Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by yergnoor on April 24, 2024, 02:10:18 pm »
That doesn't seem to be true anymore. The Terrain Pack on mod.io is distributed with CC BY-NC-SA 4.0, so as long as you follow the crediting, licencing and don't make money, it's fine.
Yes, apparently I didn't notice that Hobbes has changed his attitude towards using his cards.  But you need to take into account that _Raven_ has a goal - collecting donations.  At least he wrote about it himself.  Even if this is not a direct sale of content, it was precisely this situation that once led to the ban on the use of these cards.
32
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by Juku121 on April 24, 2024, 01:50:18 pm »
That doesn't seem to be true anymore. The Terrain Pack on mod.io is distributed with CC BY-NC-SA 4.0, so as long as you follow the crediting, licencing and don't make money, it's fine.

Although given that one of the root causes of the brouhaha was Dioxine's Patreon, and Solarius also has one and is the main maintainer of FMP, it's not clear how 'noncommercial' works between FMP and TP. Edit: And FMP does not even seem to have a licence. So, yeah. /edit
33
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by yergnoor on April 24, 2024, 01:28:40 pm »
Can anyone give a complete list of maps from the CMP and Terrain Pack and tag those that are already added to FMP (so I can easily find them by name and not have to search for new maps or take hundreds of screenshots to compare the FMP and CMP, and I was sure that there was no such card and that if I wanted, I could add it).
At the request of the author Hobbes, all maps from his mod Terrain Pack were prohibited from use in other mods.  Therefore, they were removed from FMP (as well as from many other mods) and replaced with other similar ones created by other authors.

That is, there are no maps from the Terrain Pack in FMP.  It is not forbidden to add them to your version of the mod for your own use.  But if you try to share such a "hybrid" version of the mod on this forum, problems may arise.  Hobbes' demands are respected here.
34
XPiratez / Re: rss sprites, the legend continues
« Last post by Juku121 on April 24, 2024, 12:44:05 pm »
Blackmarch SMG is indeed nothing like MP-5, except the visual style being similar, it's chambered for something more like 10 AUTO rounds.
MP5/10 exists (or, well, existed), so that is not a sufficient distinction.
35
The user 0xEBJC has already create some mod-alike for openxcom files (posted here and even avaiable on opencom's mod io page); Dioxine himself is waiting OXCE to support it so we may have still to wait eons to see it?  :P
36
XPiratez / Re: rss sprites, the legend continues
« Last post by ontherun on April 24, 2024, 12:30:20 pm »
Blackmarch SMG is indeed nothing like MP-5, except the visual style being similar, it's chambered for something more like 10 AUTO rounds.

oh... ok so i suppose i'll have to live without that :'(
37
XPiratez / Re: rss sprites, the legend continues
« Last post by Dioxine on April 24, 2024, 12:28:38 pm »
Blackmarch SMG is indeed nothing like MP-5, except the visual style being similar, it's chambered for something more like 10 AUTO rounds.
38
XPiratez / Re: rss sprites, the legend continues
« Last post by ontherun on April 24, 2024, 12:21:29 pm »
Blast From The Past

rott explosions were a nice surprise!

Took another stab at getting the Blackmarch SMG to look right. There's actually nothing wrong with the MP-5k I created. So I just stuck the laser sight, suppressor can, and stock onto it. I think the only thing that'd make it look more like an MP-5 is retracting the stock but then that doesn't make it look like it should be a 1x3 item when it is.

I think another thing that makes the whole system look like a honey badger is simply the clip. Little details count and the Blackmarch has always had a straighter thicker magazine, like an 8mm kurz or something like that. Just might be that it isnt 9mm considering it does 30 damage.

edit:
And here's a retracted version.
It looks ready for wet work.

Please mind to work on that shape too? (click) At least any chance to use it for even a new draw. Here it is with a bit of update..
39
The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« Last post by Simi822 on April 24, 2024, 11:55:45 am »
JJ and when you get Bobr into the Team then you can say...Ale Bydle   :P
40
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by psavola on April 24, 2024, 11:37:12 am »
I suppose that in that case I must chime in. I'm not too impressed with enforcers, if you compare them to other (human) units wearing an adequate armor and with spartanism transformation. Spartans are much better at least in many respects (but I suppose there are some niches where enforcers could be useful; one minor niche is the complete resistance to PSI damage type, but at the point you get enforcers that is no longer really relevant).

Also, it can be dangerous to use at least some 1x1 AI units, because even a single laser or plasma shot could roast the unit to the cinders, i.e. also destroy the AI unit so that it cannot be restored. Thus you may need to be careful with these. I'm not sure if I've seen this with 2x2 units, though their bodies could be wiped out as well with explosions at least. I've seen a flying drone completely wiped out by an enemy laser or similar a couple of times, but not sure if this could happen with enforcers.
Pages: 1 2 3 [4] 5 6 ... 10