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#135053 Openxcom MODS

Posted by luke83 on 25 July 2014 - 07:02 AM in Modding

my tileset is useable already, i now want to expand it

#134942 Openxcom MODS

Posted by luke83 on 22 July 2014 - 06:16 AM in Modding

My intention for these is mobile fortresses, others in the community just want them for 2 stage Alien Bases, other may just want to have some variety in the ufo selection, All will be supported (eventually)

#134928 Openxcom MODS

Posted by luke83 on 21 July 2014 - 12:33 PM in Modding

Here is another project i have been playing with also, you can thank BombBloke for these!

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#134908 OpenApoc

Posted by luke83 on 20 July 2014 - 11:50 AM in Apocalypse

Really looking forward to this project, so much so i have just download some Map editor files for it ( will see if they actually work next weekend). Hoping a few people from these forums head on over to the project forums and offer there support, its a big undertaking.

#134901 Openxcom MODS

Posted by luke83 on 19 July 2014 - 09:58 PM in Modding

Just building some new Xcom base assets and wanted to share :)

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#132337 Gloriously Averting Damnation

Posted by luke83 on 09 April 2014 - 10:36 AM in Strategy News

As a Mordheim player i am REALLY looking forward to this coming to the PC!!!!

#128061 BB's Toolkit

Posted by luke83 on 15 October 2013 - 06:59 PM in Modding

So i know for future, how do i apply the battle scape palette?

i just downloaded a fresh copy of the toolkit , i cant see Handobs or Bigobs anywhere

#128050 BB's Toolkit

Posted by luke83 on 15 October 2013 - 12:49 PM in Modding

i dont use the toolkit very often but i tried on those 2 files for you, colours are very strange.... Most likely not very helpful for you but here it is.

http://openxcommods....-storage.html�� (At very bottom of link)

#127858 Openxcom MODS

Posted by luke83 on 08 October 2013 - 09:22 AM in Modding


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#127658 Sharing this new mod......putting the APOCALYPSE into X-com apocalypse

Posted by luke83 on 29 September 2013 - 08:56 AM in Apocalypse

This sounds very interesting, i havt played apocalypse in years, i think i better give it a go soon

#127653 Openxcom MODS

Posted by luke83 on 29 September 2013 - 04:57 AM in Modding

OK thanks to SupSuper cleaning up my Ruleset and adding some fixes into the Codebase, you can now add in extra races into OXC ( so far i have only tried Instant battle but i have not see any reason why Full game wouldn't work also)

Link to my forum post on OXC

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  • Floater_elder.png

#127502 Openxcom MODS

Posted by luke83 on 22 September 2013 - 07:33 AM in Modding

Sounds like some of this MAY already be possible, i need to build a ruleset and see what does and does not work, then i will PM the DEV team with some suggestions or Issues, they love it when i do that Posted Image

#127493 Openxcom MODS

Posted by luke83 on 21 September 2013 - 12:27 PM in Modding

There was a discussion once with Warboy about this, i think he was planning it for his OXC-WAR version.,737.0.html

Now personally i am against that option for anything other than Mutons ( as clearly they do have a Commander Rank as per the startup video) as i look on this as a CHEAT as i can then clearly see his rank. I would prefer to make it more like the red floaters are the normal crappy ones , the Green ones are the elite trained ones with improved Floatation device , etc and make them a different strength .  Then you can have full Ranks in both groups , but if you come across the green ones you better watch out Posted Image

I will repost this question in my "Colour replace aliens" folder, for all i know , it may already be possably within the rulesets, i spend 99% of my time modding OXC, i only play it  once every few months- generally speaking , i don't play games much at all these days)

#127491 Openxcom MODS

Posted by luke83 on 21 September 2013 - 10:24 AM in Modding

Different colour aliens will work , you just need to replace the existing ones with the new graphic files (all colours are from standard UFO colour pallet) , to my knowledge there is no way to add extra aliens yet.

Alien Inventory images are setup in Bomblokes toolkit .

My expanded ufos wont work as they need extra MCD set info.
Also Expanded Terror sites wont work because of the change in street level and the extra MCD info.

#127487 Openxcom MODS

Posted by luke83 on 21 September 2013 - 06:52 AM in Modding

my suggested status bar for oxc

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#127472 Editing UFO stats

Posted by luke83 on 20 September 2013 - 12:29 PM in Modding

Sorry mate, before OXC i never modded any game and used and editors.

#127465 Editing UFO stats

Posted by luke83 on 20 September 2013 - 08:38 AM in Modding

Have you tried Openxcom instead?

#127432 Openxcom MODS

Posted by luke83 on 18 September 2013 - 07:04 PM in Modding

Looking for some feedback for the idea of Status icons in Xcom, i cant be the only person who has ever wasted TU's telling a unit to Duck when he already was, wasting TU'sPosted Image

Ultimately , this will lead to displaying Spell effects for "FOXC" but i see it as usefull in standard xcom also,  Thoughts???

2 options i have here:
  • Display it above units head on screen, meaning they need to be smaller to stop wasitng screen space
  • Add TOP OF SCREEN - Control Panel to display units status graphically when unit is selected only  ( to me this is the neatest option)

This is still just a concept so dont expect to see anything in game for some time, especially since i am not a programmerPosted Image

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  • status bar on top.png
  • aaa.png

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#126982 A High Flyer

Posted by luke83 on 28 August 2013 - 10:52 AM in Strategy News

So sid and his team are just remaking all the great games from the early 90's? This wouldnt be a bad thing if they could avoid dumbing everything down Posted Image

#126968 Openxcom MODS

Posted by luke83 on 27 August 2013 - 07:20 PM in Modding

View PostSpace Voyager, on 27 August 2013 - 07:26 AM, said:

My memory feels drained... What are those three empty squares on both sides? Love the looks though! And that shield in the previous post. How is it supposed to work?
RIght now i am just toying with the concept so it's still very,very, early days on this Fantasy version.

Empty squares would be quick access inventory slots, the idea is to have potions , scrolls, magic rings , etc , accessible from these instead of going into the inventory and manually placing into the HAND slot to activate it.

Idea for the shield is as follows : Increase armour to units Front face by default, also have it as a separate skill to get greater beniftis, for example, a person trained in the use of the shield would have a % chance to stop a melee attack in combat.

#126949 Openxcom MODS

Posted by luke83 on 26 August 2013 - 07:34 PM in Modding

just toying with a custom control panel , please come share you views both good and bad on my vision :)

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#126728 Openxcom MODS

Posted by luke83 on 18 August 2013 - 07:31 AM in Modding

SO i am thinking about a major Mod next year for Openxcom , i would like to make a  Fantasy version of OXC . I have a lot of ideas for the tactical side of things as i spent a large part of my Teenage years playing Mordheim and warhammer but the geoscape side is proving a challenge.

The easiest option is a simply scripted single player mode, mission after mission with a story connecting them together but this feels like a complete insult to the xcom game as the Geoscape and Base management were such a large part of it. If anyone has any interesting ideas, please add them into my modding section or send me a PM.,1465.0.html

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#126322 Openxcom MODS

Posted by luke83 on 02 August 2013 - 08:19 AM in Modding

For those who are interested, i have just updated my Mod page with more Alien colours and a updated OXC compatible inventory screens, ALso the next edition of my UFO Upgrade is ready for testing , this should only be a few weeks away ( it depends on how much time i spend avoiding my study commitments Posted Image )

This week i have done a Cyborg and a New Chrysalid , only the Cyborg is uploaded on the MOD sitePosted Image

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  • Cyborg.png
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