Author Topic: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars  (Read 283069 times)

Offline Dioxine

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[MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: May 09, 2015, 09:32:31 pm »
Hail.

Due to mod site being unresponsive, buggy etc. new version is  available on Mediafire.
If you're upgrading mid-campaign, make sure to check the 'upgrading saves' thread.


MOD HERE: https://drive.google.com/open?id=0B-8IP37CA63Lb2F3SEJBTDd1UFU


Read the install instructions carefully. No joke. Srsly. Then the Bootypedia, to avoid premature death.
Suffering awaits. And boobs.

Video Tutorial: Install X-Piratez by Ivan Dogovich
http://youtu.be/L1WUpX9n7gY?t=54m11s

0.99F.1
- Exec Upgraded (OXCE+ 3.6b 09-Feb-2017)
- Fix: Research & manuf. crashes, missing research
- Fix: Craft weapon modifiers vs. shields work now
- Fix: Zombie height/width issues
- Fix: no more enemies surrendering on mission abort on some maps
- Fix: long-range chainsaw shots
- Fix: vampiric weapons now work
- Fix: acid cannonball
- Fix: Cydonia Landing deployment
- New Enemy: Academy Nurse
- New Enemy Missions: Fugitive Search, Plunder
- New Soldier Type: Slaves can be recruited to fight! Feature several armors, including the old Superslave line.
- New Facility: Mess Hall
- New Crafts: Expedition, Ashen Scarab
- New Weapons: Incendiary Grenade, O'Harty's Gun, Automatic Harpoon Gun, Riot Grenade
- New Ammo: Aqua clips for XG weapons
- Update: Helmetless Tac Armor Mod now features Guardian Armor as well
- Update: Using Gauss Weapons requires their unlock now
- Update: Pillow Book research moved to Naughty Mod
- Update: Facelift of 2 avatars, #5 Meg, #47 Teesha (F0 and F22)
- Downed USOs now yield lots of Aqua Plastic (Personal Armor Parts)
- Hot/Cold/Adic enviro effects start inflicting damage on turn 2 now, and background color informs of danger
- Updated underwater weapon/ammo usage and resistances
- Mansions are now timed
- New medal bar by Carfax
- Shock Immunity removed where due
- Shadow Orbs
- Spa healing buff
- Red Scorpion reworked
- Plate Mail lighter, Plate Mail /S heavier, shield stronger
- Adv. Power Amor buffed, also now allowed on Sea and Eva missions (like Mars)
- Xeno armor now sea-capable
- Blowpipe darts no longer damage armor, or are any good vs. terrain
- Research updates
- Minor fixes & tweaks

0.99F
- Exec Update: OXCE+ 3.6 (29-01-2017) [better purge your old directory]
- Fix: Performance issues (sprite numbering problem)
- Fix: Weird retals by Zombies etc.
- Fix: Weird Pogroms caused by Sway Govt missions
- Fix: Dogfight icons for some weapons
- Fix: Cattle Prods etc. Plasma/Laser based stun affects large and robotic units now, same true for Electro Sword & Claws
- Fix: Powers of Seduction no longer require psi training
- Fix: Rebel Mutants can be caught, researches added
- Fix: map crashes. Various scripts/maps/nodes fixes
- Fix: move sound of the Space Pod
- New Mechanics: Some enemy and player ships have regenerating shields now; armor values lowered accordingly.
- New Mechanics: Vampiric weapons and armor! (scripts by Ohartenstein)
- New Mechanics: You get damage from extreme weather, armor resistances added accordingly
- New Mechanics: Stun Damage results in some Energy Damage
- New Missions: Crackhouse (maps by Solarius Scorch), Lost Spaceship, Blood Rituals
- New Maps: 4 Polar Mapblocks by Solarius Scorch; 3 interceptor maps, Jetbike map (credit to Bulletdesigner); Swordfish map (credit to Robin)
- New Soldier Type: Syn (credit to Bloax), with specific paperdoll in 14 variants and over 10 armors!
- New Enemies: B-Boy, Hovertank/Gauss Cannon, Werewolf, Nomad, Zombie Trooper
- New Crafts: Verdant Snake (Red & Gray only), Airvan
- New Craft Weapons: Medusa Missile, Tesla Cannon, Goblin Rokkitz
- New Craft Equipment: Heavy Shield Generator, Shield Capacitor, Tractor Beam, Hull Plating
- New Armors: Officer (Gold only), Castaway
- New Weapons: Throwing Axes, Small Shotgun, Officer's Lash (Gold only), Kustom Handcannon, Infantry Rifle
- New Ammo: Cannonballs o'Acid
- New Equipment: Levitator, Moonshine
- New Font by Bloax
- Update: Soldier salaries now rise substantially with rank
- Update: All Mutant Civilians now may carry arms
- Update: Interface Recolors
- Update: Significant Research/Pedia updates/streamlining/additions
- Update: Pain Immunity added where due (Baron of Hell!)
- Update: Radars a bit more fallible
- Update: Monster Hunts enriched
- Update: Merc fighters and security no longer available. Contact Mercenaries allows to kidnap low-level leaders now.
- Update: Catgirls/Stealthsuits
- Update: Rebalancing (HWP, armor, facilities, ship weapons...)
- New Hideouts more costly
- Tileset lighting fixes
- Bomb Launchers are now Missile-class
- Parrots got flapping wings by Ivan Dogovich / Yankes
- Attack Dogs can 'scan' for enemies now
- Sentry Gun rework (for Waypoint use), idea by Ivan Dogovich
- New Xeno Armor gfx by Bloax
- Superhero Armor version for 0-G missions added
- Knives/Stars have a much harder time breaking walls
- Electro Whip renamed to Neural Whip, deals extra Stun
- Changed stat bonus behaviour on: Officer's Pistol (now based on Rank), Super-Magnum (Reactions), Master's Cane, Tome of Lightning (partially based on Rank)
- Radical weight increase of UAC & other primitive Plasma weapons
- Gauss ammo, Blaster Bombs, Cooker ammo can be manufactured
- Advanced ammo can be broken down to extract Hellerium
- Manufacturing & other minor fixes
- (Naughty Mod) Slave Outfit redesigned

