aliens

Author Topic: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28  (Read 133356 times)

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [GLOBE] Desert world / DUNE total conversion 0.11
« Reply #105 on: September 21, 2015, 12:00:01 am »
It would fit nicely with one of my mission ideas for Piratez... one from a really deep drawer.

Circus of Carnage
Enemies: Clowns (acid & melee)
Civilians: lots (cosplay/furries)
Rules:
You get NEGATIVE points for civilians killed by the Clowns. You get POSITIVE points for civilians killed by yourself :)

Ha, this sounds great!  ;D

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [GLOBE] Desert world / DUNE total conversion 0.12
« Reply #106 on: September 21, 2015, 12:01:33 am »
Uploaded Version 0.12 to first post:

Ver 0.12
- changed win and lose cutscenes
- changed final mission
- changed some language

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [GLOBE] Desert world / DUNE total conversion 0.12
« Reply #107 on: September 21, 2015, 12:32:43 am »
Come upon this the other way, couldn't resist sharing it here:


Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [GLOBE] Desert world / DUNE total conversion 0.12
« Reply #108 on: September 21, 2015, 02:12:13 pm »
I love the Harkonnen picture (no surprise here, eh? :) ). This project has tons of potential.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: [GLOBE] Desert world / DUNE total conversion 0.11
« Reply #109 on: September 21, 2015, 02:25:48 pm »
Yeah, I've been intended to steal it for quite some time. :) Not for the FMP though, I'm planning something bigger.

Bigger? <passes out> ...call the ambulance!

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [GLOBE] Desert world / DUNE total conversion 0.13
« Reply #110 on: November 17, 2015, 09:40:55 pm »
Uploaded Version 0.13 to 1st post.

Only few tiny changes this time:
- fixed soldier attributes to be compatible with newest nightly
- changes to basescape graphics
- changed some language

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.14
« Reply #111 on: January 03, 2016, 07:59:28 pm »
Uploaded new version 0.14 to 1st post:

Ver 0.14
- Added cheesy Sardaukar Soldiers as enemies (derived from XOps mod, Piratez and War of Shadows (organic Armor))
- Fixed spice desert foot steps
« Last Edit: January 03, 2016, 08:08:08 pm by clownagent »

niculinux

  • Guest
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.14
« Reply #112 on: January 03, 2016, 10:47:03 pm »
Thanks clownagent! Please, may you update also the first post with the openxcom version required by the  mod? (nightly or openxcom exdended)

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.14
« Reply #113 on: March 06, 2016, 04:26:25 pm »
Uploaded new version 0.15 to 1st post:

Ver 0.15
- Changed graphics of base defense missions (graphics from XOps (Xeno Operations Mod))
- Changed Basescape graphics

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
« Reply #114 on: March 06, 2016, 04:28:55 pm »
This base looks so sweet.

Offline Xeno Wiper

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
« Reply #115 on: March 07, 2016, 03:47:50 am »
This base looks so sweet.


Hmm.... looks like a dungeon. Cool...


Interesting project.


I love the Harkonnen picture (no surprise here, eh? :) ). This project has tons of potential.



+1. Other Harkonnen supporter here, mwahahaha! You can't beat this guy.



Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
« Reply #116 on: March 07, 2016, 08:46:43 pm »

Hmm.... looks like a dungeon. Cool...


Unfortunately the rooms are still rather empty. Do the Fremen should have any interior decoration??? Beds, computers and such feel somehow inappropriate.



Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
« Reply #117 on: March 08, 2016, 02:10:50 am »
Well how can you have a radar without computers? I think computers are fine but only in radar room and the lab. Other than that? I guess sleeping mats, weapon racks and food & water supplies would look good. Also flying glow lamps, these are canon. What else. Stillsuit maintenance stations? :) And maybe a Holzmann platform here and there, probably in the General Stores to move stuff around.

Offline harre

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
« Reply #118 on: March 08, 2016, 12:14:31 pm »
Nice mod. It was interesting. Having no idea about the aliens and their capabilities and weapons. My troops got eaten alive by a doglike creature.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
« Reply #119 on: March 08, 2016, 10:19:33 pm »
Well how can you have a radar without computers? I think computers are fine but only in radar room and the lab.

"Thou shalt not make a machine in the likeness of a human mind." - Butlerian Jihad

The penalty for building a thinking machine is death. :P