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Messages - RSSwizard

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1
XPiratez / Re: A thread for little questions
« on: May 21, 2024, 06:27:34 am »
Did you perhaps not put good pilots on it?
The only stuff that shows up early game that it can actually catch up with are Zeppelins and those Ninja Prop Planes, and bandit Armored Cars.

Best gals I had by month 3-4 only had like +15% acc and maybe +10% dodge as pilots. And that's pick of the litter. Actually does good hits on a ninja prop plane and only takes about 1/3 damage capacity but then the enemy plane just runs off.

By the time I just got Aircar... I now also have a Double 25mm cannon from a landed cutter, and ive got a peasant sniper with good +Acc as a pilot. So thats why I asked WTF is the point of the Heli when I basically just skip past it now.

Good note about the glamour, I hadn't noticed that. Range sucks but it can be shipped to a base closer to the crash/mission and maybe reach it that way (can the damn gun be used on the ground?). Reminds me a little bit of the 40k meme of the commisar ordering the tank to get closer so he can hit them with his sword.

2
XPiratez / Re: A thread for little questions
« on: May 21, 2024, 01:34:20 am »
What exactly is the purpose of being given the Little Bird with a built in chaingun... it cant stand up to anything that shows up st the beginning of the game...

3
XPiratez / Re: rss sprites, the legend continues
« on: May 21, 2024, 01:07:20 am »
sometime relatively soon ill be making a simple mod that replaces Deep Ones with Tasoths from tftd. It'd just be cosmetic but there would be a (harder) version that would also upgrade their stats too (eg, 125 health, high reflexes, good TUs)

edit - maybe of little use but the assets converted to ufo/pirates palette, until I jimmy them together as a mod, also the die sound effect (in 11khz x 8bit format).

edit - mod available, in two flavors
simple change, and harder mode
mod does not have any reserved space restrictions

it does not have paper dolls, and it has a quirk likely to do with double handed item carrying which makes his arm stick out

4
XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: May 20, 2024, 04:57:26 am »
what's Brutal OXCE ?
anyway its not the throwing mechanics that would mess it up
the damage would need to be lowered - but not for the target in the square its on

5
XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: May 15, 2024, 05:49:30 am »
If it spawned later than it does, it would be pointless - by that time what use could you have of cannonballs and rotogun rounds?

I haven't hit this mission yet and although ive started playing a new game under N1 ive got to say... with my strategy and the way I do things ive got Very Little use for Cannonballs or Rotogun rounds personally. I jump right to Pyrotechnic Cannonballs before I pick up the assault cannon pretty much, and the Carronade is a heavy aerial weapon not a light weapon. Unless there's a Boarding Gun that uses Rotogun Rounds they don't sound that useful. By the time I could try and make swiss cheese out of some buildings with one ive probably beaten the map some other way. (I use Grenades alot... OG X-Com taught me well) If I wanna go full auto on dudes at 7 tiles or less - probably just use some AMG I snagged off of osiron jerks since they sit around gathering dust.

Most effective weapon in og x-com and in a similar way in piratez is the HE Grenade and maybe incendiary grenades. The HE rounds for the heavy cannon and maybe auto cannon were barely entry level. I always had 2 grenadiers who would blow up pretty much any threat that my HWP spotted. Close actually counts with grenades. And as an indirect attack there's a good chance no reaction fire either.

The only way to nerf grenades in x-piratez or x-com would be to enable a Linked Attack to inflict D&D style damage with them so everyone in a certain area of effect takes a spray of fragmentation and it only hits them for maybe a rifle shot worth of damage. The d&d stats were 4d6 for the entire thing even if you landed the grenade in the dude's square, piddly 14 points and that's all. Personally id make it hit the dude in the square, then hit him again (8d6 total) for being in the area of effect.

OXCE doesn't have Linked Attacks yet though.
That's where you get shot with some needle dart doing like 15 Bio damage and if the dude takes any points from it at all, he gets hit for 150 damage from the Nerve Toxin VX shit thats in it.

6
XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: May 12, 2024, 09:57:18 pm »
 . . .
ive taken the plunge and upgraded my Android OXCE and im installing the new version of piratez

the previous version I was using was
L9



edit - seems I have to get version N7 because there isnt actually a 7.12.5 build of OXCE for android. I thought there was in the OXCE board but its just 7.12, not a .5 . . . . . . .