0.99E.3
- Fix: Desert map crashes
- Fix: Cold Storage unwinnable map spawn
- Fix: Fuego & Fortuna maps
- Fix: Shambler loftemps
- New: +16 avatars!
- New Armor: Vampire
- New Weapons: Super Magnum, Loli Chainsaw, Ol' Revolver (remake), Powerball Bat
- New Item: Healing Gel
- New Merchandise: ICBM
- Integrated Crowbar mod by Solarius Scorch
- Update: Condemnations (new and old)
- Update: scream variety (a'la XCF)
- Updated Refinery Pogrom map
- Updates to Hideout tilesets, maps
- Update: buyables
- Increased Space Missions enemy count
- Large Barracks & Vaults built faster, less maintenance
- Cyclops gaze buff (Added TU and Energy damage)
- Red Scorpion dodge buff
- Beam Laser, Plasma Beam buffs
- Tanks more res. to fire
- Swimsuit has o2 bottle space
- Whips now train Reactions & Throwing, not Reactions & Melee
- Bows accuracy nerf
- Flintlocks acc/speed nerfs
- DB Shotgun nerf
- CAWS range buff
- Tommygun accuracies nerf
- All Rifles: Aimed Shots accuracy buffed; 15% Armor Penetration added
- Boarding/Shooty Guns damage lowered but has a +10% Bravery bonus
- Reaper Rifle now based on Bravery + Firing
- Mining Laser reworked
- Seduction: lower TU, higher Energy cost, flat accuracy bonus changed for Bravery-based
- Research & Manufacture updates
- Slavery updates (Yeomen & Farmhouses added, Drone Herders redesigned)
- Minor fixes/rebalances
- Text fixes/updates

0.99E.2
- Fixed craft manufacture crash
- Fixed Sleek Hull production & codex researches
- Fix for Naughty mod crash
- Fixed watery footsteps sounds on TFTD Port and Mansion maps
- Updated Czech translation (by Bartojan)
- Updated Marker Missions flow
- New Mission: Organ Grinder
- New Enemy: Ghoul Scientist
- New Armor: Ganger
- Hideout hangar maps upades: enemy spawns in sewers, some blast doors
- Replaced some Cyclops spawns with Guardians
- Updated craft lists for special enviro missions
- Armor tweaks, especially Ragnarok
- Reapers of all kins a bit faster
- Major Tanks' mobility buff
- Mutant Reaper has Health Regen now, and tweaked spit weapon (serious buff)
- Minor fixes/updates/rebalances

