OpenXcom Forum

Modding => Released Mods => Topic started by: Dioxine on February 24, 2014, 08:05:59 pm

Title: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on February 24, 2014, 08:05:59 pm
This version is obsolete and no longer being supported!
For the latest version, check out Piratez Extended (https://openxcom.org/forum/index.php/board,18.0.html)


(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen112_zps6969c5bc.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen112_zps6969c5bc.png.html)

Version status: 0.9.j
Requires 30 Apr 2015 Nightly
Link Here: https://www.dropbox.com/s/0x474ahe188iece/openxcom_git_master_2015_04_30_0720.zip?dl=0 Thanks Ivan!

WARNING.
1.Use with other mods not recommended, unless they're minor and only add some new content
2.Contains (very little) NUDITY. You've been warned.
3. Be sure to decrease Air Combat Speed to a low level. Interceptions are brutal.


DOWNLOAD THE CURRENT VERSION FROM HERE:

https://www.openxcom.com/mod/piratez

Special thanks to: Warboy and SupSuper for bearing with my endless questions and issues, Falko for his awesome sprite tools and bughunting, Ran for the help with graphics, Solarius Scorch for his drudgery with some of the flavor text, graphics and more! Full credits list included.
I take NO credit for any background pictures.

INSTRUCTIONS:
1.Rename your Data/SoldierName folder to something else.
2.Backup your original data, just in case. This mod will modify a lot of maps etc.
3.If you already have previous Piratez version, delete resources/pirates to get rid of any no longer used stuff
4.Dump the contents of the archive into the Data folder.
5.Be sure to have 31 March 2015 or later OXCom Nightly installed: https://openxcom.org/git-builds/
6.Enable Piratez, Piratez_Factions, Piratez_Planet and Piratez_lang .rul files (the last file contains all language data, ALL are required).
7.There are alternate paperdolls with exposed faces for some armor available in Piratez Alternate Armor folder. Just write it over same files in the Piratez folder if you want these.

OPENXCOM OPTIONS:
Crucial Options (the mod is crap without them):
- Researched Items Will Be Spent (there are many items that can be researched repeatedly, plus otherwise research is much too cheap)
- UFO Extender Accuracy ON (all the weapons are balanced with this in mind)
- Live Alien Sale (releasing people for ransom is an important part of the game)
- Explosion Height: 2 (realistic explosions are very important too)

Recommended (Play-as-intended) OpenXcom options:
- Storage Limits (hard mode, forces decisions)
- Forced Aircraft Launch (pirates rarely have the luxury of having armed, undamaged and fully-fuelled craft... much less all at the same time!)
- Extra Soldier Inventory Info (crucial for keeping track of your encumbrance!)
- Alien Bleeding (to make it a bit easier to play... but harder to catch enemies alive. Plus they're mostly humans, they should bleed.)
- Extra Movement Options (because they're more in line with the adventurous approach to the theme)
- Airborne Transfers (make more sense)

NOT recommended OpenXcom options:
- Instant Grenades [ALL EXPLOSIVES HAVE 250 ARMOR LIKE IN TFTD, plus... explosives are already *very good* in this mod]
- Alien Weapon Self-Destruct [unless you never want to have top-tier guns]
- Psi Strength Improve [incompatible, allows Psi Str to surpass mod's limits]

(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)

(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/screen089_zps374b9b65.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen089_zps374b9b65.png.html)

Changelog:
0.9.j
- Fixed filenames for Linux compatibility
- Fixed Mutonesque sprites animation
- Fixed Data Disc research crash
- Fixed new tilesets
- New Faction: Bandits (Ratman, Blood Hound made so far)
- Mercenary Captain inventory picture fix
- Prison management texts updated
- Snapshot TU cost drastically increased for all sniper rifles
- Minor updates (extras, gfx, strings)

0.9.i
- New Weapon: Microwave Cooker that one-shots a Sectopod/Annihilator Armor if you get too close (added to some enemy deployments)
- New HWPs: Tank/Autocannon, Tank/Flak Cannon, Cyberdisc/Plasma, Mutated Reaper
- Major HWP updates (extra Pedia.org, rebalancing, new gfx)
- Fixed corpses for all (?) 2x2 units
- Stun Rod fix (new item: Cattle Prod takes its place, which fixes the hit sound; also +5 dmg, -5% acc). Old Stun Rods are next to useless now and can be sold for the full price.
- Projectile updates (gfx & speed)
- Ship maps & tilesets updates
- Gfx update: Pirate Armor, collab with Roxis231
- Updated manufacture durations on hi-end items
- Increased Factory cost
- Extra datadisk researches added
- Mercenary Captains all have a built-in melee attack
- Doom Imps: as above, plus their weak plasma attack was replaced by a faster fireball attack
- Doom creatures harder to stun
- Beer can restore 15 Stun Damage now
- Credit Chips take non-zero storage space now to avoid Transfer problems
- The Conqueror requires special fuel (speeds up the refuelling process)
- Slight Sniper Rifle damage nerf (-3/-2)
- Spear is Piercing now, +5 dmg, -5% acc

0.9.h
- Un-pussied AI rules in force now (AI will use explosives starting Turn 1, instead of normal OXCom Turn 3)
- Sniper Rifles all have Snap Shot option, but suffer from close-range inaccuracy
- Pogrom Mission nonexistence fix for newer Nightly builds
- Tanks fix for 15 April and newer Nightly builds
- Sectopod production fix
- Military base map fix
- Cydonia map & text fixes
- Manufacture costs/durations on various hi-end stuff increased
- Added craft weapon ammo counts to the Pedia
- More alt armors by Roxis231

0.9.g
- 1-2 Crew capacity enabled for all fighter craft (just a single deployment map for now)
- New Craft weapons: 25mm Cannon, Ramjet Cannon
- New weapons: Death Blossom SMG, Big Ben SMG, Spikeball
- New Contact research: Rogue Fields
- Minor RMP & mapsize fixes
- Chinese Dragon tweaked to create better firestorms
- Throwing Skill range tweak (wider spread, higher cap)
- Some stuff removed from the store, including the Nigerian Deathchaser deal :)

0.9.f
- Fixed Nuclear Fuel recovery (Luke83's Extra UFOs not supported; thx to Solarius Scorch)
- New researchable Contact (with 2.5 weapons)
- More Alternate Armors by Roxis231
- More pirate names (thx to Clownagent)
- Enemy loadout fixes
- Lang fixes

0.9.e
- Default Smoke damage upped to 400%
- New Weapons: Poisoned Dagger, Flask o' Acid, 2 Death Realms' Arena weapons
- New tech: Robot Dissassembly, disassemble captured Cyberdiscs etc., required for Hovertank & X-Sectopod
- New tech: Contact Death Realms' Arena
- SSRL has a new fun gfx (also by Ryskeliini) and a solid damage boost (at the price of accuracy) to make it useful.
- Live capture of 2x2 robotic units is handled now
- Lobstermen equipment fix
- Grog & Rum Energy/Stamina bonus rebalance
- Upped Hammer's TU use and weight by 2 each
- Changed Explorer's interrogation boons to Countries
- Visor added to Annihilator Suit's sprite
- Updated Mysteries section of the Pedia
- Assassin armor takes full smoke damage now
- Combat Drugs require research to be used now
- Research updates

0.9.d
- Pedia overhauled, fixed sorting order of items in stores & workshops. Man that was tiring.
- Reworked monster corpse handling. Every monster corpse can be butchered to extract hides, meat, etc., which take less space. Butcher live specimens for extra spoils, if researched.
- Instead of corpses, now Hides etc. are components for armor & weapons.
- Added mask-less version of Smokey armor (copy files from Piratez Alternate Armor/Body_33 folder into Piratez/Body_33 folder & overwrite to use them); credit to Roxis231.
- New Weapons: Zapper, Black Powder Bomb
- New Armor: Mesh
- New Enemy: Govt General
- New Feature: landing lights have been added to all ships to make night missions a tiny bit easier. Just don't count on them too much.
- More rare stuff can be gained from random interrogations
- Old Earth Books can now be researched for tech & other info
- HC & AC aimed shots are faster but less accurate now
- Brass Knuckles deal Stun damage now, use Strength & Skill. Handle no longer uses Skill. Hope Stun Rod is still useful now.
- Mercenary Commando fixed & reworked
- 'live' Academy Drones can be dissassembled
- Celatids added to Deep One's monstrosities gallore
- Spike Launcher & Missiles stricken from manufacturing list due to redundancy. Spike Launcher cheaper to buy.
- Indonesia renamed to Pirate Straits by Ivan's request :)
- Mind Probes can be manufactured
- Minor fixes

0.9.c
- Updated to Terrain Pack 3.5, which fixes desert landing crash
- Weapons and ammunition manufacturing broken into smaller categories
- New Enemy Ships (2). These weaker ships *should* alternate with the Cruiser on the hideout assault runs, thus encouraging to build defenses. Con: more Crackdowns are likely.
- New Facility: Flak Cannon - lo-end defense facility, even a single one gives a decent chance of fending off the weakest assault craft.
- Researching Govt Papers will give you info on Missions or Countries now
- Slave boosts Storage by 1.5 instead of 2 now, Maid by 1.25 instead of 1
- Chaingun fires x6 bursts instead of x4
- Minor fixes

0.9.b
- Fix: Some 2x2 units inventory issues
- Shotgun & HC Plasma shells boosted
- Handcannon/HE boosted
- New Ammo: Assault SMG / HVAP
- New Craft Weapon: Hammermite Missile
- Post-Apoc Meals much more profitable
- Enabled Inventory for unarmored Beastmaster
- Updated weapon gfx for Drones, Beastmasters, Laser Cyberdiscs/Sectopods
- Snapshot added for Disc'o'Death
- Avalanches have shorter range (-10)
- Craft Laser projectile speed is now 'instantaneous'
- Updated advanced installations
- Fusion Balls & Fusion Defenses enabled
- Added floorobs for Vodka, Molotov Coctail, Combat Drugs, Beer
- Other minor updates

0.9.a
- Fix: no more null tiles in the Hideout
- Fix: armored Beastmaster's capture issues
- Fix: Drone capture issues
- Fix: Battlescape ranks & potential hit animation crashes
- Fix: Pirate Hideout floor tile behaviour
- New weapon: Advanced Sniper Rifle
- New melee animations for various weapons & enemies (most credits to XOps)
- Added Floorob for Tech Blade
- Rebalance: Handcannon -5% Accuracy, Blitz Armor -5 TUs Bonus
- Starting Bravery capped at 80 instead of 100
- Research updates
- Lang fixes

0.9
- Complete Pirate Hideout graphic overhaul (and to a lesser degree, layout)
- Fix: some case-sensitive inconsistencies
- Fix: Data Disc is researchable again
- New Weapons/Research: Super Shotgun (Adv. Firearms), Crate of Violence (Flintlocks), Heavy Chainsaw (ultimate chainsaw, to be precise), & Officer's Pistol
- New Armor: Smoke-Ops Gear, Tactical Armor (helmetless)
- New Enemy Craft: Gunboat
- New Enemy Mission: Gold Transport
- Update: New smoke animation (credit to Robin)
- Update: Spelling & grammar. Credits to Ivan Dogovich and Solarius Scorch
- Update: Cruiser crew & Hideout Defense more hardcore
- Update: Attraction values added to all weapons; the enemies should be picking up misplaced weapons from now on
- Update: Some research shuffling (PS ammo a bit harder to get, Tac Suit has slightly changed preqs, Flintlocks provide an useful piece of gear)
- Update: Lasers universally do less damage to unarmored targets; some laser weapon damage buffed
- Update: EP ammo for Old Niner has a shotgun-like effect instead of increased damage (so the weapon might find some use)
- Update: Terrain updated to ver. 3.4.1 of Hobbes' pack (includes Civilian's farm terrain as well); this means a brand new map for Pogroms: Military Base. With goodies.
- Update: Assault Pistol & Smartpistol sprites standarized
- More names
- Electro-claw gfx updated

0.89.3
- Attempted to fix Lobstermen/Deep One research problems
- Fix: Excavator map
- Fix: Fusion explosives research bug
- Fix: some map crashes fixed due to update to Hobbes' newest terrain pack
- Fix: no more freebie Lancer missiles
- Fix: Cacodemon always hovers
- Base smoke damage raised from 200% to 300%
- Added a lot of spawning points in pirate bases, fixed possible security breaches around defensive buildings
- New Ammo/Research: Tornado Plasma & Fusion shells.
- New Enemies: Humongous Raider
- New Neutrals: Human Labourer (male & female), Govt Pilot, Military Police
- New civilian type
- Updated sprites: Beastmaster, Academician
- Updated mission: Resource Extraction
- Updated Drakkar map
- Added inventory & Pedia pics for Tough Guy

v.0.89
- Fix: black rectangles in map drawing no longer appear.
- Fix: There shouldn't be any enemies spawning at Factory now
- Fix: missing weapons in enemy deployments aren't missing anymore.
- Feature: Enhanced & repaired soldier sprites, as well as many enemy and civilian sprites, 12 March 2015 Nightly required for full support.
- Battle Update: Basic Autofire range upped to 11 tiles (weapons with longer autofire range updated accordingly). Most tank weapons now only have an accurracy dropoff of 1% per tile.
- Soldiers/Armors Update: soldiers get more TU and stamina, so Unarmored gives no boost. Other armors updated accordingly. Some armor rebalancing.
- Research Update: Early dynamite spam curbed, early-to-mid research tree rebuilt
- New Craft: Deathchaser
- New Craft Weapon: Lancer Missiles
- New Weapons: Small Revolver, Tornado Rocket Mortar, Billhook, Blackmarch SMG, Canister Launcher, Precision Laser
- New Ammo types: Electro-Pulse (early advance), additional 3 types of Grenade Launcher munitions.
- New Facility: Library. Some facility rebalancing.
- Weapon balance: Autocannon slight accuracy/range buff; Smartpistol smarter; ASMG faster firing.
- Craft weapons balance: Avalanche has 70% Acc now, to almost ensure a hit against Large targets. Also damage boosted to 600. Added more Pedia entries.
- Update: Refubrished Mutant Pogrom mission
- Update: Mission loadouts tweaked. Since the enemies can make full use of 2 weapons now, Church missions received a lot of melee weapons. Also the prevalence of Confederate Eagle was reduced.
- Update: Interrogations. Added post-Interrogation articles to avoid double-interrogations.
- Update: Catgirl Surprise
- Update: Prison capacity raised to 20 (for those who play with storage limits).
- Added some custom melee hit sprites
- Pedia updates
- Slight craft rebalance
- Correct weekday set for 1 Jan 2601 (it'll be Thursday!)

v.0.88.1
- Terrains & maps fixes
- Port Attack mission removed as Terrors didn't seem to be working properly (but the port maps will still appear in normal Terror)
- New enemy mission: Resource Extraction
- New enemy craft: Excavator (based on FMP)
- New weapon: Shovel
- Added pedia Article for Forgery

v.0.88
- A HUGE MAJOR UPDATE.
- Hobbes' terrains fully integrated & the 04 March Nightly compatibility & functions added. PIRATEZ_COUNTRIES & PIRATEZ_COMPATIBLE_TERRAIN_PACK no longer valid. Use PIRATEZ_PLANET instead.
- Iterrogation changed to a more logical/challenging model. To get advanced info out of your interrogations, you need to first research Slavery and Social Hierarchy, then Interrogation, then put a prisoner through a Workshop then finally you can research him/her once again. Naturally you need to have completed a normal interrogation first, so you need to catch at least 2 enemies of the same type to get full info (this is mainly engineers/leaders, you still get basic unlocks from the normal interrogation).
- New Craft: Thunderhorse, bridges the gap between the Bonaventura and the Brig.
- New Craft: Deliverator, a Pachyderm on steroids. Replaces useless Firestorm ("Medusa")
- New Armors: Xeno Armor, fashioned from the remains of Chryssalids and Celatids! Also Loader Armor, a superheavy rig for carrying big guns.
- New Weapons: Manstopper (Colt M1911),Tech Blade, Ripper, Auto-Ax, 37mm Rifle, Vulcan RFG
- New Enemies: Cyclops, Explorer
- New Enemy Ships: Bomber, Messenger
- New Enemy Mission: Supervision
- New Facility: 3x3 Factory! (used XOps sprites as the base)
- New Manufacture/Research: You can now research Forgery to manufacture counterfeit money, if you're tired with the same-old moonshine empire!
- Fix: Contact (group) research that gives you buyable items since this OXCom option finally works!
- Fix: Melee hit sound for the Stun Rod.
- Fix: Non-weird .rmp for Bonaventura and some other craft.
- Fix: Health bonuses removed from Armor suits to prevent soldiers from being unable to fight. Warrior and Heavy Suit defensive value boosted to compensate.
- Overhaul of the Spaceship. Now it's called the Conqueror and has a totally new map.
- Overhaul of the Crab, with a new role (Heavy Fighter) and a modified map.
- Overhaul of the craft research tree, research tree updates & additions.
- Updated starting base.
- Updated Handobs, thanks to Ivan Dogovich for completing the original UFO objects handobs and inspiration! Now the default handob is an empty hand.
- Updated weapon graphics: Flamethrower (based on redraw by Gifty), Grenade Launcher (based on: Sportb), Stun Grenade (by popular demand), Minigun (the old one used for Vulcan)
- Updated Enemy Missions and shipping trajectories (they should make more sense now). Ex. warships land more seldomly, Shrine Ships stay landed for days, more consistent loadouts.
- Updated many weapon stats.
- Updated backgrounds.
- Tiny Drill no longer needed to finish the game, & removed from starting base stores. Do not think it's kicked outta game, though :)
- Removed Heater blueprints, you can still discover the Tommygun through a random chance from 3 sources.
- The Cruiser map increased to 60x60 (25 outside blocks instead of 14 :)
- Added Bootypedia entry for the improved Cyberdisc armor
- Snubby and Manstopper are buyable, yet ammo for them needs to be manufactured.
- Dogs have 5 armor instead of 0 (duh) but cost a double price so you won't throw their lives away so readily.
- The Bonaventura can only carry 2 tanks now (curbing tank/dog spam), but the troops are deployed in an orderly style now, instead of just standing haphazardly, face-to-wall.
- 105mm Rockets no longer cost Academy Booty to produce, but are more expensive.
- Hangars no longer have storage space, +50% Vaults' storage space.
- Ouposts now have a small(-er) radar installed.
- Stun explosions have a new animation (credit to Arthanor).
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Iapetus on February 26, 2014, 08:09:58 pm
Wow nice work. I'm both impressed by how much work you've put into this and by how modable openxcom is. I've not tried it yet, in the middle of a game already, but I did add some of your melee weapons into my current game.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Ran on February 26, 2014, 09:42:25 pm
Try it, it's absolutely hilarious. I love the humor... ;D
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: ThatDude on February 27, 2014, 01:13:52 am
[ERROR]   C:\Program Files\OpenXcom\data\Ruleset/Piratez.rul.rul not found

What am I doing wrong?
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Ran on February 27, 2014, 01:30:34 am
Check your options.cfg and see if you have named the rulesets correctly.
It's supposed to be
Code: [Select]
rulesets:
  - Xcom1Ruleset
  - Piratez
  - Piratez_Factions
  - Piratez_lang

Do not add '.rul' to the filenames!
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Warboy1982 on February 27, 2014, 11:22:52 am
Known issues:
- new UFO Interception pictures do not work. Wrong graphic format? If anyone knows what's the problem, let me know.

1: use the following:

newUfo:
    modSprite: blah
    ...

extraSprites:
  - type: blah
    singleImage: true
    ...
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on February 27, 2014, 05:53:41 pm
Thanks man, now it works just fine.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: ThatDude on March 08, 2014, 05:25:28 pm
I'm seriously surprised that this mod doesn't have ALOT more replies, It's the best overhaul mod I've come across!
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 09, 2014, 02:39:09 am
The story of my life :)

Anyway, new version available, this time a more thorough overhaul. Enjoy.

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen110_zps3412e56e.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen110_zps3412e56e.png.html)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Ran on March 11, 2014, 01:48:59 am
I just don't know what to say - it's just too awesome! ;D
Please keep up the good work and thanks for the effort.

I'll continue looking for bugs.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: ThatDude on March 13, 2014, 12:58:02 am
Maybe this is too much to ask for, but corpse sprites would be fantastic to have!
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 13, 2014, 06:46:17 pm
It's actually quite complex to implement, as viability of capture and interrogation mechanics are based on what corpse the unit leaves, and this is in some arcane way linked to unit's race... I think it is doable, but still a lot of work. So no promises here :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: robin on March 13, 2014, 09:59:45 pm
I'm studying your mod for my Men In Black one, and I have a question.

I see that in the "regions" section, you use very high values for mission weights.
copy-pasting from your ruleset:
Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_MISSION_SURVEY: 100
      STR_MISSION_CONVERSION: 100
      STR_MISSION_MERCENARY_ASSIGNMENT: 80
      STR_MISSION_RAID: 150
      STR_MISSION_GOVT_PATROL: 100

Vanilla game values are way lower, IIRC the higher is 20 or 20-something.

Does increasing these values, increase the frequency of the missions?
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 14, 2014, 11:32:44 pm
As far as I know, the actual numbers are irrelevant, only their relations to each other are relevant. So I used 100 as an average 'watermark' value and set various mission frequencies accordingly. From my testing, it doesn't seem that the actual mission frequency is higher than in the vanilla game.

Note that while new missions are started with - as it seems - hard-coded frequency, there seems to be no limit to the number of missions that can be conducted simultaneously, so missions with a lot of waves set will produce far more encounters.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: ThatDude on March 19, 2014, 04:09:07 am
I've noticed something odd... first time I attempted to install it I failed terribadly, but all the hilarious pirates names were there. Later I found out what my mistake was, and correctly installed the mod, but this time I had the original game names instead of the pirate names...(If that made any sense)

Most likely just me doing something wrong again, but I kind of want those names,  :P have any Idea why this happened?
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Solarius Scorch on March 19, 2014, 04:48:36 am
I've noticed something odd... first time I attempted to install it I failed terribadly, but all the hilarious pirates names were there. Later I found out what my mistake was, and correctly installed the mod, but this time I had the original game names instead of the pirate names...(If that made any sense)

Most likely just me doing something wrong again, but I kind of want those names,  :P have any Idea why this happened?

Just delete all name files except the pirate name file.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 19, 2014, 02:26:03 pm
You've probably upgraded your OpenXcom version and it always comes with a complete SoldierName directory... You need to rename it to something else and keep only Pirate.nam in your SoldierName directory...
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: ThatDude on March 20, 2014, 12:34:42 am
You've probably upgraded your OpenXcom version and it always comes with a complete SoldierName directory... You need to rename it to something else and keep only Pirate.nam in your SoldierName directory...
Thank you, i'll try as soon as I can!
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 22, 2014, 08:59:51 am
I've uploaded the latest version (0.56) to the openxcom modsite, but I plan to continue updating the mod here first and foremost.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Ran on March 26, 2014, 01:08:31 am
Just noticed there is a Bootypaedia - entry for the Tesla Coil from the very start, but you don't have it and can't buy it. So I assume it shouldn't be visible?
I would also recommend to have entries for the Old Fighter Hull and Cloaking Device just to clarify what they are for.

