aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bloax

Pages: 1 ... 3 4 [5] 6 7 ... 22
61
XPiratez / Re: The slow grafix revamp
« on: June 04, 2016, 04:18:41 am »

? An actual brute suit ?

A bit light on the armor overdose, hm.
I am very hesitant to get rid of all that stuff though..

Choices, choices.

62
XPiratez / Re: The slow grafix revamp
« on: June 03, 2016, 04:02:48 pm »
https://dl.dropboxusercontent.com/u/63152810/n/xcom/piratez/wip/maid.7z
Here you go then.

edit:

Mixing maid outfit with swiftsuit results in interesting results.

63
XPiratez / Re: The slow grafix revamp
« on: June 03, 2016, 03:37:40 am »
wow that was a long productivity coma


mmh

64
XPiratez / Re: Weapons Guide & UI Mod
« on: April 28, 2016, 12:12:36 am »
As a rule of thumb... all starting weapons suck :)
That is a very strange way to describe the mighty axe and hammer.

65
XPiratez / Re: Suggestions on how to improve the mod
« on: April 26, 2016, 05:34:05 pm »
ever considered something as simple as making it add stun too

66
Haha shit, really?
Vision was calculated for every unit every single action? (Despite the only time it should be recalculated is after shooting/moving and only for the shooting/moving unit)

That's hilarious.

67
Suggestions / Re: Smarter Civilian AI?
« on: April 22, 2016, 07:51:09 pm »
Too bad! :-)

68
XPiratez / Re: Melee weapons - Special armor bonus.
« on: April 22, 2016, 06:18:31 pm »
Well not necessarily, Armor +x% will make the weapon much worse at penetrating enemy armor, and the opposite if it's Armor -x%.
But otherwise Armor -x% doesn't actually make the weapon all that much better against already low armor targets (like a sectogre or something).

Not sure how many "almost ignore armor but don't actually do all that much damage" weapons exist in the game at the moment though. :-)

69
Suggestions / Re: Smarter Civilian AI?
« on: April 22, 2016, 06:14:06 pm »
Just make them path to where your soldiers spawn on turn 1 and be done with it.

70
XPiratez / Re: The slow grafix revamp
« on: April 21, 2016, 07:26:04 pm »
After getting my life reinvigorated for a short while after committing another successful "burst into some random conversation" heist, I gave it a try;

Something like that?

71
XPiratez / Re: The slow grafix revamp
« on: April 20, 2016, 09:51:20 pm »
When I'm done making them.

Which will probably be in late May or June.

72
XPiratez / Re: Suggestions on how to improve the mod
« on: April 14, 2016, 12:23:43 pm »
It would be pretty big, actually.

So yes, do want on the lootsellscreen.

73
XPiratez / Re: Hostage research projects
« on: April 12, 2016, 11:01:55 am »
Well obviously the solution would be to make research be able to immediately give you items and have "already interrogated" variants of the various hostages and shit that you can't research again, but still be eligible for doing other things to.

Of course this would require the manufacturing to have a "x project requires y item OR z item" so that you could still use these hostages without individual manufacture entries, so omfg effort

74
The whole identification thing would be a very neat set of features to have, but for the baseline "motion"-"scanner" we definitely need those "motionscanned" identifier cubes.
Why? Because I can already fucking do it by using the motion scanner and pressing Prntscrn and then pasting the output somewhere so that I can look at it after pulling down the display without spending another 20 TU to take another look.

75
XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 07:25:07 am »
Marsec bodyguards only have 45 TU so it reasonably possible to effectively paralyze them.
Enemies get their TUs back on their own turn, so you can't do that.

Unless you're counting on reaction fire, in which case someone's going to facetank whatever weapon he's carrying.

Pages: 1 ... 3 4 [5] 6 7 ... 22