OpenXcom Forum

Modding => Work In Progress => Topic started by: Dioxine on January 15, 2014, 04:14:42 pm

Title: The Piratez Mod!
Post by: Dioxine on January 15, 2014, 04:14:42 pm
FURTHER DEVELOPEMENT/DOWNLOADS MOVED TO:

https://openxcom.org/forum/index.php?topic=1898.0








(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Ingame_zpsb0d4890e.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Ingame_zpsb0d4890e.jpg.html)

So it's been merely a few days since I've discovered the OpenXcom, and I was delighted to see the impressive moddability of this project, which, combined with UFO's timeless mechanics... well, I'll better get to the point:

I was watching my friend storming an UFO with Ryskeliini's Magnum in one hand and a Stun Rod in the other, and an idea occured to me: what if I could make a mod which converts UFO into a Pirate-themed game? Before you stop reading, forget wooden ships and think more Rogue Trader :) And I realized how many elements of the original are already in place and require only minor tweaking to achieve the desired effect...

So, here are the general, rough ideas so far:

- As a poor, but ambitious Privateer you run an aerospace pirate operation from your Secret Hideout.
- Your goal is to, well, get rich! And when rich enough, you might be even able to seize legitimate, political power...
- You have no funding. The only initial way to earn money is to Plunder!
- You hunt and shoot down civilian vessels, rob them blind and preferably take valuable people alive for ransom or entertainment.
- Your activities generate Terror Points, which allow you to earn Protection Funds (ie funding) from the scared countries.
- In time you might want to tackle high-risk military vessels to plunder technology and advance your pirating ways to higher levels.
- Pick your prey sensibly. Your old boat can take a lot of punishment, but it's really slow. Your fighters can hunt couriers and passenger craft, but they won't be able to stand up to warships! Money is tight and vessels are expensive.
- Eventually, the forces hostile to private enterprise are going to raid your facilities. Prepare a bloodbath for them!
- Be wary of Security Conferences in major cities! If you allow the politicians to soothe the public into a false sense of security, your Protection Funds are going to dwindle! Strike fast and hard and show that accidents can happen to anyone!
- Finally, you are not alone - other privateers might establish their own Hideouts on your turf. Show them who's the boss before they hijack Protection Funds that are rightfully yours!

So far, I've made some graphics for inventory screens:

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/pirate_armors_zps085a0b6e.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/pirate_armors_zps085a0b6e.jpg.html)

(all of these armors are starting gear, but 2-4 have to be bought and they're expensive)

1. Unarmored
(basic armor set to 20 to provide a real chance of basic weapons to fail to do damage; explosives will be adjusted accordingly)
This default gear offers moral protection at best, but it's weightless and provides +30 Energy and +15 TU boost. 20 armor on all facings.

2. Assassin
Provides only a token increase in protection, but due to advanced electronics it boosts your Firing Accuracy by 5 and Reactions by 15. It also provides a slight Energy and TU boost (+10, +5). The armor increase is decent on the frontal facing, but almost non-existent on other facings.

3. Assault
Slightly better armored and considerably heavier, this armor is equipped with a hoverpack for maximum mobility. It increases your TU's and Energy by 15 both. Improportionally high increase in Bottom armor.

4. Defender
The heaviest and best armored of the lot, but no stat bonuses. Armor is strongest from the front, weakest from the rear and the bottom.
Title: Re: The Piratez Mod!
Post by: luke83 on January 15, 2014, 08:00:25 pm
Looks like a interesting concept, cant wait to see something playable :P
Title: Re: The Piratez Mod!
Post by: SupSuper on January 15, 2014, 09:05:25 pm
Looks interesting, but I'm not sure leaving your belly exposed makes for effective armor design, though it would explain the XCOM mortality rates. :P
Title: Re: The Piratez Mod!
Post by: xracer on January 15, 2014, 11:13:54 pm
Looks interesting, but I'm not sure leaving your belly exposed makes for effective armor design, though it would explain the XCOM mortality rates. :P

