Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dioxine

Pages: 1 ... 359 360 [361] 362 363
5401
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 09, 2014, 02:39:09 am »
The story of my life :)

Anyway, new version available, this time a more thorough overhaul. Enjoy.


5402
Released Mods / Re: [WEAPON] Heavy Machine Gun
« on: March 07, 2014, 03:21:31 am »
No worries, I like the fact you've found it inspiring!

Truth be told, this weapon is meant for a setting where laser weapons and money are hard to get, whereas high-strenght characters or flying armor aren't. It is balanced with other firearms in mind, NOT with lasers, which are just superior in so many ways there could be no competition. Another problem, the only enemy you could realistically consider a natural target for the HMG is a Cyberdisc, normal aliens are way too squishy for the increased firepower to matter that much.

Anyway, adressing your points...

A) Sorry, but reaction shot simply makes no sense to me in the light of how I understand combat in X-COM - as in, fast action skirmish, where you have 1-2 seconds to react in a wide arc, not squad combat, where you have the HMG pointed at an exact spot and just waiting for enemies to apear. Swiveling a HMG 45 degrees and opening fire seems very unrealistic in such timeframes where someone else has barely the time to fire a rifle.
B) Having said that, enabling Snap Shot makes sense, as most HMGs are capable of single fire. However, I wanted a narrowly specialized weapon. See below:
C) The way I was using it was: get the HMG to a vantage point, kneel down, end turn. Move scouts forward. Kill spotted target with the HMG. Always have the HMG trooper far out of enemy LOS. That's what the extended accuracy at long ranges is needed for! Basically it was never meant to move-and-fire; you have to plan for the next turn to use it as intended.
D) Scattershot, just nah, this looks stupid. But if you really want, you could maybe reason it away as each shot using a "burst" of ammo, not a single round, and the clip just measures the number of shots remaining. That way you would only have "Snap" fire setting on it.

The "bullet hit" sound is a nice touch :)

@Solar: seconded, it's stupid (and I think the AI CAN autofire on reaction)

5403
Released Mods / [WEAPON] Heavy Machine Gun
« on: March 06, 2014, 06:15:37 am »
Based on DShK 12.7mm HMG. Powerful but requires great strenght (loaded weight: 52) and tactical deployment (fire-and-move basically impossible).




5404
Released Mods / Re: [WEAPON] Machine pistol
« on: March 06, 2014, 02:55:06 am »
Very nice sprite!

5405
Well... just cut every frame into 4 even quarters? lol :)



just kidding, the parts won't be even, try to think how the unit would look in every frame.

5406
Work In Progress / Re: [HELP] "blastRadius" and low values ?
« on: March 01, 2014, 05:20:54 pm »
Correct me if I'm wrong, but as far as evenly-expanding explosion on a tiled map goes, there is no middle ground between 3x3 and 1x1, so what exactly do you want? If you don't want the blast, just change the damage type to something else.

@BlackLibrary:
Except Stun damage, of course. Blast works for it.

5407
Work In Progress / Re: [HELP] "blastRadius" and low values ?
« on: March 01, 2014, 03:41:45 am »
From my observations, High Explosive damage seems to do nothing when you reduce the blast radius to 0.

5408
The 4-tile spritesheet for sectopods or reapers is divided into:

4 tile-sprites (obviously), top, bottom, left and right (think user-wise, not unit-wise)
  - each having 8 facings
     - each having 5 animation frames (including stationary)

for a total 4*8*5 = 160 frames in the sprite sheet

The sprite sheet starts with all the facings for the stationary sprite (0-7 for top tile-sprite, 8-15 for the right, 16-23 for the left, 24-32 for bottom), then it starts over with 32-47 being animation for facing 1 (NE, as with the soldier sprite), 4 frames for the top tile-sprite, then 4 for the right, left and bottom each, for a total of 16. This pattern repeats with all the 7 remaining facings.

