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Topics - clownagent

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Resources / Tiles from Crusader - no regret / no remorse
« on: February 24, 2019, 10:42:02 am »
Here are the tilesets from Crusader - no regret and Crusader - no remorse. They might be useful for new terrain or robot units.

filesize: 80 mb

Resources / DOOM 2 Lost Soul Spritesheet
« on: February 21, 2019, 10:34:34 pm »
I tried to convert the DOOM 2 Lost Soul spritesheet to openxcom format.

The result is attached.

The zip file contains also the Lost Soul sounds from DOOM 2.

OXCE Suggestions Archive / [Suggestion] Chained explosions
« on: October 13, 2018, 10:57:08 am »
Xcom Apocalypse had a feature where grenades and explosives lying on the floor could explode when they are hit by fire of explosions.
I think it was I good mechanic and I would love to see it in OXCE.

It is probably best done by using a ruleset tag, for example:
Code: [Select]
ExplodesIfDestroyed: true
with a default value of "false"

For ammunition with the tag, it would mean that the whole magazine would blow up at once and distribute the projectiles with the shotgun mechanic in random directions.

OXCE Support / [Answered] Hit-log does not show hit
« on: August 20, 2018, 03:07:44 pm »
In the attached save:
Try to hit the osiron guard with the blow pipe from 'Bossy Azura' at the current positions.
The attack seems to hit nearly always, however the hit-log (Ctrl-H) always shows a miss.

XPiratez / [Suggestion] show fist attack icon in battlescape
« on: July 20, 2018, 09:59:32 pm »
Many outfits have now an integrated melee attack. It is fine that we can't see the icon in the inventory screen.
However in the battlescape it feels strange to click on a empty box to attack.
So please make the bigobs visible in battlescape in the empty hand(s).

It would be nice to have the information, when attributes hit the attribute cap:

1. As an additional information in the soldier screen (see below), it would be useful to have the attributes that are maxed out displayed in a different color (maybe red).

2. Training screen: When a soldier is in training the values which are not trained any more should be displayed in purple. For example the red squared numbers would be displayed in purple although the soldier is in training. (As a bonus also in this screen the maxed values could be displayed in red)

XPiratez / [MOD] Black Cat and Shredder Cat
« on: June 02, 2018, 04:44:01 pm »
Edit: Attached is a mod which enables the breeding of Shredder cats from black cats.

The black cat mod is already integrated in the latest piratez version and should no longer be activated.

Old post:
Attached is a small mod, which allows to purchase black cats as HWPs.

Original sprite sheet is from:

I wanted to add a second built-in weapon "purr", which increases morale and decreases TU of the target. However, so far I could not manage to get it working.

OXCE Support / [Solved] Less clicking for melee attacks
« on: September 17, 2017, 10:57:03 pm »
Many melee weapons in the popular total conversions have a low TU cost and low damage. Often you find yourself attacking with them a lot of times in a row.

While playing  I often attacked with small weapons 6-7 times in a row. For each attack you have to click on the weapon + attack button (2 clicks at different position on screen).

I think it would be an improvement if we could have an attack cursor (same as for ranged weapon) for melee attacks (optionally). With an attack cursor which does not vanish after the 1st attack you would need only need 1 additional click per attack.

Maybe we could have a global option which switches between classic melee GUI and the method with attack cursor, since it is only useful for the total conversions like Piratez, but not so much for vanilla.

XPiratez / [MOD] White rabbit
« on: September 09, 2017, 06:40:33 pm »
The attached mod allows the player to buy white rabbits from the magical shoppe. They can give your units a small TU-bonus.

Known issues:
- I could not change the hitAnimation and explosionSound of the corpse explosion.
- I would prefer that the corpse always explodes even when neutralized by melee or stun, but this is not possible.
- The TU-bonus works only up to the TU-maximum of the target unit.

OXCE Support / [Solved] Custom alien Psi attacks
« on: August 01, 2017, 11:06:25 pm »
Is it in the current OXCE version possible to customize alien psi attacks?
For example:
- LOSrequired for some units
- Unit can do only control attacks
- Unit can do only morale attacks
- strength drop off with distance

I have the impression that currently all alien units with psiSkill > 0 use automatically the same psi weapon item

Code: [Select]
    hitSound: 36
    battleType: 9
    tuUse: 25
    flatRate: true
    recover: false

and if  I modify this item, all ai units use the modified one.

XPiratez / Enemy unconscious units are dying ?
« on: March 09, 2017, 11:00:04 am »
Why do enemy unconscious units are dying after a few turns?

They have no critical wounds and show the "zzz" symbol.

There is a ruleset command to give player armors a personal light. For example:
Code: [Select]
    personalLight: 5

I would like to have the option to give a few enemy units also a personal light. It would make some night missions less annoying and would make it possible to make enemy search units with strong light to illuminate large areas. For example a enemy drone with a strong search light to illuminate the player units.

I think it would be good to have an (optional) accuracy reduction if you try to hit an unseen enemy, for example through smoke or by arcing weapons.

A common exploit is to put your troops into smoke where they are save, move a scouting rookie out and snipe all encountered enemies from the smoke cover.  The AI can of course not use this simple trick which makes some missions very unbalanced.

I think it would be more balanced if the units sitting in smoke and cannot see anything would suffer from an accuracy reduction for targeting units they cannot see by themselves.

Work In Progress / Power source explosion strength
« on: January 03, 2017, 11:52:02 am »
Is there any possibilty to change the strength of the initial power source explosion?

Changing the mcd value 55 (HE-strength) of the power source seems to have no effect.

Work In Progress / Weighting in missionScripts does apparently not work
« on: December 05, 2016, 12:06:18 am »
I tried to use the weighting command in the mission scripts:

Code: [Select]
  - type: milit
    useTable: false
    startDelay: 150
    targetBaseOdds: 100

However, the above code spawns approximately 50% of HARVEST and RESEARCH missions.

I think one can circumvent this with "executionOdds", but I just wanted to notify others. 

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