lol

nice idea, would love to see it done
Title: Re: The Piratez Mod!
Post by: moriarty on January 16, 2014, 04:00:27 pm
this sounds like a really cool concept... I can see a lot of the mechanics of xcom being "repurposed" for this. one new thing that would make this truly interesting would be to have more than one "enemy" faction - I hope this can be implemented somehow. but even with only one enemy faction, this could be truly interesting. go for it! and if you need help with anything, just shout out - I'll try to help :)
Title: Re: The Piratez Mod!
Post by: michal on January 16, 2014, 05:56:35 pm
Looks interesting, but I'm not sure leaving your belly exposed makes for effective armor design, though it would explain the XCOM mortality rates. :P

(https://www.howtogeek.com/geekers/up/sshot500d040b96c6b.jpg)
Title: Re: The Piratez Mod!
Post by: Dioxine on January 16, 2014, 08:58:38 pm
Hehehe, nothing like a bare belly to stir people and draw some good-natured flames :)

This part is of course the silly part, I wanted to learn something about drawing sprites/pixel art and drawing not-fully-clothed women is about the least painful way to do it - I'm drawing a basic sprite for the mod right now, and jeez, 250+ frames is suffering... I'll probably just draw the stationary frames and proceed to develop core mechanics next.

So, on a more serious note - I want to implement factions, or rather fake factions for now - there would be civilians, military, and  privateers, but there will be no real interaction between them; Instead, various factions would fly their own types of vessels with their own types of missions and fighting them would have various effects on the funding score and yield various loot and rewards.

I know that these are some big plans, requiring stuff like new vessels... we'll see what comes out of it. In a few days (or weeks) I should have a working test version with new armors and weapons, and hopefully also some budget-made enemies to fight.

EDIT

In between drawing, I worked on more... appropriate... names and ranks system. Here's a sample:

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Names_Sample_zps410140e2.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Names_Sample_zps410140e2.jpg.html)

EDIT

Canada, and others, be scared! :)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Scared_zpsa17ed9b7.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Scared_zpsa17ed9b7.jpg.html)
Title: Re: The Piratez Mod!
Post by: Solarius Scorch on January 20, 2014, 04:05:57 pm
This could be the first in a long line of total conversion mods.
Open Space Hulk, anyone? ;)
Title: Re: The Piratez Mod!
Post by: Greg956 on January 22, 2014, 08:01:37 am
Interesting project! I will translate into Russian, when You will upload it.
Title: Re: The Piratez Mod!
Post by: Dioxine on January 31, 2014, 04:49:25 pm
So I've been working on the mod for the past week and the idea is evolving... towards some kind of Mutant Earth adventure, aka Revenge of the Post Humans, or what if X-COM had lost. Here's the first research available:

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen001_zps3429a17d.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen001_zps3429a17d.png.html)

Other than that, it is just making loads of new stuff and graphics - a couple of screenshots:

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen003_zps6ee8c3ee.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen003_zps6ee8c3ee.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen004_zps6c9b929c.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen004_zps6c9b929c.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen007_zps740f9f0d.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen007_zps740f9f0d.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen017_zps2d00e823.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen017_zps2d00e823.png.html)

The game genuinely plays differently now - battlescape-wise it's basically avoid prolonged firefights, use melee or explosives and get to love the Smoke Grenade. Geoscape-wise it's more like - learn to use cannons, as even a single outfit of allmighty Avalanches is going to ruin your monthly budget :3