For easy reference, take a look at my ripped and reworked Triscene spritesheet (under Sprites/TRD_6 in the Piratez mod), they didn't give a damn about occlusion so it's much easier to understand than studying Sectopod or Reaper spritesheets. Just don't look at the original TFTD Triscene if you have it, TFTD uses a different frame order.

5409
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: February 27, 2014, 05:53:41 pm »
Thanks man, now it works just fine.

5410
Work In Progress / Re: The Piratez Mod!
« on: February 25, 2014, 09:37:47 pm »
Yup, the map was crappy, it will be fine in the next update.

5411
This version is obsolete and no longer being supported!
For the latest version, check out Piratez Extended




Version status: 0.9.j
Requires 30 Apr 2015 Nightly
Link Here: https://www.dropbox.com/s/0x474ahe188iece/openxcom_git_master_2015_04_30_0720.zip?dl=0 Thanks Ivan!

WARNING.
1.Use with other mods not recommended, unless they're minor and only add some new content
2.Contains (very little) NUDITY. You've been warned.
3. Be sure to decrease Air Combat Speed to a low level. Interceptions are brutal.


DOWNLOAD THE CURRENT VERSION FROM HERE:

https://www.openxcom.com/mod/piratez

Special thanks to: Warboy and SupSuper for bearing with my endless questions and issues, Falko for his awesome sprite tools and bughunting, Ran for the help with graphics, Solarius Scorch for his drudgery with some of the flavor text, graphics and more! Full credits list included.
I take NO credit for any background pictures.

INSTRUCTIONS:
1.Rename your Data/SoldierName folder to something else.
2.Backup your original data, just in case. This mod will modify a lot of maps etc.
3.If you already have previous Piratez version, delete resources/pirates to get rid of any no longer used stuff
4.Dump the contents of the archive into the Data folder.
5.Be sure to have 31 March 2015 or later OXCom Nightly installed: https://openxcom.org/git-builds/
6.Enable Piratez, Piratez_Factions, Piratez_Planet and Piratez_lang .rul files (the last file contains all language data, ALL are required).
7.There are alternate paperdolls with exposed faces for some armor available in Piratez Alternate Armor folder. Just write it over same files in the Piratez folder if you want these.

OPENXCOM OPTIONS:
Crucial Options (the mod is crap without them):
- Researched Items Will Be Spent (there are many items that can be researched repeatedly, plus otherwise research is much too cheap)
- UFO Extender Accuracy ON (all the weapons are balanced with this in mind)
- Live Alien Sale (releasing people for ransom is an important part of the game)
- Explosion Height: 2 (realistic explosions are very important too)

Recommended (Play-as-intended) OpenXcom options:
- Storage Limits (hard mode, forces decisions)
- Forced Aircraft Launch (pirates rarely have the luxury of having armed, undamaged and fully-fuelled craft... much less all at the same time!)
- Extra Soldier Inventory Info (crucial for keeping track of your encumbrance!)
- Alien Bleeding (to make it a bit easier to play... but harder to catch enemies alive. Plus they're mostly humans, they should bleed.)
- Extra Movement Options (because they're more in line with the adventurous approach to the theme)
- Airborne Transfers (make more sense)

NOT recommended OpenXcom options:
- Instant Grenades [ALL EXPLOSIVES HAVE 250 ARMOR LIKE IN TFTD, plus... explosives are already *very good* in this mod]
- Alien Weapon Self-Destruct [unless you never want to have top-tier guns]
- Psi Strength Improve [incompatible, allows Psi Str to surpass mod's limits]







Changelog:
0.9.j
- Fixed filenames for Linux compatibility
- Fixed Mutonesque sprites animation
- Fixed Data Disc research crash
- Fixed new tilesets
- New Faction: Bandits (Ratman, Blood Hound made so far)
- Mercenary Captain inventory picture fix
- Prison management texts updated
- Snapshot TU cost drastically increased for all sniper rifles
- Minor updates (extras, gfx, strings)

