.

What do you say?
I saw something like this in Civilian ressources. I will see if I include this in FMP project.

67
Work In Progress / Re: [Request] Extra facilities for human base
« on: May 09, 2014, 03:16:43 pm »
3) Garage

Another idea of facility (but I do not know if capacity limitation is possible to be modded) : a "Garage" = small 1x1 hangar for HWP (with a capacity of n HWP)
In vanilla game, HWP use only 6 space of store ! I dont know if it's possible technically.

4) Control Center

I think my proposition below is not a really good idea, but anyway, just in case some people would like to brainstorm on it...

Rather than (or in addition to) making "Control Center" necessary to launch crafts, simply make it necessary to control entire base, and be also a "decisive" facility, I mean : protect it whatever happens, because losing it would mean losing entire base (do not know if possible to mod this)

Inconvenient of this proposition : as it would have to be placed as soon as you create any base (as access lift), this would mean you would not be able to place it far away from access lift, which could make base defense very difficult to organize, specially in upper difficulty levels... That's why it is not a so good idea :-((
The solution it's to have only one command center for all the bases but with the possibility of building this installation on others bases for security. If all command center are destroyed = game over.

68
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 09, 2014, 02:36:30 pm »
It's not bad if you use alien bleeding mod. You may heal an stunned and wounded alien ... but in any event, an alien which awakes is inoffensive because it is unable to collect a weapon (exept Chryssalid of course  ::) ).

69
Offtopic / Re: Freeablo - open source diablo 1 engine
« on: May 08, 2014, 03:48:54 pm »
I'm "Diablo : The Hell" player, the Mordor mod is very very good !

Now I wait the new product of awake team with D1 - HD mod :p But It's sort of D2 game with D1 engine ...

70
Translations / Re: Translating the Windows Installer
« on: May 08, 2014, 01:02:07 pm »
It's my turn !  ;D

Code: [Select]
;--------------------------------
;Pages

LangString PAGE_UfoFolder ${LANG_FRENCH} "${GAME_NAME} nécessite UFO: Enemy Unknown / X-COM: UFO Defense. Vous pouvez passez cette étape si vous modifiez une installation existante.$\n$\n Le programme d'installation va transférer les fichiers nécessaires depuis le dossier suivant.  Pour transférer les fichiers depuis un autre dossier,  cliquez « Parcourir » et sélectionnez un autre dossier puis cliquez « suivant » pour continuer."
LangString PAGE_UfoFolder_TITLE ${LANG_FRENCH} "Choisissez le répertoire d'installation  pour X-COM 1"
LangString PAGE_UfoFolder_SUBTITLE ${LANG_FRENCH} "Choisissez le répertoire où est installé X-COM 1."
LangString DEST_UfoFolder ${LANG_FRENCH} "Répertoire X-COM 1"

;--------------------------------
;Installer Sections

LangString NAME_SecMain ${LANG_FRENCH} "Fichiers du jeu"
LangString DESC_SecMain ${LANG_FRENCH} "Fichiers nécessaires pour exécuter ${GAME_NAME}."
LangString NAME_SecPatch ${LANG_FRENCH} "Données du Patch"
LangString DESC_SecPatch ${LANG_FRENCH} "Corrige les problèmes dans les données originales de X-COM 1. Recommandé pour une première installation. (nécessite une connexion internet)"
LangString NAME_SecDesktop ${LANG_FRENCH} "Raccourcis Bureau"
LangString DESC_SecDesktop ${LANG_FRENCH} "Crée un raccourcis sur le bureau ${GAME_NAME}."

;--------------------------------
;Uninstaller Descriptions

LangString NAME_UnData ${LANG_FRENCH} "Désinstaller X-COM"
LangString DESC_UnData ${LANG_FRENCH} "Effacer tous les fichier de ${GAME_NAME}, ainsi que les mods et les ressources. Recommandé pour une réinstallation propre."
LangString NAME_UnUser ${LANG_FRENCH} "Effacer les données utilisateur"
LangString DESC_UnUser ${LANG_FRENCH} "Effacer toutes les données utilisateur de ${GAME_NAME}, avec les sauvegardes, les impressions d'écran et les options. Recommandé pour une réinitialisation complète."

