|
|
|
|
February 12th, 2003, 04:06 AM
|
Corporal
|
|
Join Date: Jan 2003
Location: Buenos Aires, Argentina
Posts: 109
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
X-Com Mod?
Hello guys!
After, seeing about all the mods and tinkering a little with the txt archives (I did some modding to Proportions, added techs, weapons, components, I even think some of them are good original ideas)
I did a fairly detailed log of modifications with what's stolen and what´s original,If someone tells me how, I can upload it, may be it can give some ideas to someone.
Well, after that, I though about creating an X-com Race, I have some ideas about tech and weapons, but I am needing help with AI and images, I have a lot of images of X-com devices, some of them would be nice components, but I don´t know how to incorporate them in the correct file shape/size. Where can I find info on how to make shipsets and new components?
Anyone interested in the idea? Any X-com Players over there? That game is still in my HD and from time to time I play it. It´s great!
I´m waiting for some input on this idea. Thnks!
[ February 12, 2003, 02:25: Message edited by: leo1434 ]
|
February 12th, 2003, 04:13 AM
|
|
Major
|
|
Join Date: Aug 2000
Posts: 1,246
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: X-Com Mod?
man I remember X-Com 2... fun game
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
|
February 12th, 2003, 04:22 AM
|
Corporal
|
|
Join Date: Jan 2003
Location: Buenos Aires, Argentina
Posts: 109
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: X-Com Mod?
Yes, X-com 2 was fun, but the first one was better!
|
February 12th, 2003, 07:28 AM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: X-Com Mod?
hey leo, my full support to you! X-Com rules, a pity i never got Interceptor. Still, all the rest are fun. And yes, X-Com 2 is better but X-Com 1 has that special feel to it.
__________________
Let the game begin!
Green bug from outa space!
|
February 12th, 2003, 10:26 PM
|
|
Sergeant
|
|
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: X-Com Mod?
For the love of God man, post it!
I'd love to see what you did to get an X-Com mod.
As far as uploading goes you just have to go to the new scenario/mod forum and post a reply in one of the appropriate threads (usually data/sound/graphic or AI races/shipsets). There is an upload button to use. When you are done you'll be given a string of computer code/techno-crap to coppy and paste into a messeag here (it provides a convenient link).
As far as the pic sizes and such take a look at the "Important SEIV Information & Stuff" sticky thread at the top of this forum. Scroll down till you see a bunch of links for a lot of good sites. The modding and shipset tutorial should help quite a bit.
Also ACDSee is a great program for adjusting pic sizes etc. You can drab the demo at download.com.
[ February 12, 2003, 20:42: Message edited by: QuarianRex ]
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
|
February 13th, 2003, 12:43 AM
|
Corporal
|
|
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: X-Com Mod?
Yeah, a X-Com race would be great. Love these games, still playing them from time to time.
I could offer some experience in AI modding if you are interested.
__________________
homo homini lupus est
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|