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Messages - stepbystep

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1
Resources / Re: Bulletdesigner shipyard
« on: January 02, 2017, 05:10:37 pm »
That's incredibly cool bulletdesigner. Top notch!

Now all we need is to be able to jump in the porsche mid-mission and then run down units with it.

Combine with the zombie urban maps in xpiratez.

BOOM!

 ;D

p.s. ( "BOOM!" is the sound of a mind exploding )

2
XPiratez / Re: The effect of difficulty level
« on: December 29, 2016, 10:58:21 am »
Would it be possible to set the number of a specific type of enemy in a mission?

For example the academy sentry drones are found in pairs at max difficulty but only one at a time in veteran (which I'm playing atm). This makes hover suits 100% more difficult to obtain since you have to wait for the lucky roll twice before being able to make one.

Another option could be making more items buyable at lower difficulty.
Now that I think about it, as the game revolves so much around money, a good way to set difficulty would be to adjust prices and availability of items.

Since I'm here I'll also throw this one:
Random market deals would fit piratez sooo much! "Hey gals, we came across a batch of defective grav drones while they were headed toward maintenance.  If you are interested come visit before the month ends."

3
XPiratez / Re: The effect of difficulty level
« on: December 23, 2016, 05:47:52 pm »
Difficulty in strategy games is always tricky.
A game AI cannot be a challange for a player when the two sides are matched in power. X-Com however is all about filling the gap between your and the enemy tech level, so imbalance at the start actually makes thematic sense. The end game is instead pretty much set in stone: when you get to the same level of the enemy you unlock the end scenario and win.

Following this line of reasoning I would be happier with a difficulty level that only changes starting conditions:
Easy: start with better weapons, more soldiers, better stats, more money, more structures.
Difficult: start with few soldiers, a few crappy weapons, not enough money to fully equip.

Maybe couple that with a different pace in progression of the alien races and tech level, if possible even have the AI accelerate its progression depending on how good the player is doing.

Changing number of enemy units per battle and their equipment makes almost no sense for all the reasons already mentioned. Changing players starting conditions instead would change the steepness of the first part of the difficulty curve.

4
XPiratez / Re: Quick lore question
« on: December 23, 2016, 05:17:27 pm »
Good point, but when were Star Gods completely successful at anything? :P

...didn't they win all previous X-Com games? ;D

p.s. I'm actually curious about this. Is it that the aliens in the end were too good at infiltrating earth governments or did the X-Com project eventually prove to be inadequate?

5
XPiratez / Re: Self-imposed restrictions
« on: December 22, 2016, 05:37:38 pm »
I also imagine that the gals can figure out a gun not yet researched based solely on the fact that they have already been shot at with it.

Quote from: Spikey Chainsaw
This revolver packs quite a punch capt'n... I've got a scar to prove it right here, come and see...

6
XPiratez / Re: Any plans on a more PG version?
« on: December 22, 2016, 03:54:22 pm »
Why publish the links if it's not public and can't be seen? :P

Lol, I thought that since they're all repins (namely saved from other, public, boards) the individual links would have been public. Sorry about that.

This looks suspiciously like spam to me.

I assure you Dioxine that, even if in a rather clumsy way, I was just trying to help. You might not want any, but the original poster asked specifically for graphic material sources so:
I went ahead and grabbed the original links of some of the pictures in the aforementioned board:

An art piece by malaysian artist Ng Fhze Yang (that I think I already seen in xPiratez)
https://coolvibe.com/2014/sci-fi-art-gun-slinger/

An art piece inspired by "The Last of Us":
https://capsiongman81.cgsociety.org/art/photoshop-hunters-last-us-1171779

A piece by deviantart.com user OmeN2501:
https://omen2501.deviantart.com/art/Enforcer-155944705

A Warhammer 40K inspired piece by russian artist Tarakanovich:
https://tarakanovich.deviantart.com/art/Warhammer-40k-Metalboobs-478923896?q=gallery:Tarakanovich/45192642&qo=5

A Tomb Raider inspired piece from 9gag (couldn't find author's name):
https://9gag.com/gag/5971285


So gyrobot, you can look for pictures in art specific websites like deviantart, cgsociety, artstation or more general "aggregators", like pinterest, which is not the only one btw.

7
XPiratez / Re: Any plans on a more PG version?
« on: December 21, 2016, 07:32:23 pm »
If anyone is interested I'm building a XPiratez themed pinterest board that I believe would suit such a project (referring to the PG version) as the skimpiest girl in the bunch is in a bikini.
They are all pretty badass pictures imho, but of course your mileage may vary. I think some of them also happen to be the source of some pictures already present in the mod.

Theese are some examples from the board (which is not public):

https://it.pinterest.com/pin/74942781279966894/
https://it.pinterest.com/pin/74942781280002004/
https://it.pinterest.com/pin/74942781279929003/
https://it.pinterest.com/pin/74942781279954751/
https://it.pinterest.com/pin/74942781279921650/
https://it.pinterest.com/pin/74942781279799546/
https://it.pinterest.com/pin/74942781279959989/
https://it.pinterest.com/pin/74942781279944104/

Send me a pm if you want to be invited to the board.

edit:
It currently has 485 pins in it, although a couple might be duplicates.