Title: Re: The Piratez Mod!
Post by: kharille on January 31, 2014, 05:45:18 pm
Not sure I can find the time to play it, but its certainly a welcome sight!  Maybe someone can do a lets play on youtube!
Title: Re: The Piratez Mod!
Post by: Dioxine on February 03, 2014, 02:59:17 pm
I've spent most of the last night overhauling the "factions" (races), now each has their own new sprites. The first playable version should be ready in a week or two; however, I've ran into a hurdle when trying to add new terror units. In short, they deploy unarmed (in the case of tanks, turretless) and I have no idea how to associate a weapon with a terror unit. Is it even possible through the current ruleset? Can anyone help?
Title: Re: The Piratez Mod!
Post by: SupSuper on February 03, 2014, 05:38:09 pm
I've spent most of the last night overhauling the "factions" (races), now each has their own new sprites. The first playable version should be ready in a week or two; however, I've ran into a hurdle when trying to add new terror units. In short, they deploy unarmed (in the case of tanks, turretless) and I have no idea how to associate a weapon with a terror unit. Is it even possible through the current ruleset? Can anyone help?
Terror units (livingWeapon: true) are assigned the weapon with their name on it (race + _WEAPON).
For example, the unit STR_CHRYSSALID_TERRORIST gets the weapon item CHRYSSALID_WEAPON.
Title: Re: The Piratez Mod!
Post by: Ran on February 03, 2014, 10:50:12 pm
This looks absolutely hilarious! ;D

Keep up the good work, I can't wait to play this mod.
Please show us sprites of your 'enemies' (or rather victims)!
I like the idea that you find out about earth's past during research.

But how do you intend to implement those massive modifications?
I believe this takes a bit more than editing the ruleset - I mean you are basically reversing the game to play the Bad Guys.

What about the original Alien missions and especially Terror Missions?
What will UFOs actually be doing?
Title: Re: The Piratez Mod!
Post by: moriarty on February 04, 2014, 12:17:30 am
I suppose UFOs are basically turned into transport craft of varying size that are trying to deliver stuff, and you can go and "rob" them.

Terror missions could become some kind of retaliation strikes on friendly "ports" - think "royal navy attacking known pirate hideouts"...

if you break the game's principles down, they are really quite simple, and not at all content-related. give them another name, and they can be anything, really... I love this "piratez"-idea :)
Title: Re: The Piratez Mod!
Post by: yrizoud on February 04, 2014, 12:27:01 am
f the plunder can be carried, no need to kill everybody : get in, take it, and get out.
A nice change from a typical recovery mission.
Title: Re: The Piratez Mod!
Post by: Dioxine on February 04, 2014, 04:47:23 am
Thanks! It worked! Sort of, at least :) Some photo material from testing (but not many new enemies, I had no time to actually test the game at any lenght yet):

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen022_zps1985d5e8.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen022_zps1985d5e8.png.html)

The Traders' trained dinosaur with incendiary missiles (ripped from tftd) - assigning the weapon worked, however the AI isn't using this unit very clevelry... well, it's just a stupid dinosaur :)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen023_zps2bf64291.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen023_zps2bf64291.png.html)

Traders' Engineer, based on Luke83's sprite;

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen027_zps7a719777.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen027_zps7a719777.png.html)

The unique experience of finding oneself on the other end of a HWP's barrel. And here's the problem: the weapon works when I MC the tank (PSi Str lowered for test purposes), but 1) the engine fails to draw the turret, 2) more puzzlingly, the game crashes when the AI tries to fire the gun (presumably; I have no idea what causes the crash, except it only happens when AI has these tanks, and while I've seen them moving around, I haven't witnessed them being fired by the AI).
Oh, and in the background, Mercenary Commando, based on Warboy's (?) Dark Mutons with added jetpack and a more human-like face (not pictured).
Title: Re: The Piratez Mod!
Post by: Mr. Quiet on February 05, 2014, 04:35:47 am
Ahoy! Never seen anything like this. I googled rogue trader and Warhammer came up. Your theme is really unique to me though :)

Swabbie is so funny! Can't wait for you to add more dialogue. It'll be most interesting!
Title: Re: The Piratez Mod!
Post by: Fox105iwsp on February 06, 2014, 08:48:39 am
What happened to your enemy HWP? >_<  it lost it's turret, did you assign one?

