Author Topic: [TFTD] USO mods and some Resources (Update September, 15th)  (Read 47062 times)

Offline new_civilian

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Re: [TFTD] USO mods and some Resources
« Reply #30 on: April 07, 2016, 11:11:17 am »
Then some gameplay mods

-One mod that makes the Lifts of the Lockheed mod transporter behave like the rest of the TFTD lifts
-Another one which makes hte TFTD lifts behave like in UFO
-One more which makes the opposite for UFO:EU doors



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An experimental mod that makes TFTD lift tiles behave like the ones in UFO: You can now see and shoot through lift tiles. This makes the game harder as you can no longer simply block a lift by standing on it. But it also allows you to shoot at blocking enemies, so....

Feel free to use these files in any way you see fit.

civilian 2016


An experimental mod that makes UFO lift tiles behave like the ones in TFTD: You can now not see and shoot through lift tiles. This makes the game easier as you can simply block a lift by standing on it. But it also allows blocking by enemies, so....

Feel free to use these files in any way you see fit.

civilian 2016

Offline davide

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Re: [TFTD] USO mods and some Resources
« Reply #31 on: April 07, 2016, 12:42:08 pm »
This mods adds an abandoned research facility area to the Island Terror mission selection. I made this as I was tired of ALWAYS having the same 2 terrains to fight ground missions on... :-)

About the terrain:
It's basically the Underwater Research facility on land, that means minus the sand, the bubbles, and the water of course.


I like the idea,
and I recognize that in these moment you're the only modder of MAP for Open TFTD
but I my little opinion,
aesthetically not work ... ehm

I think that research facilty could fit better with polar or mountain terrain

and as guidelines only,
let me tell you to remember the Ufo2k Normandy terrain that
perhaps could be adapted for TFTD.

An other chance could be alternate Alien artifact site with XOps's Temple

In any case, thanks for your efforts


 


« Last Edit: April 07, 2016, 01:12:07 pm by davide »

Offline harre

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Re: [TFTD] USO mods and some Resources
« Reply #32 on: April 07, 2016, 03:51:28 pm »
Nice ones, I'm going to try some of these out in my next playthrough

Offline ivandogovich

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Re: [TFTD] USO mods and some Resources
« Reply #33 on: April 07, 2016, 07:00:11 pm »


You know you've been playing too much XPirateZ when you look at this image and immediately start IDing a "Trader's Guild Pogrom" mission.

Offline new_civilian

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Re: [TFTD] USO mods and some Resources
« Reply #34 on: April 10, 2016, 10:55:37 am »
A quick update on the Gravlift mod for users that have the Grunge-USO mod installed, it adds edited maps for those USOs, the original maps had a "cover" plate over those lifts.

Offline new_civilian

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Re: [TFTD] USO mods and some Resources
« Reply #35 on: April 10, 2016, 10:57:49 am »
Here some more mod"lets"  :)

-One which changes the Gauss weapon inventory icons a bit
-One which adds a enemy race

*** updated, Gauss now with Ufopedia pics
« Last Edit: April 11, 2016, 10:29:27 am by new_civilian »

Offline new_civilian

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Re: [TFTD] USO mods and some Resources
« Reply #36 on: April 10, 2016, 10:58:36 am »
some more pics

--- posts merged by Solarius Scorch, your friendly neighbourhood moderator ---

I like the idea,
and I recognize that in these moment you're the only modder of MAP for Open TFTD
but I my little opinion,
aesthetically not work ... ehm

I think that research facilty could fit better with polar or mountain terrain

and as guidelines only,
let me tell you to remember the Ufo2k Normandy terrain that
perhaps could be adapted for TFTD.

An other chance could be alternate Alien artifact site with XOps's Temple

In any case, thanks for your efforts

no problem, I know the terrain isn't perfect, it was a rather crude conversion , but  i was SOOOO tired of the Island terror missions.....   ;D

I saw the maps you wrote about, but I think if I do something in that direction i will make it all by myself and do something new. But atm I am so busy with all the smaller mods^ and actually playing, so don't hold your breath.  :)

ivandogovich, I never got that far in Piratez  :-[
« Last Edit: April 10, 2016, 12:27:06 pm by Solarius Scorch »

Offline new_civilian

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Re: [TFTD] USO mods and some Resources
« Reply #37 on: April 11, 2016, 10:31:32 am »
Here something for all you tired of the port terrain:

THE UFO TERROR CITY IN TFTD !!!

