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Messages - Zharkov

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406
Work In Progress / HWP and battleType: 6
« on: June 07, 2015, 06:06:53 pm »
I was wondering whether it was possible to equip a HWP with a medi-kit like equipment (battelType: 6). The answer to this is definitely yes, however such an item is automatically put into a belt slot and as it is fixed equipement literally, it is no use. Has anybody found a work around for this problem? Or, is there a solution in the later versions (still using 2015_04_30_0720)?

407
I dont know whats far ahead, I just cranked out the first of these suits out (and I thank my idiocyncrancies that made me a hoard person, the matterials costs are unexpectedly high, as they should all things considered) and they seem to make the gals unstopable.

Whoa, whoa, don't tell Dioxine something is stacked in the players' favour! That will only compel him to make the game even harder!  ::)

[...] any follow-ups would be warmly welcomed.

I am thinking about following this line of research with a few more interesting (i.e., Indiana Jones and the Fate of Atlantis like interesting) attempts to turn slaves into super hereos, until it yields a useful suit of armor for the gals finally. In the meantime the gals' are stuck with their own experiments.


408
@Zharkov
I am thinking about making some research topic like Old Earth Culture / Old Earth Heroes with the gfx Clownagent provided, and it'd have Old Earth Books as a prerequisite; this in turn, coupled with Mutant Porn and Slave research, would open up the Superslave research. Would you perhaps be willing to provide some cool text entry for it? I could do that myself, the text would be rather very short not to obstruct the picture anyway and basically informing that some books are less boring that the others since they have little text and a lot of pictures depicting awesome things, and maybe vaguely pointing towards the other preqs for a Superslave.

And, here comes the text:

Spoiler:
Evaluating the worth of these ancient books for our operation is going to be though. Take this one for example. It's titled War and Peace, but while reading it, I couldn't help but notice it is not about peace at all. And the war parts do not provide any useful information on military technology or tactics! Still, a lot of the other brainerz want to read it, too. Well, I guess you cannot judge a book by its cover. Oh, that reminds me why I asked you here cap'n! Some of these thinner books with lots of pictures in them have very intriguing covers. It seems that in ancient times, there was a tribe of mighty voodoo handlers that for some inexplicable reasons wore their underwear on the outside. We should definitely take a closer look at those zines - as we brainerz call them. Maybe we can use their voodoo for our purposes.

409
@Zharkov
I am thinking about making some research topic like Old Earth Culture / Old Earth Heroes with the gfx Clownagent provided, and it'd have Old Earth Books as a prerequisite; this in turn, coupled with Mutant Porn and Slave research, would open up the Superslave research. Would you perhaps be willing to provide some cool text entry for it? I could do that myself, the text would be rather very short not to obstruct the picture anyway and basically informing that some books are less boring that the others since they have little text and a lot of pictures depicting awesome things, and maybe vaguely pointing towards the other preqs for a Superslave.

You're planning on putting the Superslave in the extended version of piratez? I was going to wrap it all up in a zip with the graphics as Clownagent has given his okay, but I will skip this step, if it gets included anyway. Then, I could write that text instead this evening.

410
However - I have to point out that the super-slave is doing 0 damage :)

Oh, my bad. Now he should put his whole awesome strength in every attack!  ;D


411
Arrr, here comes the brainerz' newest crazy invention: Superslave! The decryption of ancient texts allows you to train your very own Superslave. He shoots laser from his eyes, is hard as steel, and has other ... err ... functions.


Copy both files in your ruleset folder and activate them. Superslave works like a HWP. Needs League of Superheroes installed but not activated to work (sry, I wait for clownagent's permission before I include his assets in a download).

412
Released Mods / Re: mutant porn
« on: June 03, 2015, 06:56:55 pm »
Just throw it in the ruleset file I assume right?

Just copy the file in the ruleset folder and you should be able to activate it in the ->OPTIONS ->MODS menu exactly as any other mod.


413
As for Zharkov's mod, it displays some funny text :)

Not to forget, successfully researching mutant porn also gives you three (3) research points that will make you seem more dangerous in the eyes of your victims and they will pay more protection money!  8)

I was thinking about churning out a mutant porn centered research line that provides a few more or less functional cosplay costumes for the gals borrowed from here:

https://openxcom.org/forum/index.php/topic,3607.0.html

and here:

https://openxcom.org/forum/index.php/topic,2870.msg31200.html

However, as the basic gals in piratez differ from the basic x-com cannon fodder, some changes to the graphic assets would be required. While I am sure the authors' of these mods would give permission to use their assets, editing these is not within my capabilities...

414
Released Mods / mutant porn
« on: June 01, 2015, 06:08:12 pm »
So, I got bored waiting for piratez extended and made "mutant porn" a researchable item. Just copy this file into your \data\ruleset and activate it. There is no extra graphic...yet.

415
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: May 31, 2015, 11:49:26 pm »
Wow, just wow! The art work is very impressive!

As a long time fan of wh40k I must say, it is high time that the Space Marines come to openXcom and put an end to all these aliens, mutants, and rogue psykers!  ;)

416
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended
« on: May 23, 2015, 10:30:27 am »
Well I know I will be "that guy" but honestly I wouldnt like to see X-Com become a travesty of itself :(
X-Com is love, X-Com is life.

