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Messages - RSSwizard

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46
XPiratez / Re: some sprite reskins
« on: November 02, 2023, 03:43:46 am »
Inverted Purple Stun/Miasma Explosion
works really good
screenshots included (detonation source Stun Grenade)

47
XPiratez / Re: some sprite reskins
« on: October 27, 2023, 07:04:03 am »
(Aluminum BFG-ized) man portable blaster cannon.

48
XPiratez / Re: some sprite reskins
« on: October 18, 2023, 09:49:06 pm »
Actually tweaked the "gauss" pistol and heavy even more. Description says the blaster pistol is a scary looking weapon often used for executing people in the town square to make examples of them. So I made it scary looking.
Also, heavy clips, also which are 1x1 size (since its technically the heavy laser now).

Super super cool stuff! Regardin some eventual new stuff for xpiratez id like to see
Im kinda like a dog chasing cars.
I just do things.

Right now I have not had a laptop/pc for 4 years and have been on a smartphone the whole time. Im still playing Piratez L9 edition because I made a slimline mod that removed most of the music, and if I ever upgrade I will have to slog through and remove most of the music references from the new edition .rul files, which is a heck of a task. Plus I dont want to deal with a bunch of Ninja BS, and the L9 edition was the last one to not have flying ninja bases (or custom enemy bases).

Smartphones have basically 0 prospects for sound effects editing, somehow I managed to cobble a HQ sounds pack from scavenged sfx and using converter websites to condition them.

edit:
And an unnecessary, but interesting dark blue Mutant Laser replacement, has that retro flair.

49
XPiratez / Re: some sprite reskins
« on: October 17, 2023, 05:19:34 am »
Some Sprites from that
Laser Gun, aka "Black Pack" (64 AP damage, -33% armor)
Laser Rifle (80 AP damage, -33% armor)
Super Laser (135 AP damage, -33% armor, 70/50% TU to fire, single shots, 130/85% acc)

I renamed laser crystals to impulse crystals, and gauss coils to accelerator coils. The (gauss class) nuclear laser ammo is described as having a fine assortment of hellerium pellets that have to be oriented and aligned precisely, then the accelerator coil when firing smashes them together at some fraction of the speed of light like tiny shaped charges, turning them into pure energy instantly, built in proprietary force circuitry (unsalvageable) in the laser gun harnesses the energy and a forcefield focuses the beam so its emission is perfectly straight and its cross section is microscopic. Thus, Harm.

dark colored gauss weapons are blasters
has a custom lasgun equivalent
(the Black Pack nickname is a reference to the 90s scifi show Lexx, the energy handgun they used was called that, it basically disintegrated everybody who was shot with it except the undead assassin, who was immune)

50
XPiratez / Re: some sprite reskins
« on: October 15, 2023, 08:07:52 am »
Actually I just saw this explosion go off with a Cyberdisc blowing up and it looked absolutely amazing. So as long as the explosion sprites dont spread out like with the larger explosions, its fantastic.

Edit:
Please care to share also other mods you're using? Thanks :)

Im working on a mod that swaps Gauss and Laser weapons, in a way.
Actually it replaces Lasers with Blasters, these being low grade plasma weapons that dont do plasma damage type (laser damage type becomes blaster damage type). While Gauss weapons become Lasers... but they are the extremely powerful zorching red lazer beam kinda weapons that turn people to slag or blow them to pieces, like the portrayal of them in some 70s and 80s sci-fi shows and movies (like the Wilkes' Lasers doing Mega Damage in Rifts). They would actually still do Piercing damage too like Gauss because of the intense power delivered on target, so it works out, plus the slower firing rate, more limited ammo.

Some gameplay adjustments but ultimately like a switcheroo and reskin including all the text being replaced.

Lasers -> look like Gauss and shoot orange blasts like gauss, small reddish pop on impact. No special AP bonus but added damage and +stun. Most civ or lesser lasers behave like this but the gun sprites are unchanged.

Gauss -> look like the Military Lasers, but shoot big fat red beam like sectopod or tank las, and results in a big reddish pop on impact. Even the gauss sfx kinda fits too.

Although one change is heavy laser, vehicle lascannon, and mp lascannon are heavy blasters which have a 1 tile blast radius. So they ignoredirection, still being as effective against heavy armor, but doing more damage to vehicles. Think of the Blaster cannons in starwars or the Deathglider blaster cannon from SG1, the hit doesn't stay in the tile it hits. More hazardous to use too, since adjacent units will take 70 to the face (almost no radius reduction).