8
XPiratez / Re: Suggestion: 3 ideas which may be workable
« on: December 16, 2016, 05:24:36 pm »
it would be a lot of work to code.

Would it be correct to say that the openxcom engine is not really meant for a game which has a strong "crafting" component?
> I'm using the word "crafting" in the sense of: a system which involves complex multi-step recipies by which you combine materials into products.

I mean yes, you can do it, (dioxine and others have accomplished that in a pretty amazing way), but it seems a real pain to go through all those definitions where you have to redefine a lot of things.

IMHO an engine (or modding language) specifically geared toward crafting should allow for:
  • categorization
  • inheritance (MATERIAL_WOOD defines the property "flammable", MATERIAL_PINE is in the MATERIAL_WOOD category and therefore inherits the "flammable" property)
  • the option to use categories in recipies instead of specific items (GUN_STOCK is made of HARD_MUNDANE_MATERIAL so every item in the category MATERIAL_WOOD, MATERIAL_BONE, MATERIAL_PLASTIC can be used)
  • the option to use categories for defining (for example) ammo types (9MM_GUN extends HAND_GUN and uses 9MM_GUN_AMMO. When defining 9MM_EXP_GUN_AMMO place it into the 9MM_GUN_AMMO and voilĂ , every weapon that extends from 9MM_GUN can use 9MM_EXP_GUN_AMMO)
  • Maybe even a way of defining workshop "transformations" (generalized term for construction, deconstruction, more?) as part of item definition so that those too can be inherited/extended.

If I'm not mistaken Dwarf Fortress works more or less that way.

BUT!

That's another game...
...had fun talking about it though.

9
Playthroughs / Re: Tips for the first serie?
« on: December 15, 2016, 07:15:14 pm »
Hi!

Haven't released anything yet.
At this stage I have all the equipment I needed for now (a microphone that doesn't pick up a lot of noise), CC music appropriate for the mood I was shooting for and even a really small aesthetic mod that I've made myself.
I started recording and made a few attempts at basic editing in Blender (I didn't even know it could do that).

At this point I have footage for a couple of episodes of around 15-20 minutes (I cut the micro-management after explaining what I'm going to do and how).
I think I'll do editing in batches of at least 5 episodes, but that will largely depend on how much time I manage to spare for this.

I know it's not a lot but I have a pretty tight schedule and I'm also playing xPiratez.


Both game and commentary are in italian as I want my friends to be able to enjoy the videos.

10
XPiratez / Re: Bugs & Crash Reports
« on: November 12, 2016, 12:53:12 am »
Playing in 0.99E, found a building that has a second level but the stairs don't connect.

11
Playthroughs / Re: Tips for the first serie?
« on: November 11, 2016, 12:12:50 am »
Sorry for the inconvenience, I will add default translations soon (read: in the coming months, latest Q1/2017).

No worries  ;)

To get the strings, you can either search for them in Piratez_lang.rul from Piratez and create a mod just for the missing strings, or re-write the strings yourself in a mod.  All you need is a ruleset file that looks like...

I'll try that thanks!

12
XPiratez / Re: A few ideas on kidnapping and interrogation
« on: November 11, 2016, 12:05:38 am »
I'm wondering, are the gui windows all unique implementations or can they be customized?
I'm thinking about the activity window now, where you have toggle buttons on the left to show/hide certain things, and I'm imagining how the "select project" window would look in that layout...

There could be toggles at the top for "only new" "supply-ok" "supply-missing" "show-hidden"
And toggles to the side for the main categories.
You could then mix and match what you want using the toggles as filters.

Also that window is bigger... it would be nice to have a bigger selection window for a mod so full of booty!

13
Playthroughs / Re: Tips for the first serie?
« on: November 09, 2016, 10:50:11 pm »
Yes, you can - I've been playing TFTD with OXCE+ for a little while.  What's probably happening is that there are slight differences in the vanilla ruleset files since OXCE+ is based off an older nightly version.  You can get the correct ruleset files for OXCE+ from Meridian's github repository.  Although before mucking around with your files, what was the error you were getting?

Ok so, I'm getting there I think but I might need a little bit more help.
I downloaded the zip from the git repository, branch 3.3, took the bin directory and copied it on my desktop.
Then I downloaded the windows exe file meridian provided in the relative thread in xpiratez forum and copied into the same directory.
It works and I'm able to play, only I have some missing strings, for example corresponding to the new config options and for the stats shown in inventory screen.

Have I done something wrong?
Is there anyway I can get those out of xpiratez?

I also noticed I was able to access savegames made with a normal openxcom 1.0 install so it seems like it is reading those from my user folders, is that ok?

14
XPiratez / Re: A few ideas on kidnapping and interrogation
« on: November 09, 2016, 08:17:16 pm »
I disapprove of this notion.

You are absolutely right, I make it sound like I'm asking for it to be applied to everyone as a default, which would be preposterous, shame on me.  :-[

But maybe an option in the workshop screen to have it remember the current filter?
Also make it so that changing the filter on the left doesn't reset the one on the right, please?

May your will be done in vanilla as in modded
Amen.

15
XPiratez / Re: Bootypedia (aka the wiki)
« on: November 09, 2016, 07:03:17 pm »
 ::) sorry, my bad...

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