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Messages - Dioxine

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Released Mods / Re: [WEAPON] Fusion Torch
« on: April 06, 2014, 01:55:19 am »
Ran, I have updated the Bigob and made a new ammo clip for the Fusion Torch, look for them in Piratez 0.61, you might like them.

Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: April 06, 2014, 01:35:23 am »
Woo, I have fanart! My first one ever!
As my way to say thanks, a new version is up :)

Any way to watch these video materials? I'd love to see a let's play done by someone :)

@Warboy: it would be nice if the fact that weapon's damage depends on soldier's Strength was displayed in Ufopaedia, for example, instead of 20, it would read S+20 or just +20.

Resources / Re: My First Sprite
« on: April 02, 2014, 08:01:08 pm »
I need to do the hand sprites for this gun at some point too, basically just strap a scope on top of the original Laser Rifle and maybe add a pixel or 2 to lengthen the barrel... Huh I might even release it as a standalone mod so you can wait till I do that... or take the fight to the enemy and do it yourself :)

Released Mods / Re: [ARMOR] I'M BATMAN ( REALLY....) ^_^
« on: April 02, 2014, 07:55:19 pm »
Batman, what are you doing on a desert? You look silly! YOU ARE (supposed to be) THE NIGHT! :)

Resources / Re: My First Sprite
« on: April 02, 2014, 07:50:27 am »
i could not find any blue laser sniper rifles, so i decided to try making my own

You're wrong Sir, I've made one long time ago :)

Work In Progress / Re: [Petition] some help to create an alien
« on: April 02, 2014, 07:47:40 am »
Well back on topic, there are several drawing routines of sprites, and the human one is the most difficult one by far. Might be easier to start with the Ethereal/Civilian one, which has no separate arms or legs, just 9 frames times 8 facings + 3 death frames...

Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: April 02, 2014, 07:42:18 am »
Woo! This is great news indeed, I will apply this new feature right away. You are my hero! Since it works with ranged weapons, no problem with applying it to the wall-crushing hammer which must stay a 'ranged' weapon...

Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: April 02, 2014, 04:02:30 am »
Read the Bootypedia :) No, you can't interrogate higher-ranking people right away. You need to build up your smarts else they'll outwit you and escape. :)

Spoiler alert:

Social Hierarchy is needed to interrogate a Leader-equivalent, and interrogating any Leader is needed to interrogate a Commander. Psionics are needed to interrogate Ethereals, and you need to start from the lowest ranking one and move up from there one rank at a time.

Suggestions / Re: Pilots... for interceptors?
« on: April 01, 2014, 05:25:42 am »
Well there is no mention of interrogation in this entry, is there? Unless of course the aliens see XCom soldiers as a prime genetic material source :) Better not to go into thinking about various things the aliens could add or take away from them...

Suggestions / Re: Gender in Soldiers screen - via name color
« on: April 01, 2014, 05:23:18 am »
The pink/blue duality is mostly a thing of the American culture, and XCom is supposed to be global... Is this a flamebait, Sir? :)

Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: April 01, 2014, 04:11:36 am »
Version 0.6 is up! The inventory pictures underwent a major overhaul. Thanks Ran, it wouldn't have happened without your contribution!

Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: April 01, 2014, 12:09:36 am »
Afaik Solar's mod adds more months beyond month 10 (when in vanilla, the aliens reach their technological pinnacle). Check Month 13 in alienItemLevels, there might be a typo there.

Suggestions / Re: Pilots... for interceptors?
« on: March 31, 2014, 08:13:42 pm »
Sorry to rain on your parade, but what rescue mission? The guy was shot down over a friendly territory, and the aliens do not give a damn about XCom planes once they're downed... Rescue him from the jungle snakes maybe, but you don't need XCom to do that task, it can be carried out by the local authorities... :)

Fan-Stuff / Re: X-com Armour Types and movement
« on: March 31, 2014, 08:06:55 pm »
You can already make an armor decrease TU's which are basically movement. However, an option for a % decrease (as opposed to numeric) would be nice...

The NVGs are like Jason, they're always coming back no matter how many times the idea had been killed :) The idea of "Night = Bad" is simple and elegant like most things in XCom. By implementing NVGs you do away with one of the core mechanics...

Work In Progress / Re: The Accountant
« on: March 30, 2014, 09:33:28 pm »
While I play, I calculate these costs per rule-of-tumb as follows:
- each Engineer works 24*30 = 720 hours per an average month and is paid $25k
- So each workhour costs $25.000/720 = $34.72 on an average month

Since the maintenance of the workshops must be added as well, I usually calculate $40 per hour, so an item needing 1000 workhours costs around $40k on top of the cost of production and materials. But I realize this number is an approx only, and that's why your Accountant would be great to have :)

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