The only time I get this is when I forget or deliberately set no turret, like my SWS (The turret is in the wrong place >_< )

Can't wait for your mod, how did you set new enemies for the terrorsite? I would like to make Cult of Sirus/Exhault attacks missions that xcom has to respond to.
Title: Re: The Piratez Mod!
Post by: Dioxine on February 09, 2014, 03:55:33 am
The work is progressing slowly onwards, I've resolved the issue with crashes (caused by Mutons, not their tanks, as it turned out). Next stage: making new UFOs for the factions to fly... Here's a couple of screenshots:

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen037_zpsde79f9c4.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen037_zpsde79f9c4.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen038_zpse2907215.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen038_zpse2907215.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen040_zpsc1d68bee.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen040_zpsc1d68bee.png.html)
Title: Re: The Piratez Mod!
Post by: Mr. Quiet on February 09, 2014, 11:54:11 pm
Wonderful!!
Title: Re: The Piratez Mod!
Post by: Dioxine on February 10, 2014, 09:55:38 am
I've been working on the inventory pictures for the enemy factions, here's today's crop:

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Civ_Male_zps744f251c.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Civ_Male_zps744f251c.gif.html)

Classic Civilian made flesh - here working as a Church of Sirius Neophyte;

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Academy_Security_zps7087434f.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Academy_Security_zps7087434f.gif.html)

Academy's Security Guard;

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Academy_Lt_Armor_zps434fa173.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Academy_Lt_Armor_zps434fa173.gif.html)

Academy's high-ranking member - as of now, Medics, Engineers, Espers (leaders) and VIPs (commanders) are all using it;

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Academy_Civ_zps7087434f.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Academy_Civ_zps7087434f.gif.html)

Academy's low-ranking member.

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Aquaplastic_helmeted_b_zps09c6df0e.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Aquaplastic_helmeted_b_zps09c6df0e.gif.html)

Church's heavy trooper.

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Reverend_zps77064c13.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Reverend_zps77064c13.gif.html)

Church's Reverend - Leader/Commander, not sure as of yet.

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Trader_Rep_zps0768dc3f.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Trader_Rep_zps0768dc3f.gif.html)

Traders' Rep (Leader).

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/Engineer_zpsfc317497.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/Engineer_zpsfc317497.gif.html)

Trader's Engineer.
Title: Re: The Piratez Mod!
Post by: Fox105iwsp on February 10, 2014, 02:34:02 pm
Cool, more Girls ^_^ and other good stuff, can't wait till your mod is done  ;D
Title: Re: The Piratez Mod!
Post by: Dioxine on February 12, 2014, 03:51:36 am
A major milestone today - new UFOs constructed and introduced, along with new missions and loadouts, which will allow to more closely tie the danger and reward to the faction attacked...

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen044_zps11a01fd0.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen044_zps11a01fd0.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen045_zps476748d6.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen045_zps476748d6.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen049_zps88f611ad.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen049_zps88f611ad.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen046_zps297a7348.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen046_zps297a7348.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen048_zps83cef12f.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen048_zps83cef12f.png.html)

Title: Re: The Piratez Mod!
Post by: Mr. Quiet on February 12, 2014, 11:25:15 pm
You are really up to something big. A mod like this would really bring the masses in.

Are you also going to change the color of the ships so they match with the factions? I'm sure this is on your to-do list.
Title: Re: The Piratez Mod!
Post by: Dioxine on February 13, 2014, 12:04:53 am
Making new tilesets is a lot of work (of which I have no shortage), also many ships still have to be shared between factions. But eventually, yes. At least the new ships will have their own interception pictures (eventually with a faction's logo displayed, for visual ident) :)
Title: Re: The Piratez Mod!
Post by: Mr. Quiet on February 16, 2014, 09:01:35 pm
Can't wait to see more ship interiors. I'm very excited to breach them later on!
Title: Re: The Piratez Mod!
Post by: robin on February 18, 2014, 03:46:18 pm
Amazing concept. And amazing the amount of work you're doing.
Title: Re: The Piratez Mod!
Post by: Mr. Quiet on February 18, 2014, 05:02:11 pm
I have a suggestion. When innocent bystanders are roaming around, killing more than a few of them would help further increase infamy, but at the same time, you're increasing the number of government authorities showing up on your next raid, aside from the faction. So if you want to take the risk, you use this method to increase infamy, but expect a dedicated Government agency against you very early in the game whose budget will increase as you're giving them reason to. If you're careful with civis and only rob them, they will be much slower to act.

