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luke83

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  1. luke83 replied to luke83's topic in Modding
    my tileset is useable already, i now want to expand it
  2. luke83 replied to luke83's topic 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)
  3. luke83 replied to luke83's topic in Modding
    Here is another project i have been playing with also, you can thank BombBloke for these!
  4. luke83 replied to pmprog's topic 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.
  5.    Bomb Bloke reacted to a post in a topic: Openxcom MODS
  6. luke83 replied to luke83's topic in Modding
    Just building some new Xcom base assets and wanted to share
  7. As a Mordheim player i am REALLY looking forward to this coming to the PC!!!!
  8. luke83 replied to Bomb Bloke's topic 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
  9. luke83 replied to Bomb Bloke's topic 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)
  10. luke83 replied to luke83's topic in Modding
    YARRRRR THERE BY PIRATES IN FOXC
  11. This sounds very interesting, i havt played apocalypse in years, i think i better give it a go soon
  12. luke83 replied to luke83's topic 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 http://openxcom.org/forum/index.php/topic,737.msg14541.html#new
  13. luke83 replied to luke83's topic 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
  14. luke83 replied to luke83's topic in Modding
    There was a discussion once with Warboy about this, i think he was planning it for his OXC-WAR version. http://openxcom.org/forum/index.php/topic,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 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)
  15. luke83 replied to luke83's topic 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.
  16. luke83 replied to luke83's topic in Modding
    my suggested status bar for oxc

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