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Messages - SeanEBlog

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Suggestions / Re: "Turkey peek" / Corner site / Shooting from cover
« on: May 22, 2013, 09:54:52 am »
I believe you can already manually turkey peak in this game using strafing. Simply have a solider go up to corner, have him turn to the right direction, then use ctrl left click to have him move one square over and then move back when he's done.

This will not prevent enemy reaction fire however.

Work In Progress / Re: Small problem with the palette.
« on: May 20, 2013, 03:10:41 am »
I understand that but this allows me to make graphics with no worries whatsoever using Paint.NET as my editor. I just didn't want something like this happening to me.

Work In Progress / Re: Small problem with the palette.
« on: May 20, 2013, 02:56:50 am »
It turns out I'm idiot who remembered that he could extract palettes directly from files using Irfanview after getting a usable swatch out of the file you posted.
And as it turns out, every single bmp that pckview produced had exactly what I needed.

I've tested this png extensively. It is the pckview's battlescape palette with absolute fidelity.

Oh and the palette that you gave me was off as well. It actually producing hits but when combined with xcom graphics, it was producing 261 unique colors.

Combining the 2 palettes actually produces 363 unique colors. That's 107 off color entries.

Work In Progress / Re: Small problem with the palette.
« on: May 19, 2013, 10:14:48 pm »
Let's go with the PNG, thanks.

Work In Progress / [SOLVED] Small problem with the palette.
« on: May 19, 2013, 07:33:54 am »
Solution here.

I've been wanting to try my hands at making custom graphics for X-Com. However I've run into a slight, possible esoteric problem.

I extracted the sprites using and pckview and loaded them into my editor of choice, paint.NET. I then took the battle palette image from the wiki and put it into the same image. Nifty thing about PDN, if you set tolerance to zero and shift click a pixel with the wand tool, it will select every pixel of the same exact color. Here's where I run into my problem.

The extracts and the palette don't match by the slightest of shades. For example, the black from the pckview is 04040C, while the black from the wiki image is 000000.

So either pckview is being unfaithful or the wiki image is. Does anyone know the answer or am I looking at a non-issue? I'd like to be able to use any color from the game palette I want without looking up a different sprite first.

Troubleshooting / Re: Line of Sight vs. Fire
« on: May 17, 2013, 07:24:00 am »
You can force your solider to fire by holding down ctrl. Though be careful about doing this while on the ramp of the sky ranger. If you get a "No-Line-of-Fire" message there, it's because your gun is pointing at the tail end of the plane.

Suggestions / Re: Interceptor option to desync weapons.
« on: May 16, 2013, 05:15:49 am »
"Asynchronous", I knew their was an antonym, but I couldn't think of it. Well anyway, now that I've had time to think about it, I've decided to reword my suggestion.

"Prevent simultaneous armament fire"
"Should 2 armaments for the same interceptor reload at the same time, the second weapon will delay its next shot by 50 percent."

For a coding point of view, that should bypass the need to reset the weapon delay every time the weapons have a chance to sync. Granted I know nothing of C++ but still.

Suggestions / Interceptor option to desync weapons.
« on: May 16, 2013, 03:00:49 am »
I suggest that in the advanced options menu, we add the option to "Desync matching armaments".

What this would do when enabled, is add a fifty percent loading delay to the initial shot on second craft weapon if both are or the same type. So if you had 2 laser cannons, they would fire one after another instead of both firing at the same time.

This would remove the ambiguity regrading whether if both weapons hit or if just one hit.

A note for coders: Make sure you make it so that the initial second weapon shot delay is reset should the player click the "stand off" button.

Suggestions / Re: Caterpillar formation feature
« on: May 12, 2013, 01:05:05 am »
So you want the option to have soldiers form conga lines of death? Personally I oppose this simply because it incentivates bad gameplay practices.

As I said in my original post, I see this as more of a streamlining feature than a tactical one. The most immediate use I see out of this is quickly bringing yet-to-be-deployed soldiers to the front of the plane at the end of turns so that they don't waste TUs doing so when I decide to deploy them.

As for Tactical use, I mostly only see pairs or trios being used. As I personally typically use the buddy system when deploying soldiers. Possibly quads on snakeman missions, to keep eyes at on four directions for chryssalids.

would it be easier possible to treat a 2x2 group of soldiers as a tank/large unit and move the 4 of them by those parameters?
i know it's not the same as the 'caterpillar' but it's a step right?

A bit of an off topic reply but if you made a 2x2 soldier group with the caterpillar function, it would unwind according to how it was drawn across the soldiers used.

My major concerns with a true 2x2 group is not having the TU to scatter when needed and clustered soldiers reaction shooting each other in the back of the head. My caterpillar tool does have the same problems but easier to work around with proper planing and foresight, as it does allow for gaps.

Suggestions / Re: Caterpillar formation feature
« on: May 11, 2013, 01:06:23 pm »
I've gone ahead a made a graphic explaining how the caterpillar works in my mind.

Offtopic / Re: Original X-Com concept art
« on: May 11, 2013, 08:07:54 am »
I for one welcome our new lemming overlords. Only they have the know-how needed to stave off the Lobo menace.

Suggestions / Re: Abduction missions: Our Soldiers were Taken!
« on: May 09, 2013, 02:40:45 am »
So are you just asking for a new message box to rub it in our faces that we left soldiers behind?

Unless this comes with a new cinematic like when the playstation added ones for retreating and winning, I don't really see much value in this.

Suggestions / Re: Update (improve) UFOPEDIA entries
« on: May 09, 2013, 02:36:27 am »
I for one would like to see actual flavor text for personal armor entries instead of just stats. Like how aircraft armaments have actual flavor text now.

Speaking of aircraft armament, was that added in or was always there in the game's code and not displayed because of a bug? Because the flavor text states that Avalanche missiles have nuclear warhead, and quite frankly, I don't like the idea that I've been using nuclear weapons over the skies of funding nations all these years.

Suggestions / Caterpillar formation feature
« on: May 09, 2013, 01:59:13 am »
One thing I'd like to do in the battle scape is draw a line and form a caterpillar of soldiers. All soldiers would all automatically follow path taken by the leader soldier or follow how the line was drawn up until that point.
-A caterpillar drawing must start with the leader.
-The caterpillar may contain gaps between followers if it was drawn to have them .
-Seeing an alien will stop the leader but will not prevent the caterpillar from catching up with him unless right click is used, removing any followers from the caterpillar behind that point.
-Same rules apply to alien reaction fire.
-Selecting a follower will not cancel the caterpillar, but that follower will be removed from it if he is moved.
--If that follower is turned however, he will automatically strife when the caterpillar moves and turn relativity with caterpillar for as long as he is a follower.
-If a follower cannot keep up with the caterpillar because of an obstruction (solider placed in the gap, stair way destroyed by reaction fire) or a lack of TU, energy or Z-movement ability, that follower and those behind him will be removed from the caterpillar.
-Should a new caterpillar drawing intersect with an existing caterpillar, the old one will be canceled.
-Kneeling the leader with kneel all the followers, but just kneeling a follower is affects no one else.
-If the leader is killed, the caterpillars is canceled.
-If a follower is killed, the caterpillar is not canceled.
-Double clicking the leader will cancel the caterpillar.

Aside from the auto strife/turning feature,  this is more of a streamlining feature than a tactical feature, it's mainly to remove the tedium when you want multiple near-by units to do the same thing.

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