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Messages - Solarius Scorch

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8371
XPiratez / Re: [MAIN] XPiratez - 0.95B - 24 Oct - Sink The Bismarck
« on: October 26, 2015, 06:56:02 pm »
I guess more samples would be nice. For example, have you tried Hercules orange-yellow (my personal favourite)? Or what about leafy green?

8372
Work In Progress / Re: What we need -> Sprite & Map Database
« on: October 26, 2015, 01:00:02 am »
Well, I'm all for cataloguing things, I'm just sceptical about the possibility of it.

Still, apparently there's much enthusiasm about it, so maybe it'll work out.

8373
Work In Progress / Re: What we need -> Sprite & Map Database
« on: October 25, 2015, 12:09:53 pm »
I am also sceptical about this project:
1) It's very time-consuming.
2) The results may be hard to use.
3) The rules are fuzzy at best, considering that many items have different variants made by various people.

I think the current system of crediting people is good enough. If you don't know who made something, you can always ask. If nobody else knows, oh well - just make a note that the author is unknown, and change it if the person is identified later.

8374
I would actually welcome a lmitation of the waypoints to 9, as it was in the Dos Version. This to some degree limits the use of the Blaster Launchers.

Yep, you could no longer print a line of 150 waypoints one next to another.

8375
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 24, 2015, 07:42:55 pm »
Well the mod discription at least gives the implication that is would be endless, to integrate more and more stuff.
But i guess there exit limits for all of this.

Well it could be endless, and as I said, it can well be, if someone wants to add stuff to it. I probably will, too, since there will be more releases before I am finished with it.

Besides, the new project is in fact the same thing, just under a new name and with broadened possibilities. Basically I don't want to switch to Extended with the FMP, because it'd be too different from a normal mod, which is kind of the point for the FMP. And besides, in the new project I want to make bigger changes that would be suitable for the FMP.

8376
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 24, 2015, 02:03:18 pm »
Hi
FYI just posted Pull Request #1062 CTD when no bigSprite for this...
which I just closed - I used some older buggy build, (prior to sep 29 when a thing about negative sprites in mods was fixed)...
Sorry about the commotion
BR

No problem, glad it's fine now.
(And sorry for the late reply, I somehow missed your message.)


In other news, I think I should make an announcement: the development of the Final Mod Pack on my part is slowly coming to an end.

Yes, you heard right. I don't think there are more than a couple releases left. Of course it's still possible that someone else will take over - the FMP has always been supposed to be a community project (even though I'm the only one actively developing it, with some help from Hellrazor).

But... do not despair! The reason I'm announcing this is because I want to concentrate on the "FMP+" aka "The X-Com Files" project, which is basically FMP on steroids (and Yankes' Extended code). Because it's so much more I can do with the FMP, with a deeper story and mechanics and everything, and real agents in suits and cool shades who go around investigating chupacabras. And if I have the time and energy to work on the FMP, then it's probably better if I do something even cooler, especially since it'll have all the same stuff that the FMP has.

So let's hope it all works out. :)

8377
XPiratez / Re: Alternate Graphics for Piratez Extended
« on: October 24, 2015, 01:37:05 pm »
To be honest, I prefer brown pockets... Green on green is kinda boring, especially on a pirate. Just sharpen them up a little.

8378
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 23, 2015, 10:38:53 pm »
Pfff... it only takes a hundred space marines to subjugate a planet. Everybody should know that! If you have Black Templars, you can even do it with 50 ;D

Yeah, keep believing the propaganda of the Emperor's dogs. The Emperor is dead! Long live Cha... or well, nevermind. :)

Also, Exterminatus is just some kind of bombardment, you don't need many men for that, just a ship capable of it. Of course, Exterminatus by chainsword would require many space marines, or, equivalently, again, 50 Black Templars  ;)

It's not necessarily a bombardment, it's the procedure of cleansing the planet of all life - by any means. My point is that Space Marines probably don't have such power; their chapters have little ships besides battle barges. They are meant to not be a threat.

8379
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 23, 2015, 10:26:25 pm »
In either case, I think it unlikely that even an entire chapter of Space marines could pull an Exterminatus on Earth. It's just a thousand men and some ships (albeit powerful). Their space tech is certainly better than Star Gods', but still, they don't have a real war fleet.

8380
Released Mods / Re: Terrain Pack: Shrub-blockade
« on: October 23, 2015, 09:13:19 pm »
The shrub-blockade was the final straw on why I'll finally be putting melee weapons in my mod.  Pull out the trusty machete, or combat-saw and get to work, squaddie!

Umm, melee weapons can't damage terrain, sadly. But ranged weapons with range 1 (like chainsaws and hammers in Piratez) work fine.

Will there be punching as well? That's the one thing, I'm missing. There's that little f***er of a Sectoid standing right next to you. Why not knock him over with bare hands? -> Not implemented. =)

My dream for the past 18 years. :)

8381
XPiratez / Re: [MAIN] XPiratez - 0.95A - 3 Oct - Star Gods' Revenge
« on: October 23, 2015, 07:42:02 pm »
OK I like the almost nude babes but please remove that picture of Superman and Batman kissing .. it is .... annoying


8382
XPiratez / Re: [MAIN] XPiratez - 0.95A - 3 Oct - Star Gods' Revenge
« on: October 23, 2015, 07:16:31 pm »
Fucking midgets!!! :o

8383
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 23, 2015, 06:07:41 pm »
Yankes, do you think it would be possible to change engineers and scientists from being "special resources" to being "abilities" or "properties" of items or soldiers?

That would mean that we could have soldier/scientists or soldier/engineers (or even scientist/engineers) on one hand, and "capturable" specialists on the other hand.

Would that be possible at all?

You mean like in UFO: Afterlight? Oh God, yes. :)

I can imagine Workshops being loaded like craft... A bit of a hassle, but so much fun!

8384
XPiratez / Re: [SUGGESTION] slave raids / making brainers more rare
« on: October 23, 2015, 06:05:32 pm »
Well, although the "limited market" thing is a bit OT, it's not about the thing itself but about how you use it. I think it could be nice, imagine a market with supply/demand mechanism: no more mass-selling of the same goods for years...

Yeah, it's not like I wanted simple limitation - except gals, though not by much. I mean, having 10 gals per month should be enough in most cases anyway, unless you have a really horrible month (which would get even worse).
But I guess this mechanism would only become really useful if we have multiple soldier types - namely of various quality (or in Piratez, preferably different subspecies), with best or special ones being most limited. But I guess it's pretty pointless to say at this stage. :)

Sorry about OT, yeah, special way to get brainers would be good. :)

8385
XPiratez / Re: [SUGGESTION] slave raids / making brainers more rare
« on: October 23, 2015, 04:46:26 pm »
I've been thinking for weeks how nice it would be to have item limitation in the market (like in Apocalypse). It would make the player's life so much tougher. :) Could apply to brainers if no other option works, but I mostly think of swabbies.

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