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Messages - tormodino

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1
XPiratez / Re: Looking for some base management advice
« on: May 11, 2017, 07:15:45 pm »
Piratez has a lack of predictability, especially for us who haven't played hundreds of hours of it.
This effectively translates into "difficulty".

I think base defence and many of the missions are wildly hard to gauge in terms of loadout and enemy positioning.
This can be fun, but I have to agree with legionof1.
I doubt the impression of veterans really reflect the experience of newbies.

As fun as this mod is, there are some very frustrating elements to it that are not easily adressed.
Things like base defence require a lot of experience to deal with and prepare for, and can set a player back a long time due to the loss of a base.

This doesn't ruin the game, but experience can possibly make it seem like less of a challenge than it actually is.

2
XPiratez / Re: Terrain based critters
« on: October 05, 2016, 08:57:05 pm »
I can't see any way I would not enjoy having more variety of enemies (or even possible allies) and less restrictive victory conditions in battles.
But if the "kill/stun all enemies" remain the only way to solve a tactical scenario then I agree that it might not really be worth it.


3
XPiratez / Re: Terrain based critters
« on: October 05, 2016, 08:19:27 pm »
Is that a thing that's happening in the foreseeable future, Solarius?

4
XPiratez / Re: Terrain based critters
« on: October 04, 2016, 11:33:43 am »
Agreed. Some variety in the different battlescapes would be great.

5
XPiratez / Re: Remodelled sprites
« on: October 02, 2016, 06:57:58 pm »
Looks good. Your shading is much better than the one I did.
I'm glad the basic design was ok to use.
I prefer the slimmer barrel, but it does look like a more badass weapon now.

If you have any specific tips I am sure I can avoid lots of minor mistakes in the future.

6
XPiratez / Re: Remodelled sprites
« on: September 29, 2016, 05:05:18 pm »
Here's a nice and cartooney black powder bomb :) Disposable death.

7
OXCE Suggestions DONE / Re: Feature suggestion: Obsolete/auto-sell equipment
« on: September 29, 2016, 01:14:53 am »
I'll try to be clearer, and also keep in mind I don't really understand the limitations of the engine and what is posible to mod so you'll have to bear with me if I ask for things that are not possible :)

This autosell function already fixes the selling clickfest, so thumbs up for that.

8
OXCE Suggestions DONE / Re: Feature suggestion: Obsolete/auto-sell equipment
« on: September 29, 2016, 12:24:12 am »
Neat! Thanks. Looking forward to testing it.

Do you know how complex it would be to implement a more detailed item control?
It is obviously a lot more work, but I'd be happy to try to outline a more detailed suggestion for inventory control if you think it's worth the time invested.
The vaults screen has a pretty good overview. If it's possible to add more functionality here it might be worth looking at.

9
OXCE Suggestions DONE / [DONE] [Suggestion] Auto-sell obsolete equipment
« on: September 27, 2016, 06:10:05 pm »
I don't know if this is doable, or already in the game and I haven't seen it, but here goes.

I'd like to be able to obsolete and/or auto-sell equipment. This could perhaps be done through the vault screen, filtered by all bases or on a base by base setting.

After a while, getting rid of certain types of equipment is an automatic action at the end of a mission.
There are a couple of potential issues here, such as items being prerequisites for research and manufacture. This needs to be considered, but I think a feature of this type could help with tidying our vaults.

There is already a system for creating item loadouts and saving them, so perhaps a variant on that system could be used?

10
XPiratez / Re: Remodelled sprites
« on: September 27, 2016, 05:57:02 pm »
Not at all. I started doing some remodelling for my own playthrough when I realised how simple it was to insert new sprites.
The discussion surrounding the look of this mod is very interesting.
Piratez is in my opinion a far more interesting long term project than core oxcom, with a much wider appeal.

I'd like to see more weapons have modified/improved variants, but there are already so many cool weapons in the game. And I don't know if the UI can take any more detail.
Do you know how flexible the menu system is? Would it be possible to set up a maintenance/improvement interface? I assume all the new unique objects could create an issue, if unique objects are even possible.

11
XPiratez / Re: Remodelled sprites
« on: September 26, 2016, 07:26:22 pm »
Thanks. The idea behind the cannon was ok, but with the highlights it has too much of a pre-modern navy feel to it.
I'll probably stunt it a litte, remove a couple of the highlights, and make it look more menacing.

The wood is tricky to pull off. At least for me. On one hand the pistol looks really grainy and solid, while I tried to give the musket a more polished look. I like them both, but I can see what you mean.
I'll try to make them more consistent in the future.

12
XPiratez / Re: Remodelled sprites
« on: September 26, 2016, 07:01:23 pm »
Added it to the top.
Here is a picture of the current loadout of flintlocks, plus a WIP Rusty Niner and WIP Pirate Cannon. The model is Irate Hair, dressed in her finest pirates.

The cannon is too clean and shiny, and the Rusty Niner looks a little too pixely, but it should sort itself out.

13
XPiratez / Re: Chaingun remodel and palette fail
« on: September 23, 2016, 03:10:33 pm »
 I can't say what the 5 differences are, but the colours appear much richer than before. It looks really good.
The entire image being less granular does so much work.

14
XPiratez / Remodelled sprites
« on: September 22, 2016, 11:11:56 pm »
I'll add more as I make them. I've tested them in-game, and they seem to be working fine.
Feel free to use these sprites in the mod if you think they are good enough.

Any input is welcome.

Disc of Death remodel added. The old one was very undefined. Not 100% happy with the contours and shades, but I think it's an improvement. The basic idea is that the five holes are for the fingers, and the purple space is a palmrest/power unit.

Bayonetted musket added. The blade is a little on the thick side, but I tried it with a thin "realistic" poker, and that looks too flimsy for the gals. Why not have a big meat skewer?
It also helps preserve as much of the original musket as possible without sacrificing too much length.


15
XPiratez / Re: Chaingun remodel and palette fail
« on: September 22, 2016, 01:30:19 pm »
Thank you :)

I fully agree that the chaingun was not that good. I'll make a thread where I'll add any models I make as I play, and you can just include those you feel you can use.

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