It ain't a joke. Buyable X-Com dogs.Welp.
Known issue: accessible inventory screen, no way to disable it without code change.
To complete the credits, the dog is a converted Wolf3d sprite.
3) Incendiary pigs ::)
Another potential I see is creating various wildlife out of the dog's sprite to spice up the maps. But they would have to act as civilians which do not yield any score, neither for aliens nor for XCOM. Unless PETA sues you for killing the poor animals. ::)
Yeah, neutral critters would be nice. For once, cats and rats in cities! And then snakes in the desert...
+1
Cow, horse, pig, and chicken in farm terrain and so on ...
...burning pigs, charging at sectoids...
I like the dog. The mutt can beat a mutton with bites.
With the new nightly, the dog can temporary fetch a medkit and heal a soldier.
This is with the Final Mod Pack dog version.
I'll probably reduce its Melee skill to 0 (to avoid sword-wielding dogs)
I have taken the liberty in editing the rulset to make the dogs more effectiveUuggh, like, why? Dogs were already a uber weapon. With a reaction of 90 they get a guaranted first turn scouting, without being shot on the ramp. And all other bonuses are excessive too.
improved TU to 90 (prev 80)
improved stamina to 110 (prev 90?)
improved energy recovery to 40 (previously 30)
improved str to 40
improved reaction to 90 (prev 60) so they always react to anyone going past them
improved acc to 100 on his bite attack
bite attack scales of melee skillApplied: true
selling dogs is 0 ..you don't sell them you simply give them away for adoption when no longer needed
disabled inventory for dogs they no longer show up in initial loadout screen and if you click on their inventory just goes to next unit instead and does nothing. they can no longer carry anything. no more sword wielding dogs :) healing dogs would be nice. maybe a dog that has a healing kit built in like a saint bernard.
use them with alternate moving run to enemy..bite few times..come back. or use them for scouting.
their bite is not strong s they cannot kill anything mechanical or high health. really useful against lower tier enemies.
Are you on a Mac? I remember something about Macs handling sprites differently and needing them to be saved with a specific color scheme..
Looks like you have a problem with the sprite being saved in a bad pallette. There are specific pallettes that the images need to be saved in.Hm, I am indeed on a mac.
Go to: https://falkooxc2.pythonanywhere.com/spritepaletteThank you!
Get the sprite sheet from the AttackDog resources folder and drop it in the big red box. It should show "fix palette", click convert, download it and replace the original palette. The original picture should have had a transparent background, which will be replaced by a bright green background.
For some reason, Macs don't like the transparent background. It's a big issue for Mac users of mods, and there are few of them so few people take that into account (I know half of my resources still need to be converted).
Great! Isn't it lovely when bugs are easy to fix? :)Indeed! Fixed lots of mods now including Ivan's improved hand objects.
If you want to try it, the XCom Armoury Expanded has a bunch of stuff that should be (mostly?) Mac compatible since I use Falko's tools a lot.
Indeed! Fixed lots of mods now including Ivan's improved hand objects.
Sadly, XCOM Armoury Expanded crashes my game for some reason, no idea why :|
Indeed! Fixed lots of mods now including Ivan's improved hand objects.Oh, weird.. >:(
Sadly, XCOM Armoury Expanded crashes my game for some reason, no idea why :|
If you pass me a copy of the handobs graphics, I'll upload it as "Optimized for Mac" on the mod site. ;)Done!
Post in this thread if you like: https://openxcom.org/forum/index.php/topic,3274.0.html
Oh, weird.. >:(Not the nightly, I use the milestone one simply because I have no clueeeee how to update the mac version with the nightly update :x
There's a new version coming up (whenever I'll be happy with it, HA!). We could look into then it if you'd like. Do you use the nightly version of OpenXCom or 1.0? (Not all parts of the XAE work in 1.0 I think)
Oh, I see.. There's probably some stuff that wasn't there back in 1.0.. Once I get the new version out for the nightly, I'll look into making a milestone compatible version too.That's very kind of you, thank you! :)