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February 13th, 2003, 05:26 AM
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Corporal
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Join Date: Jan 2003
Location: Buenos Aires, Argentina
Posts: 109
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: X-Com Mod?
Sorry guys, my computer have some problems related to javascript (or something) I canīt link from one page to another different one, only internal ones seems to work. In consequence I canīt open the "upload form" in the Data/Ai thread.
The two files are 1,6 and 6,6 kb txt files, I copied the smaller one in my previous post. If someone wants to read the other, I can send it by e-mail, providing you give me an adress.
Mine is: willip@uolsinectis.com.ar
I don't know if the other file is too big to paste in this forum thread, if someone know better, please tell me.
Thanks to all
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February 13th, 2003, 03:44 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
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Re: X-Com Mod?
Here are a few pictures from a race I'm helping my brother with that is based on the lobstermen from x-com 2.
1045143792.zip
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February 13th, 2003, 04:13 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: X-Com Mod?
Try this link then:
File Upload Form
__________________
Things you want:
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February 13th, 2003, 05:46 PM
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Private
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Join Date: Sep 2002
Posts: 34
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Re: X-Com Mod?
Just some input off the top of my head:
Modify the X-COM racial traits to have a bonus to research (this was, after all, part and parcel of X-COM operations).
If you're making the Sectoid race, it only makes sense that they be Psychic.
--Raynfala
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February 14th, 2003, 03:01 AM
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Corporal
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Join Date: Jan 2003
Location: Buenos Aires, Argentina
Posts: 109
Thanks: 0
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Re: X-Com Mod?
Hello guys!
Thank you for your feed back.
Raynfala: Your suggestion about the research bonus is a good one. About Psychic races, you are right, I think Sectoids and Ethereals HAVE to be psychic to simulate their use of mind control. Those two will be incorporated in my ideas file.
Suicide Junkie: Thank you for giving this link, I think I can read the URL by pointing on it with the mouse cursor and then retype it in the Explorer direction bar. I will try. Anyway, I sent the files by e-mail to Rexx in order to be uploaded by him in case I could not.
Everyone feel free to use them as you see fit. Than you a lot to all!
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February 14th, 2003, 03:30 AM
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Corporal
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Join Date: Jan 2003
Location: Buenos Aires, Argentina
Posts: 109
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: X-Com Mod?
Well! I think it is correctly done!
I uploaded succesfully (I think) the files I told you in the Data/sound/graphic thread.
Please drop me a line with some comments,if you like.
By the way: I read a post from Raynfala in the wishlist about hexagon based maps replacing the square grid. Now this is an excellent idea, no more faster diagonal riding ships! Stellar systems maps AND planetary surface tactical maps should be hex-based. SE IV rules!

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February 15th, 2003, 02:01 AM
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Second Lieutenant
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Join Date: Jul 2002
Posts: 442
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Re: X-Com Mod?
Quote:
Originally posted by Taera:
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.
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I loved the X-Com eries.
I got Interceptor based on the prior games.
It spent THREE HOURS on my hard drive, before I ripped it back off and put the disk away again.
XCOM: Interceptor SUCKS. There's nothing better I can say about it (but plenty worse!). Wonderful concept beyond horribly executed ...
.... Executed, there's a thought ... teh hacks who put Interceptor out shuld all be executed. SLOWLY.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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