0.99E.1
- Fix: Small Revolver research crash
- Fix: Scorpion map
- New Missions: Orbital x4 (+ all basics for 0-G space missions)
- New Enemy: Guild Spaceman
- New mapblocks and tiles for deserts (by Solarius Scorch); Pink Ship map update
- New mapblocks and tiles for deserts (by Solarius Scorch); Pink Ship map update
- New Outfit: Camo Paint
- New Items: Manacles, Fairy Dragon
- Updated Czech translation (by Bartojan)
- Updated Cydonia mission (Governor's Aura of Fear added, more enemies on landing)
- Slavery time cost doubled
- Pachyderm & Deliverator maps rebuilt for Space; Pachyderm cost hike
- Bonaventura projects overhaul (one of 4 variants available, depending on the codex chosen).
- General Craft rebalancing
- Tank & Car corpses now buyable
- Nurse Condemnation fix
- Naughty mod updates
- Research updates
- Text & Pedia updates

0.99E
- Fix: giant spider crash
- Fix: alt armor: Smoke
- Fixed Pink Ship deployments
- Update: Camo/Anti-Camo overhaul, streamlining
- Update: Added visible/audible enemy craft weapon effects, and shot damage display (by  ohartenstein23)
- Update: biggest crafts have lower crew size by 2-4, except Leviathan which became slower instead
- Update: SENSE/Ultravision rebalance
- Update: Backpack TU costs a bit less punishing
- Update: Starting Throwing skill raised to 40-65
- New Features: Market of Wishing, Rise of the Living Dead
- New Mission: Save a Sister
- New Enemies: Drifter, Hoe, 2x Zombie
- New Craft: Red Scorpion
- New Armor: Barbarian (Shield)
- New Weapon: Wakizashi
- Explorers got some Thermovision
- Thunderhorse and Leviathan weapon loadouts reduced
- Decreased v.pwr on parrots, dogs
- Parrot NV reduced to 4
- Rags give 1 camo now
- Scale Mail vs. Warrior resistances rebalanced
- Plate Mail/Shield -5 TU, -10 Reactions
- Ghost Dagger slightly stronger, but attacks STUN resistance (useless against machines)
- Dart Pistol overhaul (retool for an early medic's weapon)
- Flechette Gun nerf
- Rail Driver overhaul
- Bombs/molotovs etc. max range -2
- Grenades 25% less accurate
- Mutant meat rebalance
- Mushroom beer cheaper to manufacture, but harder to use
- Shipwrecked Gals
- Hiring workers from captures produces 2 Databases each (sharing knowledge!)
- Minor content additions
- Minor tweaks & fixes
- Txt fixes & updates

0.99D.1
- Fix: Sea Adventure crash
- Fix: Surrender Mode (by Meridian)
- Slight Tribal outfit nerf
- Javelins accuracy nerf, range increase
- Cavern hunting, Hellerium Distilling rebalance
- More names

0.99D
- Fix: no more endless infiltrations
- Fix: no more running with Sentries
- Integrated 'Treasure Hunters' mod by Clownagent
- New Features: Underwater environment, better lighting (by Yankes), Surrender Mode, Bug Hunt Mode and other improvements (by Meridian)
- New Missions: Sea Adventure, Help the Lokk'Narrs
- New Enemies: Deep One Nomad, Chupacabra, Giant Spider, Sharkman, Mutant Fish, Ninja Gal
- New Craft: Purple Turtle
- New Craft Weapons: Reticulan Plasma Charger, Looted Sonic Oscillator, Airballs
- New Weapons: Ol' Shotgun, Shotgun Fist, Bone Club, Aqua Weapons (x3)
- New Items: lots of treasure/gatherables
- New Map Blocks for Commercial & nodes for Polar maps by Solarius Scorch
- Update: camo overhaul/bugfix
- Update: Tougher enemy vessels fortified with Shields and/or Dodge
- Update/fix: maps/missions/tilesets: Black Forest, Watchtower, Monster Hunt, Imperial Probe Missions, Triton, Hell's Keep
- Update: Small Auxillia units no longer immune to bleeding
- Update: pilots gain experience faster
- Update: backpack behaviour change (fast to put in, slow to take out, not the other way around)
- Update: heavy explosives, magna-lites etc. less accurate to throw.
- Update: bleeding/stun indicators
- Update: much higher scoring for shooting down UFOs
- Airspeeder cheaper but has less fuel
- Jetbike has no shields any longer, is cheaper
- Hired Merc balancing & gfx change
- Tanks' firepower slight buff
- Junkmaster no longer inflicts HP damage (stun instead), +5 -> +15 strength buff, more weight
- Annihilator now reduces voodoo strength sharply, but has strong anti-voodoo defences
- Ripper: added Snap
- Whip: more damage but also incr. enemy armor
- Bows extreme-range acc reduced, but hunting bow's short range acc increased slightly; bows no longer cause extra stun compared to melee & thrown equivalents
- Bows now have base damage but less stat-dependant damage
- Bows, thrown weapons, whips now use either Gaussian or TFTD damage (like melee weapons)
- X-bow behaviour change (to a dedicated AP weapon)
- Flintlock overhaul (more damage, pistol has melee attack, but heavier and worse vs. armor); also new sprites, credit to Tormodino
- Flintlock rifle clip 1 -> 2, weapon readjusted
- Holdout Pistol buffed
- Shotguns shoot a bit slower
- Bossar and a couple other weapons require some rare parts
- Smoke effect added for Toxigun, Pipes and some other powerful Chem attacks
- Damage buff on: AGL, Mortar, RPG, Baby Nuke, Rocket Launcher, Quad Rockets
- Changed damage loss formula per distance on the Blaster
- Wand of Rending: lower damage, but causes many Fatal Wounds
- Increase of weight: Dynamite, HE-pack, Firebomb
- Mushroom Beer now requires a rare item
- Avatar swap (Reyi <> Etoile)
- More pirate names
- Gfx updates (credit to Eddie)
- Research updates, streamlining
- Pedia & txt updates
- Minor fixes

