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Author Topic: Stuff I'd love to see in XPiratez!  (Read 479030 times)

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #1140 on: April 17, 2025, 02:00:43 pm »
Yep, the material is even based on the Terror From The Deep material, and Aqua Plastics suits are equivalent to the standard Alien Alloys armour. So I can definately see one based off the lighter TAC Armour, just aqua blue in coloration with a diving helm and scuba gear.

Prerequisites can simply be [Tactical Armor], [Chiller Sea Outfit], [Thermal Exchange Mesh], [Matrix Propelled Flight], [Deep One Summary].

Alternatively, add in an [Underwater Hellerium Propulsion] based off [Matrix Propelled Flight] and [!Undersea Operations!] instead of Deep One Summary. This could also open up an option for a Mid-Tier Sea Capable Interceptor/Transport and Hellerium Torpedoes or something.

Indeed +1 for me too  8)

Just wondering: homefront/homefort rifle has no other ammo types than the standard one, unlike other ARs in the game, so why at least not have the beta c-mags for it? Since it increases ammo to 100 rounds, for balancing purposes the weapon should be heavier and got the overall accuraly (auto, snap., aimed) rather lowered. And might the following video bo of inspiraiton for the never-ending quest for a new sound for rcf-magazine weapons ( as stated here):




« Last Edit: April 23, 2025, 11:47:56 am by ontherun »

Offline eharper256

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Re: Stuff I'd love to see in XPiratez!
« Reply #1141 on: April 19, 2025, 11:34:11 am »
Dunno if this one is possible within the game framework since I assume craft sprites are meant to placed at a [0, 0] between the 4 tiles normally, but it just occured to me I might actually do Primal Hunts and use a ground vehicle from time to time if I didn't have to waste a Hangar on them.

Hence, would a 1x1 [Garage] facility be viable for that purpose? It would give +15 Workshop Space and +10 Storage too, as garages are nearly always used as work and tool spaces. And make it so that it could accomodate other, later, clearly small things, like the Zubrin, Hunting Party, and the Delorean/Titor.

Heck, in theory, a Little Bird can fit in a 35 Ft. long x 7 Ft wide x 10 Ft tall space. :D

Prerequisites [Car Parts], [Smithing], and [Inspect Machinery].

It would also go into that gap you might normally have with the hangars and access lift when optimising a base for a defensive layout, since yes of course it would be an entry point.
« Last Edit: April 19, 2025, 11:37:58 am by eharper256 »

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #1142 on: April 19, 2025, 06:27:53 pm »
Dunno if this one is possible within the game framework since I assume craft sprites are meant to placed at a [0, 0] between the 4 tiles normally, but it just occured to me I might actually do Primal Hunts and use a ground vehicle from time to time if I didn't have to waste a Hangar on them.

Hence, would a 1x1 [Garage] facility be viable for that purpose? It would give +15 Workshop Space and +10 Storage too, as garages are nearly always used as work and tool spaces. And make it so that it could accomodate other, later, clearly small things, like the Zubrin, Hunting Party, and the Delorean/Titor.

Heck, in theory, a Little Bird can fit in a 35 Ft. long x 7 Ft wide x 10 Ft tall space. :D

Prerequisites [Car Parts], [Smithing], and [Inspect Machinery].

It would also go into that gap you might normally have with the hangars and access lift when optimising a base for a defensive layout, since yes of course it would be an entry point.

this is a loonng awaited and requested feature; Meridian himself stated it was planned for 8.0 oxce (branch?) so let's keep finger crossed!

If someone is into programming and it is willing to help, ha e a look to the following thread:
https://openxcom.org/forum/index.php?topic=10870.0, 💻🖥️
« Last Edit: April 19, 2025, 06:30:14 pm by ontherun »

Offline shinr

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Re: Stuff I'd love to see in XPiratez!
« Reply #1143 on: April 20, 2025, 06:17:30 pm »
One suggestion I made in the past in the case the above finally gets implemented, is for the Lift to serve as a "Hangar" for "small vehicles" like Cars, Bikes, and various walking-on-foot "transports".