Also it would be cool for the Bonaventura to have Base- and Dogfight images, not just the ones for the Skyranger. I'm really bad at drawing but this should be a small task.



Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 27, 2014, 12:12:19 am
New version posted, here as well as on the mod portal.

Seems that my mod could soon obtain major graphics improvements thanks to Ran, so stay tuned :) I'm pretty excited for that myself.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: ThatDude on March 27, 2014, 01:19:23 am
I'm definitely fine with graphical improvements, as long as they make it match XCOM's graphic style!
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Ran on March 28, 2014, 07:52:07 am
Well, it's a lot more work than I thought... ;D

I tried to give the girls a little makeover and improve the inventory images for all armor types. No major changes, just tuning the colors and streamlining shapes a bit.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Warboy1982 on March 28, 2014, 11:43:02 pm
i'd like to see a necromunda style mapset for this, as well as some gangers.
(https://fc00.deviantart.net/fs70/f/2010/182/b/7/b7ca8f7a35ba8c0b9608011809486ab0.jpg)

maybe in the late game you could come up against crusader marines?
(https://4.bp.blogspot.com/-EhqnEAfKRKI/TdZzQSk9RTI/AAAAAAAABs8/lA4tKkGfOcE/s400/mkIIassault8.jpg)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: BlackLibrary on March 29, 2014, 05:38:29 am
Necormunda!  Most awesome!
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 29, 2014, 08:49:01 pm
Ahh, Necromunda, my favorite tabletop game. I've been modding it too :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Solarius Scorch on March 29, 2014, 09:00:22 pm
Ahh, Necromunda, my favorite tabletop game. I've been modding it too :)

I still think we should release those rules we came up with as a fanbook :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 29, 2014, 09:30:54 pm
Too bad HURR DURR ALL FANBOOKS ARE INFRINGEMENT OF GAMES WORKSHOP COPYRIGHTS
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Warboy1982 on March 30, 2014, 06:27:17 am
going somewhat off topic here, but i've long thought the openxcom engine could be used to make a really sweet space hulk style game. the only thing it really lacks (apart from the maps) is a really good flamethrower.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on March 30, 2014, 07:18:08 am
There is this little piece of mechanics that should make flame weapons more realistic IF someone implemented it...

1. There is chance to be set on fire, yes, but it must be based on the % fire resistance of the armor. Highly resistant armor (say, *0.33 modifier or better) protects from this effect. Possibly the actual armor points value should be ignored altogether when dealing damage. On the positive side, no Fatal Wounds are ever dealt by fire.
2. You take random damage each turn (0-16?), circumventing armor but still affected by the % resistance;
3. If the damage was below a certain threshold (4?), the fire goes out (hence resistant armors burn for a shorter time on average);
4. - Crucial - as long as you're on fire, you automatically PANIC unless your Bravery is 110 or more. I can't really picture someone who is able to fight despite being on fire.
5. - Optional - each turn, your equipment has a % chance of being burnt, again based on your armor's resistance. If it's a grenade or HE ammo, it goes off. As you drop items held in your hands anyway, since you panic, at least your main weapon is safe...
6. On the turn the fire goes off, Morale is 0 but this loss counts as being caused by injury (might be difficult to track).
7. The basic % chance to catch fire and burn equipment can be based on the general strength of the weapon.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Solarius Scorch on March 30, 2014, 02:57:38 pm
4. - Crucial - as long as you're on fire, you automatically PANIC unless your Bravery is 110 or more. I can't really picture someone who is able to fight despite being on fire.

Yeah, but...

(https://pictures.mastermarf.com/blog/2009/090925-ninja-cant-fire.png)

:P
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 01, 2014, 04:11:36 am
Version 0.6 is up! The inventory pictures underwent a major overhaul. Thanks Ran, it wouldn't have happened without your contribution!

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen114_zpsadd48688.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen114_zpsadd48688.png.html)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Ran on April 01, 2014, 11:02:53 pm
You're welcome!

Now I'll work on those missing handobs...

By the way - one  question about the Esper:
I put great efforts into capturing that guy alive - 3 times, but back at the base all I had was a normal Academician that didn't know anything. ???
Was I just tricked or is this a bug?
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Solarius Scorch on April 02, 2014, 12:22:44 am
You're welcome!

Now I'll work on those missing handobs...

By the way - one  question about the Esper:
I put great efforts into capturing that guy alive - 3 times, but back at the base all I had was a normal Academician that didn't know anything. ???
Was I just tricked or is this a bug?

I might be wrong, but I think you need to research "The Social Hierarchy" before you can capture Leaders (Espers are effectively Leaders), and interrogate a Leader of that particular faction to get a Commander. I'm not sure, but maybe to capture a Leader you need to interrogate a low-rank member of that faction.
Also, I think Espers are female, so not technically guys? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 02, 2014, 04:02:30 am
Read the Bootypedia :) No, you can't interrogate higher-ranking people right away. You need to build up your smarts else they'll outwit you and escape. :)

Spoiler alert:

Social Hierarchy is needed to interrogate a Leader-equivalent, and interrogating any Leader is needed to interrogate a Commander. Psionics are needed to interrogate Ethereals, and you need to start from the lowest ranking one and move up from there one rank at a time.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Warboy1982 on April 02, 2014, 05:54:08 am
so hey, regarding your melee weapons... have you played around with the strengthApplied feature yet? it's coded in such a way that it adds your strength to the damage of your swing rather than replacing it, so a drill or saw type weapon that has inherent damage that doesn't rely on strength would have set damage (ie: false), your standard melee weapon (say an axe) could have 0 damage, but still be deadly in the hands of a strong user, and a high tier weapon (say a power sword) could add a bunch of damage on a successful hit, turning a weakling into a warrior, and a warrior into a god.
this should also work for ranged weapons, like say a bow or a throwing knife.
i had fantasy openxcom in mind when adding this, but i'm sure you can see how it may align with your interests :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 02, 2014, 07:42:18 am
Woo! This is great news indeed, I will apply this new feature right away. You are my hero! Since it works with ranged weapons, no problem with applying it to the wall-crushing hammer which must stay a 'ranged' weapon...
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: papamaanbeer on April 05, 2014, 05:32:52 pm
i loved to watch the stream by jadestar! now i need to play this version verry soon
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: SupSuper on April 05, 2014, 06:26:55 pm
Some fanart from the stream:

(https://i.imgur.com/EPcJ29ot.jpg) (https://imgur.com/EPcJ29o)

It's a hard mod. :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: papamaanbeer on April 06, 2014, 12:42:15 am
nice art! haha that part in game was verry funny
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 06, 2014, 01:35:23 am
Woo, I have fanart! My first one ever!
As my way to say thanks, a new version is up :)

Any way to watch these video materials? I'd love to see a let's play done by someone :)

@Warboy: it would be nice if the fact that weapon's damage depends on soldier's Strength was displayed in Ufopaedia, for example, instead of 20, it would read S+20 or just +20.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: SupSuper on April 06, 2014, 03:08:53 am
Woo, I have fanart! My first one ever!
As my way to say thanks, a new version is up :)

Any way to watch these video materials? I'd love to see a let's play done by someone :)

@Warboy: it would be nice if the fact that weapon's damage depends on soldier's Strength was displayed in Ufopaedia, for example, instead of 20, it would read S+20 or just +20.
Recording's on the homepage: https://openxcom.org/index.php/2014/04/the-most-controversial-stream-ever/
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 06, 2014, 03:24:59 pm
Hahahaha, that was the most funny thing I've seen in a long time!
Shame on me for forgetting to disable buying Fusion Grenades... (update in a few hours)
Shame on Jadestar for not reading installation instructions and than wondering like a stoned person why female soldiers have male names :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: mk-fg on April 06, 2014, 03:56:12 pm
Recording's on the homepage: https://openxcom.org/index.php/2014/04/the-most-controversial-stream-ever/
Chat of both streams (https://gist.githubusercontent.com/mk-fg/0b132e676af84cc0b642/raw/63a57e953ee6e87ea84f74ff25a8f9a3586799df/gistfile1.txt), for completeness (I think was referenced quite a few times in videos): https://is.gd/CML0Ii
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: mk-fg on April 06, 2014, 04:12:01 pm
Shame on Jadestar for not reading installation instructions and than wondering like a stoned person why female soldiers have male names :)
Jade is there to LEAD, not to READ ;)

Controversal design choices and the usual cool-to-hate mentality of stream aside, it looks like an awesome and fun game conversion.
XCom game mechanics indeed seem to fit pirate (or a bunch of alien invaders') side as well as ridiculously cut-down "ufo defence" startup.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 06, 2014, 04:35:28 pm
Oh, the reception was a lot more... warm... than I would expect, so I'm not complaining!

As for the design, it boils down to: I do as I f*cking please. I'd make male soldiers but... It means double amount of work with painting armors, besides, OpenXcom does not support more than 8 soldier variants (OR non-standard naming syntax), and this is barely enough for just the girls :) But THERE WILL BE PANTS, eventually!

New version is up and instructions are now COLOR-CODED FOR YOUR CONVENIENCE!
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: SupSuper on April 06, 2014, 06:05:09 pm
Shame on Jadestar for not reading installation instructions and than wondering like a stoned person why female soldiers have male names :)
Jade is the key reason I have been foolproofing OpenXcom so much, you can't expect users to read anything. :P (which also makes him exceptionally good at breaking stuff nobody else would)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 07, 2014, 12:13:49 am
Then I'm really happy my mod more or less survived the confrontation :)

EDIT: Also it shows clearly that SOMEONE forgot that soldier names should be a part of the ruleset OR config too :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Mr. Quiet on April 08, 2014, 06:51:04 pm
Watched the whole live-stream. Your mod is very impressive!! I enjoyed the whole thing, I can't wait for you to finish, Dioxine!! I liked the idea they brought up that you can loot a few enemies and bug out if you're coming up against heavy resistance, especially those government forces.

I also believe Looting and manufacturing for all your needs should be a big Piratez theme. Pirates don't buy stuff, do they? Only if they must, but they'll be like the Orcs in Warhammer if I remember correctly, just build it from scraps.

I also have suggestions:
Instead of having the nations of the world pay you from the beginning. Start with zero, except the one nation that holds your initial base.
Allow the hands to be free, since they come from the slums and "forget the money, the action is the juice" as they say.
Raise prices of everything to make manufacturing the way to go. Makes sense for a dystopian world, since armaments will be very difficult to attain. Pre-War armory should still be a bit costly.
Loot dead bodies for manufacturing to let your Aunts combine a number of broken armors into one complete armor piece.
Looting anything and everything in buildings and bodies would be your way to making money before the nations begin to fear you for your violence.
Add more unarmed civilians in crash-sites so you can gain infamy quickly by shooting them.
I like this one: Taking unconscious civilians with you whether you carry them back and escape or beat the mission, you'll get some extra money at the your booty debriefing per hostage.
That said, add a melee knock out hit option to knock out an enemy with any weapon you're holding.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 08, 2014, 08:59:49 pm
I also have suggestions:

Q. Instead of having the nations of the world pay you from the beginning. Start with zero...
A. Almost impossible in the current ruleset. The funding can and will be further reduced after I get to the fine-tuning phase, but you can't bring it down to zero, since you HAVE TO PAY MAINTENANCE and SALARIES from the (hidden) January funding, and your balance are the leftovers... Setting that to 0 (or rather, a very small value, since 0 is hard-gay impossible) would instantly put you in negatives... I wouldn't want to bereft the player of a chance to build a facility or 2 on the Day One too, a true Commander wants to make important Command Decisions like these!

Q. ...Except the one nation that holds your initial base.
A. Good idea but Impossible in the current ruleset and I doubt it ever will be.

Q. Allow the hands to be free, since they come from the slums and "forget the money, the action is the juice" as they say.
A. Nah, let's don't get ridiculous, they're in for fun AND profit; they were street urchins but now they're a part of a legitimate business operation and the godfather ought to show them some respect! Your suggestion would make more sense if the salary could be customed to Rank.... They're already cheaper than in X-Com. I Might consider lowering the cost further but at the price of increasing the Living Quarters maintenance OR lowering capacity (and introducing premium Living Quarters types for later).

Q. Raise prices of everything to make manufacturing the way to go. Makes sense for a dystopian world, since armaments will be very difficult to attain. Pre-War armory should still be a bit costly.
A. Agreed. Still, I'd have to balance the aircraft maintenance and aircraft weapons costs accordingly... I don't want a ridiculous situation where fully outfitting a combat vessel costs as much as buying a Rifle... Maybe if there was some way to introduce more kinds of "drops" (like craft ammo)... I'm also toying with the idea of your ship having a shitty, unlimited-ammo lascannon as a backup weapon for the times when you don't have cash for expensive craft ammo...
To put it in the perspective, just maintaining the starting base costs 30k/day... which is more than any infantry weapon you can buy right now... So yeah, balancing! Balancing!
Also I had an idea that the Black Market would be divided into parts and you'd have to pay helluva money upfront to get the opportunity to buy better weapons. Say, like you start with the John Goodman's Hardware Shop, then advance to Mutant Alliance Supplies, then to Crazy Hassan's Weapons Emporium, then to Eurosyndicate Market and so on. That way the guns themselves may stay comparatively inexpensive, but would require a huge starting investment.

Q. Loot dead bodies for manufacturing to let your Aunts combine a number of broken armors into one complete armor piece.
A. It's RUNTS and this feature is fully implemented since pre-0.5 :) Most manufacturable armors and a plethora of other stuff depends on the steady supply of bodies, I mean Booty :) Remember when the guys said you probably can't loot a power armor? WELL YOU CAN. Of course this idea can be further expanded. I fully agree with the prime focus on manufacturing here.

Q. Looting anything and everything in buildings and bodies would be your way to making money before the nations begin to fear you for your violence.
A: Agreed on principle, requires a lot of fine-tuning though! Might start by decreasing the point values of both your gains and losses...

Q:Add more unarmed civilians in crash-sites so you can gain infamy quickly by shooting them.
A: Yeah but the infamy is a political Aikido. You can't be TOO evil or the nations would make a crackdown on you. So I think shooting unarmed civilians (as opposed to shooting, say, the Traders who are competition to the nations) would decrease the 'infamy'. You need to be a bit of a Robin Hood with this.

Q: I like this one: Taking unconscious civilians with you whether you carry them back and escape or beat the mission, you'll get some extra money at the your booty debriefing per hostage.
A: Yeah, agreed. Selling hostages is already a very profitable source of income in this mod...

Q: That said, add a melee knock out hit option to knock out an enemy with any weapon you're holding.
A: Impossible until Open X-Com gurus introduce such an option into the ruleset. Take goddamned clubs, they weigh 3 units, are 2x1 and can down most guys (even Personal-Armored) in a few hits. Man you START with three different stun weapons in this mod... :)

Many thanks for your feedback!
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Ran on April 09, 2014, 04:41:13 am
Is it actually possible to replace the background images to match the Piratez theme or are they hardcoded?
Also I think a new intro would be awesome - don't we have anyone who can do this?
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 09, 2014, 10:25:27 am
I'm working on the backgrounds, it ain't easy though :)
I need to generate more content, then I'll make a major overhaul with stuff being hard to buy and more manufacturing-oriented model...
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Mr. Quiet on April 09, 2014, 09:37:03 pm
Thank for the very detailed reply. This mod is going to be so good when you're finished with it. I can see it being all over the gaming blogs and OXC will get noticed thanks to Piratez!

Here's a few more I'll throw in:
You should count your own armored dead as loot for manufacturing.

Also love the idea of the Black Market divided into parts. I suppose when you reach a certain score, you'll get invited or discover a higher tier market. Don't forget to change the background screen each time you move up a tier. Also wondering if you could make the final market in the late-game one that only lets you buy in large quantities. You cannot buy a single weapon, you have to buy 20 or more since you're high up with the Corporations at that point. Promotes manufacturing ;)

About knocking out enemies. If the UFOextender lets you do it with any weapon you're holding, I'm sure Warboy won't have trouble getting it in, hopefully soon. I'd like this feature as well.

How does manufacturing work when it comes to making a better weapon? I suggest when discovering the new weapon in the Battlescape, It should be usable right away, but when you take it back to base, you have to research it, so your Brains can disassemble it and show the Runts how to make them with a blueprint.

Ok I'll let you do your work now. You don't have to reply to this one. Just take them into consideration.
Title: Re: [TOTAL CONVERSION] The Piratez Mod
Post by: Dioxine on April 10, 2014, 03:46:08 am
Here's a few more I'll throw in:

Q.You should count your own armored dead as loot for manufacturing.

A.I'm considering it for the future, but again, it is a real hassle with how intricate the corpse mechanics are. It'll be done during a general corpse overhaul... I would certainly welcome a morbid artist willing to paint Bigobs for 50+ types of corpses :P

Q.Also love the idea of the Black Market divided into parts. I suppose when you reach a certain score, you'll get invited or discover a higher tier market. Don't forget to change the background screen each time you move up a tier. Also wondering if you could make the final market in the late-game one that only lets you buy in large quantities. You cannot buy a single weapon, you have to buy 20 or more since you're high up with the Corporations at that point. Promotes manufacturing ;)

A.Yeah, this could work per score too. Unfortunately current OpenXcom does not support any variability in the purchase list.

Q. How does manufacturing work when it comes to making a better weapon? I suggest when discovering the new weapon in the Battlescape, It should be usable right away, but when you take it back to base, you have to research it, so your Brains can disassemble it and show the Runts how to make them with a blueprint.

A. Yeah that's how it works currently, more or less. Most weapons are useable without researching, the research gives you Pedia entry and the ability to manufacture ammo. I just have to make this more universal (right now it only applies to hi-tec weapons).


Oh yeah, and 0.64 will be up in a few minutes... some cool updates tonight!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.65
Post by: Dioxine on April 11, 2014, 04:23:17 am
New version up, inventory is being build up before the major economy overhaul...

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen118_zps5c72f74f.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen118_zps5c72f74f.png.html)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.65
Post by: Mr. Quiet on April 11, 2014, 05:11:06 am
Wowww nice screen! I'll check it out this time. Let us know when you have a list of music tracks we can use to replace the default music. Any kind of music, as long as it fits your vision. Later I'm sure you'll end up inspiring someone to make some music for Piratez.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.65
Post by: Solarius Scorch on April 11, 2014, 05:51:23 am
Wowww nice screen! I'll check it out this time. Let us know when you have a list of music tracks we can use to replace the default music. Any kind of music, as long as it fits your vision. Later I'm sure you'll end up inspiring someone to make some music for Piratez.

https://www.youtube.com/watch?v=NYvlHrPaugU :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.65
Post by: ThatDude on April 12, 2014, 08:00:37 am
Very nice work, but some of the backgrounds are too graphic for my taste... still, you did a good job, and all I ask for is a less revealing version of the backgrounds.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Dioxine on April 12, 2014, 10:41:56 am
Very nice work, but some of the backgrounds are too graphic for my taste... still, you did a good job, and all I ask for is a less revealing version of the backgrounds.

(https://i242.photobucket.com/albums/ff62/max_smirnov/Reaction%20faces/ECH_zpsc1e3d1b9.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Reaction%20faces/ECH_zpsc1e3d1b9.jpg.html)

...
...
...Hey, the slightly-NSFW version of the battlescape background was DISABLED and left in the game files by pure accident! Not my fault you went looking for it, Sir!

New version is up, next stop: radical overhaul of the starting setup and economy to a more loot- and manufacture-based model.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: ThatDude on April 12, 2014, 07:04:38 pm
(https://i242.photobucket.com/albums/ff62/max_smirnov/Reaction%20faces/ECH_zpsc1e3d1b9.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Reaction%20faces/ECH_zpsc1e3d1b9.jpg.html)

...
...
...Hey, the slightly-NSFW version of the battlescape background was DISABLED and left in the game files by pure accident! Not my fault you went looking for it, Sir!

I was referring to the black market background, I hadn't even known the one you were talking about existed...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Ran on April 13, 2014, 12:36:47 am
I like the backgrounds, but I think the one for the Battlescape options makes it a bit hard to read the text.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Warboy1982 on April 13, 2014, 12:54:01 am
i see what you mean... the only words i can make out are 30 mins, 1 hour, 1 day and SET THE COURSE!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Ran on April 13, 2014, 01:13:55 am
Yes, that's the problem with distracting backgrounds... ;D

Anyway, a more serious issue, once you are inside the Raiders ship, there appears to be no way out. ???
Check the savegame.
It always says you don't have enough TUs when you try to get out even if you are next to the door with plenty left.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Dioxine on April 13, 2014, 05:10:03 am
Crap, i've noticed that issue with the Raider ship before, but totally forgot to fix it. I have no idea what's wrong, must be these non-standard stairs... I'll try to find a workaround.

About the background - I'll try to make it more uniform, removing rogue pixels... if it fails, I'll find another one - which would be a shame since I like the scene pretty much... kneeling behind cover and looking nervous :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: SupSuper on April 13, 2014, 07:07:50 am
The Battlescape background works differently from other screens.

(https://www.ufopaedia.org/images/2/2b/5_BattleScapePal.Png)

You should be using the first 1-15 pixels of the palette for the background instead. They're darker and provide better contrast with the UI.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Mr. Quiet on April 13, 2014, 11:17:12 pm
i see what you mean... the only words i can make out are 30 mins, 1 hour, 1 day and SET THE COURSE!

Took me too long to get that one XD
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Ran on April 14, 2014, 10:48:21 pm
I think the Bonaventura has a leak somewhere, see attached savegame.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Dioxine on April 14, 2014, 11:05:23 pm
Probably some roof tile obscured by the back wall is missing... I'll look into it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Ran on April 14, 2014, 11:52:16 pm
By the way - what do you think about a roof opening in the Bonaventura, maybe even with stairs?
Would give the upper deck some function as the roof would be a good sniper position.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Dioxine on April 14, 2014, 11:58:50 pm
By the way - what do you think about a roof opening in the Bonaventura, maybe even with stairs?
Would give the upper deck some function as the roof would be a good sniper position.