0.9.i
- New Weapon: Microwave Cooker that one-shots a Sectopod/Annihilator Armor if you get too close (added to some enemy deployments)
- New HWPs: Tank/Autocannon, Tank/Flak Cannon, Cyberdisc/Plasma, Mutated Reaper
- Major HWP updates (extra Pedia.org, rebalancing, new gfx)
- Fixed corpses for all (?) 2x2 units
- Stun Rod fix (new item: Cattle Prod takes its place, which fixes the hit sound; also +5 dmg, -5% acc). Old Stun Rods are next to useless now and can be sold for the full price.
- Projectile updates (gfx & speed)
- Ship maps & tilesets updates
- Gfx update: Pirate Armor, collab with Roxis231
- Updated manufacture durations on hi-end items
- Increased Factory cost
- Extra datadisk researches added
- Mercenary Captains all have a built-in melee attack
- Doom Imps: as above, plus their weak plasma attack was replaced by a faster fireball attack
- Doom creatures harder to stun
- Beer can restore 15 Stun Damage now
- Credit Chips take non-zero storage space now to avoid Transfer problems
- The Conqueror requires special fuel (speeds up the refuelling process)
- Slight Sniper Rifle damage nerf (-3/-2)
- Spear is Piercing now, +5 dmg, -5% acc

0.9.h
- Un-pussied AI rules in force now (AI will use explosives starting Turn 1, instead of normal OXCom Turn 3)
- Sniper Rifles all have Snap Shot option, but suffer from close-range inaccuracy
- Pogrom Mission nonexistence fix for newer Nightly builds
- Tanks fix for 15 April and newer Nightly builds
- Sectopod production fix
- Military base map fix
- Cydonia map & text fixes
- Manufacture costs/durations on various hi-end stuff increased
- Added craft weapon ammo counts to the Pedia
- More alt armors by Roxis231

0.9.g
- 1-2 Crew capacity enabled for all fighter craft (just a single deployment map for now)
- New Craft weapons: 25mm Cannon, Ramjet Cannon
- New weapons: Death Blossom SMG, Big Ben SMG, Spikeball
- New Contact research: Rogue Fields
- Minor RMP & mapsize fixes
- Chinese Dragon tweaked to create better firestorms
- Throwing Skill range tweak (wider spread, higher cap)
- Some stuff removed from the store, including the Nigerian Deathchaser deal :)

0.9.f
- Fixed Nuclear Fuel recovery (Luke83's Extra UFOs not supported; thx to Solarius Scorch)
- New researchable Contact (with 2.5 weapons)
- More Alternate Armors by Roxis231
- More pirate names (thx to Clownagent)
- Enemy loadout fixes
- Lang fixes

0.9.e
- Default Smoke damage upped to 400%
- New Weapons: Poisoned Dagger, Flask o' Acid, 2 Death Realms' Arena weapons
- New tech: Robot Dissassembly, disassemble captured Cyberdiscs etc., required for Hovertank & X-Sectopod
- New tech: Contact Death Realms' Arena
- SSRL has a new fun gfx (also by Ryskeliini) and a solid damage boost (at the price of accuracy) to make it useful.
- Live capture of 2x2 robotic units is handled now
- Lobstermen equipment fix
- Grog & Rum Energy/Stamina bonus rebalance
- Upped Hammer's TU use and weight by 2 each
- Changed Explorer's interrogation boons to Countries
- Visor added to Annihilator Suit's sprite
- Updated Mysteries section of the Pedia
- Assassin armor takes full smoke damage now
- Combat Drugs require research to be used now
- Research updates