Im glad there are older versions of the game on moddb



edit edit -
I had to downgrade all the way to android OXCE 7.5.3 and piratez vN.1 to dodge some kind of errors having to do with corpses and vehicles with negative numbers for HWP capacity.

7
XPiratez / Re: rss sprites, the legend continues
« on: May 07, 2024, 08:31:52 am »
large plasma impact based on the explosion, just miniaturized into a 32px frame, had the idea mainly for the plasma shotgun.

But then it started changing colors.

8
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 24, 2024, 02:46:19 am »
SS have the skyknight, but its late and requires a specific path with dr x.
Catgirls get flycat, which is very similar to lokks nightflyer.

Here's an idea for flying slave soldiers:

Rocketman
patterned after the rocket propelled jetpacks shown in the flying armors ufopedia splash screen. Except there's the catch that they're 0% damage smoke protective rather than space suits.

Because like other tongue in cheek references he'll get enemies high as a kite too - he has a forced item chemical sprayer that douses enemies (20 damage spread) with hallucinogenic compound (use UAC Space Suit movement sound).

Requires researching green lighter, smugglers (to get access to hallucinogen grenades), smokey armor, and pest control manager for gals to get the idea.

Production requires a smokey armor, grav pack, about 20-30 hallucinogen grenades.

9
XPiratez / Re: rss sprites, the legend continues
« on: April 21, 2024, 05:12:30 am »
UAC Shotgun
circa 1994

edit:  added more variants mixed with the other version id made before (fat barrel)

10
XPiratez / Re: rss sprites, the legend continues
« on: April 20, 2024, 06:21:55 pm »
well, managed to get aseprite 0.9.5. and kinda "importing" the right palette (hopefully) and now it shaould be all right,
Took another stab at getting the Blackmarch SMG to look right. There's actually nothing wrong with the MP-5k I created. So I just stuck the laser sight, suppressor can, and stock onto it. I think the only thing that'd make it look more like an MP-5 is retracting the stock but then that doesn't make it look like it should be a 1x3 item when it is.

I think another thing that makes the whole system look like a honey badger is simply the clip. Little details count and the Blackmarch has always had a straighter thicker magazine, like an 8mm kurz or something like that. Just might be that it isnt 9mm considering it does 30 damage.

edit:
And here's a retracted version.
It looks ready for wet work.

11
XPiratez / Re: rss sprites, the legend continues
« on: April 18, 2024, 02:58:21 am »
more demonstrations for the explosions, this time the squished doom blast, and the sparky explosion (it looks really good)

12
XPiratez / Re: rss sprites, the legend continues
« on: April 17, 2024, 06:26:58 pm »
the more squished doom explosion along with some minor work done on it

13
XPiratez / Re: rss sprites, the legend continues
« on: April 17, 2024, 05:43:56 am »
Just some demonstrations for the triad (plasma) explosion and the doom explosion. How they stack up.

14
XPiratez / Re: rss sprites, the legend continues
« on: April 17, 2024, 04:44:11 am »
well, managed to get aseprite 0.9.5. and kinda "importing" the right palette (hopefully) and now it shaould be all right

Sorry to not get back so soon but one additional issue is the Blackmarch SMG much like the ES Submachinegun are 1x3 size not 32 pixels wide, although there's no issue going over 16 pixels to let a little bit of the mag or grip stick out. Below a width of about 24-32 pixels digitizing a thing will become very tricky and require creative expression that isn't entirely accurate, but "represents" what you want it to be. Im surprised AF that the happy pills taken from the fallout tactics buffout drug are still recognizable in a 1x1 slot item (but they are! its weird!).

Anyway

Doom Explosion using smooth doom blast I modified for a project probably 6 years ago, im glad I was able to find the file still on the zdoom spriting carnival. It was for a Pinky ranged attack with a ballistic arc so it was expected to hit the ground, and needed a somewhat squashed bottom side to it. Which just happens to also make it better for isometric play.

Only 6 frames, just set the hit frames number to six or add two blank frames at the end.

edit:
also a more squished version of it in a sprite sheet I just cranked out, but no positioning has been done yet, I might try that out later

15
XPiratez / Re: rss sprites, the legend continues
« on: April 16, 2024, 07:33:46 am »
recolored triad explosion, which itself has been used on everything as a hollywood explosion, including the original death star explosion in star wars.
should suit your breaching charge, plasma scorching, battle plasma, and fusion detonation needs

(after all this time I figured out how to make my graphic program Replace Colors with its paint bucket tool, so im really cooking with gas now, a doom explosion should be on the way soon)

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