Featured in Leviathan, can't give the player everything at once :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Ran on April 15, 2014, 01:07:59 am
Thx, I'm not that far yet.
Playing this Mod on Superhuman is hard... ::)

Currently I have to deal with this mutant pogrom of the Church,  see for yourself you can survive it.  8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Solarius Scorch on April 15, 2014, 01:40:41 am
Thx, I'm not that far yet.
Playing this Mod on Superhuman is hard... ::)

You, sir, are insane! XD
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Dioxine on April 15, 2014, 02:19:20 am
Currently I have to deal with this mutant pogrom of the Church,  see for yourself you can survive it.  8)

So you thought laser weapons are so awesome they make firearms obsolete? The Church is there to prove you wrong :)
With just 8 girls and limited amounts of explosives/melee weapons, and lasgun-based outfit, your chances are pretty crappy there :) At least you took a few Smoke Grenades... I'd advise to keep killing Chryssalids until the Church's morale breaks :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Solarius Scorch on April 15, 2014, 02:24:40 am
Church's morale breaks

Very funny... XD
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Mr. Quiet on April 15, 2014, 02:29:38 am
So the game has a religion too, and it involved Chryssalids. I just lost my appetite for years...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
Post by: Ran on April 15, 2014, 02:34:06 am
Mucht better - they even have Beastmasters and like to molest cows. ::)

Just finished the terror mission without losses, but it involved a lot of luck and several reloads.
Basically I mainly work with dynamite and then stun everything I get close to.

The Church was kind and sent 4 Shrine ships on conversion mission next to my base.
Let them land, raided them and sold the high ranking individuals to the Gypsies. Got me 10Millions and lots of cool stuff.
Yes, May was pretty awesome...  ;D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67
Post by: Dioxine on April 16, 2014, 01:13:23 am
New version is up, mostly bugfixes, inventory buildup and other stuff you can see in the version changes section. Don't forget to download the latest nightly build, it is required for full functionality!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67
Post by: xaphias on April 16, 2014, 02:39:43 pm
I just wanted to thank you for an awesome mod to an awesome game, I consider Xcom one of the best games of all time, and it just got more interesting thanks to you! :)

I've seen some negative scores for killing enemies, that must surely be a bug right? looks like this, I'll see if I can find out what causes it, has happend to me twice only in 50ish missions.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67
Post by: xaphias on April 16, 2014, 03:20:11 pm
found a kinda gamebreaking bug, the ruleset calls for a directory path Resources/Piratez/Sprites/MUT_2/ that directory doesn't exist in the rarpack, so the game cant load :/
"[16-04-2014 14:10:57]   [ERROR]   Failed to open directory: Resources/Piratez/Sprites/MUT_2/"
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67
Post by: Dioxine on April 16, 2014, 05:11:11 pm
Thanks!
Yes you don't kill these guys unless you want to deal with a negative score... Read yer BootyPedia, mate :).

Uploading the correct version now... Sorry everyone for being an ass and posting an unchecked version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
Post by: xaphias on April 16, 2014, 06:28:10 pm
oh really? there are guys you shouldn't kill? interesting, I have to read up some more then! no problem, keep up the good work!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
Post by: Dioxine on April 16, 2014, 07:33:07 pm
Nobody said you shouldn't, their ships are pretty valuable loot... it just pisses your sponsors off, that's all :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
Post by: Ran on April 17, 2014, 03:56:11 am
One of the girls went to the forest and fell into a pit - and there's no way out.  :-\
Not sure if this is a bug of the piratez mod or OXC itself.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
Post by: Dioxine on April 17, 2014, 04:02:18 am
I haven't modified any terrain maps, so... :)

This stuff just happens if you destroy too much earth.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
Post by: Dioxine on April 18, 2014, 01:12:32 am
New version is up, some balancing and graphics upgrades, not that much... The major economy overhaul is still not there, but now I have the whole holidays to work on it :)

news:
- Buffed low-end interceptors (speed and toughness) and Drakkar's crew capacity (+2)
- Bow updated to use flat TU's (30), has a floorob now as well
- Added a new sprite for the Hunter-Killer based on Ran's recolored Interceptor
- Floor- and Handobs for Combat Shotgun
- Attempted to fix Bonaventura's roof (it appeared complete in the first place... strange)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
Post by: Ran on April 18, 2014, 01:13:50 am
So I fell into the pit I dug myself ::)
Actually I walked straight through the hill into it but I don't have the previous save anymore. Must be a terrain bug then.

Just researched the live Chryssalid, I guess I had it coming... ;D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
Post by: xaphias on April 18, 2014, 02:05:03 pm
I wanted to submit a couple of minor cosmetic issues with the portable lasercannon I came across

1. Portable laser cannon clip, is under rechargable laser gun instead of portable laser cannon in the equipment menu.
2. Portable lasercannon lists having 255 ammo with no clip in when moving it in the outfitting screen.

the more I play the more I get hooked, you got some very interesting tech choices and love that almost everything you find has a purpose, even corpses! you learn new things every time, love it. thank you again for making one of my favorite games even better!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
Post by: Dioxine on April 18, 2014, 03:20:37 pm
It is fixed now, the cause was Portable Lascannon using old Heavy Laser entry. The next update will cover that. Thanks for support :)

@Ran: There's a hole in Bonaventura indeed... Despite the map being done by the book. I need to find something to stuff that hole with...

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/fpslook000_zps4da800bd.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/fpslook000_zps4da800bd.png.html)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
Post by: Ran on April 20, 2014, 01:58:23 am
Very strange.
How do such holes happen?
Is it only on one side or on the other one too?
Unfortunately I have no idea about map issues so I can't help here. :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
Post by: volutar on April 20, 2014, 12:16:59 pm
This screenshot doesn't mean anything. Why not to make it from closer distance? It could be just unrevealed ceiling tile. Also F11 with debug mode will help.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
Post by: Dioxine on April 20, 2014, 03:46:43 pm
Well if you don't know what that screenshot means, you aren't obviously looking hard enough :) It's a gap between a wall and a ceiling where there should be none - a gap allowing a soldier placed in the exact spot it was taken to potentially spot an enemy, if the enemy is placed in just the right way on an elevated platform outside.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on April 21, 2014, 05:59:45 pm
Finally, the final update before the economy overhaul is done... Took me a long time, but also a lot of issues have been fixed. Like the availablity of PANTS on startup :) Seriously though, the most time took me to develop a new, less beefy female base sprite from scratch - it will be used for civilians and the likes, NOT the pirate girls though.

The filesize grew considerably, but that's because of many new sound effects. These wavs take a lot of disk space... But the second reason is the modsite which forces me to use Zips. That in itself fattened the mod by at least 3 MB.

So yeah, enjoy your weapons while they last, because in the next version, most of them will DISAPPEAR from the store :) But there will also be nice surprises...

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen132_zps0d95595d.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen132_zps0d95595d.png.html)

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen133_zpsadd79952.png) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen133_zpsadd79952.png.html)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Solarius Scorch on April 21, 2014, 06:39:49 pm
Version status: 0.69

I must have this version now. :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Ran on April 21, 2014, 11:49:39 pm
No pirate hats in battlescape? :-[
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: xaphias on April 23, 2014, 06:28:27 pm
as it is now, you can't build Labs right? you only have the one you start with and you are therefor limited to 50 brainers? assuming that is correct, I would like to see more choice in that, maybe have it so that labs are more expensive then workshops even, thinking 1.2M or so and maybe have a limit of 100 brainers, and that later tech takes twice as  long to research, so that the overall time is about the same, except for interrogations, oh got plenty of those, seem I can't get through them fast enough.

the idea was that you have to make a choice, either go plenty workers and get money through manufacturing grog and rum and buy more expensive current tech, or get more researchers and try to get better tech faster.
currently with 50 research cap, no sacrifice have to be made to get the best of both.

just my 2 cents, have no idea what you plan for the economy overhaul, you got anything you can share with us right now? I'm excited, cant wait :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Ran on April 24, 2014, 12:26:38 am
Personally I think it is fine the way it is.
It's a nice difference to the original game where research goes ridiculously fast once you have some hundred scientists working.
Anyway, you can change lab properties relatively easily in the ruleset.
No need to wait, just build your own game the way you like it. ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on April 24, 2014, 01:07:11 am
That was the intention... you can't have the possibility of building just one or 2 labs in this game. Either it's none (as it is in Piratez) or unlimited number (and then 150+ scientists ftw, no holds barred). But there will be some more progression, you won't be able to hire max scientists so quickly, so slower research initially, faster potentially.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: civilian on April 24, 2014, 12:08:18 pm
Very interesting mod with awesome ideas and resources. My only problem is the pirate language, i simply do not understand some slang words in the ufopaedia.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: dehimos on April 24, 2014, 01:29:06 pm
Hi, I like your mod.

What is your idea for version 1.0? That is, aliens VS pirates, pirates VS humans VS aliens ...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Avalanche on April 25, 2014, 08:02:37 pm
First off, this mod is amazing. All the work put into must have taken a small eternity.

I have hit a couple of snags with it though. I'm getting crashes when I possess certain enemies. Or rather, when I select them. I can possess Star Gods just fine, but every time I go to actually use one, it's an instant crash. A similar thing happens when I possess Beastmasters, but in this case it's only a 50/50.

In addition, when I attack a crashed gunship, there's about a 25% chance I'll get a crash (this one has an error message. M_vector or something like that). It's just with gunships, no other vessel, so far as I can tell.

Finally, this isn't a bug, but what do I have to do to research live Star Gods and plasma weapons? I've run out of things to research, and I'm not totally sure what I should focus on to continue making progress.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on April 25, 2014, 08:29:35 pm
Thanks! It took only a couple of months... I've been mostly reusing and reworking existing stuff rather than adding new content :)

I need to check on these crashes, the MC crash was solved recently (make sure you have the latest version of the mod AND the OXC nightly build), but there shold be no problem left with Gunships... I fought dozens of them without any crashes. Maybe it's some issue with the enemies. The 0.7 version will be thoroughly tested anyway.

As for research topics:
Star Gods - I think it is explained in the Pedia. You need psionics first, then you'll be able to interrogate them, but you need to start with the lowest-ranking members (Guardians).... who happen to never travel on Fighters :)
Plasma Weapons - Academy Provost (Commander). Lure an Academy Cruiser :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Avalanche on April 25, 2014, 08:55:37 pm
Literally minutes after that post, I captured a Star God Guardian. I didn't realize that they were the lowest level lol.

More pressingly, I've hit a new problem. There's a raider Cruiser running around on a crackdown mission, which is causing crashes. Ignoring the alert, or sending out an interceptor to attack it causes an instant m_vector crash. If I center on it, and THEN send a craft to attack it (or ignore it) the game runs for a couple more ingame hours, before then crashing. I'm running the newest nightly build, and version .69 of the mod, so for now it seems I'm completely stuck.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on April 26, 2014, 12:26:38 am
Never encountered ANY kind of error with a Cruiser... Send a save maybe? I'm not an expert but maybe I'll be able to divine something out of it...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Avalanche on April 26, 2014, 07:14:59 pm
Update! After playing around with a few things this morning, I am now positive that the problem is not the cruiser itself, but that it is attacking my base. Unlike all the other cruisers I've run into so far, this one is definitely going to invade. I've also discovered that if I scramble fighters early, I can actually engage with it in midair without trouble. Unfortunately, I have one Kraken, one damaged Sabre, and a bunch of Brave Whalers only armed with Reapers, so actually shooting it down might be problematic.

I'm going to play around with it a little more, and see if I can figure something out. If not, I'll send you the save later in the day.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Yankes on May 02, 2014, 11:19:33 pm
Dioxine, I used my "tool" (https://openxcom.org/forum/index.php?topic=2059.msg19954) to improve your mod.
Thanks to that in battlescape your solders will have same hair colors like paperdolls.
Would you be interested in including it to your mod? This will require only ruleset changes and if you use normal OpenXcom it simply ignore this without any error.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on May 02, 2014, 11:31:41 pm
Dioxine, I used my "tool" (https://openxcom.org/forum/index.php?topic=2059.msg19954) to improve your mod.
Thanks to that in battlescape your solders will have same hair colors like paperdolls.
Would you be interested in including it to your mod? This will require only ruleset changes and if you use normal OpenXcom it simply ignore this without any error.

Absolutely! Just tell me what to do :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Yankes on May 03, 2014, 12:57:03 am
Im working on this.
I will alter your ruleset and made new exe that have enabled it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on May 03, 2014, 01:19:08 am
Hmm... a new exe means the mod will be incompatible with any newer build... I'm not sure this will be useful then. I'm constantly finding new bugs that the designers are ironing out, improving the OpenXcom but also enabling my mod to work better.

Also, I'd prefer you just told me what to paste where in my ruleset (or maybe, a better idea, make a separate one, like, say,  Piratez_Colored_Hair, to be loaded or not depending on player's choice), the ruleset version you have is significantly different from the latest version I've been working on for the past week...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Yankes on May 03, 2014, 01:56:59 am
Ruleset require things, one is this blob of script for every armor that show skin or hair:
Code: [Select]
    recolorScript: |
      get_color r0 in;
      get_shade r1 in;
      test r0 color_hair;
      skip_eq hair;
      test r0 color_face;
      skip_eq face;
      ret in;
     
      hair:
      test soldier_grender soldier_grender_male;
      skip_neq hair_f;
     
      #hair "men"
      hair_m:
     
      test soldier_look soldier_look_blonde;
      set_eq r0 color_red;
      set_eq r2 -1;
      skip_eq final_hair;
     
      test soldier_look soldier_look_brownhair;
      set_eq r0 color_null;
      set_eq r2 1;
      skip_eq final_hair;
     
      test soldier_look soldier_look_oriental;
      set_eq r0 color_special;
      set_eq r2 5;
      skip_eq final_hair;
     
      test soldier_look soldier_look_african;
      set_eq r0 color_special;
      set_eq r2 3;
      skip_eq final_hair;
     
      #hair "female"
      hair_f:
     
      test soldier_look soldier_look_blonde;
      set_eq r0 color_hair;
      set_eq r2 0;
      skip_eq final_hair;
     
      test soldier_look soldier_look_brownhair;
      set_eq r0 color_blue1;
      set_eq r2 0;
      skip_eq final_hair;
     
      test soldier_look soldier_look_oriental;
      set_eq r0 color_special;
      set_eq r2 5;
      skip_eq final_hair;
     
      test soldier_look soldier_look_african;
      set_eq r0 color_red;
      set_eq r2 2;
      skip_eq final_hair;
     
      final_hair:
      set_color r1 r0;
      add_shade r1 r2;
      ret r1;
     
      face:
      test soldier_grender soldier_grender_male;
      skip_neq face_f;
      #face "men"
      face_m:
     
      test soldier_look soldier_look_oriental;
      set_eq r1 color_brown2;
      set_neq r1 color_face;
      skip final_face;
     
     
      #face "female"
      face_f:
     
      test soldier_look soldier_look_blonde;
      set_eq r1 color_face;
      set_neq r1 color_brown2;
      skip final_face;
     
      final_face:
      set_color in r1;
      ret in;
Lot of text. I thinking about improving my tool to reduce and simplify this a bit.

Another thing is normalizing paperdoll graphic in your mod. Strange you permuted file names (e.g. "MAN_21F3.SPK" have file "body1_f2_pir"). This have any meaning? Right now this script except not permuted files to match. But if you want say that way I will alter script to match.

And about exe, maybe I could convince SupSuper to include my code to official build.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Ran on May 03, 2014, 02:56:19 am
I support this! :)
Being able to customize haircolors would be really cool...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: SupSuper on May 03, 2014, 03:00:44 am
And about exe, maybe I could convince SupSuper to include my code to official build.
You can send a PR if you want, but I had a look at your code (https://github.com/Yankes/OpenXcom/compare/ColorScript) and it's way beyond the understanding of 99% of people in this forum, so you're not gonna get much feedback out of us. :P I doubt any modder will figure it out without your help.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on May 03, 2014, 04:14:18 am
Ruleset require things, one is this blob of script for every armor that show skin or hair:

I was suspecting as much yet I thought you've found a workaround, based on ruleset alone.

Another thing is normalizing paperdoll graphic in your mod. Strange you permuted file names (e.g. "MAN_21F3.SPK" have file "body1_f2_pir"). This have any meaning? Right now this script except not permuted files to match. But if you want say that way I will alter script to match.

And about exe, maybe I could convince SupSuper to include my code to official build.

Well, yesh, it's pure chaos because I am working that way. The reason for that specific part was that I didn't want to alter files MAN_0.spk through MAN_3.spk, because I want to keep the original paperdolls too.

I suppose I could normalize this, but why? The palette is normalized so if your recolor routine uses the same colors as the OpenXcom recolor routine there will be no problems, no rogue colors on any sprites. Besides, all hair colors match regardless of which .spk is used by an armor, so again, I don't quite understand where the problem lies. Why would you even need my filenames for? The OpenXcom hair/skin recolor routine only checks the "race/gender" which is coded by numbers 1-8 in the .spk; the naming engine uses the same source for assigning names.

Anyway this is all moot point if your procedure isn't included in official build - compatibility is, I am afraid, of critical improtance to my project.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Yankes on May 03, 2014, 02:17:15 pm
You can send a PR if you want, but I had a look at your code (https://github.com/Yankes/OpenXcom/compare/ColorScript) and it's way beyond the understanding of 99% of people in this forum, so you're not gonna get much feedback out of us. :P I doubt any modder will figure it out without your help.
I will improve comments in my code and add some documentation.

I suppose I could normalize this, but why? The palette is normalized so if your recolor routine uses the same colors as the OpenXcom recolor routine there will be no problems, no rogue colors on any sprites. Besides, all hair colors match regardless of which .spk is used by an armor, so again, I don't quite understand where the problem lies. Why would you even need my filenames for? The OpenXcom hair/skin recolor routine only checks the "race/gender" which is coded by numbers 1-8 in the .spk; the naming engine uses the same source for assigning names.
Only problem I had was when I stat creating this I used file names as reference. Then I run game colors dont match. As I prefer simple things (until I build something ultra complex from it :D ) I changed rules to match. Only true advantage of it is you can use python scripts to generate it: https://openxcom.org/forum/index.php?topic=2055.0
If you dont feel to change that, I will simply change my script to match your ruleset (btw "MAN_6M2.SPK" have wrong filename compare to rest of ruleset).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Ran on May 04, 2014, 02:17:34 am
When intercepting a Mercenary Gunship, the game crashes with
Code: [Select]
vector::_M_range_check upon arriving on landing site.
Savegame attached.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on May 04, 2014, 12:47:14 pm
@Yankes: yeah I ought probably change that... with no order kept, mistakes like you've pointed out (thanks) are likely to happen... It just takes time which I prefer to use to actually improve the mod :)

@Ran: hmmm... It crashed with M-check error as well, then I tried loading the game again, and this time it worked, so it's allright ;) Just kidding, I've found the bug, there is problem with enemy inventory. To manually fix it:

- Open Piratez_factions.rul
- Find alienDeployments;
- Inside that section, find STR_VESSEL_GUNSHIP
- Inside that sub-section find alienrank: 3

The 4th section under alienrank: 3 should read:

Code: [Select]
         
          -
            - STR_ROCKET_LAUNCHER
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_PISTOL
            - STR_PISTOL_CLIP

Add a 5th section immediately below it:

Code: [Select]
         
          -
            - STR_LASER_PISTOL_PIR
            - STR_LASER_PISTOL_CLIP_HI
            - STR_MEDI_KIT
            - STR_COMBAT_DRUGS
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Ran on May 04, 2014, 08:12:35 pm
Ah, I see what was missing here, but I would never have expected the bug in the inventory. ;)
I decided to give the guy 2 Chainsaws for a change, he's the most advanced Medic after all. :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Dioxine on May 05, 2014, 02:22:58 pm
The AI can't understand limited weapon range yet, so unless you run into that guy in some door, he'll be defenseless :)

From other news, 0.7 is just a few days away... expect drastic gamplay changes :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.06
Post by: Dioxine on May 06, 2014, 04:05:23 am
As the OpenXcom 1.0 is drawing near, Piratez 0.7 is up! Just a word of warning, better to continue your old campaign on 0.69, upgrading won't crash the game (hopefully), but with 0.7, better to start a completely new campaign. No other major overhauls like this one are planned in the future.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Dioxine on May 07, 2014, 01:00:11 pm
I've made this: https://www.youtube.com/watch?v=fZzRX4sSq2I&feature=youtu.be , featuring also Solarius Scorch. Enjoy, or hopefully just have a good laugh :)

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: xaphias on May 08, 2014, 02:49:05 am
an already hard mod got harder, my new playthrough is on john silver but Ironman mode. I noticed some weird things in the sell menu, an Item called dead worth 0$, a tiny drill worth 0$, and in the hideout information vaults, a slave academy esper takes up -15 space, that's negative.
and also I noticed on your youtube playthrough that my bonaventura is missing some elements, like the moving orange engine rods are missing, and the far side of the drop hatch is blocked off. I'll get some screenshots. it's been like that as far as I can remember, no idea why.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Dioxine on May 08, 2014, 03:12:22 am
Well, I don't know what happened to your Bonaventura, I'd bet on you using some miracle maps made by third parties... as for the other fun stuff, I have no idea - it never happened before... I'll look into it, but nothing of this makes sense...

Oh and the tiny drill, just hold on to it, it's not a bug. I probably need to add a Pedia entry on that...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Brian on May 08, 2014, 05:20:00 am
I've started a game on 0.7.07, but I'm getting a crash (I started with git 2014-05-03 19:03, but using git 2014-05-07 23:42 didn't fix it).

On Feb 1 at 8:30, I get a crash to desktop and a popup saying:
Assertion failed!
RuleRegion.cpp line 188
0 && Invalid zone number

Any ideas?

I was surprised by how harsh the nerfs in 0.7 are, but I'm definitely enjoying it - my rum empire needed to be humbled :)

Edit: also, I took a peek at the ruleset, and noticed that one of the non-Star-God commanders has a ransom of 4 million instead of 400K.  Is that deliberate?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Dioxine on May 08, 2014, 01:23:01 pm
Hi! It's cool you're liking it, despite all the nerfs the game isn't that much harder imho - it's just harder to have piles o' cash and best guns :)

About the commander - yes, it was a bug, thanks for pointing that out. 400k is the proper sell price.

About the bug... I loaded your save but nothing crashed, must be some randomly generated stuff that crashes it... I'll keep looking into it.