0.9.d
- Pedia overhauled, fixed sorting order of items in stores & workshops. Man that was tiring.
- Reworked monster corpse handling. Every monster corpse can be butchered to extract hides, meat, etc., which take less space. Butcher live specimens for extra spoils, if researched.
- Instead of corpses, now Hides etc. are components for armor & weapons.
- Added mask-less version of Smokey armor (copy files from Piratez Alternate Armor/Body_33 folder into Piratez/Body_33 folder & overwrite to use them); credit to Roxis231.
- New Weapons: Zapper, Black Powder Bomb
- New Armor: Mesh
- New Enemy: Govt General
- New Feature: landing lights have been added to all ships to make night missions a tiny bit easier. Just don't count on them too much.
- More rare stuff can be gained from random interrogations
- Old Earth Books can now be researched for tech & other info
- HC & AC aimed shots are faster but less accurate now
- Brass Knuckles deal Stun damage now, use Strength & Skill. Handle no longer uses Skill. Hope Stun Rod is still useful now.
- Mercenary Commando fixed & reworked
- 'live' Academy Drones can be dissassembled
- Celatids added to Deep One's monstrosities gallore
- Spike Launcher & Missiles stricken from manufacturing list due to redundancy. Spike Launcher cheaper to buy.
- Indonesia renamed to Pirate Straits by Ivan's request :)
- Mind Probes can be manufactured
- Minor fixes

0.9.c
- Updated to Terrain Pack 3.5, which fixes desert landing crash
- Weapons and ammunition manufacturing broken into smaller categories
- New Enemy Ships (2). These weaker ships *should* alternate with the Cruiser on the hideout assault runs, thus encouraging to build defenses. Con: more Crackdowns are likely.
- New Facility: Flak Cannon - lo-end defense facility, even a single one gives a decent chance of fending off the weakest assault craft.
- Researching Govt Papers will give you info on Missions or Countries now
- Slave boosts Storage by 1.5 instead of 2 now, Maid by 1.25 instead of 1
- Chaingun fires x6 bursts instead of x4
- Minor fixes

0.9.b
- Fix: Some 2x2 units inventory issues
- Shotgun & HC Plasma shells boosted
- Handcannon/HE boosted
- New Ammo: Assault SMG / HVAP
- New Craft Weapon: Hammermite Missile
- Post-Apoc Meals much more profitable
- Enabled Inventory for unarmored Beastmaster
- Updated weapon gfx for Drones, Beastmasters, Laser Cyberdiscs/Sectopods
- Snapshot added for Disc'o'Death
- Avalanches have shorter range (-10)
- Craft Laser projectile speed is now 'instantaneous'
- Updated advanced installations
- Fusion Balls & Fusion Defenses enabled
- Added floorobs for Vodka, Molotov Coctail, Combat Drugs, Beer
- Other minor updates

0.9.a
- Fix: no more null tiles in the Hideout
- Fix: armored Beastmaster's capture issues
- Fix: Drone capture issues
- Fix: Battlescape ranks & potential hit animation crashes
- Fix: Pirate Hideout floor tile behaviour
- New weapon: Advanced Sniper Rifle
- New melee animations for various weapons & enemies (most credits to XOps)
- Added Floorob for Tech Blade
- Rebalance: Handcannon -5% Accuracy, Blitz Armor -5 TUs Bonus
- Starting Bravery capped at 80 instead of 100
- Research updates
- Lang fixes

0.9
- Complete Pirate Hideout graphic overhaul (and to a lesser degree, layout)
- Fix: some case-sensitive inconsistencies
- Fix: Data Disc is researchable again
- New Weapons/Research: Super Shotgun (Adv. Firearms), Crate of Violence (Flintlocks), Heavy Chainsaw (ultimate chainsaw, to be precise), & Officer's Pistol
- New Armor: Smoke-Ops Gear, Tactical Armor (helmetless)
- New Enemy Craft: Gunboat
- New Enemy Mission: Gold Transport
- Update: New smoke animation (credit to Robin)
- Update: Spelling & grammar. Credits to Ivan Dogovich and Solarius Scorch
- Update: Cruiser crew & Hideout Defense more hardcore
- Update: Attraction values added to all weapons; the enemies should be picking up misplaced weapons from now on
- Update: Some research shuffling (PS ammo a bit harder to get, Tac Suit has slightly changed preqs, Flintlocks provide an useful piece of gear)
- Update: Lasers universally do less damage to unarmored targets; some laser weapon damage buffed
- Update: EP ammo for Old Niner has a shotgun-like effect instead of increased damage (so the weapon might find some use)
- Update: Terrain updated to ver. 3.4.1 of Hobbes' pack (includes Civilian's farm terrain as well); this means a brand new map for Pogroms: Military Base. With goodies.
- Update: Assault Pistol & Smartpistol sprites standarized
- More names
- Electro-claw gfx updated

