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Messages - Yankes

Pages: 1 ... 149 150 [151] 152 153 ... 211
2251
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: December 04, 2015, 07:15:54 pm »
Minor request: would it be possible to add custom point cost for live capture? (I don't even know how this is calculated, to be honest... twice the kill value?)
I can do it, but only after I finish scripting (and this will take some time).

2252
XPiratez / Re: Arthanor's hammer fix
« on: December 04, 2015, 01:24:43 am »
You can made AoE when you throw it. Using it close combat would be counter productive if it blast you too :D

2253
XPiratez / Re: Arthanor's hammer fix
« on: December 03, 2015, 11:23:09 pm »
Well, I started working on a thunder hammer addition, as an upgrade, but ran into some problem:

Is it even possible to have an explosive (as in creating an actual blast) melee attack? My current attempt crashes the game..

Also, even though I restricted the blast radius, the explosion animation for the snapshot part is still huge, which makes it look stupid. :/

I've attached what I have so far, in case someone is interested in taking a look. (Try it in a new battle, it is not integrated in Piratez yet)
Nope, melee have fixed 0 radius. And for explosion if you want smaller then you should change it to different graphic.

2254
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: December 03, 2015, 07:02:35 pm »
vanilla, I only add custom sound.

2255
Right now in extended you can nerf damage if you fly too far.

2256
Maybe some spice up of external shape a bit? Right now it look like scale up of Battleship but I think it should have its own unique feel and style.

2257
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: December 01, 2015, 07:55:30 pm »
Why can't the base screen just be put to a higher resolution?

I don't see how the battlescape needs changing unless you mean to prevent the tanks from getting stuck. I don't see a problem with that...player either learns not to get tanks stuck, or learns to free them once they are stuck.
Most of my answer could be Dioxine post. One point about "battlescape needs changing", I except that to do it right it would require rewrite half or battlescape code to made 4x2 units works. AI, Path Finding, Map and Unit rendering. And is big possibility that it will end up as big mess (3x3 would be more possible).
And finally one things that prevent it even if I could made it. This will break backward compatibility with basic version. its still should be possible to load extended save in normal exe, of course without any new functionality form extended version.

2258
XPiratez / Re: How does damage bonus work?
« on: December 01, 2015, 12:14:23 am »
a) bonus damage is added to weapon power and rest of game logic follow normal rules of weapon damage.

2259
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: November 30, 2015, 07:38:46 pm »
Can I use this to change the base layout to 8x8?


I also want to make 2x4 tanks. It can theoretically be done, they just need to check a few squares next to them for passability when turning.
No and No. Base don't have enough room to add new rooms. Adding scrolling would be overkill. And for tanks, this would need modification in lot of different places. Every part of battlescape would need changes only to support this.

2260
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: November 29, 2015, 01:34:04 pm »
If you use redux is possible that it give this stat strings.
And another thing xpiratez aren't crashy with 2.5 but incompatible. You need have correct version Extended and xpiratez to work properly.
If I recall correctly lastest version is still on 2.4 but next one will be based on 2.5

2261
Saturn's gravity is actually lower than Earth's. Even the red dwarf Proxima Centauri is only just over 5G. Planets, even those bigger than Earth, tend to be less dense. But even if they are the same density, increasing their volume does not increase the gravity as fast as you might think.

Mars probably has a more "medium" gravity, it's about 38% of Earth gravity. Martians might say that Earth's gravity is 2.6A.
Good point, probably using gas giants as example wasn't best thing.

2262
Humans are mediocre because Earth is mediocre. Mediocre gravity I mean as gravity is a key feature.
I strongly disagree, mediocre to what? Saturn or Jupiter that will never bear life (or maybe not??)? With only one example is hard to talk about average, min or max of some group. We need at least 2 other examples to have idea where POSSIBLE are we.

2263
Work In Progress / Re: fighting civilian units / AI stun melee
« on: November 29, 2015, 12:38:28 am »
Code handling civilian don't use weapons. Exactly same with deployment. To made it work there need of rewriting this code (like reuse alien code).
This was requested for Extended version and it will be done in some far future.

2264
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: November 29, 2015, 12:32:20 am »
Impossible to have any difference between versions "a" and "b". Another thing is that I don't touch that part of code consciously (some times some miss merges can break some stuff) .
One questions do this name is still calculated or it maybe leftover after mod was disabled? New hired have it too?

2265
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: November 28, 2015, 09:49:55 am »
its on mod portal, now I check links are correct :)

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