Make sure all your versions are up to date, and if your xcom1.rul is up to date too, no crazy stuff like it being opened in your notepad during install, or having set read-only flag or anything :)

@xaphias: I suspect you're using modified terrain data, specifically XcomUtil.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: xaphias on May 08, 2014, 03:25:33 pm
I dont have any xcomutils enabled, and havent modified anything, only mods I'm using, are piratez and lukesextraufos, even disabling lukesextraufos doesn't change it, so I dont know what it could be. it's nothing gamebreaking, but I'll try a reinstall from scratch, and get back to you.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Dioxine on May 08, 2014, 03:35:22 pm
I was not referring to the XCom Util rulesets in the OpenXcom, but to the fact that your XCom:UFO Defense files might've been modified by XCom Util at some point. Make sure your original game is truly original.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: xaphias on May 08, 2014, 04:25:59 pm
ok, bought UFO: defense on steam, patched with patch 1.2 and 1.4, and the data patch on openxcom, and now it works :)
thanx for the help, now I'll go enjoy my new sprites :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: xaphias on May 11, 2014, 09:20:54 pm
Hi again, came across a showstopping bug, game crashes with the following error message: Assertion failed! providing screenshot.
I'm not sure if its your mod or openxcom that's causing it, trying here first.
think it has something to do with a terror mission. it happens in the geosphere a few hours after the provided save.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Warboy1982 on May 12, 2014, 12:25:30 am
trajectory P_LOC contains only one waypoint. that's bad. a trajectory needs a bare minimum of 2 waypoints: one is the spawn point, and the second is the initial waypoint.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: xaphias on May 12, 2014, 03:01:48 pm
thanx warboy for clarifying the issue :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Dioxine on May 12, 2014, 03:39:41 pm
It's already been fixed for some days now, I'm just hunting for more bugs before the next public release.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Dioxine on May 13, 2014, 01:55:07 am
Aaaand I got the same error, Muton Terror Mission, out of the blue. Irrelevant to that trajectory. Reloading a save from a few days before solved the problem. It rather cannot be the mod since there were no changes to Terror Missions recently.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: xaphias on May 13, 2014, 03:09:42 am
But the P_LOC issue is fixed? and the ships spawn properly that use that ID?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Dioxine on May 13, 2014, 05:52:31 am
Fixed, but no actual ships observed, they're quite rare. I'll be posting the update (fixing that and many other errors) tomorrow.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: xaphias on May 13, 2014, 07:58:28 pm
there is one spawning in my savefile a few posts up if you want to verify, cant say where it spawns tho, since I used P0-P4 as trajectories to make it spawn. it should be only hours ahead of the save.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: xaphias on May 13, 2014, 09:30:26 pm
I found where the item "Dead" comes from, it's from low ranked church members, I suspect zealots, they dont produce a clerk's booty when they die, instead they show up as "Dead" I'll check it and make sure the next time I run a church mission.

and for the mysterious ships. ya those ships are really rare, must have played more then 4years and probably over 1000 ufo spawned, and I've only come across 1. can't wait to get ahold of one, that one slipped through my fingers.

Nope, it's Neophytes bodies that make the dead item.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
Post by: Dioxine on May 13, 2014, 11:30:40 pm
Yup, Church Neophyte bug found and eliminated.

Finally got ahold of the mystery ship (in a LEGITIMATE way :) ), managed to run a mission but it's a damned bugfest... I guess it'll take me a while longer.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Dioxine on May 14, 2014, 11:39:24 pm
Allright, 0.71 is finally up, hopefully solving all problems encountered so far... hopefully.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: xaphias on May 15, 2014, 12:32:13 am
sweet, I'll take it for a test spin :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: xaphias on May 15, 2014, 04:41:38 am
are shrine ships rare now? I need those industrial scanners to get further in tech :p
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Dioxine on May 15, 2014, 08:25:16 am
Depends on your luck, but yeah, they're pretty rare for that very reason :) In my current game, no Academicians showed up after January, denying any chance to deploy craft lascannons/railguns... Looks like you need to explore alternative technologies...

Tip: Academician Provost gives Industrial Scanner tech for free
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: xaphias on May 15, 2014, 10:05:10 am
Guess I should tackle that academy hideout, hmm, but it's good for farming supply ships, actually a little too good imo, I got a church hideout and a academy hideout I farm supply ships on, a landed supplyship nets about 4,5M roughly I think, which is abit to much imo, maybe a nerf on life support price or nuclear fuel, never had to buy nuclear fuel and @ 11k per unit it's worth alot when it piles up.

just my 2 cents :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Dioxine on May 15, 2014, 10:14:10 pm
Dammit. Old exploits never die, do they... Gotta make the Supply Ship WAY less profitable :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Solarius Scorch on May 15, 2014, 10:30:07 pm
Dammit. Old exploits never die, do they... Gotta make the Supply Ship WAY less profitable :)

Is there a way to make a new, smaller UFO which handles most of the supplies, so the actual Supply Shi... err, Frigate is far less common?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Dioxine on May 15, 2014, 11:49:36 pm
Yeah that was what I was thinking. Map replacement for Supply Ship, reusing the current Frigate for something else.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Solarius Scorch on May 16, 2014, 12:48:25 am
Yeah that was what I was thinking. Map replacement for Supply Ship, reusing the current Frigate for something else.

No, I was thinking about adding more ships to the Alien Supply mission. Like this:

Code: [Select]
  - type: STR_ALIEN_SUPPLY
    waves:
      - ufo: STR_SMALL_CARGO_SHIP
        count: 1
        trajectory: P9
        timer: 6000
      - ufo: STR_SMALL_CARGO_SHIP
        count: 1
        trajectory: P9
        timer: 6000
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P9
        timer: 6000

So only 1/3 of all ships that land at the base are Frigates, and the remaining 2/3 is some crappy little flying truck.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Dioxine on May 16, 2014, 01:48:09 am
More drastic means are in order. Supply missions can be farmed to absurd levels. Now if only there was no Blast size limit, I'd arm these ships in self-destruction nukes or something... :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: xaphias on May 16, 2014, 02:45:55 am
oh and I had an M_vector crash when a cruiser tried to land in my undefended base, tried to replicate it, but it didn't happen again, and running in ironman mode so it was saved over. retaliations seem very rare, even when I played on superhuman it didn't happen.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Dioxine on May 16, 2014, 03:42:20 am
Yup, the elusive base defense crash Warboy is trying to find... Do you have the crash log on that one?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Solarius Scorch on May 16, 2014, 03:50:34 am
More drastic means are in order. Supply missions can be farmed to absurd levels. Now if only there was no Blast size limit, I'd arm these ships in self-destruction nukes or something... :)

We can also just shoot all farmers :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: xaphias on May 16, 2014, 05:34:32 am
I can't find any crash logs, openxcom.log seems to overwrite at every startup, not sure if crashes end up there. all I can remember was M_vector something, didn't take a screenshot since I thought it was easily reproducable from my save, I was wrong :/

oh, and I got my industrial scanners, from survey mission, cutter ship I believe :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Claireity on May 16, 2014, 06:41:11 pm
There's really not much of a log for the error. It only reads [FATAL]   vector::_M_range_check


For me this happens, without fail, whenever a base is attacked. This is frustrating, because it happens before I can make anything that can actually shoot down a retaliation ship. So basically I can't continue to play. It can play the 'defenses are firing' screen, but hitting continue after that, or should it reach the base unchecked, it'll immediately crash with that error. No other screen pops up. (Assumingly the mission screen is where it crashes trying to load)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Dioxine on May 16, 2014, 08:22:53 pm
Can you deliver these saves and logs? It's not my mod's problem, it's an elusive OpenXcom bug.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Claireity on May 16, 2014, 08:42:40 pm
I could I suppose. Send them where?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
Post by: Dioxine on May 16, 2014, 09:38:02 pm
Provide links to DL preferably.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Dioxine on May 17, 2014, 02:42:30 am
.72 is up, some new stuff. I hope I've made the life of supply ship farmers more miserable :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Claireity on May 17, 2014, 04:48:11 am
I have never done anything like that before... where's a good place to host such files?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Dioxine on May 17, 2014, 05:58:50 am
Dropbox, mediafire, anything. Or you can post them on the forums if they're not too big (5 MB limit I think). See attachment option.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Claireity on May 17, 2014, 03:09:38 pm
They aren't very big, but the forums don't want to post it because of invalid file types.  >:(

Started a new game to see if I could recreate it. It does with 100% consistency. With the save, it happens roughly within an hour or two. (Doesn't always detect the approaching ship, but it is there.)

https://www.mediafire.com/view/x387pq79gslwuyf/_autogeo_.asav
https://www.mediafire.com/view/k9ud6bsqq8qzqqy/openxcom.log
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Solarius Scorch on May 17, 2014, 04:49:06 pm
They aren't very big, but the forums don't want to post it because of invalid file types.  >:(

Just a tip for the future, if you have a file type that isn't allowed by the forums, pack them into a .zip file. Because zips are allowed. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Claireity on May 17, 2014, 05:05:53 pm
Fair enough. I hope these help warboy find the problem though. I do thoroughly enjoy the openxcom project and have talked to supsuper before. I respect their work.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Warboy1982 on May 17, 2014, 05:35:41 pm
piratez_factions.rul, line 8802. .log and .asav file types registered as valid attachments. have a nice day.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Dioxine on May 17, 2014, 05:47:35 pm
Thank you. I swear notepad is adding garbage like this when I'm not looking! :)

There's the fix because I don't feel like compliling a whole new version right now.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Yankes on May 17, 2014, 05:52:49 pm
Dioxine when I use your mod I have corrupted xcom planes. Do you encounter similar bug?
My game data is form steam version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Solarius Scorch on May 17, 2014, 05:58:52 pm
Dioxine when I use your mod I have corrupted xcom planes. Do you encounter similar bug?
My game data is form steam version.

Clearly a corruption of vanilla files. Probably XComUtil.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Dioxine on May 17, 2014, 06:00:27 pm
Indeed. Thy XCOM game files art corrupted. Kill them with fire.

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen162_zpscc330192.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen162_zpscc330192.jpg.html)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Claireity on May 17, 2014, 06:04:28 pm
piratez_factions.rul, line 8802. .log and .asav file types registered as valid attachments. have a nice day.
Thanks! That's helpful. Is there any other info you might want for the files I gave? If it'll help you pinpoint the bug, I mean.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Warboy1982 on May 17, 2014, 06:27:32 pm
it's already solved. line 8802 was the problem ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Yankes on May 17, 2014, 06:28:25 pm
Strange, because I use only vanilla data. I made clean download of this 2 times already and still I have this bug.

What version of xcom do you use?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Warboy1982 on May 17, 2014, 06:30:26 pm
check ALL your openxcom folders, it might not be using the ones you think it's using.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Claireity on May 17, 2014, 06:42:15 pm
Er, what? Then how do I fix the crash? Do I need to redownload the nightly build now or something?

Edit: I'm going to do a clean install again, and wipe the config files in the folder holding my saves as well. See if that helps
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Yankes on May 17, 2014, 06:53:25 pm
Logs show that OXC look only in user folder and in exe folder. user folder dont have any data and exe folder have fresh data from steam.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: SupSuper on May 17, 2014, 07:04:53 pm
Er, what? Then how do I fix the crash? Do I need to redownload the nightly build now or something?

Edit: I'm going to do a clean install again, and wipe the config files in the folder holding my saves as well. See if that helps
You need to get the fixed mod here: https://openxcom.org/forum/index.php?topic=1898.msg21213#msg21213

Logs show that OXC look only in user folder and in exe folder. user folder dont have any data and exe folder have fresh data from steam.
Are you using any other mods that might be conflicting?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Claireity on May 17, 2014, 07:17:01 pm
Okay... I did that but it seems to still crash. Perhaps I need to start a whole new game...

Unh... Well I suppose that' not too bad. I wasn't that far along anyway.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Warboy1982 on May 17, 2014, 07:47:05 pm
you're right, that didn't fix it, but it did fix... something
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Dioxine on May 17, 2014, 08:01:19 pm
The fix of a fix (thanks to Warboy's vigilance):

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Yankes on May 17, 2014, 08:32:31 pm
You need to get the fixed mod here: https://openxcom.org/forum/index.php?topic=1898.msg21213#msg21213
Are you using any other mods that might be conflicting?
nope, clear download of OXC, Piratez and xcom. Maybe I need grab different version of xcom and see if it will work. What version of xcom you use?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Dioxine on May 17, 2014, 09:22:05 pm
I have no slightest idea, Yankes. Something that is older than this machine I am working on and the one I had before, moved from disk to disk since probably 1990s :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Claireity on May 17, 2014, 10:52:47 pm
Well, no error this time. Just hangs. I've no idea if it's a retaliation or not, though. The screen goes dark and I'm unable to do much else. I can still alt-tab, weirdly enough. But the whole screen is on the screwed up color scheme.

The attached file is the save this problem shows up. Hope it helps.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: xaphias on May 17, 2014, 10:57:46 pm
Yankes, I had similar issues with corrupted art, what I did was apply the v1.2 and v1.4 of xcom and then added the data from this patch https://openxcom.org/index.php/downloads-extras/ the universal patch
Xcom patch 1.2 and 1.4 I found here https://www.strategycore.co.uk/files/ufo-1.2/ and https://www.strategycore.co.uk/files/ufo-1.4/
in order to run the 16bit executatables in the DOS patchers, use DOSbox

https://www.dosbox.com/download.php?main=1

hope this helps, ask if you have any questions
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: SupSuper on May 17, 2014, 11:16:56 pm
Yankes, I had similar issues with corrupted art, what I did was apply the v1.2 and v1.4 of xcom and then added the data from this patch https://openxcom.org/index.php/downloads-extras/ the universal patch
Xcom patch 1.2 and 1.4 I found here https://www.strategycore.co.uk/files/ufo-1.2/ and https://www.strategycore.co.uk/files/ufo-1.4/
in order to run the 16bit executatables in the DOS patchers, use DOSbox

https://www.dosbox.com/download.php?main=1

hope this helps, ask if you have any questions
To clarify, the new Universal Patch already includes all 1.2+1.4+data patches so you don't need the others. :) And yeah even original UFO 1.4 had weird map bugs, so I recommend always applying the universal patch on a fresh installation.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Warboy1982 on May 17, 2014, 11:50:43 pm
Well, no error this time. Just hangs. I've no idea if it's a retaliation or not, though. The screen goes dark and I'm unable to do much else. I can still alt-tab, weirdly enough. But the whole screen is on the screwed up color scheme.

The attached file is the save this problem shows up. Hope it helps.

trajectory P9 waypoint 2.

UFO trying to land in north africa zone 5, zone 5 isn't guaranteed to be over land.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Yankes on May 18, 2014, 12:57:42 am
Yankes, I had similar issues with corrupted art, what I did was apply the v1.2 and v1.4 of xcom and then added the data from this patch https://openxcom.org/index.php/downloads-extras/ the universal patch
It fixed my OXC, thanks.

Dioxine could you add info that your mod require this patch?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Dioxine on May 18, 2014, 01:16:07 am
Yankes: well, not only my mod does. If you're not using this version, you're going to run into trouble with OpenXcom sooner or later.

About the crashes: fuck that, the problem turned out to be much bigger. They will be fixed in the next mod version. Hopefully.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: xaphias on May 18, 2014, 06:54:00 am
Warboy: ok I wasnt sure if those were required or not, I guess universal, should have given me a clue :)
Yankes: np, glad to help.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: Warboy1982 on May 18, 2014, 07:42:44 am
generally speaking, a save file is all that's required, sometimes a config.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.72
Post by: civilian on May 18, 2014, 04:51:25 pm
fwiw, I just have to say thanks to Dioxine for all the work on resources in this mod! The Triscene, the BFG900 and other Doom weapons, and and and. Greta stuff!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on May 19, 2014, 07:17:48 am
Thanks to everyone :) That Triscene took me a whole damned evening of work :)
The doom weapons are indeed based on original Doom art, and the (unispired) Handobs for plasmagun are mine, but sprites for the demons are taken from an old Doom mod by a guy called uncy. I've just added the Doom humans and the star of the show... I wonder if anyone managed to get to use the BFG yet (without cheating) :)
0.73 is up, and with it a lot of bugfixes, a cool ship (bonus points for the first person to recognize it), and a new, less obtrusive battlescape background - credit goes to Yankes here. Many thanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: suicideforlife on May 19, 2014, 06:38:16 pm
Hi Guys,

I'm getting an error when I try to run the Mod
Quote
[19-05-2014 17:31:26]   [INFO]   Loading ruleset...
[19-05-2014 17:34:15]   [FATAL]   yaml-cpp: error at line 7016, column 5: key not found: name

Am I doing something wrong (highly likely) or is this legit
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: xaphias on May 19, 2014, 08:15:48 pm
piratez 0.73 works for me with the latest Nightly build of openxcom, did you try the latest nightly build? it should atleast be one not older then may 9th.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: suicideforlife on May 19, 2014, 08:19:08 pm
Okay I'll try ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Claireity on May 20, 2014, 06:21:02 am
Okaaaaay, why is there brown dirt tiles blocking all the exits in the kraken ship when I chase down terror ships? (Or any ship for that matter)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on May 20, 2014, 06:49:46 am
Okaaaaay, why is there brown dirt tiles blocking all the exits in the kraken ship when I chase down terror ships? (Or any ship for that matter)

For the same reason it showed for a few other people here... You have corrupted original UFO files. You need a clean install with the proper patch (see OpenXcom main page) or this kind of trouble is bound to happen.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Warboy1982 on May 20, 2014, 11:16:51 am
we might have to crack open those mcds and see what's what, dio.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on May 20, 2014, 01:13:47 pm
Update on the ground tile bug:

All right the problem is on my side after all. It will be fixed once and for all in 0.74.

EDIT: The problem comes from the fact I'm using Zombie's patch... which is, I think, recommended for OXC in general, isn't it?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: xaphias on May 22, 2014, 10:05:12 am
I noticed a shrine ship I think it was, I should have taken a screenshot :p had the inside walls lined with cattleheads, I dont know if they were stocking up for a harsh winter or if it is a bug :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: robin on May 22, 2014, 04:32:50 pm
I'm making a total conversion mod too and I have a question:

how do you "disable" the X-COM standard items if you're not "replacing" them?
I mean: I made this new rocket launcher (with new set of rockets) and I of course don't want the classic rocket launcher to appear ingame; but my new one uses a different name so I want it to have have its own string, instead of putting it under the STR_ROCKET_LAUNCHER string.

Thanks.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: yrizoud on May 22, 2014, 05:04:11 pm
See https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29
In your case, add a non-existing requirement, also set costBuy = 0 so that it doesn't appear in BUY screen.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: robin on May 22, 2014, 05:48:53 pm
looking at the link, I should be ok with this
Code: [Select]
items:
  - delete: STR_ROCKET_LAUNCHER
  - delete: STR_SMALL_ROCKET
  (so  on..)
.. right?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: SupSuper on May 22, 2014, 06:34:58 pm
Update on the ground tile bug:

All right the problem is on my side after all. It will be fixed once and for all in 0.74.

EDIT: The problem comes from the fact I'm using Zombie's patch... which is, I think, recommended for OXC in general, isn't it?

We can't confirm whether Zombie's patch does anything harmful, so we have our own patch (https://openxcom.org/index.php/downloads-extras/) with 100%-tested fixes. I'd recommend using that one instead.

looking at the link, I should be ok with this
Code: [Select]
items:
  - delete: STR_ROCKET_LAUNCHER
  - delete: STR_SMALL_ROCKET
  (so  on..)
.. right?
Should work fine. Note that this will break any saves that already have rocket launchers, so if that's a problem it's best to just "disable" them (like with costBuy: 0) than outright delete them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: robin on May 22, 2014, 07:19:22 pm
Thanks. I think in my case "disable" is better.
Sorry for the little thread derail.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Claireity on May 22, 2014, 07:49:20 pm
So! Things I am apparently not allowed to capture under threat of immediate crash upon mission end so far:

Government enforcers
Anything from the Doom(tm) ship.

Will update with more as I find them
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Warboy1982 on May 23, 2014, 03:19:58 am
EDIT: The problem comes from the fact I'm using Zombie's patch... which is, I think, recommended for OXC in general, isn't it?

i know we discussed this on IRC but i'll post this for the sake of clarity:

the problem was using the lightning map data, which is slightly altered in Zombie's patch to address some issues with LOS in the original.
the solution is to include the appropriate MCD (perhaps altered piratey themed versions even?) with the distribution package.

and yes, we do highly recommend Zombie's data patch.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on May 23, 2014, 03:39:48 am
1. Tileset errors:
Yeah, Warboy explained it in more lenth but in short a custom tileset will be supplied to avoid more of that crap.

2. @Robin:
Set the "buy cost" to 0 and make an impossible requirement for Ufopaedia articles, that's all you need to do. It won't break the saves. Alternatively, change the stats of the rocket launcher and all ammo to your ends, that's what I did.

3. @Claireity:
I have no idea what's wrong with Doom creatures, they should work by all accounts... must be dark magics.
However, I am almost absolutely sure Govt Enforcers do not generate a crash, I've catched and interrogated them many times... The engine is a real bitch on capturing live enemies and even making a small omission results in these crashes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Claireity on May 23, 2014, 03:49:45 am
Well, Perhaps it's the live captures with voodoo that's causing it? Because that's how I do it.

If I still have a save around then, I'll post it. I hope that there wasn't critical research from live capturing doom creatures... and if so I hope there's more than one such ship.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on May 23, 2014, 04:20:46 am
No, there is no critical or even worthwile research based on them. There wasn't any intention to make any research topics for them, but well, defining no research, let alone not observing the hardcoded research pattern religiously, results in crashes on live capture. The method of capture doesn't matter, it's the problem with research engine and apparent lack of some ruleset data... I've made a lot of researchable enemies and I'm still struggling with understanding how this damned thing works.
Research-wise, all worthwile stuff is contained on the "UAC Blueprints" item.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Claireity on May 23, 2014, 10:24:33 am
I didn't get that at all. Just a drained battery that didn't even provide a research topic.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Falko on May 24, 2014, 05:20:18 pm
i stumbled upon this:
Code: [Select]
research:
....
  - type: STR_LASER_PISTOL_LT
    cost: 40
    points: 10
    needItem: true
shouldnt that be name instead of type?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: xaphias on May 24, 2014, 05:39:14 pm
that's an old file and not how it looks in v0.73, what version of the mod are you running, if u're running the latest make sure you installed it correctly
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Falko on May 24, 2014, 05:41:55 pm
ah yes https://www.openxcom.com/mod/piratez is not up to date
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Solarius Scorch on May 24, 2014, 06:28:06 pm
ah yes https://www.openxcom.com/mod/piratez is not up to date

That site is still unavailable for logging in. :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on May 25, 2014, 02:10:45 pm
I didn't get that at all. Just a drained battery that didn't even provide a research topic.

That's because UAC Blueprints are a random drop, you're in no way guaranteed to get them. Drained batteries are a neccesary workaround - OpenXCom is smarter than modder and automatically deletes any ammo it finds 'unnecesary' from the enemies' inventories; and the enemies running around with loaded BFG's would ruin the whole idea.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Claireity on May 25, 2014, 05:22:14 pm
Speaking of which, I found another... that I can't interact with in any way. Any ship that goes to it just hovers there and does nothing. Interceptors won't attack, landing craft can't do anything. What's the deal?