0.89.3
- Attempted to fix Lobstermen/Deep One research problems
- Fix: Excavator map
- Fix: Fusion explosives research bug
- Fix: some map crashes fixed due to update to Hobbes' newest terrain pack
- Fix: no more freebie Lancer missiles
- Fix: Cacodemon always hovers
- Base smoke damage raised from 200% to 300%
- Added a lot of spawning points in pirate bases, fixed possible security breaches around defensive buildings
- New Ammo/Research: Tornado Plasma & Fusion shells.
- New Enemies: Humongous Raider
- New Neutrals: Human Labourer (male & female), Govt Pilot, Military Police
- New civilian type
- Updated sprites: Beastmaster, Academician
- Updated mission: Resource Extraction
- Updated Drakkar map
- Added inventory & Pedia pics for Tough Guy

v.0.89
- Fix: black rectangles in map drawing no longer appear.
- Fix: There shouldn't be any enemies spawning at Factory now
- Fix: missing weapons in enemy deployments aren't missing anymore.
- Feature: Enhanced & repaired soldier sprites, as well as many enemy and civilian sprites, 12 March 2015 Nightly required for full support.
- Battle Update: Basic Autofire range upped to 11 tiles (weapons with longer autofire range updated accordingly). Most tank weapons now only have an accurracy dropoff of 1% per tile.
- Soldiers/Armors Update: soldiers get more TU and stamina, so Unarmored gives no boost. Other armors updated accordingly. Some armor rebalancing.
- Research Update: Early dynamite spam curbed, early-to-mid research tree rebuilt
- New Craft: Deathchaser
- New Craft Weapon: Lancer Missiles
- New Weapons: Small Revolver, Tornado Rocket Mortar, Billhook, Blackmarch SMG, Canister Launcher, Precision Laser
- New Ammo types: Electro-Pulse (early advance), additional 3 types of Grenade Launcher munitions.
- New Facility: Library. Some facility rebalancing.
- Weapon balance: Autocannon slight accuracy/range buff; Smartpistol smarter; ASMG faster firing.
- Craft weapons balance: Avalanche has 70% Acc now, to almost ensure a hit against Large targets. Also damage boosted to 600. Added more Pedia entries.
- Update: Refubrished Mutant Pogrom mission
- Update: Mission loadouts tweaked. Since the enemies can make full use of 2 weapons now, Church missions received a lot of melee weapons. Also the prevalence of Confederate Eagle was reduced.
- Update: Interrogations. Added post-Interrogation articles to avoid double-interrogations.
- Update: Catgirl Surprise
- Update: Prison capacity raised to 20 (for those who play with storage limits).
- Added some custom melee hit sprites
- Pedia updates
- Slight craft rebalance
- Correct weekday set for 1 Jan 2601 (it'll be Thursday!)