Alternatively, for the Lift to give infinite "slots" for Hunt Parties, Expeditions and the like.

In similar vein, for the General Stores to act as a "hangar" for anything that can be conceivably stored inside it and fit through the doors, mainly bikes and parties.

Offline nicedayright

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Re: Stuff I'd love to see in XPiratez!
« Reply #1144 on: April 20, 2025, 06:27:31 pm »
What's the implementation hurdle for letting crafts shot down over water leave an underwater crash site like in TFTD? I mean, obviously building an underwater map for every crash you shot down would be tedious, but you could just make one or two universal "underwater debris" maps, populate them with the crafts cargo and a random underwater enemy race.

Like, shooting down a craft over water would lose you the crew, but you could still fight fish for the scraps.

Offline Solarius Scorch

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Re: Stuff I'd love to see in XPiratez!
« Reply #1145 on: April 21, 2025, 12:20:56 am »
What's the implementation hurdle for letting crafts shot down over water leave an underwater crash site like in TFTD?

Colossal, I'm afraid.
One thing is the bare-bones feature. Currently, there is no texture for oceans, they are literally empty. So you'd have to fill all the missing places with new polygons, leaving no gaps. Doable, but quite challenging.
But even if you do that (some people already have), there are many other aspects of the game which need addressing. For example, what happens to the crew? Do they just die? That's kind of unfair and an easy exploit (shoot down the freighter over the sea and then collect the loot). Or perhaps they don their scuba gear? Good luck making a new variant for nearly every enemy unit in the game.

Offline nicedayright

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Re: Stuff I'd love to see in XPiratez!
« Reply #1146 on: April 22, 2025, 06:41:25 am »
I just figured losing out on the bodies, hull and having to fight however many underwater enemies would balance it. I did not know water was just empty space though, sounds like changing that would be tedious. I guess there's just, for lack of a better word, no "hitbox" for the game to place the mission marker on when you shoot a craft down above it?

Offline SufferNot

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Re: Stuff I'd love to see in XPiratez!
« Reply #1147 on: April 23, 2025, 02:56:30 am »
Even then, I'd much rather fight sharkmen or deep ones than a freighter full of Marsec goons with heavy gauss and rocket launchers and tanks. Unless those wrecks spawn tentaculats, I'd take them on underwater every single time.

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #1148 on: April 23, 2025, 11:57:45 am »
(splitted from that post above)

since i cannot stand the new auto rifle sprite (i preferred the old one) why cannot we have another sprite for it resembling the FN-FAL? There are severeal variants developed in lots of countries, so that might justify its presence in xpiratez....?

For instance, here are some exmaples from forgottenweapons.com (a serius source for firearms):

the Belgian one:


the german one:


British one:


the Cuban one:


South African one:


Rhodesian one:


Israeli one:


Indian one:


USA one:


Alternatively, another option, no spoillers until:


Offline Delian

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Re: Stuff I'd love to see in XPiratez!
« Reply #1149 on: April 23, 2025, 01:33:16 pm »
I'd like it if people stopped trying to turn XPZ into a gun museum

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #1150 on: Today at 12:32:10 am »
I'd like it if people stopped turning XPZ into a gun museum.

I was asking only for a sprite replacement...i think the current auto rifle has a bullpup layoout similar to the bullpup carabine, so a bit more of variety could be nice  :P oh maybe the latter needs a brighter palette? The sprite edges are barely visible  :-\

but hey, speaking of "museum" and "guns" concept in the game we have "contacts: museum" research topic which eventually could lead to exchange some cultural wealth for an handful of weapons and items too, aside the ones already present, like happens for the "master crafted weapon parts": that could lead to obtain some low-middle tier arms and related ammo (one unit x5 clips/mags), for instance the ol' marksrifle might be had in this way, along with an "ol' auto rifle", while leaving the omre modern on as a black market item.

Anyway a rifled musket might be added as a manufacturable as an upgraded version of the musket (a bit less TU to fire and reload, and a bit more accurate) once "smithing" have ben researched (togheter when "bayoneted musket" is avaiable(
« Last Edit: Today at 12:38:23 am by ontherun »