Also, I sincerely hope that it's luke's extra UFOs that decided it'd be 'funny' to put a swastika shaped ship in the game and not you.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on May 25, 2014, 08:54:18 pm
Yeah it was me who put that ship in, I can't really say what's wrong with shooting Nazis though.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Claireity on May 25, 2014, 09:34:51 pm
Well, aside from me being afraid it was going to crash my game with names like STR_SMALL_NAZI when it appeared, a little bit poor taste all the same. But it's your decision and I won't argue with you about it.

What about the unapproachable UAC ship though? Do you need my save to see what I mean?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Warboy1982 on May 26, 2014, 04:27:16 am
yeah, i'm pretty sure depictions and symbols of nazism are flat-out banned in germany, i guess it's a bit of a culturally tender spot
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on May 27, 2014, 12:10:54 am
Please send me the save, although I can't really promise when this new issue will be resolved as currently I don't have the time to work on the mod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: clownagent on June 01, 2014, 05:30:13 pm
This mod is really great!

Two comments from me:

1. The mod is very difficult. Terror missions and medium UFOs are nearly not beatable with low tech. I tried the beginner difficulty, but the terror missions still  kill me. The reason is that there are not enough small UFOs in Jan. and Feb. with which you could train your troops and gather some improved guns. You might increase the small UFO appearence on the low difficulties to make the game a little bit easier.

2. I like the melee weapons a lot. the hammer is excellent for making holes in buildings, with the chainsaw you can easily enter a wooden barn through the wall. It is great. In that way with a sabre/cutlass it should be possible to mow down hedges. However, you can use it only against living targets. (Probably this is, because it is another weapon type in your ruleset).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 02, 2014, 11:20:28 pm
Thanks!

1. Sure it is difficult but as you can see on my YT let's play, perfectly beatable on Superhuman :) Terror missions indeed can be a bitch, but not on low difficulties, where you don't run into risk of too many cyberdiscs/power armor to handle... You absolutely need dynamite and smoke grenades (dynamite->everything), and you need to take advantage of increased mobility (axe->power armor). If things get too hairy, do not shy from running away. You need to pay much more attention to strenghts and weaknesses of your weapons and soldiers than in vanilla. Losses are nigh-impossible to avoid. This is definitely not a casual mod, but I think it gives the player a fair chance. I've tried to avoid cheap tricks like convoluted maps or irrecoverable weapons.
Sadly, there is no connection between difficulty and the number/type of UFOs so it's quite irrelevant. The difficulty only influences the number of enemies that spawn and, to a lesser degree, their stats.

2. This is an engine thing. Only ranged weapons can target terrain, and I really don't want to make more melee weapons ranged. Besides, if I did so, you swords would eventually have the ability to smash through UFO walls :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: yrizoud on June 02, 2014, 11:46:21 pm
Well I started a campaign, my first mission is successful, but then the second one is a terror event, and I see reapers ? I Nope-ed, because I knew I'ds never have the ammo in the skyranger to complete it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Ran on June 04, 2014, 01:35:49 am
I've played through half the game on superhuman, its really hard in the beginning but it can be done. However this was in the times of the first versions of this great mod, have not tried it with the current one. Unfortunately I have little time to play atm but I will certainly start a new campaign with the newest version when I find the time. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Mr. Quiet on June 04, 2014, 06:37:50 pm
I hope everything is coming along fine. I will play again when you add some fresh tilesets. I'm not much for game testing, since I get very impatient and I lack the time, so I choose what I play wisely :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: EkuDza on June 06, 2014, 01:29:20 pm
It's a great mod, but it'd be even better if there was an option to persuade factions, that employed "Zero Tolerance" policy, that they are wrong. I understand that it doesn't fit in the original game's mechanics. But it's The Pirate mod! Why are the pirates so loving and tender (read: pansies), that they don't want to persuade others by force, if they have the ability?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 11, 2014, 03:24:49 am
They don't have the ability. That's the premise. An open war means death. It's stated pretty clearly in the Pedia I believe...
Also, it's impossible to directly influence countries, there's no such function in the engine.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Taberone on June 15, 2014, 03:21:59 am
Is this modification Safe For Work now? (I think its the Piratez "Alien Activity" screen I'm referring to.)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Solarius Scorch on June 15, 2014, 03:31:35 am
Is this modification Safe For Work now? (I think its the Piratez "Alien Activity" screen I'm referring to.)

I don't think any game is safe for work.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: yrizoud on June 15, 2014, 03:36:32 am
I think the question is about the amount of nudity. From what I played, looks as SFW as the (classiest of) Boris Vallejo works.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Taberone on June 15, 2014, 04:02:35 am
The "Hidden movement" screen is what I'm referring to.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Solarius Scorch on June 15, 2014, 04:21:40 am
I think the question is about the amount of nudity.

I know, I was making fun of the term itself.

From what I played, looks as SFW as the (classiest of) Boris Vallejo works.

Seriously, I guess it depends on your location. In Europe it's fine, in the US it's the realm of Satan. (Which is kinda weird for a country with biggest porn output in the world.)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Taberone on June 15, 2014, 06:30:30 am
I live in the US.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: niculinux on June 15, 2014, 06:19:43 pm
Great mod hope to try it soonerr or larer on linux! Personally, a couple of hints, replace bow with handeld crossbow and that harpoon rifle, the yellow one borrowed from TFTD i recognized, with a crossbow, that should be more mad max/fitting alike. Tanks for the very very hard work!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Yankes on June 15, 2014, 08:20:24 pm
The "Hidden movement" screen is what I'm referring to.
From what version? Now mod have more work friendly version of that :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Ran on June 15, 2014, 11:59:43 pm
Check resources folder, find hardcore porn 8)
However you need to edit the Ruleset to actually use the NSFW version.

I'm with Solarius - you shouldn't be playing at work anyway, and what you do at home is your personal decision.

We have enough politically correct and family friendly games, that this mod is not part of them is what I like most about it. It has almost nude girls, Swastika UFOs, a deeply perverted Church and the overall goal to kill and plunder as much as you can. :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: SupSuper on June 16, 2014, 03:15:12 am
If you don't like the backgrounds, you can probably just find the BACKxx.SCR files in the mod ruleset and remove them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: nedlee on June 16, 2014, 06:13:44 pm
Enjoying this mod a lot. Still it's bit annoying when game crashes after doom creatures tactical battle - it seems to happen when a dead enemy has a stunlevel higher than 0, then it crashes after killing the last enemy. The only solution seems to be editing the save file.

Also, sometimes government UFO missions give me negative scores.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Ran on June 16, 2014, 11:25:57 pm
Of course you get negative scores when you attack the local Government, they are the guys who pay you protection racket every month so you leave them unharmed. ::)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: nedlee on June 16, 2014, 11:34:11 pm
Hey, that makes perfect sense. ;D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 17, 2014, 02:55:40 am
@niculinux: The bow is going to stay, it'd be kinda hard to explain how exactly your Strength can influence a hand-held crossbow... But the mad-max crossbow is a tempting idea...

Rant mode on.

Seriously guys, how much of a pervert you have to be to dig inside game files just to find a b/w 16 shades file just to find something vaguely nipple-shaped and start crying POOOOORN! I'm disgusted with you. Also, the starting characters in my mod wear much more than in an average MMO - even if you're purposefully keeping them unclothed. None of the good armor is in any way revealing, because it wouldn't be armor, right. I wanted to make a tribute to 1980's bad SF movies, looks like I've created a prude (a prude is a perv by any other name) magnet. Better go and start booing Blizzard for putting nipples on their Succubi, your chances of influencing anything without using sound arguments are slightly better with them than with me. Which is still very close to zero.

On the other hand, hardly anyone complains about gameplay, and that's the highest praise for me. Thanks guys.

...And I'm still not getting what's wrong with shooting Nazis.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Falko on June 17, 2014, 03:00:21 am
Better go and start booing Blizzard for putting nipples on their Succubi, your chances of influencing anything without using sound arguments are slightly better with them than with me. Which is still very close to zero.
+1 from me (and i did not play your mod)

...And I'm still not getting what's wrong with shooting Nazis.
i even would shoot puppies and bunnies (if its fun (Edit: and pixel))
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Warboy1982 on June 17, 2014, 03:02:50 am
nothing wrong with depictions of nazism, as long as you're not glorifying it, or from Germany. hell, the new wolfenstein is rife with the stuff.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Ran on June 17, 2014, 03:09:13 am
Well I guess different countries have different taboos.
In the US it's anything remotely resembling nudity, in Germany (and Austria where I live) it's anything remotely resembling Nazi symbols. It's pretty hard to create content that doesn't offend anyone nowadays.

So just do your thing and ignore the whiners, to me the Piratez mod is my absolutely favorite game, I dare to say I even had more more fun with it  than playing the original XCOM in the mid 90s - and that means a lot. ;D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: wsmithjr on June 17, 2014, 05:27:01 am
So just do your thing and ignore the whiners, to me the Piratez mod is my absolutely favorite game, I dare to say I even had more more fun with it  than playing the original XCOM in the mid 90s - and that means a lot. ;D

I've just installed the mod and am interested in it.  That said, I find it very difficult to get into right off the bat because it's so different.  There are tons of different weapons and the enemies are pretty difficult to take down.  I suppose once you figure out what's what and know how everything works, it won't be such a big deal, but trying to get into the mod is a pretty big obstacle currently.  I even watched the 2 Let's Play videos, which was helpful, but I never would have made it through a first mission like in that video.

Anybody have some tips for getting started in the game?

Anyway, appreciate the effort by the mod maker(s) but it also shows just how impressive OpenXCom really is with the ability to handle such a mod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Qpoter on June 17, 2014, 07:10:16 am
Anyone thought of making a custom soundtrack for this mod? The original X-COM music isn't quite fitting.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 17, 2014, 10:12:43 am
This might be obvious, but it's very important... consider the loadouts of your troops VERY carefully. They're not trained soldiers, they tend to have debiliating weaknesses (which can be overcome with experience); most obvious problems are low Strength and low Stamina. Every soldier needs their own custom approach, just giving everyone standard gun and armor won't work. Only soldiers with decent Strength and high Stamina can handle armor. On the other hand, play on their strengths; it is entirelly possible to get a 50 Strength soldier off the bat. Such soldiers can lob dynamite two screens away or kill power-armored enemies with a single axe strike.

So track that encumbrance, get to know your weapons and custom-select them, and assign low-stamina soldiers for static roles. Counter-intuitively, equip low-accuracy soldiers with sniping weapons (which provide a huge bonus), and equip high-accuracy soldiers with heavy-hitters (which tend to be inaccurate). A good marksman equipped with an Assassin armor can reliably blast away with a Heavy Cannon, while by giving her a Hover armor, you gain a perfect fire-support platform for HMG or RPG. Just protect your investment. Recruits are cheap but armor and ammo aren't.

Another advice is to avoid prolonged firefights. They have the armor, but you have the time. And smoke grenades.
Title: [TOTAL CONVERSION] The Piratez Mod - 0.69
Post by: Zharkov on June 18, 2014, 04:41:02 pm
I wasn't aware that 0.73 is the newest Version, as I downloaded the mod from oxc. Perhaps more ppl could enjoy this mod, if the newest version was posted there. And, .zip is preinstalled on most OS in contrast to .rar.

I encountered a consistent crash in 0.69 when changing in Battlesphere:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 18, 2014, 06:39:12 pm
Oh right, I wasn't aware that the site was finally up. I'll post it there soon. And I've never seen that error before, sorry. I'll look into that... eventually. OpenXcom has changed a lot since the latest version was written. Thanks for sending the faulty save.
About zip and rar: I think BOTH standards are absolutely abundant everywhere. But rar makes 30% smaller files. Go figure :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: niculinux on June 18, 2014, 09:41:41 pm
Dear Dioxine,

please may you in he future do some lowercasin wirk to the mod, see here to see how i'm suffering (https://openxcom.org/forum/index.php?topic=2309.0)  >.<
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Zharkov on June 19, 2014, 05:39:54 pm
This mod is great. I cannot say how great, as I don't have the words!

Taking the funny texts, the setting, and the rum, I think this is best played drunk. However, balancing seems way off even for playing sober. I just got handed my ass back from the star gods' slaves on day 8, when my hidy hole got raided with cyberdiscs, voodoo and the full load! I put up a good fight, but in the end I was out of RPGs and the cyberdiscs were still there. I rushed them with chainsaws, but to no avail. Then, everybody was dead. (3rd game on lvl 3 [blackbeard])

Don't get me wrong, I like a challange and I like playing on ironmode, however, I am not sure if I am getting this right: On which lvl should a xcom veteran start out? Is it alright to ditch the early culling missions? Do you lose the game, when factions don't bribe you anymore? Is it intended, that early weapons shoot cotton balls?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 20, 2014, 12:49:49 pm
Don't say crap about early weapons. They're intended to be, well, weaker than all the better weapons. But this ties to the question of difficulty - it's about learning your equipment well, because many of the enemies are strong, and basic guns work only on unarmored targets. There are a LOT of guns, it's up to you to select your favorites. You're just a ragtag band of pirates, and you're going against powers to be. Maybe you've just learned that chainsaws aren't that good against tanks and buying some Hi-Ex might be a good idea.

About early raids on your base - it's not me. It's XCom, baby. Love it or hate it, sometimes you get raided on first week, sometimes it won't happen for years.

About the difficulty level - I'm playing it on Jack Sparrow.

About losing the game - you can't lose it that way you described, as long as your score and more importantly, bank account is above the water. And Russia will never betray you, so keep calm :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Taberone on June 23, 2014, 09:44:11 pm
Is there a ending in Piratez?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: zastava128 on June 28, 2014, 03:35:06 pm
First of all, thanks for all the hard work you put into the mod - it's like a whole new game.

Now I've got a question: Can you produce Boarding Guns or Hand Cannons? I can't seem to either buy or produce them, but then again maybe I've just missed the prerequisite tech. These two guns are absolutely vital in the early game, since they're among the few starting weapons that can punch through Personal Armour...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 28, 2014, 03:40:26 pm
There is no option right now, but indeed, there perhaps should be... I was afraid it'd make the game too easy if you could produce them early on, but then again, I have an idea where to implement it on the tech tree to keep things balanced.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Zharkov on June 29, 2014, 12:06:14 pm
I was afraid it'd make the game too easy if you [...]

Nope! Game is still too hard, weapons are too weak or armor to though, making the BattleScape very tedious.

Anyway, I have played some more and I am very impressed by your work, but I noticed a few minor problems:
- str_mission_govt_patrol_ufopedia is missing
- stun ammo for shotgun is listed at combat shotgun, but only fits domestic shotgun
- taking a hell baron alive crashes the game [actually, that is a major problem]
- disposable AT rocket vanishes after mission although unused
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 29, 2014, 03:04:22 pm
1. It's on the "to do" list
2. It's properly listed both in Pedia and in the shop.
3. Yeah I know. I tried everything to make catching these guys alive work but it stil doesn't. I have no idea why it doesn't work or how to fix that.
4. It's clearly explained in the Pedia. To be honest, this is a trick - it was either "unlimited reloads at the base" or that. Maybe it wasn't that great of an idea... Maybe I'll make it weaker and heavier but allow it to be reloaded for free at the base. It's not much of a rocket at this point anyway...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Zharkov on June 29, 2014, 04:13:05 pm
2. It's properly listed both in Pedia and in the shop.
sry, I meant acid not stun!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Solarius Scorch on June 29, 2014, 04:14:09 pm
Are you using en-US or en_GB? Maybe Dioxine has only one covered, and you're using the other one?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Zharkov on June 29, 2014, 04:19:56 pm
For balancing, I have nerfed the Aliens. Especially the mercs have much lower armor and tanks have much lower health. All other enemies are slightly reduced in health or armor.



P.S. Dioxine: I hope, it's alright to post this here. Ply notify me, if you don't want it here and I will delete this!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 30, 2014, 04:47:47 am
Yeah why not make the enemies less armored than your soldiers are. In my opinion, this makes recovering better guns kinda pointless, and you don't need to think about new tactics. But everyone is entitled to playing a game they like...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Solarius Scorch on June 30, 2014, 07:03:37 am
Amazingly, this mod has its own TV Tropes page (https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Piratez). :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: zastava128 on June 30, 2014, 02:28:08 pm
There is no option right now, but indeed, there perhaps should be... I was afraid it'd make the game too easy if you could produce them early on, but then again, I have an idea where to implement it on the tech tree to keep things balanced.

I think it's needed to be honest. Right now, if you lose the Boarding Gun early you're at a severe disadvantage.

I've noticed that Hand Cannons are sometimes used by your enemies, so another possibility would be to also make enemies occasionally carry the Boarding Gun (the Raiders would be a fitting choice for this I think).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 30, 2014, 02:38:26 pm
Raiders do carry Boarding Guns sometimes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Zharkov on June 30, 2014, 05:22:02 pm
Yeah why not make the enemies less armored than your soldiers are. In my opinion, this makes recovering better guns kinda pointless, and you don't need to think about new tactics. But everyone is entitled to playing a game they like...

Well, I am the first to admit that I am a very lazy gamer.

Pls, be so kind and share with us, how to beat the mercs + tanks. In your YouTube Videos you fight easy enemies, only. And it seems to me, your are playing without the Aliens less exposed option.


Amazingly, this mod has its own TV Tropes page (https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Piratez). :)

Strange, but not undeserved imho...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on June 30, 2014, 09:41:07 pm
Turning the Sneaky AI option on makes the enemies less aggressive, therefore they use up their TUs running for cover instead of shooting. This indeed makes vanilla XCOM harder, but it makes Piratez easier - as the enemies can rely on their armor but usually have much weaker guns.

About the Mercs? If they're too tough for you, avoid them :) I have no choice what kind of enemies I was fighting in the YT video since it's an unedited recording, I was fighting what appeared - and the Mercs rarely if ever appear that early.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: roxor on July 01, 2014, 06:01:32 pm
This mod is great! Thank you for your work.

Its quite difficult, but fun. Right now im stuck with mercs attacking my base. I dont want use easier ruleset, but i cant beat merc tanks... Any suggestion? Im playing base defense mission, i can kill all merc troops, but those tanks... I have used dynamite (several charges on one tank), grenades, heavy laser, gauss pistol, but i cant kill even single one. They seem to be invulnerable.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on July 01, 2014, 09:01:04 pm
This is a spoiler. After researching the tank wreck, you will be given all the info below. That's why researching defeated enemies is important.


The tanks, akin to their Merc masters, are nigh-invulnerable to HE and AP, unless treated with extreme force - like Hi-Ex, Heavy Rocket, high-callibre Gauss weapons, or axes. Heavy Laser should do the trick too - after scoring several hits. The tanks do not only have good armor, they have a ton of health too, so persistence is advised.

Even better advice - try to avoid tanks, deal with Mercs first. Tanks aren't as dangerous as they seem, they do not shoot often, aren't very accurate and their hits aren't 100% lethal.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Solarius Scorch on July 01, 2014, 11:14:25 pm
Sensei, sensei! How can I defeat these powerful enemies?"
"Baka! Just kill'em all!"
*
*
*
*
*
Because:
(https://t.qkme.me/3qx7t3.jpg)
;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Zharkov on July 02, 2014, 12:46:39 am
Merc tanks have a rear armor of 60 and 150 hp. So with a heavy laser you have to hit them about 10 times in the back to destroy them!

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on July 02, 2014, 03:53:13 am
I've seen these tanks going down to a single axe strike :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on July 05, 2014, 09:46:03 pm
Dear Dioxine,

please may you in he future do some lowercasin wirk to the mod, see here to see how i'm suffering (https://openxcom.org/forum/index.php?topic=2309.0)  >.<

I'm always trying to keep everything case-sensitive... But it's easy to make a mistake when you're dealing with thousands and thousands of files, many of them not mine. But I am not lowercasing anything, this makes editing even more difficult than it is now.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: yrizoud on July 05, 2014, 09:57:32 pm
Use the mod tester, it will tell you exactly which mismatches are present
https://falkooxc.pythonanywhere.com/
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: niculinux on July 06, 2014, 09:43:27 pm
sorry just to make some an example (may sound a joke but "serious"): since some posts back i suggested to replace bow with something different, here's a pick of an hand-held crossbow:

(https://www.crossbowmen.com/2-pistol-crossbow.jpg)

also it may be an addiction along with a crossbow . In the end...hey ..the current "spraygun" may be replaced with  a...good ol tompshon m1928a machine gun!!

(https://www.museumoftechnology.org.uk/nimages/A0383_ex.jpg)
(better to have it with a drum clip with 50 rounds, trust me)

gangsters galore!! hey after all the piratez aren't a bunch of criminals? :D

Peace, out!!!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Nattfarinn on July 06, 2014, 10:20:54 pm
Hi,

I have problem with installation.

I get error:

Code: [Select]
terminating with uncaught exception of type YAML::BadFile: yaml-cpp: error at line 0, column 0: bad file
...right after running game

I've installed fresh OpenXCom (latest milestone build: June 13, 2014), copied data files from fresh install of Steam X-Com: Ufo Defense/Enemy Unknown, unpacked Piratez into data (previously renaming original SoldierName folder), added files to Ruleset (but error is the same without them). About half second after game starts (black dos window) game crashes with above message. Any ideas?

Cheers,
Natt.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on July 06, 2014, 11:00:27 pm
Crash:
No idea, sorry. And my mod doesn't change anything in the existing files, so if you're getting this error message even with my rulesets turned off, I'm probably not guilty :) Nightly builds have their odds and ends, try using 1.0, or wait for the next build.

Hand Crossbow:
A nice idea, but it can't replace the bow - simply because it'd be very strange if soldier's Strength value was added to CROSSBOW damage of all things :) And with the harpoon gun already in place, there's very little niche for it... Maybe a weaker, unlimited-ammo weapon... We'll see.

Tommygun:
True, there are many legendary firearms, and it always saddens me that harsh selection is required. The grease gun is both plain enough to be a good starting weapon and it works well as a weapon for Nazis and other scum like that. However, I'm not ruling the tommygun out (for the same reasons you've stated)... maybe as some higher-tier weapon.
Another problem with both ideas is somebody has to make graphics for them, and it requires time and effort :)

0.74 coming soon with several improvements.



Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: niculinux on July 06, 2014, 11:13:14 pm
Another problem with both ideas is somebody has to make graphics for them, and it requires time and effort :)

Hope somebody may wanto to help. I have not time and capabilities, but let's cross our fingers ;)

0.74 coming soon with several improvements.

Thanks! Hope it will be linux compatible, so one day i may finally try it! thanks again!!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Nattfarinn on July 07, 2014, 12:04:08 am
No idea, sorry. And my mod doesn't change anything in the existing files, so if you're getting this error message even with my rulesets turned off, I'm probably not guilty :) Nightly builds have their odds and ends, try using 1.0, or wait for the next build.
I'm using 1.0 right now, but regarding my problem you're obviously right. During Piratez unpacking I've replaced folders instead of merging them (so I've lost original data from ./Maps and such).

