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Messages - tylor

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31
XPiratez / Re: Interrogation recipes suggestion
« on: January 03, 2017, 02:53:17 am »
Yeah, you can say it's a little bit... excessive.

32
XPiratez / Interrogation recipes suggestion
« on: January 02, 2017, 11:14:29 pm »
Currently interrogation (one that nets you "broken" specimen) only require the subject itself, which is boring. I suggest making recipes more interesting.
Here is the draft. "Return" means that object is returned along with the "broken" person as the recipe result.

=Academy Medic=

Slave Lasher

Return :

Slave Lasher

=Academy Engineer=

Slave x4
Chateu
Smoke

Return:

Slave x4

=Academy Esper=

Manacles x4
Rope
Baseball Bat
Whip
Handle
Advanced Medpack

=Trade Engineer=

Personal Database x3
Old Earth Books
Government Papers
Vodka x2

=Trade Rep=

Eye-phone

=Reverend=

Altar Boy
Slave Maid
Gladiatrix
Ghoul
Shambler
Crackx5
Battle drugs
Vodka x3
Beer x5
Chateu x2
X-Grog
Lingerie x5

Return:

Yeowman
Shrine Maiden
Gladiatrix
Ghoul
Shambler

= Merc Engineer =

$100k

33
XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 02, 2017, 11:11:01 pm »
I actually want more playthrough variance, and earlier in game. Now only major difference from codex until late game is your Bonaventura modification.

34
OXCE Wishlists / Re: Solar's wishlist
« on: January 02, 2017, 03:32:48 am »
How about no? Having ton of primed grenades in inventory is balanced by them going off if you lose consciousness. And it allows interesting tactics, such as parroting those grenades.

35
XPiratez / Re: Thoughts & feedback so far
« on: December 30, 2016, 05:51:26 pm »
Camo Paint, Amazon and some looted Tac Vests is how I gear early game.

What traffic you get is highly random game to game. For base placement, most important is how far you can reach with tour Airbus. I have found that Europe is ideal - you can reach everything except south part of South America and Australia, but I think I have never a mission spawning in Australia. Taiwan starting base has way worse reach. I once had 5 missions spawning nearly at the same time at Central America area - all unreachable by bus.

36
XPiratez / Re: Thoughts & feedback so far
« on: December 30, 2016, 04:56:00 pm »
Brainers is the biggest bottleneck, because they are soft capped at 15 until endgame, so you should aspire to get all 15 them asap.

37
XPiratez / Re: Thoughts & feedback so far
« on: December 30, 2016, 07:48:44 am »
Afaik, any mission that has some village or gardens map nets some apples.

38
XPiratez / Re: Thoughts & feedback so far
« on: December 28, 2016, 06:04:46 pm »
Ordinators have vicious security. With big guns and thick armor. So, if you really want to take on them, use heavy melee.

39
XPiratez / Re: Thoughts & feedback so far
« on: December 26, 2016, 11:05:50 pm »
Afaik first order of things is to be able to afford 15 brainer.
And Shnapps de Mort (or whatever it is called) helps a lot with this.

40
XPiratez / Re: Sir Diealot's LP
« on: December 25, 2016, 12:41:26 am »
What I meant is that when designing OXCE interface, it looks like when there was a choice between usability and consistence, choice usually was for usability. So, now game's UI is very powerful, once you learn all it's quirks (and thanks a lot for that), but one have to get used to the fact that, for example, middle click on item gives a Pedia entry on vessel equipment list, but omanufacturing usage in Fence list, and nothing in Vault and Black Marker. Or that U opens Pedia, but only in specific places, etc.

So, if previously usability was deemed more important than consistence, why change the policy now?

41
XPiratez / Re: Sir Diealot's LP
« on: December 25, 2016, 12:10:15 am »
Inconsistency is the soul of OXCE interface.People that know what red and green number mean, will figure what dots are the same two.

Or - make it a pair of dots everywhere.

42
XPiratez / Re: Sir Diealot's LP
« on: December 24, 2016, 11:41:06 pm »
If you want it to look not like stack number, you can use just green and red dots

43
XPiratez / Trappingz 1.0 - plugin for GIMP for paperdoll generation
« on: December 24, 2016, 02:47:40 pm »
This plugin takes a Gimp layered image (or a Photoshop layered image, opened in Gimp) and a directory of nudes for each gal with base bodies in Main subdir, optional Hairs directory and whatever other layers you want.
Then each body (and whatnot) is inserted instead of corresponding layer of source image, and then it all is converted to Battlescape palette and saved into the output dir.

Note that one of layers, and therefore one of nudes subdirs should be Main and have an image for each needed output, while other dirs can only have images for some bodies. It's because plugin uses this dir to know which base bodies exist.

Name of the result is the same as the body image (with maybe different extension - plugin takes any image type and outputs ping or gif by your choice). But if output dir is named Body_<something> (such as Body_500), then output file name will be body<something>_<sourcename_without_ext>_pir.gif

I.e. if your source body files are named F1.gif, F2.gif etc, then you will get a dir of properlly named OpenXCOM-ready files.

Plugin can be called from Image menu.

Attached file release.zip contains script itself (trappingz.py, goes to %UserProfile%/.gimp-2.8/plug-ins), battlescape palette (XCOM-BattleScape.gpl.gpl, goes to %UserProfile%/.gimp-2.8/palettes), example nudes dir (all bodies from X-Piratez 0.99E.3, and two test hairdos) and an example project Zuki.xcf.

As you can see, example has clothes layer between the hair and the main body, and a diadem on the of all that top, and this order is preserved in the result images.

In theory, plugin can even work with partial opacity of some layers, though aesthetics of the result vary wildly. I have to test it more.

One minor bug: if you save as a gif with some layers hidden (instead of completely removed), result will be an animated image for some reason. I have yet to find the cause. No such problem when saving as png, naturally - hidden layers will simple not show.

44
XPiratez / Re: Quick lore question
« on: December 21, 2016, 10:19:45 am »
Snakemen (aka lamias) appear as civilians on terror missions, though

45
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 18, 2016, 11:27:19 am »
Not a bad idea for some special enemy though.

How about combining it with the alienDeployments setting that enforces darkness, regardless of daytime? :P

Btw, torches are quite thematic for pogroms and/or neonazis.

And, honestly, night maps are too night. Why aren't there at least some light sources here and there in inhabited places?

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