;--------------------------------
;Shortcuts

LangString LINK_DataFolder ${LANG_FRENCH} "Répertoire de Données"
LangString LINK_Readme ${LANG_FRENCH} "Lisez-Moi"
LangString LINK_UserFolder ${LANG_FRENCH} "Répertoire Utilisateur"
LangString LINK_Uninstall ${LANG_FRENCH} "Désinstaller"

;--------------------------------
;Warnings

LangString WARN_UFOMissing ${LANG_FRENCH} "X-COM 1 ne se trouve pas dans ce dossier. ${GAME_NAME} nécessite une installation valide de X-COM pour fonctionner. Continuer?"
LangString WARN_XCUDetected ${LANG_FRENCH} "XcomUtil détécté. ${GAME_NAME} est incompatible avec XcomUtil et peut engendrer des instabilités. Continuer?"

71
Translations / Re: French Translation
« on: May 08, 2014, 12:30:09 pm »
Need to update / vote for this string :

- STR_AUTOSAVE_DESC

Thanks

72
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 07, 2014, 10:30:12 pm »
Quote
"Gauss Missile Defence" - I don't think it has any missiles. ;) It should be just "Gauss Defence", just like "Laser Defence".
why not, the main idea is to propose a defensive building at this stage of the game.

Quote
Improved/Advance Gauss Weapons are just stronger, right? I'm okat with this, but I don't know if it's technically possible; I'll have to consult an expert. ;)
Attention, only clips ! The weapons are the same one. But maybe, we can make explosive bullet for Advanced (fusion) Gauss Clips and incendiary bullet for improved (plasma) gauss clips ... ? Or we can maybe forget this and give only standard clips ?

Quote
Then, there are plasma/fusion weapons. If they are available too early, then it's all for nothing; they must be more difficult to obtain. One live alien is not enough, but what else?
...and today I discussed it with Dioxine, and we have a plan! Listen to this:

    Each alien Engineer you interrogate gives you one random tech, using the "get one free" feature in the ruleset (the same that Medic uses). There are a number of techs available to choose, let's say there's 10 of them. These techs are free - you get it right after researching the Engineer.
    In order to get plasma technology tree, you need five different techs from Engineers. Therefore if you are very lucky, you can have them after interrogating 5 Engineers, but you're probably going to need more until all 5 techs are found. It's the same for fusion weapons, although some techs may be the same as for plasma weapons.
    Other techs may lead to other things, like lasers or whatever.

This has a number of advantages:

    - Advanced alien weapons are delayed.
    - You get empty techs, but they're cool.
    - There will be more cool articles in the Ufopedia, covering technical aspects of alien technology.


What do you think?
I like this ! If it is possible technically I think that it is very a good idea (I read somewhere something about that ...).

Quote
Also, seeing as Gauss weapons seem to be accepted into the mod, I'll add them to the Firearms Compilation.
Great ! :)

For the future, I hope someone create the sprits for saber laser  ^^ Finnaly, It's the heat-ray who give me this idea.

73
Work In Progress / Re: [Request] Extra facilities for human base
« on: May 07, 2014, 10:10:14 pm »
Hi all,

I misunderstand latest reactions, the first goal of this request is create little more facilities  to prevent that the whole of the researchs and manufactures can be concentrated in only two bases.

Please, no  kidding.

74
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 05, 2014, 11:52:48 pm »
Jackpot !  :o

Seriously, Thanks a lot Civilian  ;)

In my side, I try to finalise a WIP tech tree.

[EDIT] So, this is my last WIP suggestion, without Civilian's data (I want a Saber-Laser ! Ziouuuv Ziiiiiiouuuuv !  :P ).

75
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 04, 2014, 09:16:23 pm »
Other versions of diagramms ...

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