This mod adds the XCOM-UFO City Terror Terrain to the XCOM-TFTD Port Attack missions. The maps are from me (civilian), hellrazor and luke83, the mod itself is from me.
I had to take some shortcuts to make the Terrain possible in TFTD, so there are no roads atm and the graphics look a bit different, but the mod is perfectly playable.

Fell free to use my files in anyway you see fit, but please give credit to hellrazor and/or Luke83 when using their maps.

civilian 2016



have fun and use those files in any way you see fit!

Offline new_civilian

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Re: [TFTD] USO mods and some Resources
« Reply #38 on: April 12, 2016, 05:46:41 pm »
No replies about the Terrain above^??? :o

Oh well.  :)

Anyway, here some more terrains, mods and resources

1. A green Ion Armor with Inventory screens
2. A 2-waypont weapon called seeker with ruleset, it works as is for the user, but sadly the AI can't use them....
3. 2 new Alien Artifact terrains!
« Last Edit: September 10, 2016, 11:45:09 am by new_civilian »

Offline davide

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Re: [TFTD] USO mods and some Resources
« Reply #39 on: April 13, 2016, 12:15:55 am »
No replies about the Terrain above^??? :o


I think that the lukewarm reception of your proposal about  urban terrain depends on it is much used.





Offline new_civilian

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Re: [TFTD] USO mods and some Resources
« Reply #40 on: April 13, 2016, 11:45:21 am »
I think that the lukewarm reception of your proposal about  urban terrain depends on it is much used.

Oh well whatever.  :D

It seems XCom 2 draws away many users these days...

Offline Arthanor

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Re: [TFTD] USO mods and some Resources (Update April, 12th)
« Reply #41 on: April 13, 2016, 09:57:50 pm »
Actually, I suspect that most people are busy playing XCom:EU mods (XPiratez and some FMP/Redux) and not playing much TftD, especially modded.

I really like the research facility terrain you have, although I feel like it would be better being an underwater mission representing a science base that has been overwhelmed by aliens. Spawn a few dead civilian corpses, a few zombies in the alien deployment, maybe some civilians in a light diving suit getting murdered, maybe a landed USO and you have a cool underwater terror mission!

As to the above water city terrain, I feel like TftD's urban terrors were always its weakest part. EU feels much better with the urban stuff. TftD does better under water, in boats (those are painful, but very characterful) and least bad in ports where there is at least some water/nautical element. Unless it is for a hybrid game, I feel like more urban terrain isn't really adding much in keeping with the water character of the game.

Offline davide

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Re: [TFTD] USO mods and some Resources (Update April, 12th)
« Reply #42 on: April 13, 2016, 10:43:22 pm »
The terrain really necessary in  TFTD is something near to that:


Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 12th)
« Reply #43 on: April 14, 2016, 11:01:58 am »
Yes that's a very good idea!

Here something tiny I made: A mod that adds a landed Scout USO on an cargoship variant, meaning it does not replace the originalm, but adds a second one (with aforementioned USO)

Arthanor, davide, thanks for your input, I will see what I can do, but I am not an "Artist"-Modder, more like a worker-modder-player-somthing....  :-[
« Last Edit: April 18, 2016, 01:11:24 pm by new_civilian »

Offline Blank

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Re: [TFTD] USO mods and some Resources (Update April, 14th)
« Reply #44 on: April 14, 2016, 02:36:25 pm »
I can't get the city terrain to work. Openxcom just crashes, giving out a log, what looks like the important part is here:

Quote
[14-04-2016 12:21:43]   [INFO]   Bad node in RMP file: ROUTES/TRITON.RMP Node #2 is outside map boundaries at X:10 Y:9 Z:1. Culling Node.
[14-04-2016 12:21:43]   [FATAL]   A fatal error has occurred: code 0xc0000005

Just upgraded to the latest nightly build in case I was missing something but same thing. I'm guessing it's having trouble placing the Triton down? Has anyone else had any trouble running it?