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Lionheart2

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Everything posted by Lionheart2

  1. Like your Ideas Cspruce! I would greatly enjoy beta testing. My Dad was in the Corps for ten years and I have great respect for the men and women who are a part of it. I have modding experience with Xenonauts. I could join your team as an assistant.
  2. That's what I've been trying to do, but I'm keeping it realistic as possible
  3. I read your description , but I couldn't really figure out what you wanted to do exactly. What are your goals for your mod?
  4. I'm not that good at Photoshop, cspruce! I love your Marine Mod idea ( my dad was in for 10 years) but it will be a heck of a job to redo those Ground Combat images without help from the game developers!
  5. I am good with Photoshop, so if we work together, I can handle Art Assets (but not ground combat)
  6. I saw how the GUI did not display both ammos at the same time as well... your posts are interesting and helpful. I think I will only allow the Centennial to use .38 ammunition in the later versions. I have two questions for WalrusJones, though? 1- What is this alien armor bug that you are talking about? 2- Would you be interested in working together to combine our two projects into one because they are very similar?
  7. Excellent! I cannot wait to play this! Semper Fidelis, alien s****!
  8. Please add my mod Arsenal, which rebalances the game and will eventually add 20+ ballistic weapons to Xenonauts
  9. This is the Alpha release of my mod, Arsenal. The full version will be released in a month or two. The final version will add many real weapons and change the existing ones to allow for more realistic armament options when equipping troops. Each weapon will have its own GUI and stock image, and if I can get assistance for modelling, larger weapons like the RPG will have their own ground images. There will also be balance changes to many different areas of the game. Alpha changes: Various balance changes in config xmls (full list in later versions) Three new weapons, the Glock 17, Colt M1911, and the S & W Centennial(placeholder image). More will be added in the final version, but this is just a sample of what I've done so far. Manufactures for the Glock and the M1911 More will be added later, of course, but right now I am trying to get support from the community and make sure that I have no bugs so far. Download Alpha (fixed July 5th) at: https://www.dropbox.com/sh/s9mwy3hy1d989ng/5PhIWhMWzE http://xeno-mods.com/mod/150/arsenal Coming soon is a list of weapons that will be in the final version along with their statistics. There will be a much greater selection for your soldiers (Excel format):
  10. I am impressed! Thanks for all your work on the GUI!
  11. A lot of the numbers in the base management ui merge together and/or are very small and hard to read. Also, having bar graphs for soldier stats would help players quickly analyze their soldier's stats.
  12. I noticed those armors, but I was talking about adding a few more on top of those. Also, whenever I go to hire more soldiers, there are none. Is this a bug?
  13. It has been a while since I have posted and I have become more skilled at modding since my old posts. I have made some changes and I have some suggestions for the Devs, but because this is their project, I respect their opinions on my ideas. Things I have done... 1) Gray placeholder for face in equip screens to save time when making faces (see files at http://www.moddb.com/mods/community-mods-page/addons/equip-screen-placeholders). 2) Lessened Move TP cost to 3 (I think it makes the game faster) 3) Gave the Riot Shield a melee attack (costs 4 ap, does little damage) Things I would like the devs to implement... 1) New armor (one that resembles modern soldier) 2) Real Tanks and APCs from USSR and USA, also the Leopard from Europe 3) Make UI cleaner and numbers larger. Also, a color bar graph for soldier stats would be appreciated. 4) Make new recruits available from the start of the game. 5) Put Pinetree's Xtended Soldiers Backgrounds mod in vanilla game
  14. Sorry for not clearly stating my request, but I wanted a blank face reproduction of the faces inside the soldierimages subfolders.
  15. Thanks for the blank face. I am going to try to use it in a mod that I plan to make soon. RavenX, can I have your e-mail? I will Email you when I need a model to be made. (it won't be that often)
  16. Yes, that is what I mean- but it isn't a portrait, It's the acual look of a soldier in tactical gameplay and in the equip screen.
  17. Can anyone make a simple blank face graphic that goes with the armor for mods that add new faces? New posts by me are on page 4.
  18. I know how to add weapons to the game and to EDIT other things. I just have had a little trouble in the past linking all the art or sound files to a new item in other games. Also, having an assistant means the mods can be developed faster. That's why I asked for multiple Artists, because the same works for them. BTW: Coding is Editing and Adding to the game XMLs. For example, I would be coding if I edited the rocket launcher or if I copied the code for it, linked to new art, and made a new RPG weapon.
  19. I want to mod Xenonauts... but I need artists and an assistant EDITOR. All group members will have a say in how the mod is developed, and I will be responsible for publishing the content. The main rule all the members need to respect the members must respect each other. Who would like to join? Questiosn for GAMEMAKERS: Does <alienAttribute Mean the Number of aliens per mission? Where do you edit hired soldier stats? (Already know where starting soldier stats are... is this the same file?)
  20. Oh.. Sorry. Difficulty Levels increased or decreased sould adjust the amount of enemies in a tactical map.
  21. Can you possibly replicate the "Plan and Go" feature from UFO Aftermath? (Pause\Play buttons in Tactical Game instead of turns-makes for faster, more intense combat.) I can mod new weapons and possibly aliens with some artists, but I don't know about that. Also, You should have the number of enemies per level be increased or decreased per level, with the default amount being 10 hostile units. I have a Question:I have the Standard Order, but how do I show that on my profile?
  22. Well, the Transgenant thing isn't needed, but the game would be way better with real weapons. You don't have to make a new in-game model for new weapons, you can use the ones already given. For example, I equip my soldier with an AK-47. The picture of the AK is different in the inventory screen, but it uses the assault rifle MODEL in the Tactical game. That way, the only thing that has to be done is make 2D drawlings of the weapons.
  23. My favorite X-Com remake was UFO Aftermath, except for its buggy game engine. I would suggest that you add the Transgenants (zombified animals and humans) from AM, as well as Robotic Invaders. Also, it would be a great idea to put real weapons into the game (M16s, MP5s, Glocks, etc.) like in Aftermath. I would like you to at least consider these ideas. P.S. This is the same name as my profile on ModDB
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