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Messages - sanyaskillpro

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1
XPiratez / Re: Bugs & Crash Reports
« on: May 02, 2020, 07:16:49 pm »
Pyramid of pain(from a probe) can spawn is this new winter village tileset. Not sure if this is intended, looks wierd to have a green pyramid with palms surrounded by snow.

2
XPiratez / Re: A thread for little questions
« on: April 26, 2020, 02:31:27 pm »
you can escort your own ships and they will fight at the same time, if they are of different speed then escort the slowest one and attack with it.

3
XPiratez / Re: Bugs & Crash Reports
« on: April 16, 2020, 11:54:22 pm »
cave maps are painful to play, i'd say in this case sacrifice realism for gameplay and remake caves into wide, more fantasy-like caves.

4
XPiratez / Re: Bugs & Crash Reports
« on: April 06, 2020, 03:23:30 pm »
Something wrong with a wound calculations? Ratman brigand reaction fired with a bow for no damage, yet the gal gets a wound.

5
XPiratez / Re: I made a map.
« on: January 02, 2020, 04:44:23 pm »
How much do routes matter anyways? I remember reading that once AI spots your soldiers they use a different pathfinding. And if 1 enemy sees you, all of them see you. And sniper-spotter tag just means they can shoot further than their own LoS, or am i wrong?

6
XPiratez / Re: I made a map.
« on: December 30, 2019, 07:33:47 pm »
Ah, I see.
Well, to be honest, this is not something I would do... Not because it's wrong, but because I have no idea how it would work in practice. I stick to simpler, more predictable designs, because I can understand how to use them and what to expect from the AI. But it doesn't mean your idea is wrong.
Still, the least change I'd do is adding links to the outside world. I understand you don't need the AI units to leave the compound, but it also undermines their unpredictability.

Would you mind if I eventually use this map in the X-Com Files?
Feel free to use it in X-com Files.
Ok, i remade the routes for a more aggro version. Less about patroling and more about trying to leave the map eventually.
I didn't put any flying routes this time because my mouse wheel is broken and it's annoying to click every time i want to change a level, but if you use it for a cultist base it shouldn't matter.
+fixed weird looking forward facing corners, i guess i forgot to place the actual corners(i thought 2 walls would make one automatically but then noticed the separate corner prop in a map editor)
Also put a small bonus map inside.

7
XPiratez / Re: I made a map.
« on: December 27, 2019, 07:30:30 pm »
I finally had the time to review the map. It's great, but I don't get the routes at all. Most of them are just weird, I can't make any sense out of them - they mostly only are connected to one other node, and the connection is one way only... Is there a key to this? Or just needs fixing?
As i said i have no idea how to make them for a big map piece, the idea was that ai kinda patrols in circles and stays on it's floor(to prevent everyone pouring out on the 1st floor and leaving the top floors empty).

8
XPiratez / Re: I made a map.
« on: December 05, 2019, 12:53:46 am »
Thanks everyone!

Well done. The surface choice for what i'm gonna guess is the gym(the area done in pavement) on the ground floor is a little off putting but otherwise a very nice piece.

Yeah that's supposed to be a gym. The vanilla tileset is pretty basic so i couldn't make it look more gym-like. As i said i don't know what tilesets i could use, maybe once they release next version of files\piratez without assets by hobbes i could just copy the mod files and choose a better tileset.

9
XPiratez / I made a map.
« on: December 03, 2019, 01:06:12 pm »
I saw a post elsewhere about the ongoing dehobbesisation and there was a link to a mapping manual v0.1 by Solarius Scorch... so i decided to recreate my school in xcom overnight. Why? because i have nothing to do remember those urban legends of 00's when in every school there was supposedly a guy who managed to recreate it as a counter strike map? I always that that would be super cool.
1. Proportions are a bit off and a couple of cuts had to be taken compared to a real version so if it looks wierd it's probably that. The rundown semi-abandoned look is intended.
2. Idk what tilesets are kosher now so i used pure vanilla urban tileset.
3. Absolutely no idea if my spawn\patrol points are correct, i made sure there are some spawns, large ones are outside and every floor has 2-3 groups patrolling in circles(in theory, idk how to make a mission to test this map).

Dioxine, Solarius Scorch - feel free to use it if you like it.




10
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 27, 2019, 05:35:03 pm »
Now you have to pirate xpiratez... The game has gone meta xd.

11
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 26, 2019, 02:07:37 pm »
Another interesting addictions may ba an handgonne and a fire lance? These may be manufactured after having completed the researchtopic "primitive weapons". As for balance, musket and flintlock pistols may become avaiable afrer havin research "Contract: merchants" (therefore should be removed from bootypedia at the start of the game) as well as the hand cannon, blunderbuss and boarding gun, avaiable after the topic "bigger guns" Maybe is too much work to do, so take it as you want, folks :)

This already exists, but for some reason it's called harquebus. The sprite is clearly a bayonetted handgonne though. You can use WP flintlock balls to basically have a fire lance.

12
XPiratez / Re: Condemnation bonuses and penalties
« on: November 22, 2019, 12:06:39 am »
I only have a problem with syns stacking -freshness with their already super small cap, forcing you to "achievement hunt" the +freshness condemnations to counter it instead of playing naturally.

13
XPiratez / Re: Bugs & Crash Reports
« on: November 18, 2019, 03:36:38 pm »
Sitzkrieg is still bugged in the latest version. Looks like the bounty tokens get destroyed after the turret explodes. I searched and found people reporting the same problem in march, so maybe it wasn't fixed completely or resurfaced in later versions.

14
XPiratez / Re: Bugs & Crash Reports
« on: July 12, 2019, 11:36:48 pm »
It is the same thing, one just has a bayonett, why would there be any other differences?
For consistency? Bayonetted AK has 2% less accuracy IIRC.

15
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: March 14, 2019, 04:35:51 am »
Always take one against the deep ones though.

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