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Messages - shinr

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31
It is for reasons like this I simply just don't bother with mid-game upgrading and just start over.

32
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 12, 2024, 08:24:51 am »
yes, might be interesting! Speaking of enemies a couple of ideas for units:

1)ostlegionen! Would be an humanist soldier with same stats but a different paperdoll, only cosmetic change

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones

Eh, why?

1) In the context of X-Piratez, a variant of a Bugeye as a meat shield/suicide bomber would make more sense;

2) Why do they need to be removed, especially if several factions will be robbed of their "generic" elite option? You could still have the "generic" Human Commando (Plus their 'peadia article states they are pretty much incompatible with both Humanist and Spartan beliefs) while giving Spartans their own variant, probably a Specialist/Captain of some sorts. Humanists already have their own Stormtroopers, not to mention the Supersoldiers.

Also, when I suggested a Fat Bandit enemy, I did not mean replacing Fat Guy and/or Zombie Fatman, I meant using their sprites as a base for a new enemy.

EDIT: Scratch that, Human Commandos moonlight as Spartan Commandos already according to the offline paedia.

33
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 11, 2024, 05:08:25 pm »
So in a fit of nostalgia I was looking at the Cadillac and Dinosaurs sprites, and among the enemies I saw that game's Capcom Chunky Chargerâ„¢ archetype, in three varieties, which gave way to the following:

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?

34
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 09, 2024, 06:24:51 pm »
since xpiratez takes lots of inspiration form anime,  how about something from "akira" movie and
 "porco rosso" (the plot sees pirates and dogfighting so it might fit well) or some other work from Hayao Miyazaki  8)

You better point out specific things from those IPs you want/think will fit in X-Piratez, otherwise such general suggestions will get ignored from being too broad.

35
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 07, 2024, 01:35:35 pm »
Snipped

I suggest you format the editing-to-avoid-double-posting-post like this:

Quote
Original Post

EDIT: More Stuff

EDIT 2: Even More Stuff

EDIT 3: But Wait, There Is More!

But to be more on topic, in my earlier post above I talked of Ashes 2063/Afterglow, well I remembered that the mission pack for the former, Dead Man Walking, had another set of bandits, the Rippers, which in practice meant reskinned and repurposed assets (which is still a bit of work for a sprite-based game), but one of those is a tricorne-wearing dual wielder (An American Revolution one, not a pirate one, to go along with their a bit insane take on American Revivalism, but still).

36
OXCE Suggestions NEW / Re: [Suggestion] fixed weapon firing mod
« on: February 03, 2024, 07:06:03 pm »
I'm the figurative "Old Man Yelling at Cloud" regarding this, but my two cents:

A simpler version of your suggestion is for right-click to open up the existing left-click options of attacks/uses and set the firing mode there without the need for unique graphics.

A more modern solution is for several context-dependent icons/buttons that represent "Aimed/Snap/Auto and so on" to be present above their respective weapon boxes, similar to the stuff that appears at the upper-right corner when you have a gear/transformed soldier with a gimmick, to emulate NuXCom. EDIT: Or instead of many buttons for each action, a single button that changes fire mode/use.




37
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 25, 2024, 03:53:02 pm »
A highly unlikely to be granted request:

A submod for 4x2 Hangars with room for 1 extra craft (which might be possible with a recent development) just to have that extra premium space for everything else.

Though from what I heard Dio doesn't like the idea of differently sized hangars that do not follow the "4 tiles = 1 craft" convention, presumingly for balance reasons.

38
XPiratez / Re: A thread for little questions
« on: January 19, 2024, 05:34:06 pm »
Great game guys. Could you please help me figure out the following:
Does Gal's rank - for example Boss Gal - influence only her salary?
Does an original crew get promoted if a player hire multiple peasants and Catgirl outlaws? Or those branches have their own hierarchy?

All vanilla rank stuff also applies to X-Piratez, I assume.

Regarding X-Piratez (and OpenXcom mods in general), certain 'Transformation' options are locked behind high ranks, and certain items and actions are more effective the higher the rank (ex: White Admiral outfit and the humanist weapons).

AFAIK, everyone shares the hierarchy under-the-hood.

39
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 18, 2024, 03:47:01 pm »
Stuff from Doom Total Conversion Post-Apoc mods Ashes 2063 and Ashes Afterglow, from most realistic to wishful thinking:

* Sprites for items and weapons (though most of them are modified Doom and Build stuff, which means that the originals are present in XP in one form or another already)
* Pit-Fiend as a toxic and/or radioactive upgrade/alternative to the Bloodhound; (EDIT: Also comes in bigger, ride-able females variant)
* Vulture Bandits as additions/replacements to/for bandits/raiders;
* Cannibal Mutants as a savage mutant faction;

40
XPiratez / Re: A thread for little questions
« on: December 20, 2022, 09:36:44 pm »
A question due to the impending restart:

What Captain Personality matches with the Golden Codex choice?

Previously I had gone with Jerkass/Triumphant option because the art matched the GC Admiral outfit and because it gave an obvious reward (Treasure Hunting).

41
XPiratez / Re: A thread for little questions
« on: December 17, 2022, 09:25:36 pm »
About the Apoc-style equipping:

In my recent experience I found that managing soldier inventory via the Base Soldier inventory to be buggy: Sometimes the changes do not save, sometimes they revert to what the soldiers had months ago, sometimes not recognizing that I have items on the "ground" in the first place unless I have them in excess.

Equipping soldiers via the Craft Inventory (in geoscape, not during battle start), on the other hand, so far has been bug-free for me and working as intended.

Not sure what is so different between the Inventory in Soldier Screen and the Inventory in the Craft Screen that leads to such different results.

42
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: November 22, 2022, 07:19:33 am »
I think you suffered a bad RNG on Ninja HQ placement.

In my current run, I placed my first base in North America and in the Ninja HQ dropped deep in North Africa.

But IMO, there should be a code that prevents the Ninja HQ from spawning in the theoretical max radar range of the first Hideout just to prevent cases like these.

43
XPiratez / Re: A thread for little questions
« on: November 21, 2022, 02:28:56 pm »
Is it possible to crash the Ninja Mobile Fortress, or they are always set to be blown to pieces?

EDIT:

The Hyper-Wave Decoder told that one of Guild Ships had a mission 'Guild Hideout'.

Does this means it creates a new Hideout, or merely supplies an existing one?


44
XPiratez / Re: Bugs & Crash Reports
« on: November 21, 2022, 08:47:58 am »
For some reason I keep on getting this after I just installed it.

Delete it, make a clean-install, and overwrite the research.rul in the cities lore submod with the file provided here: https://openxcom.org/forum/index.php/topic,3626.msg150029.html#msg150029

45
XPiratez / Re: [CRASH] Game crashes near the end of Dr. X Mansion
« on: November 17, 2022, 07:07:45 am »
Terrain issue, now fixed. Case closed. :)

Does this mean that I have to wait for the new version, or will there be a new file I can replace the old, buggy one with?

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