aliens

Author Topic: New UFOs  (Read 27485 times)

Offline animal310

  • Captain
  • ***
  • Posts: 54
    • View Profile
Re: New UFOs
« Reply #30 on: July 19, 2014, 05:25:08 pm »
Amazing new UFOs tnarg!! I hope I can add all these UFO maps into my game without incompatibilities. I already have Luke's and Solarius's UFOs. Hopefully nothing bad happens.

One small thing I have noticed is that both this and Solarius UFOs have a ship called 'Fighter'. Maybe one could be called medium fighter or light fighter? 

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11732
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: New UFOs
« Reply #31 on: July 19, 2014, 05:47:56 pm »
One small thing I have noticed is that both this and Solarius UFOs have a ship called 'Fighter'. Maybe one could be called medium fighter or light fighter?

I have no problem changing the name, if there's a demand.

But if we want to compare these mods, it should go deeper than that. For example, what happens if my "light fighter" turns up to be stronger than this bigger fighter? I don't know if it's the case, but it's possible.

Offline tnarg

  • Sergeant
  • **
  • Posts: 38
    • View Profile
Re: New UFOs
« Reply #32 on: July 20, 2014, 06:35:09 pm »
Feed up of those pesky XCom interceptors shooting down your UFO?  well try out the all new dreadnought (wip)


Offline davide

  • Commander
  • *****
  • Posts: 565
    • View Profile
Re: New UFOs
« Reply #33 on: July 20, 2014, 07:33:06 pm »
I founs some concept ufo images:


there are not maps.
« Last Edit: July 20, 2014, 07:35:15 pm by davide »

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: New UFOs
« Reply #34 on: July 20, 2014, 07:42:58 pm »
I am fascinated by all theses new ufos !

About the last one, Davide, strange are these both outside doors in centre of ufo

@Tnarg, keep going with building your new ufos, they will be used  ;)

Offline tnarg

  • Sergeant
  • **
  • Posts: 38
    • View Profile
Re: New UFOs
« Reply #35 on: July 20, 2014, 08:25:52 pm »
thanks.

I had what was a really good idea for this VLarge in my head but dose not look as good on screen.

I've got this one to finish off and a mid and large size one still to do,  for which I currently have no idea so suggestions welcome.

Offline animal310

  • Captain
  • ***
  • Posts: 54
    • View Profile
Re: New UFOs
« Reply #36 on: July 20, 2014, 10:21:49 pm »
thanks.

I had what was a really good idea for this VLarge in my head but dose not look as good on screen.

I've got this one to finish off and a mid and large size one still to do,  for which I currently have no idea so suggestions welcome.

What about some kind of scanning ship that has a higher chance than the other ships of finding an xcom base?

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: New UFOs
« Reply #37 on: July 21, 2014, 12:13:14 am »
A speedy private messenger craft all the way from Cydonia to an alien base commander? This craft is tiny and impossible to intercept, but it could crash land like a Roswell craft(rare) and if you find it, you'll gain info on locations of future alien bases. Not sure what else you can get off of it though.

About the scanner craft mentioned by animal, but instead of looking for an X-COM base, it will search for a suitable Alien Base. While searching, it could possibly spot your bases!! Maybe code it so that it appears in the continent 2 days before the alien base is settled in.

Offline animal310

  • Captain
  • ***
  • Posts: 54
    • View Profile
Re: New UFOs
« Reply #38 on: July 14, 2019, 12:46:33 am »
This topic has obviously been quiet for a long time. With hunter killers being a thing now I have need of a large fighter and I really liked TNARG's large fighter design (see previous pages). Unfortunately no MAP or RMP files were ever posted  :-[

So I've put it together myself and copied TNARG's design. Files attached.  :D

      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
        - UFOL83
« Last Edit: July 14, 2019, 12:48:04 am by animal310 »

Offline davide

  • Commander
  • *****
  • Posts: 565
    • View Profile
Re: New UFOs
« Reply #39 on: July 14, 2019, 01:05:23 am »
indeed, U_pods has to be the last tileset :-X :-[
« Last Edit: July 14, 2019, 09:53:48 am by davide »

Offline animal310

  • Captain
  • ***
  • Posts: 54
    • View Profile
Re: New UFOs
« Reply #40 on: July 14, 2019, 01:09:06 am »
indeed, U_pods has to be the last tileset :-X

Really? I've not had any issues and am now using it in the game?

Offline davide

  • Commander
  • *****
  • Posts: 565
    • View Profile
Re: New UFOs
« Reply #41 on: July 14, 2019, 09:52:31 am »
Really? I've not had any issues and am now using it in the game?

I apologize, it is correct. I referred to a previous post, but your ufo is a big model, and the tileset list is the same of terror ship/battle ship.

Thanks for your efforts

Offline animal310

  • Captain
  • ***
  • Posts: 54
    • View Profile
Re: New UFOs
« Reply #42 on: July 15, 2019, 11:35:30 am »
No problem, just glad its working ok.  :)