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Messages - Zharkov

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391
Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: June 29, 2015, 10:20:09 am »
Well it has been very hard but it's paying off I guess.

I must say, these look like something I'd like to shoot down and plunder, but I might have played piratez too much.

392
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: June 28, 2015, 12:32:11 pm »
And here we go, the pinnacle of the SuperSlave research line: The Gals' very own Ironman armor for Piratez 0.92!


393
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: June 26, 2015, 04:32:51 pm »
There seem to be some orphaned strings in 0.92

394
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 17, 2015, 10:53:42 pm »
Also this question is for Zharkov: I'm considering breaking up the batglad unit into a male and a female version with slightly different capabilities, since all slaves have a set gender now (male would need Slave Lasher while the female - Slave Gladiatrix).

I see no problem there, however, I would stay with the Batman SM theme concerning Equipment. Just say the word if you need additional flavour text for this one.

395
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 16, 2015, 11:07:51 pm »
Wow, I think that's my first error message since I played openxcom - I had plenty ctds, but never a proper error message. I have no idea what it is about, though...


396
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 15, 2015, 10:50:40 am »
Are you sure you have the original XCOM installed where it belongs now? Man you really need to read install instructions :)


Yes, I am sure. I am really sure I did something wrong...

397
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 14, 2015, 11:29:39 pm »
Fully intentional.

Okay.

I had just an ctd, of course there was nothing remotely usefull in the logfile, but there were some entries like:
requested file not found: UFOGRAPH/MAN_36M0.SPK
Sometimes with other numbers, though. I did not miss anything and it seems unrelated to the ctd.

CTD was on a Terror Mission with the following map thingies:
Code: [Select]
  mapdatasets:
    - BLANKS
    - DAWNROADS
    - DAWNURBITS
    - DAWNURBAN
    - DAWNFRNITURE
    - DAWNDECOR
    - BLANKS
    - AVENGER_GR
    - LIGHTNIN_GR
    - XBASE1
Is it still the broken pathfinding? I am sorry, I never know how to make useful bug reports for ctds for this game.

Btw, this light on, light off - is it cosmetic or are the gals really harder to see?


398
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 14, 2015, 10:30:37 pm »
There might be a flaw in the research tree. I just researched minecraft (good pedia entry btw) and than I was enabled to build hatchets. Which I can then rsearch. Is this intentional?

Oh, my, I shouldn't pay this game drunk - it is bad for the gals' field survivability...

[edit: I noticed the typo, but it is funny!]

399
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 14, 2015, 06:19:09 pm »
I...something is wrong, the gals have all strange names. Maybe I made a mistake while installing this?!  :o

400
Work In Progress / Re: HWP and battleType: 6
« on: June 14, 2015, 01:51:43 pm »
Thanks for the help, everyone!

For an actual tank, you could make a different medikit that's not recoverable, built-in but not fixed and weighs a ton or something so it's not useful for soldiers.. Although having an inventory for the tank would open up the exploit of using the tank to throw stuff (especially if it has high strength to be able to carry the huge medikit..). So you can't make it perfect, but you can make it if you trust your player to play the game instead of exploiting it.


Yes, that's what it actually came to. But I am not entirely happy with it.

Final comment: I think you can actually use equipment (medikits, motion scanners, mind probes, etc.) on HWP in Yankes' OpenXCom Extended.

That's what I have heard, too.

It would be interresting to have some short of medical drone/HWP indeed.

There is one already. However, it still needs some work due to the problems mentioned above.




401
Yo, Batglad is done!

And, I made a zip for all interested parties. Just copy the contents in you data Folder. Only Ryskeliinis' stuff is missing and needs to be installed (but not activated), additionally, because I haven't got permission to use his stuff, yet. Seems he's here seldom.

Although, I still didn't get the hand objects right.

402
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended
« on: June 10, 2015, 05:55:05 pm »
Also, a Question to dear audiences. Here's our Green Lighter (redux). He's sporting an area effect medical device - hope Zharkov likes it! Now - I don't know what should be his 2nd weapon yet. I was thinking of a lighter (teeny-weeny one-shot-at-a-time flamer, with a range of 3 and useful mainly for its devastating morale effect if someone is set on fire), but since Slaves are psi-rods, I'm afraid of giving him a weapon that can seriously hurt a pirate gal. Otoh the medical device is quite good, and things like fists or thrown rocks seem boring. Any ideas?

Well, I wouldn't give him a real weapon at all, but I think I understand why this might be necessary for balancing. Therefore, I vote for the flamer - he needs something to heat up that bong anyways.

I would add a small stun gas attack. A 3x3 cloud with medium stun damage. No more than 2-3 uses per battle.
Perhaps the equivalent of a stun grenade.

I'd advice against this, because (1) the next "superhero" will be a slave (i.e., gladiatrix) that can be used to catch more slaves, which is boring enough on its own and (2) it would make the green lighter far too usefull.
Spoiler:
As it is, the time giver and explosion might be too much (e.g., you could send a gal in close combat, then send gl after her, giving her tu, use these to get her out of there. Then the enemy shoots gl. Boom.).

403

Oh one more thing,
Spoiler:
I don't 100% like the corpse research txt - one crucial detail: the Cap'n is not an American movie hero and would never use a gun for verbal discussions - a gun drawn is a gun used to kill or terrorize, never to help with words talk.

Then we cannot have this. I have rewritten the text:

Spoiler:
Yes, there was nuclear fuel involved. I never said there wouldn't! I just said there was no need to! So, I did not lie, technically! And this very violent biochemical reaction was unforeseeable. But we think we might be able to harness this energy source somehow. Whud? No, we didn't plan this! The warning label stating that this equipment is prone to explosion, spontaneous combustion and might cause hair loss is routinely attached to everything we design.

404
[...] there is a dedicated medic outfit coming out soon [...]

Sexy Nurse? I was always wondering why there was no sexy nurse outfit in this mod!

405
Well, here comes the next stepping stone towards a real superhero armor for the gals. Well, sort of, I encountered a problem with implanting a med-kit in a HWP, but found a temporary work around I am not entirely happy with. For anyone who wants to test this with 0.9j, you will need the other parts, too.


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