It would have to be a native mod (files inserted into the xpz folder) plus a text language standard mod to go with it to remap all the descriptions. But it can be done.

Ive already tested it and the switching of stuff works, still working on the rest. Its not updated with the smoke trails yet. I probably want to make sorta beefier looking military lasguns to replace the (gauss) equivalents too before putting it out there, menacing red color light strips on them instead of green (their clips already use the AP Lasers clip gfx).

51
Resources / request - TFTD sounds
« on: October 14, 2023, 12:16:15 pm »
Although I have tftd I only have an android device right now and cant do any recording. Id really like to get a few of the sound effects recorded in good quality format the way oxc plays them (with sampling or harmonics stuff). Or in the format that it will apply the conditioning.

Specifically im looking for:
- Explosion and Large Explosion during dry terror missions. BOOM!
- Dart/Harpoon hit and Calcinite Punch hit (same sound).
- Gauss/Sonic hit (electric sound), good for zapper type weapons.
- DPL launch and Hallucinoid melee hit (electric sound), this is the blaster launcher of the game, a terror inducing sound effect.

anything else like the harpoon shot or gas cannon firing or sonic weapons would be bonus, but the explosion sfx and impacts are actually pretty darn good and deserve to be in (xcom 1) too.

52
XPiratez / Re: some sprite reskins
« on: October 09, 2023, 05:45:48 am »
New explosion graphics
Reddish explosion which is doomlike (actually sorta reminds me of heretic/hexen). Works real well for small explosions (ie, up to 60 damage).
It only has 7 frames and could be okay with only 6.

This may be the final thing that I post for quite awhile.

53
XPiratez / Re: some sprite reskins
« on: August 23, 2023, 07:16:22 am »
Not really sprites but I came up with additional Tanks, which use off the shelf weapons instead of expensive custom built cannons, I figure if a machinegun or HGL can be jammed in one then so can a bigger gun for the main gun. Since they dont have a big honking main gun I give them extra inventory space to stock ammo clips. The .rul files here are slightly incomplete since it lacks the language entries and that needs a dedicated mod for it.

Reaver Tank
Main Gun:  MP Autocannon
Secondary Gun:  Light Cannon (gains double tap burst)
...hits hard, using common AP ammo will dispense with anyone pretty much in a few shots, even power armor creeps and armored cars. Great way to expend that ammo that stacks up and do alot of damage to people in the process. Ammo flexibility too unlike a 25mm. Although less overall ammo can be carried you probably wont run out in a combat, and its easy to resupply if needed. Probably the most optimal combo ive thought of. It just doesn't do well against other tanks and will provoke return fire from cyberdisks before it kills them.

Bully Tank
Main Gun:  Direct Fire Mortar Tube (up to 7 rounds total carried)
Secondary Gun:  Laser Tommy (x4 or x8 shots)
When you just want to roll around and bully people with your thick armor and still need something to pinprick them with and maybe provide some support. Individual mortar shells can be fired, straight line path, since a ballistic arc isnt being engaged (like artillery firing laterally). Would have given it a hydra laser but tommy's have 50 shots and are much more likely to get researched or available.

Lazor Tank
Main Gun:  Mining Laser
Secondary Gun:  IGun  (x2 shots 13% TU or x6 shots 40% TU,  50 TU reload)
For when you need to Charge Your Lazors. Mining Laser has unlimited ammo and a single concentrated blast (45% TU) delivers 140 damage, but it loses power after 30 tiles (2/tile). The IGun introduces a bargain basement plasma option, can fire doubles or a burst of three doubles, gives you something to use those iGun clips on and just might come in handy against shields. A zany concept to be sure. Overall still not superior to the H.Lascannon, but available earlier.

Although this gives me cool ideas about putting an MP Autocannon or Light Cannon on an Armored Car because it would be insanely effective having a stable platform for those weapons, they are lighter than even a 25mm and would benefit about as amazingly as an HMG does. 60 rounds of AP Autocannon is plenty to pump into mobs.

54
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 05, 2023, 09:27:38 am »
Frankly I think there needs to be a codex craft upgrade, kinda like a final form because it transforms using the tiny drill in the first place, this will keep the codex craft relevant when more advanced ships get introduced. The requirement to upgrade to the Pirate Battleship would be different depending on which codex type you have, more or less you would end up with something the size and capacity as the Thunderhorse but with an STC and improved capabilities over the strongest codex type (probably 2x HV and 1xLT and 8-10 armor).

This, in difference, to making the game harder since it actually needs to be easier.

