Author Topic: UFO upgrades  (Read 118003 times)

Offline luke83

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Re: UFO upgrades
« Reply #75 on: June 30, 2012, 06:02:03 am »
"What is that blue thing in the corner outside the last UFO? Cursor? ???"
just some ropes with cows feet attached , they have already been removed :)

Good to see you back online Supsuper  ;D
« Last Edit: June 30, 2012, 06:04:01 am by luke83 »

Offline Daiky

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Re: UFO upgrades
« Reply #76 on: July 01, 2012, 10:30:10 am »
Great to see you back SupSuper, you need to help out, I can't satisfy the openxcom community on my own anymore, they're out of control, waaaa :p

Offline luke83

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Re: UFO upgrades
« Reply #77 on: July 01, 2012, 10:39:01 am »
its all for the greater good :P

Offline moriarty

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Re: UFO upgrades
« Reply #78 on: July 01, 2012, 10:53:33 am »
Daiky, SupSuper you just need to channel our energies!

we are so excited about finally seeing an xcom "port" that works and is moddable and everything, and want to help in any way we can! :)


really, now, if you can think of anything I can do to help the game, tell me!  ;D Unfortunately I'm not a coder, although I understand some of the logic behind it.  :-\

Offline luke83

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Re: UFO upgrades
« Reply #79 on: July 02, 2012, 02:43:44 pm »
Another sneak peak , only 2 levels this time as i need to go do the washing up :-[

Offline luke83

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Re: UFO upgrades
« Reply #80 on: July 05, 2012, 01:47:06 pm »
OK so far i have 9 harvesters , i need one more before i can start moving onto setting up there spawn points....Such a long process , i hope people use them when i am done :P

Offline luke83

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Re: UFO upgrades
« Reply #81 on: July 07, 2012, 02:55:26 pm »
OK i now have 10.5 Harvester UFOs ( Yes 10.5 , the .5 UFO will be finished when i can stand to look at the UFO again as i am officially sick of looking at the harvester UFOs). Over the next week i will start doing there Spawn Points.

After this massive UFO set of mine is done i am only doing small Mods , if i pick any other large jobs i want someone to smack me :o

Offline luke83

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Re: UFO upgrades
« Reply #82 on: July 27, 2012, 05:07:51 pm »
Next version of UFOs is available for download , please try to find any bug :P

https://openxcommods.weebly.com/index.html

Offline luke83

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Re: UFO upgrades
« Reply #83 on: August 03, 2012, 04:32:15 pm »
FYI: i have started work on Abductor UFOs .

With OpenXcom v0.4 supporting all UFOs on geoscape , maybe someone can start testing these ufo before i finish and find out None of them work :P

Offline luke83

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Re: UFO upgrades
« Reply #84 on: October 03, 2012, 03:10:39 pm »
Should have the next release of my Expanded UFOs out this weekend , just have a few bugs to fix before i upload them. So that's Medium scout , Large scout, harvester and Abductors completed.

Offline luke83

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Re: UFO upgrades
« Reply #85 on: October 11, 2012, 01:20:20 pm »
There was a small delay , but V0.4 of these UFO are ready to go - tested on Gitbuild 2012_09_30_1528.zip - built 2012-09-30 13:31

Offline mercy

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Re: UFO upgrades
« Reply #86 on: October 12, 2012, 12:25:47 pm »
Can't wait! Refreshing main page daily for 0.4.5!

Offline luke83

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Re: UFO upgrades
« Reply #87 on: October 26, 2012, 03:41:52 pm »
OK so works been a killer lately , has not left me much time to work on these but you will be glad to know that tonight i am almost finished the Rotated Terror ship :)  This is big news for me as getting the outside hull correct for the rotated version of the original ufo is the hardest part , once its done its easy to build a few different types ;)    Wont be long until i have a full set to start showcase to the community.

Offline hsbckb

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Re: UFO upgrades
« Reply #88 on: October 26, 2012, 04:49:29 pm »
luke83, thanks for your excellent work!

Rotated version of UFOs should be included in the normal game.

Offline moriarty

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Re: UFO upgrades
« Reply #89 on: October 26, 2012, 07:39:43 pm »
luke83, thanks for your excellent work!

Rotated version of UFOs should be included in the normal game.

+1 for that.

I think all battlescape elements should exist in all rotations. that would add a whole lot of variability to the game. also, it could enable us to actually include a routine for rotating the camera eventually :)