Changelog:
0.99C.1
- Exec update
- Minor and major fixes, including critical ones
- Png fix for Linux by H0lyD4wg
- New Facility: Armory Tower
- New Weapons: Tome of Lightning
- Stardom!
- Blaster Launcher rebalance
- Slight Ghost Dagger nerf

0.99C
- Fix: electro-stun weapons deal full proper damage now
- New facility: Sickbay
- New craft: Triton
- New weapons: Machinegun/Tripod [credits to Ivan Dogovich, Surrealistik], Messer, Silver Snake, Supressed Pistol, Light Sniper Rifle, Vibro-Ax [Credit to Robin, Solarius Scorch]
- Integrated 'Employment' mod (idea by Meridian)
- Update: Heatvision employed by many enemies with enhanced sights, or natural ability; it allows them to partially or completely ignore smoke cover.
- Update: Likewise, Heatvision added to many friendly armors (check the Alliance Advisor!)
- Update: Likewise, psionic vision (ability to see through walls, up to a range), added for several enemies and outfits alike.
- Update: Plasma weapons, Arcane Weapons, Wand of Rending and demonic projectiles use Gaussian damage rolls (more consistent median damage).
- Update: Pilots can get experience from interceptions
- Update: Financial reform (check your Mint, Prospector)
- Added Gun Emporium: the place for any Role-Playing guns
- More loot possibilities on Smuggler ships
- Surgery Room now speeds up soldier's recovery (good effect), no longer houses any Runts. Only one allowed per Hideout now.
- Spa speeds up soldier's recovery now (minor effect). Only one allowed per Hideout now.
- Pimpcraft, Power Plant adjustments
- Parrots and dogs can no longer be zombified
- Slight Buffs: Magnum, Officer's Pistol, Satchel Charge, Autolaser, Light Cannon, Autocannon
- Slight Debuffs: Sniper Rifle, Gauss Rifle
- Slight Shotguns behaviour updates
- ES, Arena ammo minor price hikes
- Fire Extinguisher bit faster, doesn't damage Health
- Baby Nukes, Nuclear Materials manufacturable now
- minor map/tile fixes
- Academy Drone fixes
- Research updates
- Manufacture fixes
- Pedia fixes
- Lang fixes


