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Messages - Dioxine

Pages: [1] 2 3 ... 357
1
XPiratez / Re: Rumors about incompatibility with Brutal-OXCE
« on: March 18, 2023, 01:33:55 am »
Can you tell me how I can set-up a scenario where I can test my fix via the "New Battle"-functionality?

Launch Ratman Cache mission. And no, there is 0% chance of it being blind fire, unless your AI tries blind fire through 30 tiles of solid rock :)

My expectation as a modder would be that I can give the AI whatever kind of unit/weapon/terrain-combination I can come up with and that the AI then would be capable of grasping what it can do with that on it's own based on the properties of the units, not some arbitrary additional values that have to be set to control the AI.

The problem with your argument is, OXC had achieved this funtionality >10 years ago already. :) (and you haven't replicated it fully yet.)

2
XPiratez / Re: [Submod] Peasant Tactical Armor
« on: March 17, 2023, 07:45:24 pm »
I tried to make paperdoll more interesting and less bright, also fixed helmet to properly cover all hairdos.

3
XPiratez / Re: Advice for modding artwork?
« on: March 17, 2023, 06:43:36 pm »
I have sprites either rendered in original palette, or basic bloax palette. All the other palletes are designed to work with these. I recommend standard if you want clear-cut colors, and bloax if you make things like blended colors.

4
XPiratez / Re: Rumors about incompatibility with Brutal-OXCE
« on: March 17, 2023, 06:32:42 pm »
Well, it makes several missions unplayable or working radically different than intended (eg enemies killing Damsels), so not compatible with XPZ.

Things like it making game much simpler and one-dimensional (in my opinion it's a camp-or-die mod, at least in its current state), not even worth mentioning, to each their own.

5
XPiratez / Re: [Submod] Tactical Dog Armor
« on: March 17, 2023, 06:26:12 pm »
Ideas are cheap and easy (dog armors have been proposed since forever, and even implemented in XCF, although sprites are incompatible).
It's doing the work what counts, and selecting a good idea from a bad one. Congratulations on both fronts. Very good, and you also set up architecture for colored dogs, respect for going that extra mile.
Mod merged, thank you. This is a major step towards making dogs a full fledged race and removal of unnamed dogs.
If there are any brave souls for making colored dogs, it will be easy now for me to implement them :)

6
XPiratez / Re: Bugs & Crash Reports
« on: February 28, 2023, 02:04:58 pm »
It's a dummy object needed for mapgen.

7
XPiratez / Re: [MAIN] XPiratez - N4 17-Feb-2023 First Ending
« on: February 22, 2023, 01:35:34 pm »
Uploaded patch for N4.

v.N4.0.2
- New Training: Pariah (No Codex only)
- New Gfx: Update of Snow/Dead Mountains and Plains by Mikkoi
- Drakkar upgraded to be compatible with all space missions & gal party
- Scavenger armor now unlockable also via Wasteland Girl (ie. no longer Revolution exclusive)
- minor fixes

v.N4.0.1
- Fix: included new Cydonia music and RUS patches

8
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: February 21, 2023, 02:07:27 pm »
Alien strategy won't have any impact on available missions afaik; any missions which it commands are very old. However, other (most) available missions update on each new month.

9
XPiratez / Re: Bugs & Crash Reports
« on: February 18, 2023, 12:30:42 pm »
I have rolled the game for 1.5 days. No crash. Congratulations on finishing to crush the rocks :)
This means both mod and save are fine. I suspect piratezCitiesLore submod is the culprit.

10
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: February 17, 2023, 05:08:20 pm »
For now I've just pasted the spritesheet over the old MCDs. I only left the circular snow/ice pattern out (kept the old tile) because it looks odd, as you can see below.
New rocks and plants, really beautiful...

11
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: February 17, 2023, 03:45:03 pm »
I really like the new spritesheets, but I don't quite get some of your MCD decisions, like making some rocks invulnerable :)

12
XPiratez / Re: A suggestion about the Freaks of Piratez
« on: February 17, 2023, 01:57:51 pm »
Suggestion done in N4, they can be brainers now - but there is some harmless mischief involved :)

13
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: February 17, 2023, 01:25:35 pm »
Updating to N4: be sure to get rid of all Looted Cyberdiscs before updating. You can edit in cyberdisc wrecks in their place.

14
XPiratez / Re: [MAIN] XPiratez - N4 17-Feb-2023 First Ending
« on: February 17, 2023, 01:24:13 pm »
New version is up!

Enjoy:
The major rework of Cydonia (by Kato & frens) which took 2 years to make!
The actual official outro!
The final battle with Humanists (in Dr. X arc), and some ancient mysteries unraveled!
Other than that, of course, many upgrades and additions, most noticeably increased map variety. Saves compatible, but be sure to get rid of all Looted Cyberdiscs before updating, and prepare for the inevitable research rollercoaster :)

15
XPiratez / Re: Bugs & Crash Reports
« on: February 08, 2023, 12:33:40 pm »
I generally only announce hotfixes on the ModDB page (and ofc Matrix), but yeah, sorry about metadata, I forget about it all the time.

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