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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 720270 times)

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #780 on: August 30, 2016, 05:00:16 pm »
I was messing around with some of the features in TFTD and found that coup de grace causes a crash due to a missing sound file.

Afaik it plays melee weapon hitsound, and vanilla UFO & TFTD melee weapons lack any (there's only swing sound), due to flat 100% hit chance. Should work if you mod said sounds in.

Btw. I will be removing the whole 'coup de grace' feature eventually. I haven't used it once.
« Last Edit: August 30, 2016, 05:01:49 pm by Meridian »

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #781 on: August 30, 2016, 05:06:58 pm »
I used it once when it was new, then didn't need it either.. normally I execute things by autoshoting at the tile where their body lays, that feature of oxc is quite nice. Maybe since melee might be able to destroy terrain, it could also work on corpses? (If there's no walls or object, target corpse)

The TU cost associated with picking up, executing and dropping is just too high compared to the shooting option. (Snapshot from a power mace or hammer also works really well, hence my asking if melee could also do it this way with the new terrain damage implementation)

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #782 on: August 30, 2016, 06:52:55 pm »
I've never seen the usefulness of this option, beside sheer sadism (unconscious enemies are a boon, not a problem), but I guess it makes sense that such an option exists, also, whatever floats Meridian's boat - without him, there would be no Piratez as we know them now :)

Offline Starving Poet

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Re: Meridian's resources and mods for X-PirateZ
« Reply #783 on: August 30, 2016, 07:47:32 pm »
I've never seen the usefulness of this option, beside sheer sadism (unconscious enemies are a boon, not a problem), but I guess it makes sense that such an option exists, also, whatever floats Meridian's boat - without him, there would be no Piratez as we know them now :)

In my defense it was an Artifact Site with 10 unconscious tentaculats  ;D

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #784 on: August 30, 2016, 07:51:29 pm »
In the case of Tentaculats, I'd use the biggest explosive I have on each of these muthas, no expense spared :)

Offline Surrealistik

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Re: Meridian's resources and mods for X-PirateZ
« Reply #785 on: August 30, 2016, 07:53:15 pm »
I like the Coup De Grace feature.

I only really use it during Mansion runs when I'm murdering people early to start a panic after TK projectors KO them while clearing terrain, but it's useful to me nonetheless.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #786 on: August 30, 2016, 08:05:39 pm »
I like the Coup De Grace feature.

Of course you do, that's no-brainer ;)

Offline UnholyAngel

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Re: Meridian's resources and mods for X-PirateZ
« Reply #787 on: August 31, 2016, 01:43:37 pm »
I found Coup De Grace feature useful to deal with Cyclops, since they are tend to survive fairly often no matter what you to at them.

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #788 on: August 31, 2016, 04:38:12 pm »
You should capture them. They're useful with the right tech.

Offline Starving Poet

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Re: Meridian's resources and mods for X-PirateZ
« Reply #789 on: September 01, 2016, 01:08:11 am »
Meridian, how difficult would it be to save loadouts for items on a ship?  Not like ship weapons, but the stuff your gals can carry around.

I often find myself with multiple transports all with nearly identical loadouts just so I can have a couple teams in the air.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #790 on: September 01, 2016, 01:13:53 am »
Meridian, how difficult would it be to save loadouts for items on a ship?  Not like ship weapons, but the stuff your gals can carry around.

I often find myself with multiple transports all with nearly identical loadouts just so I can have a couple teams in the air.

On a scale from easy to difficult?
Easy.

I have it on my todo list, in section "nice to have" for a few months now... let me bump the prio a little bit.
Anyone else interested in this?

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #791 on: September 01, 2016, 01:36:25 am »
You mean like having a "Bonny-Raiding" and a "Bonny-Mansion" equipment list, so you can easily swap between your normal equipment and what you take to mansions? It never occurred to me that I needed it, but now that I know it could exist, I'd use that! ;)

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #792 on: September 01, 2016, 02:20:01 am »
Oh yes! And it would also be useful for changing vehicles!

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #793 on: September 01, 2016, 02:24:45 am »
Yeah, upgrading ship is a hassle now, all needs to be manually moved and restored...

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #794 on: September 02, 2016, 11:54:35 pm »
New version is up.

2016-09-02
 + Improve pilots' morale by +10
 + Added night vision (by Stoddard), more info: https://openxcom.org/forum/index.php/topic,4819.msg71243.html#msg71243
 + Fixed merge issue (inventory text border)
 + Revert "Bow miss fix" (because it was causing unwanted side effects), more info: https://openxcom.org/forum/index.php/topic,4058.msg71057.html#msg71057
 + Global equipment layouts fix (it can now be used during mission briefing too)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YUGRKeTNXZm45MTg

2016-09-03
 + Added option for global/local night vision

Download: https://drive.google.com/open?id=0B8itkFQbhj-YenEyYUVVVVBnZFk
« Last Edit: September 03, 2016, 11:08:19 am by Meridian »