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Messages - mikKoi

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XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: February 18, 2023, 11:48:55 am »
I updated Mountainous/Plains from here and Stuffiez

- big rocks are destroyable with/by good strength and Pickaxe or Hammer (at least)
- I don’t fully get the sliding movement (snakeman?) so I just gave it +1 TU cost in frozen grass
- snowy ‘fantasy’ floor tile (what Dioxine posted) is changed and used as a small rubble for big rocks
- side and corner rocks are no longer bigWalls (same as ogs)
- minor fixes

<Edit> MCDs aren't anymore/yet downloadable...

XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: February 17, 2023, 04:48:47 pm »
Great feedback, wonderful :) I don’t fully remember why I left big rocks indestructible, but if I recall right, it was because they didn’t have good deathID choices or smth, and at one very early point I WAS planning a general rock rubble for them, but don’t know what happened to it :P

Yes, of course they should be able to be destroyed. Maybe making them harder than earthy hills (as ogs are) and breaking/vanishing to the most ruined floor available.

PS. There’s still some general MCD functionality which I’m not quite aware of and I’m trying to find out about them mostly via testing.

XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: January 28, 2023, 08:12:42 am »
Hello, though Stuffiez have been on and off alive a year now, there haven't been any extra nice reasons to post anything. Been mostly doing the same units’ sprite editing shit all over again, but a while ago I moved mainly to map assets and replaced two polished original terrains which are playable as quick battles named Mountainous/Plains (Dead/Snowy/Tundra). Campaign also uses them at least as globeTexture terrains.

Here’s an example how the submod’s tile sprites affects to the ogs: [SNOWY.webp]

After a couple of new polished Mountainous/Plains terrains, it’s time for a new release. So long!

PS. Tilesheets are made using Piratez’s Cold palette, so PCKs render colors a bit differently (lighter) in mods and tools using vanilla battlescape palette.

<Edit> Zip removed, PCKs are now in XPZ. MCDs + mapblocks just for personal use/testing only.

XPiratez / Re: Bugs & Crash Reports
« on: January 17, 2023, 05:41:36 pm »
Hi. Tiny (x2) mapblock ‘bug’ found! Secret backrooms in URBAN_WASTE were not very well hidden after all. Some tile destruction was needed to get the VIP pass, but left me worried about those poor AI dudes, because handy humane tricks aren't known to them and therefore not very fair. :-\

Also, if passable, I think that room would be good for fighting scenes of many kinds:

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 23, 2022, 11:55:06 am »
Good to know, thank you, sir. So… then is just a must to manufacture some Good Looking Slingshot Ammo Pack (maybe 5 pieces) :P

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 23, 2022, 10:01:14 am »
As a day passed, I had time to give more proper thought-out to experimental trap and sling items’ concepts.

A trap could give stabbing damage type to health for sure, but crippling damage type is the real problem solving case. Possibilities are, afaik, only stun, because vehicles and armored suits shouldn’t cripple as others. Also, does the target lose its TUs and freeze, energy and become a turret with reactions or have stun damage and go zzz’ing? And what about flying units? In inventory, I think Bear Trap could be a 2x2 item, so it would be harder to carry as numbers.

There might be a big problem with using Good Looking Rocks as ammo, most likely it is impossible for item to act both as a weapon and ammunition for another one.
While sling and staff slings do sound like a good concept for early game long range explosive launchers, otherwise they could be always outclassed by bows.

Sling could be stacked to a much smaller size than a bow, maybe even 1x2. I think I have read a post where Meridian said that you could make weapons that shoot weapons, but I dunno what it actually means.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 22, 2022, 09:28:00 am »
I would like to see these couple simple items XPiratizedz:

Bear Trap to stop monsters, will they be offensives or not
- weighs like sins of the animal torturer
- takes 70% of TUs to set (and -10 energy)
- causes a small HP damage + total TU loss

Slingshot to ‘throw’ rocks across the map à la catapult style
- takes 50% of TUs to load Good Looking Rocks one by one

I can help and draw all sprites needed, without a deadline, np 8)

PS. Actually I might be able to submod this as a whole. If ever succeeded, then Bear Traps would be available to manufacture from the start by the cost of Scrap Metal and a Blood Hound (yeah of course why not, for some weird but simple gamey reasons). Slingshot then maybe could be just a matter of money and handcraft after some related and specific (but quite common) research.

Help / Re: How to turn an image of HWP into spritesheet for HWP?
« on: November 12, 2022, 12:57:58 pm »
Great tool! Should help a lot.

Center height for the battlescape’s grid selector/pointer can be adjusted by the lowest sprite. I made an animation for it :P So, actually that two pixel wide vertical gap only needs to be cut-pasted to the farthest sprite.

Help / Re: How to turn an image of HWP into spritesheet for HWP?
« on: November 06, 2022, 02:32:21 pm »
Never done 2x2 units, but assuming that uncropped size is 64x56 pixels. Drawing order might be as in the attachment or might not. At least it should be the right order for tiles/frames in the spritesheet.

Edit'to: expanded attachment with a grid cropping layout for the pointer (maybe the official).

The X-Com Files / Re: Another balance thread
« on: October 03, 2022, 05:06:32 pm »
Maybe AI's weapons should always cause at least some damage regardless of whatever armor the player wears (and with the right kind of tool a lot). I think I will use this simple solution. It just needs different enemy type assemblies in every map - at least when they are all armed with non-scifi weapons (or/and teeths and claws :D), but still supposed to be able to fight against armored vehicles and walking tanks at least somehow. Anti-tank mines would give a nice assistance :P

An AI unit using wrong weapons to wrong targets is suitable if it just doesn't carry anything else, I think.

The X-Com Files / Re: Another balance thread
« on: October 03, 2022, 02:26:22 pm »
Hey, sorry, but just need to ask in between (again), does anybody know is AI capable of knowing armor damageModifiers? Like, if I block armor piercing, then AI would use explosives or some other damage type.

The X-Com Files / Re: Another balance thread
« on: October 01, 2022, 11:42:08 pm »
And for once, that is one (damage dropoff) thing that's actually doable in OXCE!

I've been wondering as a modder, is this for weapons or ammo (which have the actual power value)?

Help / Re: Some armor recovery question/s
« on: September 14, 2022, 10:36:41 pm »
OK it was it after all  :) Thank ya so muh!

Help / Some armor recovery question/s
« on: September 14, 2022, 10:24:35 pm »
Hey, I’m using mana as vitality and would like to recover time units like:

Code: [Select]
currentManaPercent: 0.8 #actual PERCENT of vitality now times 0.8
…but dunno how to do it. Maybe I need a script for it or use of that manaNormalized tag (which I don’t know how it works, so that’s an another question :P).

XPiratez / Re: [Submod] X-Peasantz
« on: August 14, 2022, 12:37:06 pm »

My final update for the X-Peasantz: LEAKED_NUDES is now ready and out, but maybe there’s still something to fix (uh), so it might be too early to say. If someone wants to take over the submod at this point and/or modify Peasants in any way, be my guest, there will come no overlapping issues or anything from my direction for awhile.👍

And here’s some random internet meme pic from the COMPLETED SUBMOD PARTY 🍕🍻🎉🎸🎹Wohoo!

PS. My other XPZ-submod Stuffiez - Nice Cute Things will be still somewhat active.

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