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Topics - Bloax

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Currently you can bind a shortcut to use the item in the left/right hand slot of a given unit, but there's no way to select the firing mode after that -  nor any way to confirm where to shoot.
Adding such things would be appreciated, thanks.

if you're shit outta ideas then making the move camera north/south keys scroll between the modes and then have a "(?)confirm(?)" key available that selects the current selection while also serving as the way to confirm where to shoot would work swell

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Work In Progress / [OXCE] Retarded Not-Vanilla Balance Screwing Mod
« on: March 29, 2016, 03:49:23 am »
attn: OXCE or OXCE+ required thx

https://dl.dropboxusercontent.com/u/63152810/shitcom_v1.zip

FEATURES:
!! NOTHING NEW !! .. And yet, is that so?:

Things usually don't die in one shot.
Coincidentally, most weapons are faster now. (Mostly rifles and especially pistols)
Pistols suck against armored opponents (they're good at killing less armored foes), rifles are generally OK while heavy weapons do not all that much more damage but ignore some armor.
- in case i wasn't clear, then pistols are actually really good weapons now - it's just that you'll want some rifles/heavy artillery to back the pistol guys up on non-floater terror missions

Rockets are really stronk; small rockets do a lot of damage and come in clips of 2, but go through 1.6x the armor of the target, while large rockets obliterate armor just for that occasion.
Incendiary is really good and even causes morale damage.
Most aliens have shittier bravery so that you can set them ablaze and watch them go nuts.


incendiary rockets are fucking cray-cray and make everything but the spookiest spooks go nuts

ARMOR IS REALLY GOOD (although you'll still take damage lol suck it)

oh and lasers are weird things that stun stuff more than they kill things (tip: might wanna not go heavy on lasers against snakeman terror, or you could)

People you recruit are usually good and can become really good pretty easily;

Fortunately they're both really expensive (soldiers are 90k a pop lol) and the fact that you're gonna be taking damage quite a bit (aliens fire faster and have more TUs too, you know)

means that you'll enjoy this sight.

you can enjoy figuring the rest out, since i did leave some minor Interesting details out

this is just something i threw together over the last two days (in fact i only just put the last touches as i wrote this thread, so it's not even properly tested), so don't expect it to be perfectly balanced or anything lol
i mean i haven't even modified the descriptions hahahaha

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Eleven months and I finally got to it;

X-COM!
WELCOME.. TO DIE!


So yes, let's play some motherfucking xcom - and let's do a superhuman ironman just to make the beginner feel very welcome.

I'm not doing this blindly - I've watched plenty of XCOM - nor am I using a vanilla configuration (ufoextender accuracy, running/strafing + some neat stuff like crafts being available at any time and pre-primed grenades), but it's the first time I'm actually playing the damn game.

I have messed around (intentionally without any serious play) with the New Battle feature just to set up my recording stuff properly.
So if you were wondering how the hell I can operate the battlescape semi-decently on my first time run, that's the reason.

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Suggestions / Make battlescape camera movement keys indepentent
« on: March 12, 2016, 08:04:25 pm »
Currently there are snazzy shortcuts for moving around the camera in the battlescale, which is great..

Except if you hold a direction and then press the key (or hold) for the opposite direction, the key you were initially holding is now stuck in useless limbo; it won't do anything until you let go of it and press it again.
I would appreciate if these things were instead made entirely independent, so that we had a little "camera movement" number with two variables in it, which got applied every whenever the fuck you update the camera, and the variables being affected by these camera movement commands being held - so that if you hold two of the opposite keys, you just get no movement like the silly goof you are for making the camera go in two opposing directions at once.


thx in advance

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mockup images are useful (tm)
It might be useful for making people not forget to equip armor on their soldiers, which I imagine happens at times for the more forgetful players.
Mostly a feature for the mods with larger assortments of armor though, I guess.


These will probably need to have the proper palette applied to them, since I don't have anything but the tactical palette easily available.

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XPiratez / The slow grafix revamp
« on: December 13, 2015, 03:52:35 pm »
I've long been unsatisfied with the subpar shading quality (good shading is hard, so I won't blame you) alongside the generally blotchy look of the paperdolls.

Then a christmas miracle happened and I actually started doing something about it.

What are the results so far? Well;


Gratuitously fancy hairdos ✔

Piggy-pink whiteskins ✔
Tiddy ✔

Stylish, "Bloax-certified SHINY AS FUCK", and detailed fashion choices ✔


Hopefully I won't fall into a deep slumber of not doing shit.
Do mention your favorites from the original sprites that you would absolutely like to keep, since I don't particularly like more than a handful myself.

Oh and yes, I do plan on making inventory items too.

ok that's enough not-anime tiddy for you on a proud christian forum you can go on with your merry day now

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Fan-Stuff / I heard you like dice
« on: May 04, 2015, 02:10:26 am »
https://anydice.com/program/5c7e

Here's a little something to see how much damage your poor little soldiers will suffer to an attack of a certain power while having a certain amount of armor.

What is this useful for? Balancing armor, I would imagine.

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