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Messages - AngelicJoker

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31
Glad to hear there's an easy fix for it.  Can you tell me how you tested the panic in Vanilla?  I didn't see a way to mod a weapon to lower morale without OXCE.

32
It took longer than I expected, but I was able to do some testing in the latest X-PirateZ (.99G) and your patch fix exe.  There are 3 saves and two screenshots.

Pretest.sav - start of the mission
Testing.sav - shot group of girls with a flamer to drop morale
Post Test.sav - The next turn after most of them panicked.  Several dropped their equipment and I moved another girl on top of one of the dropped equipment piles to confirm the items were on the ground.

The two pictures show the ground inventory before saving and then the same spot after reloading the save.

I guess I'll have to create a weapon for testing the vanilla version as those soldiers are much more stoic about being set on fire.

I hope this helps.  Thanks!

33
Is there a good way to get units to panic and drop their stuff?  I'm thinking about using a flamer but am open to other suggestions.

34
I've noticed an issue with saving games.  Equipment that is dropped by a soldier that panics is not saved and disappears after a reload.  Is this a known bug?  I'm planning to do some more tests tonight with this exe and the latest nightly.  I'll give an update when that's done.

35
XPiratez / Re: Bugs & Crash Reports
« on: May 03, 2017, 04:37:38 am »
I've had a few instances where items dropped by a unit that panicked aren't saved when the game is saved and reloaded.  Is this a known issue?  I just lost one of my fancy new neural whips to this while trying to capture a Smuggling ship.

36
XPiratez / Re: A thread for little questions
« on: April 25, 2017, 12:30:22 am »
Is there a reason you can't stand next to the walls on the right side of the Trader's Guild warehouses?  The terrain doesn't look any different but I can't tell my girls to stand there.  I'll post a screenshot to clarify after I see a new Warehouse Wars mission come up.

37
XPiratez / Re: A thread for little questions
« on: April 13, 2017, 09:23:04 pm »
The rank based payout does not change only initial cost and the unpromoted pay changes.  Slaves soliders have a different pay structure.

Can anyone tell me which Bootypedia article goes over the pay rates for promotions again?

38
XPiratez / Re: A thread for little questions
« on: April 13, 2017, 06:48:12 pm »
So do secondary damages on weapons base their actual damage on the amount the primary attack did or do they have their own damage rolls?  For example, let's say I'm using a leather whip and it does 10 daze damage after bonus, randomness, resistance and armor reduction.  Will the rest of the damage be 1 HP (1/10th) and 30 TU (3x) and 15 Morale (fixed)?  Or do each of those secondaries get their own damage rolls and then have their percentages applied?

Also, I know the hands get pay bonuses for rank, but do they get pay bonuses depending on the type they were hired as?  Do warriors get paid more than standard hands?  I remember there was an article in the Bootypedia on pay levels but I can't find it for the life of me.  Can anyone tell me where to look for it?

Thanks!

39
XPiratez / Re: A thread for little questions
« on: April 01, 2017, 11:54:00 pm »
Is there a way to see the environmental hazard type of a mission before the mission starts?  I've gotten screwed a few times because the girls weren't wearing armor designed for cold or hot weather when I could have easily changed their outfits before the mission.

40
Hello everybody.  Can someone tell me what the STR_KNOCK_OUT_INDICATOR advanced option does?

41
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 12, 2017, 07:32:43 pm »
Can anyone tell me what the STR_KNOCK_OUT_INDICATOR option is for?  Somehow STR_KNOCK_OUT_INDICATOR_DESC isn't that useful to explain the option...  Thanks!

42
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 23, 2016, 11:34:23 pm »
If you're interested in adding the Extra Explosions mod I already went through and added the effects to the only items I found missing from the original mod.  I've attached the new .rul file.

43
Open Feedback / Re: Meridian's Statstings
« on: January 23, 2016, 11:11:39 pm »
Thanks for the quick reply!

44
Open Feedback / Meridian's Statstings
« on: January 23, 2016, 10:37:34 pm »
Hello everyone.  I've been watching Meridian's FMP play through on YouTube and have been looking for the statstrings he uses.  I've only been able to find them for his PirateZ game so far.  Anyone able to point me in the right direction?  Thanks!

45
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 14, 2016, 04:05:29 am »
The file worked great!  Thanks so much for fixing it so fast!

The palette stuff is due to using lodePNG when loading 8bit PNG's (needed for OSX).

The problem with the png's from those facilities is that the palette is truncated, and the transparency value
is set to something like 255 (if i remember correctly). Apparently SDL by itself honored the transparency layer, while lodepng tries to
set the transparency index before passing it on.

It took me a few attempts to 'fix' those images (i'm not  a pixel guru).
The attached ones should work in the versions before and after commit b3b199c4

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