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Messages - RSSwizard

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31
XPiratez / Re: some sprite reskins
« on: November 24, 2022, 10:17:38 pm »
TBH I actually like the ones we have, though I think the stick on the harquebus could be shorter so that the blade protrudes farther beyond the barrel. I do so hate bayonet setups on rifles where the barrel takes up unnecessary blade length, these days you practically got to hit someone in the throat because it barely has length enough to hit them in the heart.

I love the ramshackle rifle and I wish there were real life rifles with such a narrow profile as that (reminds me of swiss STGw-58). Varmint Rifle if I redesigned it would've looked like a Volquartsen .22 but then itd just be another brown stocked rifle.

32
XPiratez / Re: A thread for little questions
« on: November 18, 2022, 10:57:55 pm »
Is it possible to completely destroy the sky ninjas?
No because there will always be some kind of missions that select them as the faction. Like Humanists or Spartans.

33
XPiratez / Re: Bugs & Crash Reports
« on: November 18, 2022, 10:43:55 pm »
Just a minor sprite tweak, it probably has not been corrected in recent versions.
Domestic Shotgun never quite looked centered for a 1x3 sprite so I shifted it down 2 pixels. No other changes.

34
XPiratez / Re: A thread for little questions
« on: November 18, 2022, 01:38:15 am »
BTW put this file in your ruleset folder and it will do the First Turn TUs thing in XP (randomized).

35
Offtopic / I found the Heavy Cannon
« on: November 12, 2022, 11:32:13 pm »
The STA-50 which is designed for use by special forces, with a 5 shot magazine. The large barrel shroud is a combination suppressor and muzzle brake. I believe it weighs in the 20 pounds range.

Sure bears a strong resemblance.

36
XPiratez / Re: A thread for little questions
« on: November 10, 2022, 02:24:10 am »
my suggestion is to search for all the entries in your save file for the psi related stuff, there is a section that has options like 0,1,2 and that one may show whether the subject has been popped, not discovered, or is blocked. This is used for things like which codex you're using (btw unless you have Gray or possibly Gold you will never be able to use the Psi-Amp) or like after interrogations are done switches off the option ro perform that interrogation again since its unneeded.

it might be worthwhile to delete all entries for the psi stuff because then at least it resets what has changed and will allow you to research that tech stuff from scratch, also check out the living-the-dream Event to see the track record of what it changes

37
XPiratez / Re: A thread for little questions
« on: November 06, 2022, 02:15:54 pm »
Hi,  how edit mod "Decreased TUs for aliens on your first turn" for piratez?
Im not aware of there being a mod for it, it has to do with an engine limitation because that's how the X-Com: Ufo Defense game works.

More or less its like in a roleplaying game where you're the one being surprised, everyone else is holding their action and then you trigger it. Makes complete sense, aircraft comes in and the alert goes off, they're watching you land, ready to engage you. Would make sense for most of the other missions too. Like even for mansion invasions the trigger point would be when they realize your Fake IDs dont add up and they pull the alarm.

38
XPiratez / Re: A thread for little questions
« on: November 02, 2022, 03:19:46 am »
Nuking ninjas and ninja landcruisers.
Or the surprise hidden in the ninja base.
FYTY
i guess they usually dont have much loot to bother with
I haven't upgraded in awhile though so ninja bases aren't a thing for me yet

39
XPiratez / Re: A thread for little questions
« on: November 01, 2022, 10:40:36 pm »
I know these tools are readily provided for massive destruction... like red dragon missiles, baby nukes, barrel of nukes, but I need to know what the practical purpose is for them. Besides the final mission of course (which ive never reached).

I tend to find that Mercs might be the only dudes you really just want to wipe, but most of the time you find them in Pogroms which have all the civilians there too, so you can't nuke them there. Mostly for mercs I just land, watch the -500ish point penalty and take off immediately without taking a shot.