v.0.88.1
- Terrains & maps fixes
- Port Attack mission removed as Terrors didn't seem to be working properly (but the port maps will still appear in normal Terror)
- New enemy mission: Resource Extraction
- New enemy craft: Excavator (based on FMP)
- New weapon: Shovel
- Added pedia Article for Forgery

v.0.88
- A HUGE MAJOR UPDATE.
- Hobbes' terrains fully integrated & the 04 March Nightly compatibility & functions added. PIRATEZ_COUNTRIES & PIRATEZ_COMPATIBLE_TERRAIN_PACK no longer valid. Use PIRATEZ_PLANET instead.
- Iterrogation changed to a more logical/challenging model. To get advanced info out of your interrogations, you need to first research Slavery and Social Hierarchy, then Interrogation, then put a prisoner through a Workshop then finally you can research him/her once again. Naturally you need to have completed a normal interrogation first, so you need to catch at least 2 enemies of the same type to get full info (this is mainly engineers/leaders, you still get basic unlocks from the normal interrogation).
- New Craft: Thunderhorse, bridges the gap between the Bonaventura and the Brig.
- New Craft: Deliverator, a Pachyderm on steroids. Replaces useless Firestorm ("Medusa")
- New Armors: Xeno Armor, fashioned from the remains of Chryssalids and Celatids! Also Loader Armor, a superheavy rig for carrying big guns.
- New Weapons: Manstopper (Colt M1911),Tech Blade, Ripper, Auto-Ax, 37mm Rifle, Vulcan RFG
- New Enemies: Cyclops, Explorer
- New Enemy Ships: Bomber, Messenger
- New Enemy Mission: Supervision
- New Facility: 3x3 Factory! (used XOps sprites as the base)
- New Manufacture/Research: You can now research Forgery to manufacture counterfeit money, if you're tired with the same-old moonshine empire!
- Fix: Contact (group) research that gives you buyable items since this OXCom option finally works!
- Fix: Melee hit sound for the Stun Rod.
- Fix: Non-weird .rmp for Bonaventura and some other craft.
- Fix: Health bonuses removed from Armor suits to prevent soldiers from being unable to fight. Warrior and Heavy Suit defensive value boosted to compensate.
- Overhaul of the Spaceship. Now it's called the Conqueror and has a totally new map.
- Overhaul of the Crab, with a new role (Heavy Fighter) and a modified map.
- Overhaul of the craft research tree, research tree updates & additions.
- Updated starting base.
- Updated Handobs, thanks to Ivan Dogovich for completing the original UFO objects handobs and inspiration! Now the default handob is an empty hand.
- Updated weapon graphics: Flamethrower (based on redraw by Gifty), Grenade Launcher (based on: Sportb), Stun Grenade (by popular demand), Minigun (the old one used for Vulcan)
- Updated Enemy Missions and shipping trajectories (they should make more sense now). Ex. warships land more seldomly, Shrine Ships stay landed for days, more consistent loadouts.
- Updated many weapon stats.
- Updated backgrounds.
- Tiny Drill no longer needed to finish the game, & removed from starting base stores. Do not think it's kicked outta game, though :)
- Removed Heater blueprints, you can still discover the Tommygun through a random chance from 3 sources.
- The Cruiser map increased to 60x60 (25 outside blocks instead of 14 :)
- Added Bootypedia entry for the improved Cyberdisc armor
- Snubby and Manstopper are buyable, yet ammo for them needs to be manufactured.
- Dogs have 5 armor instead of 0 (duh) but cost a double price so you won't throw their lives away so readily.
- The Bonaventura can only carry 2 tanks now (curbing tank/dog spam), but the troops are deployed in an orderly style now, instead of just standing haphazardly, face-to-wall.
- 105mm Rockets no longer cost Academy Booty to produce, but are more expensive.
- Hangars no longer have storage space, +50% Vaults' storage space.
- Ouposts now have a small(-er) radar installed.
- Stun explosions have a new animation (credit to Arthanor).

5412
What Warboy said, don't use PCK format for extrasprites and it should work fine.

5413
Work In Progress / Re: The Piratez Mod!
« on: February 24, 2014, 02:53:54 am »
Congratulations on your first Gunship battle, they were meant to be tough. I'm usually experiencing TPKs when trying to engage them with starting gear... :) Now try the same against the Mercenaries :)

I am surprised why the wall remains black - maybe that's because it spawned next to the edge of the map, as it never spawned like this for me. I need to look through its map, I was still learning the trade when I was making it.