Anyways, I'm dying to see more progress!
Title: Re: The Piratez Mod!
Post by: Solarius Scorch on February 19, 2014, 08:38:18 am
I had a go at the current (unreleased) version and I'm telling you: it's brutal. Battles are hard and unfair. You'll love it.

Also WHY WON'T THOSE SECURITY GUARDS JUST ^&*#^* DIE WHEN HIT, WHY
Title: Re: The Piratez Mod!
Post by: Dioxine on February 21, 2014, 01:16:55 pm
I've added a new faction: Raiders. They use crappy equipment and are generally easy to defeat (in response to the whines about game's being too hard), but then again, you don't get much financial value or points (who cares if you kill highwaymen) out of them.

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen086_zps29ddba5b.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen086_zps29ddba5b.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen087_zps2e911fbb.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen087_zps2e911fbb.png.html)

Using parts from Luke83's Gangs (arms, male torso). What's more?

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen079_zps11ac2d49.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen079_zps11ac2d49.png.html)

Warboy's Sentinel I stole for this mod now has a deployment map, since here it's a heavy, lumbering gunship that can double as a light transport (capacity: 6 people).

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen083_zps40d53ba7.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen083_zps40d53ba7.png.html)

The ultimate (?) armor suit now done and ready for researching. It's quite insane statwise, but against things like heavy plasma or Reaper's bite, it still only gives about 95% chance of surviving the first hit (with possibly grevious injuries). Chryssalids won't give a damn. Costs well over $2M apiece, including the costs of all the materials you need to assemble, and requires finishing like 20 research topics before being researchable.

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen084_zpsc085b1a8.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen084_zpsc085b1a8.png.html)

Deployed. The blue/metallic suits here is the penultimate armor tier.
Now I only need to add the Govt. This is a vital part of the mod, since killing govt operatives and shooting down their ships will yield you major negative points (but you can still knock them out and loot them... and more importantly, their ships... you have to weigh immediate finacial gain against monthly score). I can only hope this system works :)


Title: Re: The Piratez Mod!
Post by: Fox105iwsp on February 21, 2014, 05:29:33 pm
WOW! ^-^ Really great stuff! Can't wait to try it
Title: Re: The Piratez Mod!
Post by: Mr. Quiet on February 21, 2014, 10:04:48 pm
Agreed, I hope all goes well with this new score system you're implementing.

Btw, those half naked raiders are gonna be fun to kill. I like that you added a fodder faction, just for easy kills.
Title: Re: The Piratez Mod!
Post by: Dioxine on February 23, 2014, 08:56:53 pm
Here it is, the first fully playable version of the mod:

https://www.mediafire.com/download/zu17e3z1rxij5ew/Dioxine_Piratez_Mod_0_5.rar

Full compatibility with further versions will be upheld, so feel free to just downolad and install them mid-campaign to get new stuff (when it appears) and fixes.

Instructions:
1.Rename your Data/SoldierName folder to something else.
2.Dump the contents of the archive into the Data folder.
3.Add Piratez.rul, Piratez_Factions.rul and Piratez_lang.rul to the config file (the last file contains all language data, the first two are split for my own convenience).
4.Preferably use with Luke83's Extra Ufos, but this mod is missing a few files and can cause very occassional crashes (always save before landing, if it crashes, temprorarily disable Luke's mod and reload)
5.Start a new campaign!

Known issues:
- new UFO Interception pictures do not work. Wrong graphic format? If anyone knows what's the problem, let me know.
- enemy tanks are missing turrets, they work fine though
- I couldn't add new deathsounds, no matter the format, they kept crashing the game. Even if I used sounds that worked fine as weapon discharges. Any wise words, OpenXcom gurus?
- Generally do not use Flamethrower down the elevator or through the windows (unless standing next to it). It's an autofire blast weapon, and when such a weapon loses LOS (standing enemy visible -> laying enemy out of LOS), OpenXcom hangs. I have reported the problem but it haven't been fixed yet (afaik).
- the unarmored soldier sprite isn't fully finished yet (when the hands are empty, you can see Xcom sleeves that shouldn't be there)

