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Messages - shinr

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A probably more annoying to implement way to show a missing 4th resource is to dynamically put the resource that you don't have enough of at the top of the list of requirements.

XPiratez / Re: Names of used music
« on: March 18, 2024, 08:06:51 am »
Sorry, don't think so.

Searched around the forum, and the best I could find were a few topics with similar questions and little to no answers.

XPiratez / Re: Names of used music
« on: March 17, 2024, 08:04:11 am »
If you enable Extended Links under Options > Advanced > Extended, you will have an Extended button replacing the Funding and Multi-Level View buttons in Geo and Battlescape respectively that open up a list of additional options (the original functions are folded into them) and one of those options is Select Music Track, which has them named.

But of course, those are quite likely either not their original names or very shortened, and some cannot be selected this way (the Black Knight 2000 theme that plays when winning races, for example.)

EDIT/ Btw, shouldn't it be XBuccaneers? I mean, we are being paid...

Privateers is a more accurate overarching term for a government-paid Pirate, though Buccaneers, Corsairs and the like are both regional variants with some cultural and/or religious quirks, and the simple synonym for Pirate.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 09, 2024, 07:41:29 am »
Maybe it was said before or it can't be done per engine limitations, but.... It would be nice to have idle runts to add some ship repair time reduced.

Edit: Typo

It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.

XPiratez / Re: Bugs & Crash Reports
« on: March 08, 2024, 07:12:25 am »
Once is a happenstance. Twice is a coincidence. Thrice is an enemy action hidden movement a bug.

I was early in a run when I found out I about this underwater crash, and knowing that I could run into it cooled my desire to play further.

Regarding the Little Bird: dont forget it can equip a second weapon in addition to the 14mm, several of which can be recovered from the early bandit craft. It is not wholly reliant on 14mm ammo.

You can also a put a light machine gun on it as a ghetto 14mm.

I got it by being save-scummingly stubborn with my first Pogrom, though.

Lose our soldiers and stuff, just like that?


And anyway, this is already emulated via enemy craft scrambling to intercept us when we approach the alien base's detection radius, which admittedly depending on vanilla/mod can can be bypassed with a bit of cat and mousing, or disabled by design.

But for a hypothetical direct defense, our craft entering the interception phase upon reaching the enemy base is more sensible from the end-user's perspective, but probably a whole lot of pain to actually implement.

EDIT: Thinking about it, can the base be "escorted" by what is basically an immobile "UFO", similar to how UFOs are forced to engage with our escorting interceptors first (when properly ordered) when we send our planes in a group?

It is for reasons like this I simply just don't bother with mid-game upgrading and just start over.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 12, 2024, 08:24:51 am »
yes, might be interesting! Speaking of enemies a couple of ideas for units:

1)ostlegionen! Would be an humanist soldier with same stats but a different paperdoll, only cosmetic change

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones

Eh, why?

1) In the context of X-Piratez, a variant of a Bugeye as a meat shield/suicide bomber would make more sense;

2) Why do they need to be removed, especially if several factions will be robbed of their "generic" elite option? You could still have the "generic" Human Commando (Plus their 'peadia article states they are pretty much incompatible with both Humanist and Spartan beliefs) while giving Spartans their own variant, probably a Specialist/Captain of some sorts. Humanists already have their own Stormtroopers, not to mention the Supersoldiers.

Also, when I suggested a Fat Bandit enemy, I did not mean replacing Fat Guy and/or Zombie Fatman, I meant using their sprites as a base for a new enemy.

EDIT: Scratch that, Human Commandos moonlight as Spartan Commandos already according to the offline paedia.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 11, 2024, 05:08:25 pm »
So in a fit of nostalgia I was looking at the Cadillac and Dinosaurs sprites, and among the enemies I saw that game's Capcom Chunky Chargerâ„¢ archetype, in three varieties, which gave way to the following:

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 09, 2024, 06:24:51 pm »
since xpiratez takes lots of inspiration form anime,  how about something from "akira" movie and
 "porco rosso" (the plot sees pirates and dogfighting so it might fit well) or some other work from Hayao Miyazaki  8)

You better point out specific things from those IPs you want/think will fit in X-Piratez, otherwise such general suggestions will get ignored from being too broad.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 07, 2024, 01:35:35 pm »

I suggest you format the editing-to-avoid-double-posting-post like this:

Original Post

EDIT: More Stuff

EDIT 2: Even More Stuff

EDIT 3: But Wait, There Is More!

But to be more on topic, in my earlier post above I talked of Ashes 2063/Afterglow, well I remembered that the mission pack for the former, Dead Man Walking, had another set of bandits, the Rippers, which in practice meant reskinned and repurposed assets (which is still a bit of work for a sprite-based game), but one of those is a tricorne-wearing dual wielder (An American Revolution one, not a pirate one, to go along with their a bit insane take on American Revivalism, but still).

OXCE Suggestions NEW / Re: [Suggestion] fixed weapon firing mod
« on: February 03, 2024, 07:06:03 pm »
I'm the figurative "Old Man Yelling at Cloud" regarding this, but my two cents:

A simpler version of your suggestion is for right-click to open up the existing left-click options of attacks/uses and set the firing mode there without the need for unique graphics.

A more modern solution is for several context-dependent icons/buttons that represent "Aimed/Snap/Auto and so on" to be present above their respective weapon boxes, similar to the stuff that appears at the upper-right corner when you have a gear/transformed soldier with a gimmick, to emulate NuXCom. EDIT: Or instead of many buttons for each action, a single button that changes fire mode/use.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 25, 2024, 03:53:02 pm »
A highly unlikely to be granted request:

A submod for 4x2 Hangars with room for 1 extra craft (which might be possible with a recent development) just to have that extra premium space for everything else.

Though from what I heard Dio doesn't like the idea of differently sized hangars that do not follow the "4 tiles = 1 craft" convention, presumingly for balance reasons.

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