Now I have quite different problem running Piratez, but current one is tricky SIGSEGV (game works fine without rulesets). Eh... :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Nattfarinn on July 07, 2014, 02:35:23 pm
Now I have quite different problem running Piratez, but current one is tricky SIGSEGV (game works fine without rulesets). Eh... :)

I've found what's causing the Segmentation Fault. It looks like OpenXCom has some issues with loading so many images (Piratez.rul extraSprites section). It works fine if I strip extraStripes section to around 1000 lines.

Not sure it's issue with OpenXCom in general or just Mac version of it. Very annoying.

Update: GNU debugger FTW! It's problem with SDL_image on Mac, and it's considered as feature not an issue. It loads PNG images as 32bit regardless of actual palette. It causes problem with memory addressing because OpenXCom expects 8bit palette but gets much more. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
Post by: Dioxine on July 08, 2014, 12:02:29 am
Thankfully, I've never even seen a Mac with my own eyes, much less actually used it :P

0.74 is up in a few minutes...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: Dioxine on July 08, 2014, 06:44:12 pm
Well, Tommygun is done, more or less, and it will be added in the next version:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: niculinux on July 08, 2014, 09:31:32 pm
Well, Tommygun is done, more or less, and it will be added in the next version:

Wow great thanks!! Lastly, will 0.75 be linux compatible? So then i may finally rest in peace xD

Edit: ah sry also it would be excelelnt if every now and then may get net lets play videos to showcase new addiction, features and updates ::P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: Dioxine on July 08, 2014, 09:41:00 pm
Ugh, to make it Linux-compatible, I need to find those few files that do not match their declared names, uppercase wise... any idea how to do it quickly?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: niculinux on July 08, 2014, 09:54:50 pm
Ugh, to make it Linux-compatible, I need to find those few files that do not match their declared names, uppercase wise... any idea how to do it quickly?

nice question! Since i on't use win since 2011 (!!) but at the same time i'm very incompetent in genera when it comes to computers, so i'd pass it to more experienced and able users, have mercy  :-[ :-[

maybe win functin search and replace?  :-[ :-[
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: Solarius Scorch on July 08, 2014, 10:00:52 pm
I don't know much about Linux, but OpenXCom tells you specifically which file is missing on launch. I can't believe this feature not working...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: niculinux on July 08, 2014, 10:03:37 pm
I don't know much about Linux, but OpenXCom tells you specifically which file is missing on launch. I can't believe this feature not working...

posted a cpule of screenshots some posts back in this thread ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: Solarius Scorch on July 08, 2014, 10:07:36 pm
posted a cpule of screenshots some posts back in this thread ;)

Ah, this.
Try the IRC channel maybe? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: niculinux on July 08, 2014, 10:10:59 pm
Ah, this.
Try the IRC channel maybe? :)

ah sory, not screeshots to be precise, but only this: click (https://openxcom.org/forum/index.php?topic=1898.msg23180#msg23180)

OK i'll pass by irc asap!
edit: sry screenshot actually were posted in another thread (https://openxcom.org/forum/index.php?topic=2305.msg22904#msg22904)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: niculinux on July 08, 2014, 10:27:05 pm
ok, SupSuper just suggested me on irc o try falko's modtester (https://openxcom.org/forum/index.php?topic=2221.0), here some results, obviously incomprensible for me:

(https://s8.postimg.org/dxssulvxt/openxcom_mod_tester_piratez_mod_074_take_1.png) (https://postimg.org/image/dxssulvxt/)

(https://s8.postimg.org/clb3spyi9/openxcom_mod_tester_piratez_mod_074_take_2.png) (https://postimg.org/image/clb3spyi9/)

(https://s8.postimg.org/mrjpbpiwh/openxcom_mod_tester_piratez_mod_074_take_3.png) (https://postimg.org/image/mrjpbpiwh/)

edit: gotta unpack and compress mod in .zip file since  piratez comes shipped in .rar format :,(
please experienced soldiers, have a look ;) for details click on "more" right next to the report string

splitted into 3 screenshots...good night

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: Falko on July 08, 2014, 10:39:16 pm
the modtester is "obviously incomprensible"
and if its incomprensible there is no point in answering questions (not that you presented a specific question)

i took the time to make an easy linux solution but you were also unable to use https://openxcom.org/forum/index.php?topic=2356.msg23819#msg23819 even after supposedly 3 years of linux usage

together with the fix option for filepaths in the modtester there are now multiple ways to make linux mods workable

it seems you want to get every little bit of work explained in excruciating detail
but i will not help you there
perhaps other can be bothered

PS:
i am in favor that modders fix their filepaths
for windows modder using the modtester with the"Change case sensitive filepath entries" enabled should do the work for the sextrasound/sprite entries .. there is no useful automatic map renaming
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: niculinux on July 08, 2014, 11:04:55 pm
the modtester is "obviously incomprensible"
and if its incomprensible there is no point in answering questions (not that you presented a specific question)

i took the time to make an easy linux solution but you were also unable to use https://openxcom.org/forum/index.php?topic=2356.msg23819#msg23819 even after supposedly 3 years of linux usage

together with the fix option for filepaths in the modtester there are now multiple ways to make linux mods workable

it seems you want to get every little bit of work explained in excruciating detail
but i will not help you there
perhaps other can be bothered

PS:
i am in favor that modders fix their filepaths
for windows modder using the modtester with the"Change case sensitive filepath entries" enabled should do the work for the sextrasound/sprite entries .. there is no useful automatic map renaming

Ok, sry don't wanna be annoyn but i really do not have spare time and will to engage myself in programming, also i am a linux  user who enjoys that so with no exessive ambition, i use it mainly for internet browsing, wordprocessin and very occasional gaming, but understand our poin falko ;) just wishing some experienced linux users and other may wanna contribute, hope i did not bother anyone ;)

Ok never enough to thank you guys for the massive work you did/done so far for the game! Thanks again :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: Dioxine on July 09, 2014, 12:06:19 am
I've just used Falko's AWESOME modtester, it found some legitimate garbage in my mod, a lot of stuff that works, and I believe all case-sensitive problems which I've fixed, so the next version SHOULD work under Linux unless something escaped my thrice-repeated search :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.74
Post by: niculinux on July 10, 2014, 10:43:22 am
I've just used Falko's AWESOME modtester, it found some legitimate garbage in my mod, a lot of stuff that works, and I believe all case-sensitive problems which I've fixed, so the next version SHOULD work under Linux unless something escaped my thrice-repeated search :P

Thanks for cconsideration! Bearing in mind that it s ready when it s ready ;)

Hey, just anoter piratesque addiction for an eventual addictin (rrime xD)

A cool morning star!

(https://static.giantbomb.com/uploads/scale_small/0/1992/1201795-morningstar.jpg)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 12, 2014, 06:54:01 pm
New version is up, let me know about any bugs (I don't have the time to test the game so thoroughly as before these days).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Edrick on July 12, 2014, 07:18:12 pm
When assaulting a landed UFO from the Church, the game crashes when I try to stun an enemy with white shirt and black trousers (Church Civ?) with a Stun Rod.
Otherwise enjoying the game immensely.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 12, 2014, 08:33:37 pm
Does this occur when using Stun Rod on other enemies as well?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Edrick on July 12, 2014, 08:55:35 pm
Nope, Church Zealots (only enemies I've tried them on) are stunned normally.
Also, killing him works fine. The game only crashes right when he touches the ground after being stunned.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 12, 2014, 09:31:53 pm
No idea what's going on, I've heard other people are having issues with stunning enemies lately as well. I'm not having any sort of issues with stunning them, just checked, but I'm playing on a week+ old nightly. What version are you playing?

I need to ask the devs about this issue or wait till it's fixed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 12, 2014, 10:29:48 pm
Finally, the mod starts!!

(https://s28.postimg.org/5rdmc8syh/openxcom_piratex_075.jpg) (https://postimg.org/image/5rdmc8syh/)

Hope i won't experience crashes x_x

 :-* :-*
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 12, 2014, 10:53:24 pm
Ha! You will - either by my mistake, or the game developement process may render some of my code harmful. But hopefully they will be very rare :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 12, 2014, 11:49:25 pm
Ha! You will - either by my mistake, or the game developement process may render some of my code harmful. But hopefully they will be very rare :)

Let's cross our fingers!

Also, the mod on openxcom.com needs updating (still reports 0.74 as latest version)  plus, here and there, may get a game plot or at least a goal, an explanation how to beat the mod? Thanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 12, 2014, 11:54:14 pm
In soviet russia, the mod beats you.

Read the Pedia, it's your only friend.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Edrick on July 13, 2014, 01:06:42 am
I was using version 0.75. Anyways, just normally killed the guy, and I could stun Church Neophytes normally in latter missions.
But I also ran across two strange happenings, which I doubt if they could be bugs:
- When researching Trader Bodyguard, I get the Bodyguard and Power Armor pedia entry as usual, but get the Raiders entry instead of the Traders as a faction.
- My base got raided by Govt forces, netting me a negative score at the end of the mission by killing all of them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 13, 2014, 01:35:13 am
1. Trader Bodyguards know about the people they kill, hence the extra information. Check your Pedia - you should have the Traders entry unlocked too (but it seems you already have it?).
2. Retal Mission Random Factor! Call it an unfortunate accident - looks like some hard boiled cops had a personal hatred towards you and busted your base despite the general policy to tolerate your operation :) But you were still killing cops, hence negative score. On the other hand, Govt doesn't have any super-tough units, so, easy plasma for you!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Edrick on July 13, 2014, 05:59:36 pm
Thank you very much for your answers!
Just a last question: what does the Tiny Drill do? The Bootypaedia entry isn't very enlightening and it doesn't sell for anything. Maybe it's to construct the Ultimate Craft?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 13, 2014, 07:15:28 pm
Just a last question: what does the Tiny Drill do? The Bootypaedia entry isn't very enlightening and it doesn't sell for anything. Maybe it's to construct the Ultimate Craft?

I join on that, what is it?

Also after some more intense firefighst, would be nice to have some weapon clips increased amount:

Harpoon gun: from 3 to 6 or 8
Hand cannon: from 4 to 6
Rail driver: from 1 to 6

and actually tommy gun  should be not reaserchable item, buyable insted (it' a weapon of the beginnin of the XX century after all  :o ;D ). Bow should have ammo vounts (buyable: standard arrow (AP) explosives arrows (rambo style!!) and poisoned ones effective against non-armored target. Also i'd discard snubby revolver, transferring its features to ol' revolver (seems kinda duplicated weapons, but snubby is more powerful.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 13, 2014, 08:54:26 pm
Tiny Drill: I'm not telling anything :)

Harpoon Gun: It's the most powerful starting CC weapon (except the Rail Driver), it's purposefully very low capacity else it'd invalidate shotguns.

Rail Driver: See above. It's extremely powerful (and available from the store) so it has to be extremely nerfed in other aspects. Also - man, it's a mining tool, what a mining tool would need a multi-round magazine for? :)

Hand Cannon: Same thing. It's borderline OP already, and only because it's one of the staple pirate weapons.

Tommygun: Nope, it won't be buyable. Maybe the price of blueprints is too high, but it's a swag weapon, ie. exclusive, posh, cool, not for muggles and bean-counters. Besides, they went out of production 650 years before the game starts :)

Snubby: While the Ol' Revolver is your crappy Level One weapon, Snubby is higher-tier, not buyable and sees improvement later to rival the domination of the Handcannon.

Bow: Yeah I thought about all these cool things too, but eventually I've decided that reloading the bow with quivers is so anti-climatic I can't allow it, so I went in a wholly different direction to make it unique (think Crisis! Bow+Synthmuscle Suit is a lethal combo). Rambo arrows however, I do miss them. Maybe there will be some other bow. Poisoned arrows, or rather darts, are planned in the future (they will arrive with a new enemy faction).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: zastava128 on July 13, 2014, 09:22:45 pm
Still playing 0.73, so will installing the newest version invalidate my savegames?

Also, an idea: I'm not sure whether it's possible to implement this, but how about allowing the player to use a "tamed" Reaper as a HWP? I mean the Traders have them, so why not the player? (possibly made using Reaper corpses, but how to justify this?... Franken-Reaper? Cyber-Reaper?)

Oh, and I just met the Star Gods.  They aren't kidding when they say "Gods" :o
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 13, 2014, 09:35:45 pm
Tiny Drill: I'm not telling anything :)

Harpoon Gun: It's the most powerful starting CC weapon (except the Rail Driver), it's purposefully very low capacity else it'd invalidate shotguns.

Rail Driver: See above. It's extremely powerful (and available from the store) so it has to be extremely nerfed in other aspects. Also - man, it's a mining tool, what a mining tool would need a multi-round magazine for? :)

Hand Cannon: Same thing. It's borderline OP already, and only because it's one of the staple pirate weapons.

Tommygun: Nope, it won't be buyable. Maybe the price of blueprints is too high, but it's a swag weapon, ie. exclusive, posh, cool, not for muggles and bean-counters. Besides, they went out of production 650 years before the game starts :)

Snubby: While the Ol' Revolver is your crappy Level One weapon, Snubby is higher-tier, not buyable and sees improvement later to rival the domination of the Handcannon.

Bow: Yeah I thought about all these cool things too, but eventually I've decided that reloading the bow with quivers is so anti-climatic I can't allow it, so I went in a wholly different direction to make it unique (think Crisis! Bow+Synthmuscle Suit is a lethal combo). Rambo arrows however, I do miss them. Maybe there will be some other bow. Poisoned arrows, or rather darts, are planned in the future (they will arrive with a new enemy faction).

Well never played Crysis (know it onle by name  :o) but ok, at least harpoon gun may had to have at least a 5round clip, shotgun are very imprecise but have more ammo.

Also, a bit of info on how to manufact snub revolver and handcannon...grrr can't manage to get it... In the end, may be fine to have a strategy guide/unofficial FAQ call it whatever you want (like happened wiht jagged alliance 2) not to whisper the secrets of the game, but only to provide a little tibbit of info... :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 13, 2014, 09:55:51 pm
Still playing 0.73, so will installing the newest version invalidate my savegames?

Also, an idea: I'm not sure whether it's possible to implement this, but how about allowing the player to use a "tamed" Reaper as a HWP? I mean the Traders have them, so why not the player? (possibly made using Reaper corpses, but how to justify this?... Franken-Reaper? Cyber-Reaper?)

Oh, and I just met the Star Gods.  They aren't kidding when they say "Gods" :o

All versions should be compatible, I'm trying hard to keep that promise. You might experience some strange behaviour in the research tree (especially if upgrading from pre-0.7), but you will be able to research all vital topics, so no need to worry. OpenXcom 1.0+ is stable enough that there should be no chance at all of old savegames not working.

Tamed Reapers are planned :)

@Niculinux:
Shotguns are less powerful, even the best ones. Harpoon deals 50 damage (10 more than AP shell on Military Shotgun), and it's stunning damage to boot, allowing you to capture the enemies alive and circumventing their AP resistance (if they have any). You also get very accurate Aimed shot with the Harpoon. Extra clips aren't that heavy either.

Snubby is never possible to manufacture.

About the secrets: I don't want to spoil the game for people who want to discover everything themselves, plus, I haven't written all these Pedia entries for nothing. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 13, 2014, 10:09:53 pm
Shotguns are less powerful, even the best ones. Harpoon deals 50 damage (10 more than AP shell on Military Shotgun), and it's stunning damage to boot, allowing you to capture the enemies alive and circumventing their AP resistance (if they have any). You also get very accurate Aimed shot with the Harpoon. Extra clips aren't that heavy either.

ok, fine then! Though in the game are present 5-6 shotgun types!  :o ;D Tommy now has 32 power, against the human assault rifle which is 30, i'd suggest to switch them, and increasin AR to 35 and tommy 30. Cutlass may be more powerful than rapier, and chainsaw is actually now very weak, how about to make it more deadly. Well Actualy weapons needs some more rebalancing, aside the harpoon question. Well peraph rail diver may be replaced by railgun, coz a one shot weapon would not make sense in the game, but it's just me then.

Snubby is never possible to manufacture.

It should be please? right afterr researched "Advanced weapons rumors" could appear an "imprived hangun" and then after having researched the latter we may manufacture snub revolver and ammo :/?

About the secrets: I don't want to spoil the game for people who want to discover everything themselves, plus, I haven't written all these Pedia entries for nothing. :)

ok 'ìll bash my head then xD
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 13, 2014, 11:54:55 pm
I think you're under a false impression that you're supposed to survive without looting weapons from the hands of your enemies. The store selection is purposefully very limited.

You're also forgetting that Assault Rifle has an unlimited-range Aimed Shot, while you can't reliably engage in long-range firefights with a Tommygun (at least when playing the mod as intended, with UFO Extender Accuracy: ON).

The chainsaw, while cumbersome to use, is actually very deadly, even in the hands of unskilled soldiers, unless you try to attack heavily armored enemies. I'm not denying that it is a sub-par weapon in general, though. I might make it use a bit less TU's.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 14, 2014, 12:05:58 am
I think you're under a false impression that you're supposed to survive without looting weapons from the hands of your enemies. The store selection is purposefully very limited.

You're also forgetting that Assault Rifle has an unlimited-range Aimed Shot, while you can't reliably engage in long-range firefights with a Tommygun (at least when playing the mod as intended, with UFO Extender Accuracy: ON).

The chainsaw, while cumbersome to use, is actually very deadly, even in the hands of unskilled soldiers, unless you try to attack heavily armored enemies. I'm not denying that it is a sub-par weapon in general, though. I might make it use a bit less TU's.

Well, actually that it os the spirit of the mod (typing that after beign slaughtered again tonight :D) a really hard one! On second thoughts, other possible addictions that may make their wai along woth the tames reaper my be a machete, but mosty a katana and ever a scimitar! Hope also that some more reaserchabke weapins will be added (not many). Ok i ran out of ammo...maybe someone has some other suggestioms regarding weapons addictions ad features in general? If so, i pass it to those ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Edrick on July 14, 2014, 12:34:50 am
I'd only like to get an Electro-Sword that looks more like an electric sword and not like your average blade. You know, like the Lightsabers from Star Wars or the Beamsword from Super Smash Bros Brawl.
And, of course, a Molotov Cocktail. How could that be missing? Maybe, in the best of cases, even a Panzerfaust.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 14, 2014, 07:45:49 pm
Ehh, there is no real point in adding more incendiaries with how ineffective they are in general, but yeah, if you insist for climatic purposes I have an idea how to implement molotovs in a somewhat interesting way (ie. not just another generic item at the store).

About the sword - that's all I could do with my drawing abilities, sorry. I'm not superhuman. Find me a better model and I can implement it if I like it.

About the Panzerfaust - isn't RPG-7 enough in that department?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 14, 2014, 08:33:56 pm
Ehh, there is no real point in adding more incendiaries with how ineffective they are in general, but yeah, if you insist for climatic purposes I have an idea how to implement molotovs in a somewhat interesting way (ie. not just another generic item at the store).

Please please, it's a must have considering the mod! <3 Tese may be bought in the black market - no need to research them - because are ancient weapons, but whatever! Could be a weaker version of will pete, that may be have to researched instead.

About the sword - that's all I could do with my drawing abilities, sorry. I'm not superhuman. Find me a better model and I can implement it if I like it.

mmhhh anyone listening? Maybe someone may want to help...

About the Panzerfaust - isn't RPG-7 enough in that department?

The rpg-7 is so lonely, really needs a buddy :D maybe a more "modern" bazooka?

Edit: changed my mind about tne molotov and the law, sine a singke shot rocket launcher is already present (plasma discharger or whatever it is called) so a apanzerfaust or a bazooka would be welcome ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 15, 2014, 06:46:24 am
Highly likely you'll see that, as the 1.0+ engine seems to allow for a single-shot, discardable missile... however, I've found a nasty bug in my research tree that allows you to immediately research stuff you're not supposed to... like Forcefields or Craft Missiles. The issue is fixed already, but it took me a lot of time and the next release will be somewhat delayed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Edrick on July 15, 2014, 06:50:42 pm
Just a quick n00b question: how I am supposed to obtain new guns or munitions for my vessels? Is  it through some advanced research tree?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 15, 2014, 08:45:07 pm
Just a quick n00b question: how I am supposed to obtain new guns or munitions for my vessels? Is  it through some advanced research tree?

As far as i know we got two ways: loot enemy vessels or research & manufacture.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on July 15, 2014, 10:59:55 pm
Dear Dioxine,

I thought i won'nt be posting for a long time, but i noticed something of interest: on your youtube channle in the video Let's Play: OpenXcom Piratez Mod, pt. 2 at 09:13 (https://www.youtube.com/watch?v=hZP4emkeHNg) you say that the 30mm cannon should not be avaiable at the beginning of the game because it needs to be researched,but actually it's a starting weapon avaiable from the beginning, plus the 30mm ammo are also avaiable at the black market as well!

Screenie:

(https://s30.postimg.org/mqpa64bst/openxcom_black_market_screenshot.jpg) (https://postimg.org/image/mqpa64bst/)

Other things: I'd replace the SMG with the machine pistol (the one from Men in Black mod one (https://www.openxcom.com/content/modimages/thumb4_YQISJJFX060320140940.png), because is less compact than the machine pistol mod  on the forums v.3.0 (https://oi58.tinypic.com/2edqc1i.jpg)) , at least someone said. It should be buyable from the market (it's a old weapons) and peraphs the actual SMG may be manufactured after some research and renamed "improved submachinegun" (researching Advanced firearms weapons--leads to-->improved submachinegun, along with  snub revolver as manufacturable items).

Af for the mace you may use the one featured in the elerium mace mod (https://www.openxcom.com/content/modimages/thumb4_ZODHQUVH031120141003.png), it's squared not rounded but can be easily modified so no more head bashing on the keyboard :D In the end I changed my mind as for the molotov weapon, see my previous post.

OK that should be it for this summer!!!  :o ;D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 15, 2014, 11:39:29 pm
New craft weapons: keep researching looted personal arms and related topics, you will get there (in 4 or 5 steps). There's a ton of them. If you can't, it could be related to the tech tree troubles, 0.76 should fix most of these. Lootable vessel weapons are possible to implement, but you'll have to wait, it'd require major rebalancing - I want to finish the current "to do" list first.

30mm cannon: It's unavailable as in: you can't get more of them until you research it, but you happen to have a single weapon of that type in stock, presumably stolen from somewhere, and ammo is commonplace enough to be buyable (even if the price is high).

Advanced Firearms: it's kind of an empty topic for now, but this will change. There will be several very good weapons (for firearms) available there.