0.99B
- Exec version upgrade, fixes (by Yankes & Meridian)
- Fix: Watchtower Mission spawns properly now
- Fixed Auxilia being money-generators
- Updated Alt-Corpse Mod (by Ivan Dogovich)
- Updated Czech translation (by Bartojan)
- New Missions: Wampa Wovi, Late-game extra Supervisions
- New Enemy Vessel: Silver Towers
- New Craft: Airspeeder
- New Armors: Rogue, Chromeback
- New Weapons: Meridian's Special Autogun, Flechette Gun, Barbaric Sword
- New Items: Slave Robot, Painkillers, Oxygen Tank
- New Condemnations
- Update: Pilots added; craft innate Dodge rebalanced; enemy craft accuracies increased from 60 to 70% to compensate
- Update: Active Camouflage and 'true vision' in various forms added. Replaced the ol' Loftemps hack
- Update: Shotgun pellet behaviour changed (credit to ohartenstein23)
- Update: Secret Base assaults cleaner, harder & more profitable
- Update: Supply Ships blow up a bit faster
- Update: Plasma weapons cause a bit more armor damage
- Update: A little less Gauss weapons in loot, in favor of Flechette Guns & Lasguns
- Some loot added for Commercial maps
- Aggro sounds added for enemy VIPs
- Added auto-patrol for Pigeon
- Zeppelin can carry troops now, but is more expensive.
- Sparrow +20% accuracy
- Pirate Clothing: less equip space, less weight
- Sniper outfit +15 Reactions & -5 Melee; Assassin +5 Firing
- Plate mail has 2x3 backpack again, but lost 2 slots on the belt.
- Bio Suit got some laser res back
- Advanced armors bit more resistant to laser & plasma
- Ghost dagger -10 damage and costs more energy; ghost beam costs more too.
- Bows acc. -10% rebalance due to arcing shot hitscan fix
- damage type fix on the Electro-whip
- Luger scales better
- CAWS ammo easier to make now
- Gyro-Autogun Snap/Auto range 25->22
- Unlimited-ammo lasers made bit heavier
- XG weapons received stat-based damage buffs
- Stun Grenade now drains enemy TU's in addition to dealing Stun damage
- Seduction accuracy buff (now V. Mastery * 0.02 + Bravery * 0.15)
- Aye-phone has a melee attack now
- Slight buff of Flag-type items
- Hellerium Distilling 20% faster
- Research fix: decoupling Laser Weapons advance from Linux/Shooty Gun advances
- Research fix: decoupling Basic Armor field from Scale Armor, and making Tac Armor easier accessible (from either Guerrilla or Basic Armor)
- Other research updates
- Manufacture fixes
- Pedia fixes, updates
- Gfx updates (thx to Ivan for Human Mage!)
« Last Edit: February 13, 2017, 03:00:32 am by Dioxine »

Offline pilot00

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #1 on: May 09, 2015, 10:11:15 pm »
Looking forward to it bro :D

Offline Roxis231

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #2 on: May 09, 2015, 10:47:35 pm »
Extended just replaces the EXE, right.  No other modifications to Open-Xcom are needed?

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #3 on: May 09, 2015, 11:24:32 pm »
It doesn't even replace the OXCom exe, you just dump it alongside. If you don't start the game using the custom .exe, it will just work as normal. No modifications at all.

Offline Arthanor

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #4 on: May 10, 2015, 01:41:29 am »
Oh! I have been looking forward to that! Count on me to give it a try as soon as you push something. Hopefully I will finish my current game too though..

I'm guessing you consider the latest Piratez release to be as "feature complete" as possible in OpenXCom?

Just the idea of multiple craft slots for customization and power ups fits really well with pirates! This is exciting!

Offline Phoenix7786

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #5 on: May 10, 2015, 03:17:03 am »
And so, I'm starting to work on it, and this will be the developement thread. Any further expansion of vanilla Piratez is cancelled, effective today.

Understood. I'll be looking forward to it!

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #6 on: May 10, 2015, 08:22:27 am »
Oh! I have been looking forward to that! Count on me to give it a try as soon as you push something. Hopefully I will finish my current game too though..

I'm guessing you consider the latest Piratez release to be as "feature complete" as possible in OpenXCom?

Just the idea of multiple craft slots for customization and power ups fits really well with pirates! This is exciting!

Well, complete enough to be fully playable & enjoyable. It has everything it has to have, but I'm not saying there won't be new factions/weapons etc. in the future :)

Offline robin

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #7 on: May 10, 2015, 10:13:53 am »
good, good!

unravel all those features,
so when it's my turn I'll just have to copy-paste from your ruleset

 ;D

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #8 on: May 11, 2015, 01:18:38 pm »
So I've started to build new melee weapon balance and boy it is a complex problem now :)

Here's a table with what I have so far, thoughts on that are welcome (keep in mind that damage is only a single factor: accuracy and TU cost varies, plus every attack will cost Stamina, equal to weapon's weight):


Offline ivandogovich

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #9 on: May 11, 2015, 02:45:33 pm »
I think the stamina cost is too high, as it will make the current Hammer unplayable.  I guess an "extended" hammer could be lighter.  Or you could boost the stamina range of the Pirates. 

Creating stamina costs is not bad, it will just make the already very difficult early game, almost impossible?  At least much more bloody. I think the player would suffer many more casualties this way.