Any suggestions, upgrades, bug reports and comments are more than welcome!
Title: Re: The Piratez Mod!
Post by: Fox105iwsp on February 24, 2014, 12:07:25 am
Cool, This should be FUN to test ^-^
Title: Re: The Piratez Mod!
Post by: Ran on February 24, 2014, 01:27:19 am
Your mod contains over 10.500 files - are you serious?  ;D
That's absolutely fantastic, I feel like back when I was playing UFO for the first time. No Idea what's about to happen.  :)

Managed to down an Academy ship and after an hour-long battle my girls had killed 23 heavy armed and armored crewmembers with swords and axes. Reeally tough, just the way I like it.

Two possible issues I encountered:
.) The items "OLD FIGHTER HULL" and "CLOAKING DEVICE" can be purchased, but they have no documentation and I can find them nowhere in my equipment.
.) The Academy ship seems to be missing a wall, the one next to Miss Pantaloons always remains black
(https://farm8.staticflickr.com/7449/12732058585_d8e4f6d17c_o.jpg)


Build used:
2014_02_23_1921

EDIT: game just crashed in geoscape while I didn't do anything.
(https://farm8.staticflickr.com/7320/12733042853_710a693d98_o.jpg)

Title: Re: The Piratez Mod!
Post by: Dioxine on February 24, 2014, 02:53:54 am
Congratulations on your first Gunship battle, they were meant to be tough. I'm usually experiencing TPKs when trying to engage them with starting gear... :) Now try the same against the Mercenaries :)

I am surprised why the wall remains black - maybe that's because it spawned next to the edge of the map, as it never spawned like this for me. I need to look through its map, I was still learning the trade when I was making it.

Cloaking device and fighter hull - build a hangar then order production of a new ship, you'll find out :) They should be safely stored in your vaults.

Geoscape bug - never encountered it, neither my betatester did. I'll look into it, maybe some mission has wrong parametres or something, and the game crashed when it tried to spawn it... Perhaps the issue is caused by the trajectory of a Fighter, which was made to have stay-on-the-ground timer set to 0... Try reloading and let me know if and when the issue reappears.
If it does, try changing the line in the Piratez_factions.rul from

Code: [Select]
ufoTrajectories:
  - id: PX1
    groundTimer: 0

to
Code: [Select]
ufoTrajectories:
  - id: PX1
    groundTimer: 10

or any other number that can be divided by 5 (the quantum of time in XCOM world) and let me know if it helped, or at least stopped future crashes. The Fighter is a very recent addition and it might have slipped through the testing...


Title: Re: The Piratez Mod!
Post by: Ran on February 24, 2014, 03:24:39 am
Thanks!

Crash is reproducible, see attached savegame.
The error occurs between Jan12-13th and indeed seems to be related to the Fighter trajectory.
Setting groundTimer to 10 seems to do the trick, so far no further crashes.

Maybe you should open a separate Thread for bug reports to keep things tidy.

By the way - why do all countries have cool pirate names - but Canada is just Canada? :P
Title: Re: The Piratez Mod!
Post by: Ran on February 25, 2014, 06:06:21 am
I'll keep using this thread for bug reports if you don't mind...

No crashes so far in v.0.5.1, but the gunship still has some serious issues.
(https://farm4.staticflickr.com/3716/12762750824_82be51fa7c_o.jpg)



Title: Re: The Piratez Mod!
Post by: Fox105iwsp on February 25, 2014, 09:02:36 am
Is this a Gunship? It was full of Academy Buggers..... they panicked and ran ^_^
Seemed fine for me, I was deploying my prototype armors to save the girls...
Title: Re: The Piratez Mod!
Post by: Ran on February 25, 2014, 07:01:42 pm
Yep, that's it.
So far I encountered three and all had some black walls which would not illuminate.
Title: Re: The Piratez Mod!
Post by: Dioxine on February 25, 2014, 09:37:47 pm
Yup, the map was crappy, it will be fine in the next update.
Title: Re: The Piratez Mod!
Post by: begri on July 17, 2015, 01:51:53 pm