Maunufacturable weapons: nah, generally only completely new weapons are supposed to be manufacturable, the rest has to be looted. I want the player to be forced to improvise a bit with weapons loadouts.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Edrick on July 16, 2014, 12:21:27 am
Another potential bug: I've been whacking at some Dark Ones, Demons, Imps and Hell Barons with Elerium Maces, charged with Stun Coils. But when mind-controlling them later, it reveals that no srun damage is being dealt at all.
This, or they are unstunnable and I'm a fool.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 16, 2014, 02:35:06 am
They're unstunnable by design. They're demons, they mock your mortal concept of "stun weapons" :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Guggulf on July 16, 2014, 10:24:30 pm
Hey there, really enjoying the mod so far and I've gotten quite a far ways into it, having raided two church bases so far and researched just about all the laser and gauss weapons. However I've hit somewhat of a snag when it comes to booties.

When I kill enemies in the battlescape they clearly drop booties, or well, corpses. But after the mission it seems all booties get turned into slaves. So instead of getting trader or church booties, I end up with slave [enemy] instead.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 17, 2014, 03:08:33 am
Yes... it's a bug. The 0.75 isn't fully compatible with the latest OXCom build. The problem has been dealt with already in 0.76, wait for its release.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Guggulf on July 17, 2014, 04:18:16 am
Yes... it's a bug. The 0.75 isn't fully compatible with the latest OXCom build. The problem has been dealt with already in 0.76, wait for its release.

Ah I see, shame that.
Oh well, cheers for the quick response at least. 
Can't wait for 0.76 then. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: Dioxine on July 17, 2014, 04:51:41 am
It's being tested hard on Jack Sparrow, should be posted tomorrow or the next day.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
Post by: Dioxine on July 17, 2014, 11:56:32 pm
All right, v.0.76 is up. I believe all major issues have been fixed (check the lengthy changelog), and the research tree and Pedia received major overhauls.

@Niculinux: 30 mm ammo should indeed be unbuyable. Do NOT use this mod in conjuction with any other mod that changes vanilla weapons (only these with completely new stuff are ok).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
Post by: Guggulf on July 19, 2014, 04:23:02 am
Great job Dioxine!  :D

Finally got my booties and I've been storming through the tech tree. Gotta say those fusion missiles are just way too fun
to use  in urban maps.

One little thing is that I really wouldn't mind being able to manufacture more rocket launchers, as they're kinda hard to come by.
After 150 or so completed missions and well over 500 UFOs I've got a whopping two launchers so far.

Oh and the fighter and ordinator UFOs seem to be missing their descriptions in the Bootypedia.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
Post by: niculinux on July 20, 2014, 10:37:27 am
Wow thanks dioxine! In the end hope that in the 0.77 we may get the rid of all researching bugs, plus have something a bit better in the black market to buy, well if tommy gun won't be there, hope at leas thst machine pistol i posted above)

On second thought, since the paluer has from beginning a handful of handcannon and a board gun, good starting weapons, i'd suggest to have them not even from start in the stores but instead both manufacturable after some me researching, (2 or 3 steps, boarding gun already is now, actually) to make the game even more challenging! have a nice summer! <3
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
Post by: Dioxine on July 20, 2014, 10:52:57 am
1. There will be not 1, but 2 more rocket launchers, actually :) Quad Launcher (fun store-available weapon) and an advanced rocket laucher (researchable, uses same rockets as Rocket Launcher, more accurate & generally more swag). Indeed, Escorts are the ships to get a RL from and they're not that prevalent lately. Else is same old RPG over and over :)

2. Pedia & research are being updated, indeed there was one more major bug, which made researching autocannons and related weapons impossible if you researched  Cannon Munitions Manufacturing before Autocannon AND Rifle Munitions Manufacturing before Minigun/Chaingun. Which is a likely occurence.

3. Handcannon IS manufacturable. You just need to get appropriate research prerequisites from the field.

4. Update soon... a morbid work is being done - varying corpses for every enemy

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
Post by: maw3193 on July 20, 2014, 01:08:39 pm
I am getting consistent crashes when standing on the Leviathan's roof. Most of the tiles in front of the soldier, and the tile 2 squares to the right of the soldier cause a crash (reportedly a segfault) when I move the soldier to stand on them. From the timing of the crash, I have the vague guess there might be missing sounds for stepping on it, but I have no evidence of this.

I am running OpenXcom 1.0, and have tested on both Windows and Ubuntu Linux.

Can anyone confirm they are having this problem/have any idea how to fix it?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
Post by: Dioxine on July 20, 2014, 04:06:42 pm
Just checked, no crash for me...

I think your guess might be right - and the solution, probably, is Zombie's patch which amongst other things, fixes vanilla tilesets. Lightning tileset is included in the latest mod package ( /TERRAIN_FIX ), but not the Avenger... Make sure your game is installed as OXcom reccomends it (I obeyed these instructions religiously :) )
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.77 - 20 Jul
Post by: Dioxine on July 20, 2014, 07:49:26 pm
New version up, enjoy. This time the research tree should work without fail, craft weapons have been rebalanced, and the most visible change - almost every enemy unit has their own inventory corpse object, that took some work... :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.77 - 20 Jul
Post by: Edrick on July 21, 2014, 08:43:57 pm
Dear Dioxine:
I must say I’m enjoying this mod immensely, far more than the base X-COM game. I have nearly reached the end of the game, and, basing on my experience, I would like to leave some suggestions. I have no idea of X-COM’s code and inner workings, nor on weapon balance or pixel-art, so I’m talking from total and complete ignorance.

-Male models for my hearty crew. I don’t know if this has already been thought about, or not, but I asked. And I could perfectly deal with my manly crew being called Mistresses and Pirate Queens.

- A Laser Tommy Gun (similar to Fallout New Vegas’s Laser RCW). A low-end laser weapon which still boasts a 50-round magazine and fires in 5-round bursts, made from a Tommy Gun and some laser weapons and/or superconductive wire. Al Capone would be proud.

- Again, like in Fallout (2), another low-end self-charging laser weapon: a Solar Scorcher. A pistol dealing laser-based damage, with slightly higher damage than the Self-Charging Laser Pistol, but only works in daylight missions.

- Make the Ol’ Revolver boast a 6-shoot magazine. That extra bullet really bugs me, even knowing that 7-shoots (and more) are not uncommon in real life.

- Incorporate something on the lines of a semiautomatic carbine (maybe a lever-action rifle?), lacking auto-shot, buyable, and to fill the role of a “general issue” weapon early in the game. Unless the early-game fun is in that there is no really standard-issue weapon.

- A P-90, or “Advanced Submachine Gun”. An upgrade from the Spraygun, falling into the “Advanced Firearms” department. Also, that machine pistol from the Men In Black mod.

-  More non-accuracy and non-strength melee weapons, akin to the Ball Bat. I don’t know, cricket bats, golf clubs, wrenches, crowbars, tire irons, spears, a katana (please, make this lsst one true) I’m sure someone else has far better ideas than I do. Perhaps transferring that role to “hand” weapons, like the Shock-a-Fist, and giving it some younger brothers: brass knuckles, spiked knuckles, a boxing glove with stun damage, or a “Power-Fist” thingy, like Fallout.

- A couple younger brothers for the Electro-Whip: leather Whip, nine-tails, metal whip, spiked whip, all boasting a multi-tile range. I don’t know if they should deal “kill” or stun damage, but hey, if Simon Belmont can kill Dracula with a whip, you can do the same with puny pureblood humans.

- Make some “human” enemies use melee weapons. Church Neophytes or Zealots, or Raiders could possibly make use of them.

- To make “Humanists” (aka Nazis) of some use, give Humanist Leaders these shiny swords the Nazi Party gave to their officers? (googling “nazi sword” should show you what I’m referring to) Yer hearty crew would look really flash with one of these, and they could fetch a pretty penny in the black market (if prices for these are so high these days, imagine the spectacular raise of Nazi Sword prices in 586 years.) Also, looting Stielhandgranaten from Humanists, or even their uniforms from their corpses, instead of the useless “Human Booty”.

- A new damage type: Pulse/EMP. Maybe only in the form of grenades or explosives, or also available in new ammo types or entirely new weapons. Useless against anything but Sectopods, Cyberdiscs and other robotic units.

- Rebalancing the UFO detection mechanics. Once one acquires the Hyper-Wave Decoder in the first 2-3 months, things become far too simple. If more base facilities can be added, some other detection system as a step towards HWD could be incorporated. Maybe beginning only with “manual observation” systems (Small Observatory and Large Observatory, with telescopes and swabbies screaming “UFO ahoy!”), buffing up both Radars and HWD costs and making these available only through research (Small Radar takes HWD’s place in the research tree, Large Radar immediately after Small Radar and setting HWD further into the research tree). Or incorporating the Standard Sonar and Wide Array Sonar from TFTD as more expensive and more effective variants of radars, available after some research, and making HWD also more expensive and requiring more lab work. If no new facilities are possible, push the HWD into some dark corner in the research tree and raise its costs.

- Being able to do more thingies with my Gauss Weapons. Gauss HWPs, Gauss base Defences and Gauss Cannon for aircraft from TFTD.

- Incorporating Sonic tech from TFTD. Pistol, Blasta Rifle, Cannon, Pulser, aircraft Oscillator, base Defences, and maybe Disruptor Pulse Launchers and Thermal Shock Launchers. Maybe the Church could use as a unit the Bio-Drones from TFTD, whom they revere as idols, and research on those opens up the whole Sonic research path. Maybe even Bio-Drone corpses can be “looted” and used as HWPs by regenerating the brain using Regeneration Chambers and patching the carcass up with Plastasteel.

- Again from TFTD, melee weapons: Thermal Tazer, Vibro Blade, Thermic Lance, and Heavy Thermic Lance. These also remember me of the incredibly bad-ass Thermic Lance from Fallout: New Vegas.

- A brighter variant of the electro-flare. The Chemical Flare from TFTD sure could fill that role. And I mean the sprite from the TFTD Ufopaedia, not the one from the inventory (which is now used by Combat Drugs).

- Restricting access to the mission in Cydonia, requiring soldiers to wear some kind of life support armour: an astronaut suit (derived from these suits Beastmasters wear, perhaps?) or making the armours from TFTD (Plastic Aqua Armour, Ion Armour, Magnetic Ion Armour) double as astronaut suits. Where to put all this in the research tree is beyond me, through.

- Moar booty. I would like to see something beyond the Silver, Gold and Obsidian Chips. Maybe more types of chips (1,000 or 2,000, to be carried frequently by lowly Raiders, and 10,000 to be commonplace on most enemies). Maybe even finding extra only-for-sell objects in enemy inventories? For example, Church Members could actively carry these “holy” books, “holy” symbols and “holy” artefacts you mention, retrievable and sellable. I imagine Church Cardinals to carry 3x2 sized, antique and valuable versions of the “holy” books. Think of Gutenberg Bibles, or the Codex Sinaiticus, for example.

Now, there are some mods around which look really interesting. I don’t know which problems could you run into, but, if possible, I believe these should make nice additions.

- https://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack. Adding  the Scout Drone, a 1-tile HWP, with no weapons (except maybe self-destruct, or that smoke launcher, though it could be quite broken in gameplay terms) and that Tazer. I see that some of the weapons of that mod are already in Piratez, so I don’t see any problem in adding these two.

- https://www.openxcom.com/mod/combat-knife. This combat knife is a must.

- https://www.openxcom.com/mod/mass-accelerator-weapons. Weapons which outclass even plasma, to see some variety in the endgame? Count me in.

- https://www.openxcom.com/mod/heat-ray-weapons. These middle-tier weapons look quite interesting, maybe to be used by Raiders? Honestly, I have rarely seen a Raider crew carrying anything but laser weapons. Some little variety there?

Well,  I think this is all. I’m off to try Version 0.77. I apologise for my bad Engrish and for the long, long, looooooong post.
Keep up the awesome work, and have a nice day.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
Post by: maw3193 on July 21, 2014, 09:25:24 pm
Just checked, no crash for me...

I think your guess might be right - and the solution, probably, is Zombie's patch which amongst other things, fixes vanilla tilesets. Lightning tileset is included in the latest mod package ( /TERRAIN_FIX ), but not the Avenger... Make sure your game is installed as OXcom reccomends it (I obeyed these instructions religiously :) )

I've tried installing OpenXcom from the installer (based on the steam version, ticked to apply the patches), on a fresh install, nothing but openxcom and Piratez0.77, but I still get crashes when I stand on the Leviathan's roof. I even tried copying the file in TERRAIN_FIX.
Also, the same crash isn't seen when I use flying suits to stand on top of the (unmodded) avenger.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.77 - 20 Jul
Post by: Dioxine on July 22, 2014, 07:38:20 am
Dear Dioxine:
I must say I’m enjoying this mod immensely, far more than the base X-COM game. I have nearly reached the end of the game, and, basing on my experience, I would like to leave some suggestions. I have no idea of X-COM’s code and inner workings, nor on weapon balance or pixel-art, so I’m talking from total and complete ignorance.

I'm really happy to hear that. Making the mod is fun in itself, but hearing that people like it is really nice.

-Male models for my hearty crew. I don’t know if this has already been thought about, or not, but I asked. And I could perfectly deal with my manly crew being called Mistresses and Pirate Queens.

Changing the naming convention is not a problem. Drawing 20+ armor inventory pictures IS. And even if a good fairy with a magic photoshop appeared and drawn them for me, all I could - and probably would - do would be making alternate mod version - preferably males only. Why?
- 8 inventory pictures limit. I'd have get rid of 4 female types to make it both-sexes (no less, no more, because this is tied to gender-sensitive death scream).
- corpses. One armor type supports only a single corpse image - thus either females would leave male corpses (like in vanilla) or vice-versa.
(to all good fairies out there: the offer stands)
Having said that, I will be exploring alternate ways of adding male pirates to the crew...

- A Laser Tommy Gun (similar to Fallout New Vegas’s Laser RCW). A low-end laser weapon which still boasts a 50-round magazine and fires in 5-round bursts, made from a Tommy Gun and some laser weapons and/or superconductive wire. Al Capone would be proud.

Heh heh, the inventory picture of the Tommygun is actually stolen and repainted NV's RCW :) Good idea, there really isn't any lo-end manufacturable laser weapon, and no real reason to buy Tommy schematics either.

- Again, like in Fallout (2), another low-end self-charging laser weapon: a Solar Scorcher. A pistol dealing laser-based damage, with slightly higher damage than the Self-Charging Laser Pistol, but only works in daylight missions.

Impossible to implement.

- Make the Ol’ Revolver boast a 6-shoot magazine. That extra bullet really bugs me, even knowing that 7-shoots (and more) are not uncommon in real life.

Like you said, 7-chambered revolvers aren't unheard of... I wanted it to have some advantage over the Snubby, however slight. However, fun is of course paramount factor, so if more people vote against 7 chambers, this can be easily changed without causing any balance issues...

- Incorporate something on the lines of a semiautomatic carbine (maybe a lever-action rifle?), lacking auto-shot, buyable, and to fill the role of a “general issue” weapon early in the game. Unless the early-game fun is in that there is no really standard-issue weapon.

Spraygun, AK and Hunting Rifle are your "standard issue" lo-end weapons... Do you think there is too much of a gap between AK (inaccurate, expensive) and Hunting Rifle (low ammo, slow to fire)? Also in my experience, shootouts using starting weapons end badly :) Also 2: The idea was that it'd be hard to arm your crew in a consistent set of weapons, and encourage more personal/chaotic approach.

- A P-90, or “Advanced Submachine Gun”. An upgrade from the Spraygun, falling into the “Advanced Firearms” department. Also, that machine pistol from the Men In Black mod.

There will be more SMGs in the future, starting with Fallout's .50 cal :)

-  More non-accuracy and non-strength melee weapons, akin to the Ball Bat. I don’t know, cricket bats, golf clubs, wrenches, crowbars, tire irons, spears, a katana (please, make this lsst one true) I’m sure someone else has far better ideas than I do. Perhaps transferring that role to “hand” weapons, like the Shock-a-Fist, and giving it some younger brothers: brass knuckles, spiked knuckles, a boxing glove with stun damage, or a “Power-Fist” thingy, like Fallout.

- A couple younger brothers for the Electro-Whip: leather Whip, nine-tails, metal whip, spiked whip, all boasting a multi-tile range. I don’t know if they should deal “kill” or stun damage, but hey, if Simon Belmont can kill Dracula with a whip, you can do the same with puny pureblood humans.

I'm not against all that in general, variety is good, I just wanted for every weapon to be useful in its own way. I'll keep your suggestions in mind.

- Make some “human” enemies use melee weapons. Church Neophytes or Zealots, or Raiders could possibly make use of them.

This is planned - when I was making these factions, the support for melee weapons was rather wonky, but now it's not an issue. I warn you though, it's going to be hardcore, with how fast and deadly melee weapons are in general :)

- To make “Humanists” (aka Nazis) of some use, give Humanist Leaders these shiny swords the Nazi Party gave to their officers? (googling “nazi sword” should show you what I’m referring to) Yer hearty crew would look really flash with one of these, and they could fetch a pretty penny in the black market (if prices for these are so high these days, imagine the spectacular raise of Nazi Sword prices in 586 years.) Also, looting Stielhandgranaten from Humanists, or even their uniforms from their corpses, instead of the useless “Human Booty”.

I'll keep that in mind. Nazis are far from being a fully finished faction.

- A new damage type: Pulse/EMP. Maybe only in the form of grenades or explosives, or also available in new ammo types or entirely new weapons. Useless against anything but Sectopods, Cyberdiscs and other robotic units.

Definitely! And Poison Gas! But new damage types aren't supported... I can only hope they will be supported in the future...

- Rebalancing the UFO detection mechanics. Once one acquires the Hyper-Wave Decoder in the first 2-3 months, things become far too simple. If more base facilities can be added, some other detection system as a step towards HWD could be incorporated. Maybe beginning only with “manual observation” systems (Small Observatory and Large Observatory, with telescopes and swabbies screaming “UFO ahoy!”), buffing up both Radars and HWD costs and making these available only through research (Small Radar takes HWD’s place in the research tree, Large Radar immediately after Small Radar and setting HWD further into the research tree). Or incorporating the Standard Sonar and Wide Array Sonar from TFTD as more expensive and more effective variants of radars, available after some research, and making HWD also more expensive and requiring more lab work. If no new facilities are possible, push the HWD into some dark corner in the research tree and raise its costs.

I can nerf the HWD, but radars are your only hope of survival in this game - you don't have the cash to build more bases, so if radars are nerfed, it's Mutant Pogrom time all the time... which is kinda boring. If interception is too easy, I can rebalance it... And the cash flow is going to be rebalanced too (much less sale value on Gauss/Plasma - once you conquer your first Heavy Gunship, all cash problems vanish).

- Being able to do more thingies with my Gauss Weapons. Gauss HWPs, Gauss base Defences and Gauss Cannon for aircraft from TFTD.

Planned.

- Incorporating Sonic tech from TFTD. Pistol, Blasta Rifle, Cannon, Pulser, aircraft Oscillator, base Defences, and maybe Disruptor Pulse Launchers and Thermal Shock Launchers. Maybe the Church could use as a unit the Bio-Drones from TFTD, whom they revere as idols, and research on those opens up the whole Sonic research path. Maybe even Bio-Drone corpses can be “looted” and used as HWPs by regenerating the brain using Regeneration Chambers and patching the carcass up with Plastasteel.

Good ideas, except for Disruptor, as it's Blaster Launcher by any other name :) Sonic damage can be implemented as "concussive", ie no-blast HE... I'll add these ideas to my notes.

- Again from TFTD, melee weapons: Thermal Tazer, Vibro Blade, Thermic Lance, and Heavy Thermic Lance. These also remember me of the incredibly bad-ass Thermic Lance from Fallout: New Vegas.

- A brighter variant of the electro-flare. The Chemical Flare from TFTD sure could fill that role. And I mean the sprite from the TFTD Ufopaedia, not the one from the inventory (which is now used by Combat Drugs).

I'll think about that.

- Restricting access to the mission in Cydonia, requiring soldiers to wear some kind of life support armour: an astronaut suit (derived from these suits Beastmasters wear, perhaps?) or making the armours from TFTD (Plastic Aqua Armour, Ion Armour, Magnetic Ion Armour) double as astronaut suits. Where to put all this in the research tree is beyond me, through.

Research tree is my problem, the bigger problem is that Cydonia is just another mission, there is no way to implement life-support requirements... I did what I could, putting a heavy Life Support modules cost on the Avenger.

- Moar booty. I would like to see something beyond the Silver, Gold and Obsidian Chips. Maybe more types of chips (1,000 or 2,000, to be carried frequently by lowly Raiders, and 10,000 to be commonplace on most enemies). Maybe even finding extra only-for-sell objects in enemy inventories? For example, Church Members could actively carry these “holy” books, “holy” symbols and “holy” artefacts you mention, retrievable and sellable. I imagine Church Cardinals to carry 3x2 sized, antique and valuable versions of the “holy” books. Think of Gutenberg Bibles, or the Codex Sinaiticus, for example.

There definitely will be moar booty.

Now, there are some mods around which look really interesting. I don’t know which problems could you run into, but, if possible, I believe these should make nice additions.
- https://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack. Adding  the Scout Drone, a 1-tile HWP, with no weapons (except maybe self-destruct, or that smoke launcher, though it could be quite broken in gameplay terms) and that Tazer. I see that some of the weapons of that mod are already in Piratez, so I don’t see any problem in adding these two.
- https://www.openxcom.com/mod/combat-knife. This combat knife is a must.
- https://www.openxcom.com/mod/mass-accelerator-weapons. Weapons which outclass even plasma, to see some variety in the endgame? Count me in.
- https://www.openxcom.com/mod/heat-ray-weapons. These middle-tier weapons look quite interesting, maybe to be used by Raiders? Honestly, I have rarely seen a Raider crew carrying anything but laser weapons. Some little variety there?

Scout drone? Really? :) But there will be 1-tile HWPs, rest assured. Combat knife is kinda obsolete since there already is knife in the game. The weapons you've linked are extremely ugly (I mean, mass-accelerator and heat ray, Ryskeliini is top-notch :) ), but there is more hi-end stuff planned. Raiders normally use firearms, unless it's some of the generic Terror Missions or Gunships - the equipment in Xcom is craft-dependant, not faction-dependant...
As for mods, I definitely recommend using Hobbes' terror terrain and Luke's extra ufos, both add much fun to the game and don't collide with Piratez.

Well,  I think this is all. I’m off to try Version 0.77. I apologise for my bad Engrish and for the long, long, looooooong post.
Keep up the awesome work, and have a nice day.

Thank you, I love feedback. Good day :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.77 - 20 Jul
Post by: ThatDude on July 23, 2014, 06:23:33 pm
I only have one explanation for this mod... Yaaaaarrrrr!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.77 - 20 Jul
Post by: zastava128 on July 23, 2014, 11:43:17 pm
Hm, I've just upgraded to 0.77 and I can no longer capture Booty (e.g. Trader's Booty) or Broken/Wrecked Armour. I only get a worthless corpse instead. Is this a bug or has there been some change that I'm not aware of?