Are we talking about the same mod here? Earth is ruled by the Star Gods with an iron ...errr... ethereal appendage?

Perhaps these dudes found out about X-Com and been the radicals they are, sort of wore the mantle?

I like that idea!

Plus if they were the remnants of X-Com they would have some more advanced tech eh?

As xcom fucked up badly, not necessarily.

Nah, certainly not literal remnants of XCom, it was so outlandish I didn't even notice it. These guys have never even heard of XCom.

And there was me thinking Piratez Extended was the place for outlandish ideas!  ::)

417
XPiratez / Due Praise
« on: May 22, 2015, 12:47:32 pm »
This morning, I thought how cool it would be, if the Humanist’s bases were in the old xcom style. Somehow, I imagined the Humanist faction as an xcom remnant, still bitter they failed to protect humanity. Then, I woke up and went to work. Well, Dioxine, you made it into my dreams.

The naming of the Humanist faction embodies the combination of creativity and sarcasm I absolutely love in your work. I cannot wait to see, how you will make use of all the new modding options. Please keep it up!

418
Released Mods / Re: another repeatable ctd
« on: May 17, 2015, 11:08:40 pm »
I have another reapeatable ctd. This time, when I end the first turn, the tank fires, a mutant screams, and crash. This has a strange aesthetic, but I'd like to continue the game...


Arg, after eliminating civies 1000019 to 1000023 from the save game file the game does not Crash on turn 1:

Code: [Select]
    - id: 1000019
      faction: 2
      soldierId: 1000019
      genUnitType: MALE_CIVILIAN
      genUnitArmor: CIV_ARMOR_M1
      name: ""
      status: 0
      position:
        - 41
        - 55
        - 0
      direction: 4
      directionTurret: 4
      tu: 35
      health: 40
      stunlevel: 0
      energy: 65
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 15
        - 15
        - 15
        - 15
        - 15
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: true
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
      recolor:
        -
          - 160
          - 84
    - id: 1000020
      faction: 2
      soldierId: 1000020
      genUnitType: CIVILIAN_MUT_5
      genUnitArmor: CIV_ARMOR_MUT_5
      name: ""
      status: 0
      position:
        - 4
        - 22
        - 0
      direction: 4
      directionTurret: 4
      tu: 30
      health: 80
      stunlevel: 0
      energy: 60
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 20
        - 20
        - 20
        - 20
        - 20
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: false
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
      recolor:
        -
          - 160
          - 144
        -
          - 144
          - 160
    - id: 1000021
      faction: 2
      soldierId: 1000021
      genUnitType: MALE_CIVILIAN
      genUnitArmor: CIV_ARMOR_M1
      name: ""
      status: 0
      position:
        - 53
        - 28
        - 0
      direction: 2
      directionTurret: 2
      tu: 35
      health: 40
      stunlevel: 0
      energy: 65
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 15
        - 15
        - 15
        - 15
        - 15
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: false
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
      recolor:
        -
          - 160
          - 244
    - id: 1000022
      faction: 2
      soldierId: 1000022
      genUnitType: CIVILIAN_MUT_4
      genUnitArmor: CIV_ARMOR_MUT_4
      name: ""
      status: 0
      position:
        - 3
        - 8
        - 0
      direction: 7
      directionTurret: 7
      tu: 30
      health: 70
      stunlevel: 0
      energy: 60
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 12
        - 12
        - 12
        - 12
        - 12
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: false
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
    - id: 1000023
      faction: 2
      soldierId: 1000023
      genUnitType: CIVILIAN_MUT_5
      genUnitArmor: CIV_ARMOR_MUT_5
      name: ""
      status: 0
      position:
        - 9
        - 34
        - 0
      direction: 0
      directionTurret: 0
      tu: 30
      health: 80
      stunlevel: 0
      energy: 60
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 20
        - 20
        - 20
        - 20
        - 20
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: false
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
      recolor:
        -
          - 160
          - 253
        -
          - 144
          - 251

Beats me, what's wrong with those guys...


 >:( ...just to crash a few turns later! Is there a way to log what is happening? Debug Mode doesn't seem to have its own logging.

It might also be a map crash, but those are rare. Grab the latest Hobbes' Terrain Pack and overwrite Terrains, Maps and Routes with what you find there. If the crash persists, I guess there is no other choice than loading your game from before the landing and re-playing the mission. Also make sure Savescumming is enabled so a different terrain will be spawned.

Thanks for the advice. I tried this, too, but it did not help. You might be right though - seems that Hobbes' has deactivated the railyard Terrain ftb, because of too many pathfinding bugs - surprise - causing ctds!

419
Released Mods / another repeatable ctd
« on: May 17, 2015, 06:32:49 pm »
I have another reapeatable ctd. This time, when I end the first turn, the tank fires, a mutant screams, and crash. This has a strange aesthetic, but I'd like to continue the game...

Btw, I found this beginner's guide to pirate language: https://www.thepirateking.com/terminology/terminology_pirate_fun.htm
I wonder, when Dioxine will implement the parrots.

420
Released Mods / Something is wrong!
« on: May 15, 2015, 02:45:33 pm »
I am very sorry for this hazy bug report, but the game keeps crashing after a few turns on this map fighting these guys.

There is no error message and nothing is added to openxcom.log

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