Author Topic: Build mods from Ethereal.  (Read 11458 times)

Offline Ethereal

  • Colonel
  • ****
  • Posts: 318
    • View Profile
Re: Build mods from Ethereal.
« Reply #15 on: October 06, 2017, 06:34:16 pm »
1)X-Com: Earth United  :)

But what do I have to do? Do to rename the archive?
I have little experience in publications. In addition - everywhere everything is different.

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 285
  • I'm the trouble maker
    • View Profile
Re: Build mods from Ethereal.
« Reply #16 on: October 06, 2017, 06:40:06 pm »
Nah, I'll do it, I'll edit the strings to change the name

Offline Ethereal

  • Colonel
  • ****
  • Posts: 318
    • View Profile
Re: Build mods from Ethereal.
« Reply #17 on: October 12, 2017, 04:48:54 am »
I made three new transports out of boredom. However, I have not yet figured out how to insert them into my mod (there are a lot of transports of different calibers), and therefore I spread as is.

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 285
  • I'm the trouble maker
    • View Profile
Re: Build mods from Ethereal.
« Reply #18 on: October 12, 2017, 05:37:37 am »
Sorry for uploading this late, been busy, though some of the translations are correct, I only messed up with the ships first, though not yet complete, I'll keep you updated for more translations.
Replace the extraStrings.rul with the attached file

Offline Ethereal

  • Colonel
  • ****
  • Posts: 318
    • View Profile
Re: Build mods from Ethereal.
« Reply #19 on: October 12, 2017, 10:03:58 am »
Everything is fine. And thanks for the help. It's just that earned, previously did not want to work., MapView. Now I do not have to, in case of need, to look for new transports. I can now make them myself.  :)

Offline Zane

  • Sergeant
  • **
  • Posts: 10
  • sorry about my english
    • View Profile
Re: Build mods from Ethereal.
« Reply #20 on: November 10, 2017, 12:37:24 pm »
Судя по скриншотам, выглядит многообещающе.


niculinux

  • Guest
Re: Build mods from Ethereal.
« Reply #21 on: November 23, 2017, 12:52:12 pm »
A weird thing: mod give at the very beginning 4 aircraft, but in the base are only 3 shown, but if i buil another hangar all of a sudden the missing one appears, it's the Skyranger  :o ;D

 

Some screenshots follows :)



Edit: @Etheral: since the mods uses lots of real existings aircraft, may i suggest to to for a 3 starting planes setup: two interceptor and a (real) existing transport? for example an Boeing C-17 Globemaster III instead of the Skyranger?
« Last Edit: November 23, 2017, 03:15:26 pm by niculinux »

Offline Ethereal

  • Colonel
  • ****
  • Posts: 318
    • View Profile
Re: Build mods from Ethereal.
« Reply #22 on: December 02, 2017, 01:14:14 am »
For yourself - you are free to do anything. But I try not to replace anything, but just add. For me, there are so many transports in the fashion.

The hangar accommodates 3 ships. Only the first in the list are displayed.
« Last Edit: December 02, 2017, 01:19:34 am by Ethereal »

Offline rory4ever

  • Squaddie
  • *
  • Posts: 3
    • View Profile
Re: Build mods from Ethereal.
« Reply #23 on: January 14, 2018, 09:53:08 pm »
This mod has great potential. Was just wondering if this one will be on the mod portal soon? What is the status now? Installation right now seems complex(?) Thanks :)

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 285
  • I'm the trouble maker
    • View Profile
Re: Build mods from Ethereal.
« Reply #24 on: January 15, 2018, 02:29:03 am »
No, I think and hopefully that this mod NOT to be published to the mod site, its not worth it. I didn't mean that the mod is bad, I mean that the Mod portal is somewhat unmaintained and has lots of issues

Offline rory4ever

  • Squaddie
  • *
  • Posts: 3
    • View Profile
Re: Build mods from Ethereal.
« Reply #25 on: January 15, 2018, 10:56:25 pm »
Ah thanks for the info :) Yes I noticed that the mods page won't load like 90% of the time, and awfully slow as well. Too bad...

Offline Ethereal

  • Colonel
  • ****
  • Posts: 318
    • View Profile
Re: Build mods from Ethereal.
« Reply #26 on: January 20, 2018, 08:06:55 pm »
Comrades, mod is still frozen. I'm waiting for the output of the "Hunter-killer" options in any form, since the interception of the X-COM ships is already provided for in the plot. In addition, I can not turn water into the ground on the global map. This online editor - is a complete garbage. If there is where the normal global map editor - please give a link.

Offline FeruEnzeru[RETIRED/I QUIT]

  • Colonel
  • ****
  • Posts: 430
  • retired, because of Meridian and his followers. 👎
    • View Profile
Re: Build mods from Ethereal.
« Reply #27 on: January 23, 2018, 02:57:21 am »
REPORT:
Why it shows like, Blue Colored Text and OpenXCOM (probably modified ones to overwrite the vanilla OXC+OXCE stuff) files on there.

I was trying to add your mod to my "Collection" folders, i opened up the zip, and it shows like maybe copied versions of the OpenXCOM files.

It's a bit obviously weird. O.<

Offline Ethereal

  • Colonel
  • ****
  • Posts: 318
    • View Profile
Re: Build mods from Ethereal.
« Reply #28 on: February 22, 2018, 08:40:42 am »
- Added Hunter-Killer options. Some UFOs themselves are trying to attack transports and interceptors.
- Some UFOs have escorts.
- A lot of changes in the balance sheet.
- Sniper weapons are highly dependent on the accuracy of the soldier's shooting accuracy, both in accuracy and in damage.
- The most powerful explosive devices, depending on the accuracy of the Throwing of the soldier, both in accuracy and in damage.
- Сan shoot from a mortar only while sitting. Standing, getting into the goal is incredibly difficult.
- Added 5 new Ellerium transports.
- Infiltration mission enabled, but is a rarity.

The download link has been updated in the first post of the topic.
« Last Edit: February 22, 2018, 08:54:26 am by Ethereal »

Offline rory4ever

  • Squaddie
  • *
  • Posts: 3
    • View Profile
Re: Build mods from Ethereal.
« Reply #29 on: February 27, 2018, 04:00:37 pm »
- Added Hunter-Killer options. Some UFOs themselves are trying to attack transports and interceptors.
- Some UFOs have escorts.
- A lot of changes in the balance sheet.
- Sniper weapons are highly dependent on the accuracy of the soldier's shooting accuracy, both in accuracy and in damage.
- The most powerful explosive devices, depending on the accuracy of the Throwing of the soldier, both in accuracy and in damage.
- Сan shoot from a mortar only while sitting. Standing, getting into the goal is incredibly difficult.
- Added 5 new Ellerium transports.
- Infiltration mission enabled, but is a rarity.

The download link has been updated in the first post of the topic.

Thanks for the effort. Will this mod work on top of FMP? Any order in loading these mods? Thanks