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Messages - Imeryak

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31
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« on: August 20, 2014, 04:21:55 pm »
Another bugreport:
v0.81, build openxcom_git_master_2014_08_18_1652
My base under attack (on 15 Jan 2601, i'm a lucky man) and battlescape map has some dirt instead of a new living quarters.

32
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« on: August 20, 2014, 11:40:38 am »
Mercenary weapon is bugged.
Add
Code: [Select]
    clipSize: -1 to piratez.rul
Code: [Select]
  - type: STR_MUTON_MERCENARY
    size: 1
    costBuy: 255000
    costSell: 85000
    transferTime: 24
    weight: 30
    bigSprite: 189
    handSprite: 438
    bulletSprite: 3
    power: 50
    damageType: 1
    battleType: 1
    accuracySnap: 115
    accuracyAimed: 130
    tuSnap: 32
    tuAimed: 70
    fireSound: 81
    hitSound: 13
    hitAnimation: 26
    shotgunPellets: 6
#  here
    clipSize: -1
    invWidth: 1
    invHeight: 3
    aimRange: 15
    snapRange: 9
    dropoff: 6
    twoHanded: true
    fixedWeapon: true
    listOrder: 1493

33
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« on: August 19, 2014, 09:21:14 am »
- After consideration, there will be a couple new 2x1 melee weapons

Weapon sprite can be actually larger than two cells can fit. This will be confusing for items on ground, but looks fine when equiped on soldier.

34
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« on: August 18, 2014, 08:20:05 pm »
2. I thought about it, but... it'd invalidate the knives, and it'd also create a "best of both worlds" soldier equipping pattern... sword + 2-handed gun... why bother with pistols? Even worse, a 3x1 slot could hold most long arms...
then how about to change some  melee weapons size to 2x1? Knives is lighter, so only strong elite pirates will prefer sword-like weapons to daggers or other short weapons. Maybe nerf swords to slightly-better-than-knife level, and add 3x1 size two-handed swords
Spoiler:
and 3x2 size greatswords, which require a lot of strength to hold it and TU to swing, but deal a LOT OF DAMAGE. Bloody carnage ftw.

35
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« on: August 16, 2014, 10:09:55 pm »
I have a few suggestions for this mod:
1) Skyranger upgrade system. You buy old, barely flying rubbish, then you upgrade it with engine (elernium fuel and in-air time boost), navigation  sistem (radar range boost), strengthening of the hull with plastasteel (speed and acceleration boost), armor plate (toughness boost) and weapon slot, and then you have something you can actually use. Not the best craft, but reliable old friend.
2) 3x1 belt slot for melee weapon, because it's awesome to have a cutlass or stun rod on the belt. Or even double the fun with two 3x1 belt slots, Arrr.
3) Elerium charge for a mortar for a late game. Mortar is awesome, but pretty much useless after midgame.

36
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
« on: August 09, 2014, 06:51:03 am »
I am playing v0.79 and discovered bug with AP clip for HSR. Game crushes when you complete the production of one of them.
Reason for crush are those strings.

Code: [Select]
    producedItems:
      STR_HSR_CLIP: 5

If change them to

Code: [Select]
    producedItems:
      STR_HSR_CLIP_AP: 5

game works like it should.

Also i found that tank corpse can't be researched for some reason. Don't know, is this a bug or not.

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