Cloaking device and fighter hull - build a hangar then order production of a new ship, you'll find out :) They should be safely stored in your vaults.

Geoscape bug - never encountered it, neither my betatester did. I'll look into it, maybe some mission has wrong parametres or something, and the game crashed when it tried to spawn it... Perhaps the issue is caused by the trajectory of a Fighter, which was made to have stay-on-the-ground timer set to 0... Try reloading and let me know if and when the issue reappears.
If it does, try changing the line in the Piratez_factions.rul from

Code: [Select]
ufoTrajectories:
  - id: PX1
    groundTimer: 0

to
Code: [Select]
ufoTrajectories:
  - id: PX1
    groundTimer: 10

or any other number that can be divided by 5 (the quantum of time in XCOM world) and let me know if it helped, or at least stopped future crashes. The Fighter is a very recent addition and it might have slipped through the testing...



5414
Work In Progress / Re: The Piratez Mod!
« on: February 23, 2014, 08:56:53 pm »
Here it is, the first fully playable version of the mod:

https://www.mediafire.com/download/zu17e3z1rxij5ew/Dioxine_Piratez_Mod_0_5.rar

Full compatibility with further versions will be upheld, so feel free to just downolad and install them mid-campaign to get new stuff (when it appears) and fixes.

Instructions:
1.Rename your Data/SoldierName folder to something else.
2.Dump the contents of the archive into the Data folder.
3.Add Piratez.rul, Piratez_Factions.rul and Piratez_lang.rul to the config file (the last file contains all language data, the first two are split for my own convenience).
4.Preferably use with Luke83's Extra Ufos, but this mod is missing a few files and can cause very occassional crashes (always save before landing, if it crashes, temprorarily disable Luke's mod and reload)
5.Start a new campaign!

Known issues:
- new UFO Interception pictures do not work. Wrong graphic format? If anyone knows what's the problem, let me know.
- enemy tanks are missing turrets, they work fine though
- I couldn't add new deathsounds, no matter the format, they kept crashing the game. Even if I used sounds that worked fine as weapon discharges. Any wise words, OpenXcom gurus?
- Generally do not use Flamethrower down the elevator or through the windows (unless standing next to it). It's an autofire blast weapon, and when such a weapon loses LOS (standing enemy visible -> laying enemy out of LOS), OpenXcom hangs. I have reported the problem but it haven't been fixed yet (afaik).
- the unarmored soldier sprite isn't fully finished yet (when the hands are empty, you can see Xcom sleeves that shouldn't be there)

Any suggestions, upgrades, bug reports and comments are more than welcome!

5415
Work In Progress / Re: The Piratez Mod!
« on: February 21, 2014, 01:16:55 pm »
I've added a new faction: Raiders. They use crappy equipment and are generally easy to defeat (in response to the whines about game's being too hard), but then again, you don't get much financial value or points (who cares if you kill highwaymen) out of them.





Using parts from Luke83's Gangs (arms, male torso). What's more?



Warboy's Sentinel I stole for this mod now has a deployment map, since here it's a heavy, lumbering gunship that can double as a light transport (capacity: 6 people).



The ultimate (?) armor suit now done and ready for researching. It's quite insane statwise, but against things like heavy plasma or Reaper's bite, it still only gives about 95% chance of surviving the first hit (with possibly grevious injuries). Chryssalids won't give a damn. Costs well over $2M apiece, including the costs of all the materials you need to assemble, and requires finishing like 20 research topics before being researchable.



Deployed. The blue/metallic suits here is the penultimate armor tier.
Now I only need to add the Govt. This is a vital part of the mod, since killing govt operatives and shooting down their ships will yield you major negative points (but you can still knock them out and loot them... and more importantly, their ships... you have to weigh immediate finacial gain against monthly score). I can only hope this system works :)



Pages: 1 ... 359 360 [361] 362 363