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Topics - Dioxine

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OXCE Bugs / Hunter-Killer Approaches Despite Being Slower
« on: May 21, 2023, 05:58:49 pm »
When you fight in air combat with Hunter Killer, the 'careful stance' button does not allow you to keep distance, even if your craft is faster and your weapons outrange the Hunter Killer. Not sure if this qualifies as 'bug', but it looks not-okay to me.

Screen attached. At every difficulty level on which the unit should spawn with +HP bonus for difficulty, it spawns with basic unmodified HP pool instead (suffering ofc loss of accuracies). It affects any and all enemy units. I'm not sure when it happened, but 7.8 was free of the error.

If HWP is allowed on mission, but the kind of ammo it was loaded with is not, the ammo stays in the gun and on the mission. This might be a case for all fixed weapons - didn't test.

OXCE Bugs FIXED / [FIXED] Vapor trails issue in OXCE 7.9
« on: May 14, 2023, 01:42:48 pm »
After upgrading from 7.8 to 7.9, vapor trails started to display wrong colors in XPZ. Eg. flamethrower is now blue with a tint of yellow, instead of full yellow. What happened? How to fix it? Can it be fixed mod-side?

I believe this will open a completely new tactical option; weapons which are meant to not puppetteer enemies, but turn them relatively docile (by changing faction to civilian in case of Mind Control). On the upside, such 'confusing' weapons can be much stronger/faster/cheaper to use than their Mind Control (change to own faction) counterparts.

Example: Herder's Staff in XPZ. My idea for it was to be a pacifying weapon, but I went for MC since it was the closest approximation. Now if it could change enemies into temporary civilians I could give it more attacks per turn, and this gives a fresh dimension to psionic combat: mass confusion instead of direct puppeteering.

As for zombify I don't have any concrete plans yet, but it certainly could offer access to zombifying weapons to player - a new dimension as well.


OXCE Suggestions WIP / Suggestion: Set faction on Mind Control weapons
« on: April 19, 2023, 04:35:13 pm »
Well, just to remind Yankes about what we talked on chat:

Ability to set flag on Mind Control to change faction to civilian upon succesful mind control attack, instead of the faction of the owner of weapon. Could be a fun option. :)

Work In Progress / Random thoughts on external AI
« on: September 22, 2018, 09:19:09 pm »
EDIT/Meridian: Split from original topic:,6580.0.html

With this Lua support, would it be possible to affect the AI decisionmaking by outside software (like neural networks)?

XPiratez / Animu s***t
« on: August 19, 2016, 12:15:52 pm »
I'm not a big animu fan myself (though I don't hate it), I prefer old sci-fi movies, but
1. it's a good source of resources
2. it's another thing that can be smeared, dirtied and assimilated!

XPiratez / Grenades & Explosives - advice appreciated
« on: May 25, 2016, 03:53:53 am »
So. Do you think grenades & other timed explosives are OP? Is this why Meridian is refraining from using them? :) Surely there are a few things as sure in this game as grenades.
Cutting to the chase, OXCE allows setting a 'dud chance' for any timed explosive. Would a 'dud chance' in 5-10% range help to balance the grenades? Or are they fine as they are?

XPiratez / Bonaventura Variants discussion
« on: May 04, 2016, 04:58:32 pm »
An upcoming addition to the early game will be the ability to build one of 5 Bonaventura variants, each with a special weapon to boot. You will still only ever have a single craft of this type, but now you will be able to choose which one.
The discussion is open to suggest stat changes, map changes and special abilities. I will lay down the basics below:

- Bonaventura (green)
No changes. Special Weapon: Charger Laser. The highest troop capacity variant (others will have 12-14 troops).

- El Fuego (red)
Assault-oriented craft. Special Weapon: Magma Cannon. Will have a bonus to weapon accuracy and highest speed of all.

- Fortuna (blue)
Recon-oriented craft. Special Weapon: ???. Fast, some dodge, very good radar, intended to be ideal for the 'go after landed ships only' strategy. Loses some weapons and armor but it translates into a good mileage and extended flight time.

- Metallo (black)
Tanking-oriented craft. Very tough and with improved repair rate. On the ground, it will be a bunker as well. Special Weapon: Sniper Cannon (best ROF in Cautious mode)

- Dorado (golden)
The swaggiest of them all. Not that good but spawns gold bars on each touchdown! Special weapon: Bling Cannon (stong heavy weapon, but needs gold for ammo).

XPiratez / No Donation - No Salvation! Also: Future Plans!
« on: May 03, 2016, 11:37:42 pm »
The X-Piratez has its own site, which might be not known since it's an obscure one; it hosts mine and Solarius' mods we made over the years. The site will be upgraded shortly (now it's only in Polish), but, most importantly, it already has a donation button linked to my PayPal account.
So, want to contribute? Want me to spend more time on expanding the mod, and less on boring day job? Now you can.
All donators will be credited in-game (needs name or nick), on a memorial stone.

Donate directly to salvation machine: PayPal at

Offer is open to any donors, past and future.
You can be featured in a collectible article as an in-game background character, or have a weapon or battery-powered craft named after you.
I don't guarantee that any of these will be flattering.
PM me for details.

XPiratez / Latest Download Link (N4 17-Feb-2023 First Ending)
« on: March 31, 2016, 08:55:54 pm »
Repeated from the first post:


Read the install instructions carefully (the XPiratez readme directory). Then be sure to check readme to know what advanced options to select for the work to work as intended (or let the archive overwrite your user/options.cfg and only set your video/audio options) No joke. Srsly. Then the Bootypedia, to avoid premature death.
If you're upgrading mid-campaign, make sure to check the 'upgrading saves' thread.
Suffering awaits. And boobs.

Piratez UFO folder look how?

DO NOT download OXCE updates separately UNLESS you know what you're doing (sometimes it's advantageous to have new version to fix bugs, but it can also cause incompatibility)
DO NOT follow OXC installation guides, including the universal patch thingie - OXCE is not OXC, and XPZ has everything it needs properly patched.

Open Feedback / Is there any limit to XCom base height?
« on: March 01, 2016, 01:22:15 am »
I'd appreciate advice. Made mapblocks with height = 5, by adding 2 levels below and 1 above (using mapview), increased base height in deployment, modified digtunnel to dig at a proper level. Crashed with a message 'map failed to fully generate'. Any clues?

Open Feedback / Soldier types - how to tie them to specific armors?
« on: February 24, 2016, 11:19:23 pm »
Does anyone know how to do this? Is there a definiable list of allowed armors for each soldier type? Can't find it in the Ruleset Reference. If there's no such option, it would mean that soldier types share paperdolls and sprites.

XPiratez / Want to help out?
« on: February 17, 2016, 11:01:40 am »
Here I will be posting things to do for anyone who wishes to help with the developement; things I either lack time or skill to do properly. Naturally everyone will be fully credited.
First wish is to improve the Mortar graphics, since my sprite isn't so hot and the weapon is quite commonly used. Anyone up to it?

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