I also think there needs to be some big transport that can be built about the same time as the Hunter Killer, probably counter balanced by being weak. Stats like this: Capacity 14 and 3 HWP. Weapons 1xHV, 1xLT. Speed 1900, only enough fuel to go to the exact other side of the world. Health 150. Requires 5 small engines to build it. Its a large cobbled together transport sorta reminiscent of a necro plane, although big and able to carry alot the ramschakle construction leaves it vulnerable, but weapons mountings allow you to get away with alot of damage if you're crafty with air battle.
It could look like a B2 stealth bomber which has had its outer wings folded upwards upon landing (star wars shuttle style) suggesting its much bigger but compacted for missions.

55
XPiratez / Re: Bugs & Crash Reports
« on: August 02, 2023, 05:08:01 am »
I Am playing an old version but I dunno if this has ever been a problem, I haven't seen it before and im not sure what would've caused it (I didn't mod anything related to it).

Reticulan Vats mission and every single mob that was captured inflicts negative score. As far as I know captures hardly ever inflict negatives, certainly not smoothies or rets. This was a regular B level Bounty mission not the bounty challenge.

56
XPiratez / Re: A thread for little questions
« on: July 28, 2023, 06:10:26 am »
It's more of a weapon (parts) question for me. Plus it makes me feel slightly cheated that after a hard air battle to take out some of the bigger warships I get a hard land battle only to not get any weapon parts due to engines being blown out.

Set the Armor: value on weapons parts (ie, implosion bomb launcher) to 999 so that way you automatically always retrieve them. That should be the way it is anyway since the weapons are located (visually) in other parts of the ship. Id do it to gauss cannon parts and plasma spitter parts too, etc.

57
XPiratez / Re: some sprite reskins
« on: July 27, 2023, 01:05:56 pm »
This one should probably go directly into the game. The original vibro axe had a more sky blue color compared to bright caribbean coral, this was because of a much needed palette change but that more bluish look was lost and it no longer looks like its made of plastasteel (more like aqua plastics). This one brings back that hue. I may replace the sprite in this post or add a second one that's even more slate blue.

58
XPiratez / Re: Bugs & Crash Reports
« on: July 25, 2023, 04:46:04 am »
Not quite sure if this is a thing but in the little questions thread someone mentioned the Missile Sentry (ie, 8 spike rockets)...

Now, im someone who uses the Skyranger alot on training missions. Because that's 12 Lokknarrs with Infantry Lasers and Cyberpunk trappings. As far as I know it doesn't have any other exit than the OG exit ramp. So if you bring a Missile Sentry it will trap all your characters in the transport. There isn't a side door.

59
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 25, 2023, 04:38:22 am »
There is one thing you can do with ship engines over than storing them, build a complex of power stations in a hideout with some free space. This is a good way to stash them until your time of need when you're done researching better planes, it'll break even after a few months

I already do that and you only get 8 Bases dude. I usually do it with my 8th base. Fact is its already filled up, so I wish there was something else to do with them.

Problem: Baby Nukes are awesome, but lack a good delivery mechanism.
Baby Nukes used to be launched by RPGs.

What really needs to happen on an engine level is 2 or 3 Tiered explosive damage radius reduction.

So it can do incredible damage up close up to like 8 tiles, but reduce quickly. Then the reduction is lessened out to 16 tiles, then lessened even more out to the full radius. For example:
20 per tile out to X tile value.
15 per tile out to Y tile value.
Normal out to Z tile value.

Could be used for Grenades which do alot of damage up front but then do pretty flat damage out to a wide radius. Such as this for a Frag Grenade
69,  59,  49,  39,  36,  33,  30,  27,  24,  21,  18
stout damage in the first 4 tiles but then basically 1 bullet worth of damage all the way out to 10 tiles

60
XPiratez / Re: A thread for little questions
« on: July 25, 2023, 04:28:02 am »
10 engines out of 160 is not 25%, not even close. :) I'll see how it behaves on other ships if I have the time (and patience). Maybe the Cruiser just has some secret self destruct thingie added in XPZ to make the Hellerium payout much smaller.

Dunno about that but if you want more Hellerium just edit or insert the item entry for the elerium-115 item and set its "Armor" value as an item to some number near 200. The ufo power source explosion does damage thats something like 165 points to 235, you'll have to check that with an official x-com document source though. And it seems to be randomly rolled even against terrain unlike regular explosions so you have random blast patterns each time.

By giving it 999 armor you will always recover fuel from each engine whether destroyed or not. Around 200 armor you will recover it most of the time. I typically give it Armor: 185 so that it usually preserves some of the fuel from a craft with blown engines.

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