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Messages - ValeriusPaipikus

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OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: November 10, 2020, 02:09:54 am »
Very well...

Suggestions / Teleports.
« on: October 24, 2020, 08:49:17 pm »
Simple - Tiles that make units and items to teleport on teleport-tile to linked tile.

OpenXcom Extended / Re: [DONE][Suggestion] Death Tile/ Gravitic death
« on: October 21, 2020, 08:02:48 am »

Help / Re: Dead land bug.
« on: September 16, 2020, 07:49:21 am »
@TheReaverOfDarkness, i checked and it seems it's not the case.

Help / Dead land bug.
« on: September 11, 2020, 10:47:03 pm »
I managed to launch my map, but most of the plants inside are dead and i have no idea why. In the 7z archive are files needed to launch the map and other content.

Suggestions / Tiles of death.
« on: September 02, 2020, 09:50:45 pm »
Tiles that do damage to HP/moral/etc when unit step on it. Spikes, lava, mud, poisoned gas traps, blooded floor...

Suggestions / Re: Regenerating armor.
« on: September 02, 2020, 12:11:46 pm »
Can i hope that you or someone else with experience will do script for it?

Suggestions / Regenerating armor.
« on: September 02, 2020, 08:30:02 am »
Ability for some armor to regenerate damaged armor values. For example, unit hitted in frontal armor, from 50cap it lowered to the 45 armor. Than, if his armor have 3 armor regen value, armor will return to the 50 maximum cap in 2 turns.

Suggestions / Re: Indicator how far You can throw
« on: September 02, 2020, 08:27:39 am »
It can be calculated, but idea is good.

Help / Re: How to load custom palettes into the MCDedit?
« on: August 30, 2020, 03:50:01 pm »
you can probably convert your palette into the original xcom format and replace the PALETTES.DAT file in MCDEdit's ufo/GEODATA folder
This is good idea. Do you know how to convert PAL to the original x-com format?

Help / How to load custom palettes into the MCDedit?
« on: August 30, 2020, 02:54:14 pm »
I have custom palette. How to apply it in the MCDedit so that i can draw objects with colors stored in it? Or how to, at least, make MCDedit not to match loaded PNG files to original palette?

Suggestions / Re: Great idea: Enemy's speed.
« on: August 29, 2020, 11:42:50 am »
>Force your unit to fire one tile short or beyond the target and your speed penalty suddenly doesn't factor in.
But isn't there 2x penalty because units are blocking sight on space behind them? This is good argument, i wish it to go further.
>the game should be fun.
If it isn't fun to you than it only means that we have different definitions of fun.
>but this game is hard enough for me even without it so ...  :)
It is always possible to play on lower difficulty  :)

Suggestions / Great idea: Enemy's speed.
« on: August 29, 2020, 01:12:58 am »
Speed of enemy should not only determine time units, but also how hard it is to aim and shot it. Faster enemies should be harder to aim at, so minus to accuracy of shooter. It should be easier to aim and hit slow enemies, so + to accurasy of shooter. Units with overweight are slower, so... Got it?

Don't forget that battle is a simulation, and so must be realistic.

Help / Ways of adding gore to game.
« on: August 26, 2020, 06:23:38 pm »
Is there any way of making the game more bloody and gory? For example, make visible blood sprite appear on successful shot/hit, or make enemies to drop organs when they die from explosion/too_many_damage.
Tell about any ideas you have and of ways of making them real.

Original explosion sprite with all it's skull-like foolish form can't fit some serious settings, this is why i willed for this form of it to be.

"explosion_VP" is original file that doesen't match any palette, It should be used if you have your own.
"explosion_VP_orgpalmatched" is "explosion_VP" matched for original game palette.
In the GIF file i showed how does it looks like in game, my personal palette used.

Credits are required for proper use.

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