Offline pilot00

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #10 on: May 11, 2015, 02:59:15 pm »
I think the stamina cost is too high, as it will make the current Hammer unplayable.  I guess an "extended" hammer could be lighter.  Or you could boost the stamina range of the Pirates. 

Creating stamina costs is not bad, it will just make the already very difficult early game, almost impossible?  At least much more bloody. I think the player would suffer many more casualties this way.

Y m2. It already gets bad with certain soldiers having useless stats when you hire em and they will be unable to effectively use melee weapons. This complecates things even further, when used in conjunction with the constant draw of stamina from moving you will be running in situations where, run or fight will not be an option since you wont be able to do anything of the two.

Personally I find it to a be an unnessary complication, but thats me. Especially since the gals are starting with terrible accuracy almost always.

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #11 on: May 11, 2015, 03:30:32 pm »
Maybe the full weight cost is too much for melee weapons; 2/3rds might be better. I will also put a Stamina cost on throwing, about 2x the weight of an item (capped at about 16 or so).

Anyway, this will curb the over-reliance on melee and thrown weapons in damage dealing; Ivan's LP shows clearly that you practically don't need to use guns, which is definitely a bad sign.

Offline ivandogovich

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #12 on: May 11, 2015, 04:00:18 pm »
It may be true that in the early game you can play without guns, in fact its probably the only way to survive.   Early guns are just too horrible to bother with.  You will almost always face enemies that will just laugh at them.   

My point is that if you nerf melee and grenades, you may make the early game so difficult that there may be no way to get past it.

Offline Arthanor

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #13 on: May 11, 2015, 04:02:17 pm »
Yup, I agree too. The reason for not using guns is that they can't penetrate armor. Melee and explosives are the obvious (and only) answer to that.

A pirate would be crazy to engage a trader security guard in a firefight until quite late in the game (I've got heavy armor now but still nothing to shoot him with reliably). You don't have a gun that can hurt him and you don't have armor that can resist his gun. It's a losing proposition and the answer is black powder bombs and melee rush.

Then you get the unarmoured ones (GOs, hostesses and especially engineers), which are often worth thousands as hostages (which you also only catch in melee) but nothing dead. I've used the harpoon gun relatively successfully for that but it's the only gun I use much.

I have smgs and scoped/sniper rifles for support gals but they can't take out armor so I only use them for reaction shots or if I end up badly positioned. They are basically there for training as it is pointless to have 18 melee gals,  the slower ones get left behind anyways. They might as well have a gun amd carry medikits. Even then, with a tac vest or better I'll often face tank a pistol/shotgun/rifle and punch the GOs in the face next turn for the ransom. Melee is also much better in small spaces.

In pogroms I actually use explosives (rpgs too, if that counts as a gun) more because I value saving civilians more than taking hostages. But you still meet power armor dudes that need melee and a few valuable targets that make good hostages or interrogation fodder. Explosives are too expensive to use in shipping crashes though so I use black powder bombs a lot.

The only time I'll happily use guns is on raiders. They are unarmoured so the guns work and they are worth nothing to ransom. They are actually a bit refreshing because of that.

We use guns irl because they hurt people at a distance well enough to take them out and it is obviously safer because you can duck back instead of rushing forward. In Piratez conventional guns can't really hurt the dangerous types so you are more in a middle ages situation. I believe that when lasers (and other advanced guns) become available, it will change the game.

In fact, I think of your mod as a kind of late middle ages situation where melee dominates because of armor, then you invent guns that bypass it and it becomes more balanced. Which works really well to represent a primitive gang starting up as pirates then coming into modern warfare as they make progress. It is something that adds to your storytelling and that I think is great in Piratez.

It takes a while to get to guns that actually do something (or have enough cash that rpg and grenade launchers can be used regularly) but that's ok. It gives the game a different feel and makes the guns welcome when they show up and it works with the narrative.
« Last Edit: May 11, 2015, 04:09:39 pm by Arthanor »

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #14 on: May 11, 2015, 04:42:07 pm »
Fair points, guys. I will certainly not impose these ideas upon people without serious prior testing. Maybe it's just my playstyle: I know that personal-armored guys can be brought down with continuous barage of Str 30+ firearms, and using a grenade is basically an easy way out. I usually keep 60% ranged, 40% melee+ranged squad; true I don't want to force this playstyle upon people, but guns seem to be under-appreciated. Like I said, I will test this new melee formula out and see how really it does hamper the melee combat; I think the debuff will be rather slight. Plus there will be new advantages and ways to handle the enemy.