Sure a nuke helps with an enemy hideout but usually I mop up everybody rather than destroy the command center. And if I wanna hit the command center honestly as soon as I find it I send in a Blitz or Synth lady carrying a Barrel Bomb or Demo Charge, set it down and fly back out the door. You cant even bring vehicles into enemy hideouts (XEC, Battlecannon).

Siberia only comes once too...
The ATGM and Bombard/Hell works good enough there.

So im just wondering, are there other situations its worthwhile?
Eridian Terror, if you suck that much?
Euro syndicate, if you're stupid enough to accept the deal?
Or just wanna watch academy campus ladies get cooked?

If anything the Timed Baby Nuke is pretty worthwhile, because you can put it inside somewhere. But a Demo Charge does about the same thing too.

40
XPiratez / Re: [MAIN] XPiratez - N2 Apocalyptic Edition 22-Oct-2022
« on: October 30, 2022, 12:22:02 am »
the hammer is kind of "ranged" weapon, it's attack is a snap shot.

The Sledgehammer was my favorite melee weapon in Fallout 1. Even though it was slower it would often knock enemies back and it did 4-12 damage plus strength bonus. It would even knock back large size molerat critters on a critical hit.

edit - I just did my first death dungeon and destroyed the carnodemon with 2 hits from the Hammer you're given, no other slashing or punching. Managed to get both of them off without missing. But her melee skill was over 130.

41
XPiratez / Re: A thread for little questions
« on: October 29, 2022, 06:11:53 am »
There is always option to hack something using items and altering move type of unit, then nearly any armor could have optional flight capacity.
its just an oversight I think, and I don't like hacking stuff for that big of a change that doesn't make sense for the thing in question. Really id be happy with a grav harness altered for humans which doesn't even give them more TUs (ie, no "running"), or maybe a tac vest as the entry fee (which doesn't really add protection tbh).

I mean, if the stairwell is out and all you have are slave soldiers or peasants (or 3 heroes...). I think the only hacky thing I think I would want to exploit currently is Hammer Crushing from above, or maybe air dropped landmines. But being able to fly behind trees for cover is a modest benefit.

I have some maxed out and commended peasants and heroes, and it just seens silly they cant get the same benefits at their "level" as regular gals. Just defender armor, doom armor, centurion. No flying. Maybe there's something endgame but i haven't found it yet.

42
XPiratez / Re: A thread for little questions
« on: October 27, 2022, 07:56:06 pm »
why do no slave soldiers or peasants (or loknars) get ANY flying options when grav harnesses are available right from the beginning of the game pretty much?

These characters are supposed to make up for toughness with quantity compared to gals. But that should mean that similar options are available to get them in high places. Guild PCMs can fly, so obviously grav packs are not toxic to humans.

43
XPiratez / Re: some sprite reskins
« on: October 27, 2022, 07:24:16 pm »
Explosions, that are not skull shaped, are wrong explosions!  8)
:P Just a difference of opinion thats all. I played the game for years not knowing they were skull shaped, and then managed to get an editor that let me grab the sprites. Btw explosions in Xcom Apocalypse aren't skull shaped, and their version of the geoscape even has duke3d style explosions. I know you're j/k

44
XPiratez / Re: some sprite reskins
« on: October 27, 2022, 07:22:28 am »
here's another one and a real treat too
BFG blast
unfortunately with the gun doing 240 damage the game engine just sorta sprinkles explosion graphics around the impacted area, rather than concentrating them. Still comes out pretty good.
bite sized mod included

45
XPiratez / Re: some sprite reskins
« on: October 26, 2022, 02:46:46 am »
Some fresh OC here
Build time about 3 hours.
This is a Fiery Explosion and it works pretty darn well. Not for your typical explosives but for blasts that normally use the dancing flames animation, and probably nukes too. Goes up with a "whoof!" kind of appearance.

Mostly planning on putting in a mod.
Note that they're drawn in the custom modified palette but even under the default with the yellow skin tone they come out pretty good. The key is the fringe color on the edges is still fairly bright while filling in much of the empty spaces the OG explosion leaves behind. Making it look like one huge fireball.
demo mod attached

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