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Messages - clownagent

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XPiratez / Re: [MOD] Black Cat
« on: June 04, 2018, 09:18:37 pm »
Great stuff! I'm so taking it in. I love your contributions, Clownagent, always of very good quality.
Regarding the cats themselves, I can easily make the weapon you described, however we might think about a better way to gain cats than buying; you don't choose a cat, a cat chooses you. So perhaps recoverable cats from some missions (civilians?)

That is nice to hear. Yeah probably there is a more suitable way to obtain them.

I considered also to make a recolored over-the-top cat or maybe an evil counterpart: The Shredder Cat

Code: [Select]
Shredder Cat
Shredder Cats are the result of some sick experiments by the evil Dr. Schreddinger around 1000 years ago.
They were enhanced with a "Quantum-Poison", which acts so fast that the victim is both dead and alive at the same time.
But that is not all. The vile creatures seem to be able to switch from real space to phase space whenever you try to look at them, leaving behind only a big grin.

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.

XPiratez / Re: Bugs & Crash Reports
« on: May 29, 2018, 07:55:09 pm »
From time to time the following strange behavior apperas:

One of my units deal damage to an enemy unit and by that some nerby unit is healing a bit of stun damage.

In the attached save file "Electric Tombstone" was hitting the spartan with a Ninja stick. This resulted in "Bloody Katana" waking up from removed stun damage. (She was stunned a turn earlier by an enemy)

This behavior is difficult to reproduce, but it happened already a few times to me.

Work In Progress / Re: [EXE] Geoscape Generator
« on: February 04, 2018, 04:30:29 pm »
This looks very nice!

One thing I noticed some time ago when I modified the globe is that overlapping polygons might be a problem.
(not sure if they are overlapping in this script, but it might be relevant for this):

If two or more polygons are overlapping you can naturally only see the last one drawn.
However, the polygon first drawn is used for the texture deciding the mission terrain.
So for example if you draw a forest polygon on top of a desert polygon you will see a forest in globe view but the missions will be in desert terrain.

OXCE Suggestions DONE / Re: Hunter-killer
« on: February 04, 2018, 01:51:44 pm »
What is the chance of detection of human crafts for the HKs?
Is it always 100% when in radar range?

Is it possible to mod a "stealth craft", which is harder to detect for the HKs than regular craft?

XPiratez / Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« on: November 01, 2017, 01:02:42 pm »
Some missions like "scientific experiments", "warehouse wars" or "church" use sometimes the village or city terrain, which is in principle very nice for variety.

However, then the few defenders are distributed over the whole map and not in the building they ar supposed to be, which is a bit annoying.
If this happens you have some relatively weak enemies thinly distributed over a large map, forcing the player to comb the whole area. Such missions are very tedious, take a lot of turns, where not much is happening, and are not very rewarding (from a fun-perspective).

I suggest that for these missions most of the defenders should be located near or in the building they are supposed to protect.

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 / Re: Big Black empty sky.
« on: September 09, 2017, 06:55:19 pm »
1: can we get some background or more terrain or something so we have a functional reference frame. I've had to flip on debug mode about half the time just to find the dang station. The worst example so far was a prison sat that was near upper z limit in the opposite corner from my ship. I spent about 10 mins with debug mode on before i found it.

I like the space missions lore wise, but I have also problems with the missing frame of reference. It is nearly impossible to do them without the minimap. Trying to find cover I find also difficult, because from the perspective it is totally unclear where the enemy units are (See screenshots).

Maybe reducing the hight levels from 30 to 10 would improve the situation.

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.

Work In Progress / Re: PALETTE experimenting
« on: August 29, 2017, 10:31:18 am »
Implemented a year ago:,4935.msg72065.html#msg72065

Already on my to-be-removed list, since no one's interested...

It is a nice feature. I used it to give the geoscape some more red colors for interception images.

The old geoscape palette had 6 times the same red, and changing these colors does not seem to break anything.

I have a minor suggestion. There was an option somewhere to make city and region names visible at different level of zoom than default. Since Dune is a far less busy planet than Earth, making these labels visible at lower zoom than default would add to the experience IMO.

Nice idea, but the ruleset does not allow control over all labels.

As far as I understood:
- Custom globe labels (introduced by Meridian) can have any zoom level (I use these as region labels)
- Zoom level of country labels cannot be changed
- Zoom level of cities can be changed according to the wiki, but I have no idea how. If anybody knows, please post an example.

From the wiki:
"Mission zone 3 defines cities belonging to a region ([lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]). They will be displayed on the globe and used for terror site missions. Cities can also have a zoom setting which determines the appearance of its name label according to the specified zoom level."

OXCE Support / Re: Custom alien Psi attacks
« on: August 12, 2017, 08:43:37 pm »
This is was added to nightly long time ago. Alterative you can use `specialWeapon` in armor (this is too in nightly) that will be usable by solders.
Right now AI can use only one psi amp, priority get items in hands, if not find it will check "internal" weapons.
When you set `psiWeapon` for armor then it will override default psi item (but only for aliens with Psi, other wise you can hack it by `specialWeapon` that can be too psi amp)
Proper way to disable is set time to `0`, this will not only prevent AI from using it but will remove this from popup too.
Another way is change accuracy of attacks, it will change with attack will be preferred by alien.

Thank you. This is good to know.

I tried to put it in the ufopaedia wiki, but I cannot log into my account and I cannot generate a new one   :(
(cookie error message)

OXCE Support / Re: Custom alien Psi attacks
« on: August 12, 2017, 05:51:50 pm »
Why not use "psiWeapon: " instead of meleeWeapon?
Because this command is not referenced in  the Wiki or in OpenXcomEx.txt? Or probably I just did not find it  ;)
Anyway it seems to work.

But you can force AI to use panic attack or mind control by changing the TU cost of the other type above 100%.

Yes, this seems to work. I used the following:
Code: [Select]

    hitSound: 36
    battleType: 9
    tuUse: 10
      time: 1000
    flatRate: true
    recover: false
    LOSRequired: true

OXCE Support / Re: Custom alien Psi attacks
« on: August 12, 2017, 05:08:48 pm »
Thank you for the information. I did a few tests and post the result here in case anyone else wants to mod alien psi abilities:

1. You can define psi-amp items and configure them as you want.

2. You can overwrite the default psi weapon when you give the unit a "meleeWeapon:" with battletype:9 (the item does not appear in the inventory)
However, you cannot modifiy the stats for mind-control and panic independently, because the specific action cannot be chosen. I do not know how the AI choses the attack type. (If the player controls this unit, the attack is initiated by the psi icon in the upper right corner, without the possibility to choose the attack type).

3. You can give the unit a "builtInWeapons", which is basically a fixed weapon psi-amp (uses up an inventory slot). This can be configured freely.
However, this does not overwrite the default psi weapon, which means the unit will have two different psi weapons. I do not know how the AI chooses which psi weapon to use then.

EDIT: For testing purposes, it would be good if the player could choose the attack type (mind control or panic) when using the psi icon (top right corner) of psi capable unit.

New version uploaded:

Download with music and executable (~ 40 mb) from:

Ver. 0.25
- Added enemy units: Atreides Defector, Atreides Officer, Guild Servant
- Added HWP: Distrans Bat
- Added a few resource items
- small improvements

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