The other thing is, I haven't seen the Star Gods for like 5 months. Last time I couldn't capture them either... is there any catch there, or am I supposed to research somethin before I can captue one?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.77 - 20 Jul
Post by: Dioxine on July 24, 2014, 04:20:42 am
What the hell... I thought this bug was finally eradicated. Everything works just fine for me... what OXCom version are you playing?

As for the Star Gods, yes, you need psionics, I mean VooDoo, to be able to capture them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.78 - 24 Jul
Post by: Dioxine on July 24, 2014, 08:45:10 pm
0.78 is up.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.78 - 24 Jul
Post by: Edrick on July 25, 2014, 08:39:05 pm
Dear Dioxine:
Thank you very much for answering my previous post, point by point. It makes me feel, you know, in contact, with whomever is making the mod, instead of being an unreachable triple A company.
Well, more stuff. This time, Bootypaedia mistakes and more questions. I’ve indicated mistakes in most entries by writing in caps the correct word that should be there. Oh, and all this is from my experience in V 0.77, as I haven’t had the occasion yet to try 0.78.
-Minigun doesn’t have the period in the last sentence.
-Plasma Blunderbuss doesn’t have the period. Either this, or the description is something of a placeholder (which could possibly be)
-Shoulder Launcher “It sits on A soldier’s shoulder and...”
-Smoke Grenade “... combat situations.  Use with care...” (2 spaces between dot and Use?)
-Bandages, Field Surgery Kit and Finely Distilled Rum say “X HP healed per Wound” but Nano-Surgery kit says “X HP healed per wound” (without capitalising wound).  Plus, X-Grog says “X Health per Wound”. Plus, FSK and NSK don’t say how many healing uses you have.
-VooDoo Rod “Terror: FILLS the mind...”
-Electro-flare “...it is thrown.  This will...” (2 spaces between dot and This?)
-Laboratory “...we have the tools TO invent”...
-Hangar “...by ANY other vessel” / “by other vesselS”
-The Academicians “In practice, they scout mutant comMunities” (the comma is also missing)
-Academy Esper “... like reading PEOPLE’S mind...”
-Traders Security “...paid to protect the cargo and and they will...” (and is repeated)
-Traders Engineer “... in somewhat influenTial positions...”
-Traders Bodyguard “... elite Trader HENCHMEN...”
-Inconsistencies with capitalising “the” in “the Church” (Neophyte entry doesn’t, but Zealot, Beastmaster and Cardinal ones do)
-The Star Gods “...otherwise they’d probably KILL us all...”
-Star God Guardian “...not really a god, just a muscle man...” (at least to me, it feels like it needs a that comma, which isn’t there in the original entry)
-Traders Guildmaster entry is in plural (Traders), but Death or Glory entry refers to him in singular (Trader Guildmaster).
-Base Supply “WHEREVER exists...”
-Mercenary Contract doesn’t capitalise “The mercenaries” or “frigates” (for example, Base Supply does capitalise Frigate)

And, aside from Bootypaedia stuff, there are still some things that bug me:
- Which is the canon explanation not to rip suits of Security Carapace Armor or Powered Armor from alive and captured Securities or Bodyguards? I know I won’t ever get this (it would be broooooooken as hell), that’s why I ask why instead of requesting to implement this feature.
- Tamed Boomosaurus, please? You have done that with Reapers, and it would give Boomers some usefulness aside from selling.
- Something very minor: changing the name of the TAC Suit in the Fence screen to “TAC Suit” instead of being listed as “Personal Armor”.
- In the Prison Cells prisoner list, changing the “Alien” column heading to “Prisoner”, or something like that.
- Some sprite problems. I don’t know if it’s a problem of my display settings, but some of the “Old Fighter Hull” text line is partially out of screen. This also happens with some frames in the ending, and, in the Geoscape, in the “Tear of the Goddess” city in India: the T and the last S are not visible.
- After researching (mainly weapons), when clicking “view reports”, it sometimes takes me to the weapon’s Bootypaedia page, but sometimes doesn’t. This event seems linked to weapons: with some it will always bring the info, with some, it will never.
- Some colour problems. The palette goes funky for a moment sometimes, when exiting an Ironman save, or whenever my ships return to the base with more booty than the total Vault capacity and I’m forced to sell some of it (the Storage Space Exceeded pop-up in the Geoscape)
- When setting up a “New Battle”, the tech level indicator is in the left end of the screen. Does that mean we’re fighting with sticks and stones? ;)
- Commercials. I can accept Humanists and Dark Ones as some kind of Easter Egg or crossover with little in-game plot consistency, but Commercials? No Bootypaedia entry for them as a faction, strange mix of armed and anachronistic Air Sailors with traditional sailor clothing, unarmed humans and Trader Security. What are they, some kind of business working for the Traders? Entrepreneurs who are allowed to travel around the globe? Entrepreneurs who aren't allowed to travel around the globe and are, in practice, smugglers or illegal traders? Is there any good reason not to merge them entirely with the Traders? And, come to think of it, why doesn’t the Academy have “hostesses” as well (or are these the Academicians themselves?)
- Getting enemies to use some weapons otherwise only found in the black market (if they don’t already, I’m just talking from what I’ve seen) Mainly thinking of Raiders, they could make use of the Heavy Machine Gun, the Heavy and Combat Shotguns, Hunting Laser, Grenade Launcher, RPG and Anti-Tank SSRL, Fusion Torch, and Rail Driver (well, maybe not this last one, as it could potentially kill in a single shot a Juggernaut from the front and an Annihilator from the back). Also, Govts could get EuroSyndicate guns.
- Nobody else in the world uses “standard” ships like mah hearty crew do, but instead ALL use UFOs? Even Raiders? Can we get minor factions like Raiders, Commercials or Humanists to use some ships similar (not necessarily identical) to the Pirate ones? (Bonaventura and Skyranger, mainly, as the other ones require research) Also, I think you said you were working on it, but will we one day get lootable craft weapons? And, would it be possible to configure enemy aircraft to use other weapon types (cannons, rockets, missiles) instead of the standard “beam” weapon that varies in range and power from craft to craft?
- Could I request three wishes from the Sprite Fairy? A “minimised” and base sprite for the Drakkar (to differentiate it from the Avenger), a Dog of War base sprite that is symmetrical (if it isn’t, because I have heavy doubts over if it is symmetrical or not: in base, it looks asymmetrical, but closely looking at the sprite in the Piratez folder doesn’t let me distinguish between craft and shadow) and a different Electro-Sword sprite, akin to a lightsaber or a Beamsword from Super Smash Bros Brawl? (I asked for this before, but I’ll make a nuisance of myself by repeating it in hopes of the Fairy reading this)
- The Bonaventura doesn’t look at all like the sprite from the base or the image from the paedia. My ideas are:
1) Adding a cockpit. The Avenger one perhaps looks the most similar to the sprite?
2) Adding a row of tiles between the 2x2 hole and the part where the Bonaventura begins to widen (behind the flight of steps), so it would be 11 tiles long from the exiting ramp to the wall with the black-ish thingy gizmo and correspond with the long and sleek sprite from the base. I am a terrible communicator, so I don’t know if I made myself clear enough. (maybe by adding the cockpit it gains enough length to look more alike the base sprite)
3) Adding wings, fins and thrusters to the rear. Fins and thrusters can be directly ripped from the Skyranger (maybe thrusters need to be one tile shorter?).  The wings, basing on the Skyranger ones and with some sprite work could be made rectangular instead of triangular.
4) Giving the whole hull a good cape of green paint, with red stripes and such. Maybe changing the hull tiles by the Skyranger ones (more sleek and curved) in the first floor and the Small Scout UFO ones for the second floor. That would give the Bonaventura a curvy and dynamic look instead of the blocky one.
Maybe all this sprite-ripping would require giving a 180 spin to the Bonaventura so it points the cockpit at the bottom-left corner of the screen? Plus, this would allow using the Skyranger ramp instead of two flights of stairs.
Alternatively, changing the base sprite or ignoring me and my rants altogether would work marvels.
And, while we’re at it, could I request a sniping position atop the Bonaventura? It would be as simple as adding a flight of stairs somewhere on the second floor and an opening in the ceiling (akin to access to building roofs), or two red lift levels in the tile just before the flights of stairs leading to the second floor.
Again, thank you for reading the whole thing, for answering (I guess you will), sorry for that language I write in that’s similar to English and for the long post.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.78 - 24 Jul
Post by: Dioxine on July 25, 2014, 11:51:29 pm
Don't be so hasty with 0.78, there are a few nasty bugs there... I will post a new version that fixes them soon.

Many thanks for your meticulous work on the Pedia, I really appreciate that. Editing large swathes of text is a bitch and people usually take money for this :) Smoke grenades and electro-flare descriptions are Microprose-made, so these double spaces aren't my fault.

About overflowing text - it's often the matter of resolution. I'm trying to cut descriptions that are too long, but some leftovers are still there. With the Old Fighter hull, I'm still thinking which word can be removed to fit the description.

Hostage armor recovery - once upon a time, kicked out prisoners were leaving their loot behind. Then the OXCom gods spoketh, No more. I can't do anything about it.... well, maaaaybe a workshop 'job' - prisoner goes in, loot goes out - but would you be ok with even more bloated Workshop project list? As in, +30 or so entries? It can be tidied up by adding a new category for this kind of jobs, though, so you could use that neat "select category" button...

Tamed boomosaurus, added to the list.

Laser & Gauss weapons do not send to the Pedia entry, because they also give "advanced weapons rumors" tech; I'll think about circumventing this.

Color issues: can't help it, the game goes haywire sometimes (mainly when discovering new armor); with capacity limits probably the same, sudden palette change (haven't notices as I play with this option disabled)

Commercial: they're just Traders' commercial passenger flights. I'll change their Flag to Traders to make this clear (the ship type & mission is enough info to tell what that craft carries). And Air Sailors, yeah, the Guild just makes them wear such funny uniforms :)

Weapons: From your list, most are in use - except for HMG (too heavy for most enemies to carry), SSRL (you can't give multiplies of weapons to enemies, so they'd be in a very disadvantageous position), Fusion Torch (AI too stupid to use it), Eurosyndicate (intended to be store-exclusive) and Rail Driver (I'd rather not). All the others you've mentioned can be found on enemies.

"Hostesses": more brands of Academicians are planned, starting with a lo-end flying drone aka easily lootable jetpack. This however requires lot of work, as adding any enemies does.

UFOs, Maps & Ships: This is all very reasonable, but requires huge amounts of work so no promises it'll happen fast. I don't even know how to make new tilesets yet :) So work on non-standard terrain/ships is currently in the "maximum effect for minimum effort" phase.

Sniping position could be at least easily added, most likely accessible from the cockpit not too make it too easy. Bonaventura might be a great dropship but it can't be perfect in every aspect :) On the plus side, there will be better access to flying armors soon so you could make it to the roof yourself.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.78 - 24 Jul
Post by: niculinux on July 26, 2014, 02:44:49 pm
Hey dioxine thanks for the crossbow (x-bow) but i gave a quick shot to thr 0.78 and there is no bootypedia entry/description for it. or was an oversight of mine? thanjs also for the mortar, vveeerrry useful!  8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: Dioxine on July 27, 2014, 01:55:20 am
0.79 comes early to hopefully get rid of all these pesky research/corpse recovery/pedia errors. Playtesting shows it should be finally reasonably clean, and the transition to new corpse paradigm is finally complete, with most pirate corpses recoverable for damaged armor. Also, Advanced Power Armor added to make a viable alter to the Revenant or even Brute. Also, force blade aka glowing stick, by popular demand. Enjoy.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: Edrick on July 27, 2014, 12:43:44 pm
About 0.78, yeah, I tried it and, while the Merc Commando for hire is a great idea, it only works in “New Battle”, but trying to buy one of them sets the amount to “-21474” and doesn’t buy anything (and that “punch” thing for Mercs is kind of illogical. That $255.000 fee doesn’t include even a measly Assault Rifle? And, anyways, if I can spare that much money for a Merc, I can spare some little change for a weapon, e.g. a Hammer) And X-Bow doesn’t have Bootypaedia entry, so I don’t have any idea whether it is a good weapon for mah hearty crew.

About hostage armor recovery: if I understood what you were saying, it sounds like a great idea. Passing hostages through the Workshop nets you their armor “as is”, but you lose the prisoner. This would only be available with “armoured” enemies: Academy and Trader Securities, Humanist Stormtroopers, Govt Enforcers and Elite Soldiers and Trader Bodyguards. The Securities, Stormtrooper  and Govts would net you Security Carapace Armor (the purple “normal” variant, without recolourings or fancy helmets) and only the latter, Human Powered Armor. Perhaps Church Zealots could also fit in there, giving you Church Zealot Armor, or also Govt Elite Soldiers could give you that “Uber Carapace Armor” they wear (which could get a Bootypaedia entry, while we’re at it. By the way, which is the criteria to give an enemy armor a Bootypaedia entry or not?). On the other hand, for example, the robes Academicians wear offer no protection value, so a live Academician can only be sold or researched for info, or the suits Mercenaries wear are custom-tailored for each, so the only way of getting armor from them is killing them and crafting Synthsuits.

The dilemma would be: do I go the easy way and blast the heck out of that Trader Security and, with four corpses, I can make a TAC Suit, or do I try to get him alive and either pass him through the Workshop, getting me a Carapace Armor (superior to TAC Suit), or sell him back to the Traders and save to buy something else, e.g. Defender Armor (superior to Carapace Armor). I don’t know how all that would affect balance (especially crafting Assault Armours and Annihilator Suits). Also, implementing new types of armor would suppose a lot of sprite work.
About easily lootable jetpacks: nice idea! I don’t know how do you exactly plan to implement this, but you could also make the jetpacks from Raider Buzzards lootable as well. Please?

Off to play 0.79.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: niculinux on July 27, 2014, 04:59:20 pm
hell..i admit i really can't live witout this mod ahahah ;D ;D

Just some hints for the futher 0.80 verison:

1) I obained the magnum in the game, after some research, but it has the same sprite as the snubby revolver, only recolored (blue instead of black). Plus in the equipping screen (when youl load weapons into a craft) the inventory still reads "snubby" instead of magnu :,( sorry but no screenshots avaiable i lost my savegame AAARRRGGHH.)

May I suggest to replace current magnum with Ryskeliinis' one? (https://openxcom.org/forum/index.php?topic=1598.msg14726#msg14726)

Also, the actual ("real") snubby may get replaced by snubnose pistol (https://www.openxcom.com/mod/snubnose-pistol) with stats in the middle between current snubby and the magnum? Of course it should be researched & manufactured to be used

2) A brighter palette for the spraygun:
(https://s30.postimg.org/6d1xwkyzh/piratez_079_inventory.jpg) (https://postimg.org/image/6d1xwkyzh/)

on some monitors i really can't see it and distinguish from the black background.

3) some minor weapon rebalancing: eg homefront rifle damage 28 to 29 the "eventual" snubnose/whatever 27

4) use real names for weapons, eg homefront rifle-->ak 47,  and spraygun-->us m203 or grease gun, also with some bland reference in the bootypedia entry to real features/history. if there won't be problems.
 (eg. tommy gun))

5) on ancient and  blunt weapons: these may have bot killing and stunnin power such as the ball bat, and the power mace, don't know if the latter already is. Also, ancient weapons should be be buyable (eg tommy gun)

5) I'd go very slow on adding weapons because the more will be added the harder willl be to balance.

edit: also playng on the 3 on 5 difficulty level seems to be a bit of terror attacks. May these be reduced a bit, on that level? Maybe it's just me, I laways sucked at videogames xD.

ok in the end thanks for the advices on the x-bow in the bootypedia  ;D and, as I stated some posts ago, it's ready when it's ready  :-*

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: Dioxine on July 27, 2014, 05:25:06 pm
About 0.78, yeah, I tried it and, while the Merc Commando for hire is a great idea, it only works in “New Battle”, but trying to buy one of them sets the amount to “-21474” and doesn’t buy anything (and that “punch” thing for Mercs is kind of illogical. That $255.000 fee doesn’t include even a measly Assault Rifle? And, anyways, if I can spare that much money for a Merc, I can spare some little change for a weapon, e.g. a Hammer)

Strange, he works perfectly fine for me - I've bought one, fought many battles with his assistance, then had to pay for his funeral when he finally bought a plasma bolt from a Raider Buzzard during base defence...
Regarding the weapon - I had no choice, he *has* to have a fixed weapon to be buyable like this. So it's either a silly fist or unlimited-ammo gun (I don't want special ammo for Mercenaries only - it'd be kinda stupid for a great Mercenary to beg you for ammo)... What's bad - it seems that any equipment you give him is lost after battle. So maybe an unlimited-ammo gun (most likely a Gauss Musket or Boom Gun) is not that bad idea...

X-Bow doesn’t have Bootypaedia entry, so I don’t have any idea whether it is a good weapon for mah hearty crew.

Already fixed, I've needlessly rushed 0.78 and forgot to add it.

About hostage armor recovery: if I understood what you were saying, it sounds like a great idea. Passing hostages through the Workshop nets you their armor “as is”, but you lose the prisoner. This would only be available with “armoured” enemies: Academy and Trader Securities, Humanist Stormtroopers, Govt Enforcers and Elite Soldiers and Trader Bodyguards. The Securities, Stormtrooper  and Govts would net you Security Carapace Armor (the purple “normal” variant, without recolourings or fancy helmets) and only the latter, Human Powered Armor. Perhaps Church Zealots could also fit in there, giving you Church Zealot Armor, or also Govt Elite Soldiers could give you that “Uber Carapace Armor” they wear (which could get a Bootypaedia entry, while we’re at it. By the way, which is the criteria to give an enemy armor a Bootypaedia entry or not?). On the other hand, for example, the robes Academicians wear offer no protection value, so a live Academician can only be sold or researched for info, or the suits Mercenaries wear are custom-tailored for each, so the only way of getting armor from them is killing them and crafting Synthsuits.
The dilemma would be: do I go the easy way and blast the heck out of that Trader Security and, with four corpses, I can make a TAC Suit, or do I try to get him alive and either pass him through the Workshop, getting me a Carapace Armor (superior to TAC Suit), or sell him back to the Traders and save to buy something else, e.g. Defender Armor (superior to Carapace Armor). I don’t know how all that would affect balance (especially crafting Assault Armours and Annihilator Suits). Also, implementing new types of armor would suppose a lot of sprite work.

Yeah, limiting this to armored enemies is probably a good compromise. But you won't be getting ready suits of armor - just more parts than normally (3 or 2, depending on the enemy). No armor used by enemies would fit your crew, except the armor used by the Raiders I guess. However, there will be a personal-armor equivalent (as it is sorely lacking now) available for crafting, as well as Zealot-armor equivalent; getting a ready-to-use armor, no research, is a good idea, but the ratio would be far too beneficial (the improved Tac Suit is going to have a total cost around 8 personal armor parts, and capturing Trader/Academy Security guys isn't hard enough to warrant 8:1 ratio). Alternatively, you could be getting Defender armor out of these security guys, but again... Defender might be simply too good. Damn it, it looks I need to make about 4 more armors for the crew anyways... However, 'processing' a Bodyguard will give you a ready-to-use Kustom Power Armor - these guys are hard to catch.

About bootypedia entries: I try not to clutter it needlessly. All carapace armor has similar stats, so no need for an extra entry. Somer are just a bit better which is in enemy's description (Stormtrooper, Govt Elite Soldier), but generally the same sort of thing. Likewise, Academy light armor doesn't have a separate entry, neither does the fact that Govt Agents and Trader Engineers have some armor too... There has to be a major difference to warrant an entry, like special resistances or radically different armor score.

About easily lootable jetpacks: nice idea! I don’t know how do you exactly plan to implement this, but you could also make the jetpacks from Raider Buzzards lootable as well. Please?

That's already included in 0.79 - you get a damaged jetpack out of a Raider Buzzard or KIA Assault Armor pirate. You don't get a damaged jetpack out of KIA jetpack pirate because omission - it'll be fixed later :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: Dioxine on July 27, 2014, 05:42:55 pm
1) I obained the magnum in the game, after some research, but it has the same sprite as the snubby revolver, only recolored (blue instead of black). Plus in the equipping screen (when youl load weapons into a craft) the inventory still reads "snubby" instead of magnu :,( sorry but no screenshots avaiable i lost my savegame AAARRRGGHH.)

May I suggest to replace current magnum with Ryskeliinis' one? (https://openxcom.org/forum/index.php?topic=1598.msg14726#msg14726)

Recolored my ass:

(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen181_zps0ea198b0.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen181_zps0ea198b0.jpg.html)

Also, while Ryskeliini's Magnum is nice, I think mine fits the mod better. And it has a scope :P

Also, the actual ("real") snubby may get replaced by snubnose pistol (https://www.openxcom.com/mod/snubnose-pistol) with stats in the middle between current snubby and the magnum? Of course it should be researched & manufactured to be used

I like mine better, looks far more deadly, dirty and less off-the-shelf. And Snubby won't be manufacturable, needlessly cluttering the already bloated workshop list with subpar weapons is out of question.

2) A brighter palette for the spraygun:

Noted. It might indeed be a good idea.

3) some minor weapon rebalancing: eg homefront rifle damage 28 to 29 the "eventual" snubnose/whatever 27

What for? Homefront rifle is balanced to Assault Rifle (ie. made to be inferior in most aspects). Snubby is superior, but balanced by lacking availability, magazine capacity, weight-to-damage ratio, autoshot and long-range Aimed shot of the Homefront Rifle.

4) use real names for weapons, eg homefront rifle-->ak 47,  and spraygun-->us m203 or grease gun, also with some bland reference in the bootypedia entry to real features/history. if there won't be problems.
 (eg. tommy gun))

These mutant people of 27th century really don't know the 20th century names of these weapons :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: niculinux on July 27, 2014, 05:59:51 pm
Recolored my ass:
(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/screen181_zps0ea198b0.jpg) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/screen181_zps0ea198b0.jpg.html)

umh..  huge sorries from mine :,(  ;D ;D  :o

Also, while Ryskeliini's Magnum is nice, I think mine fits the mod better. And it has a scope :P

I like mine better, looks far more deadly, dirty and less off-the-shelf. And Snubby won't be manufacturable, needlessly cluttering the already bloated workshop list with subpar weapons is out of question.

Ok i wont' bother anymore ;)

OK for the rest!

Also, forgot to mention:

a new sprite for the vanilla ufo grenade, a HE grenade:

(https://s29.postimg.org/m08eou87n/HE_grenade.gif) (https://postimage.org/)

(should be a model similar to the one in Counterstrike, but after some palette reworking should be fine.

regarding for the humanists (nazi) how about to add an mp-40:

(https://s27.postimg.org/kxqvk9ocv/mp_40.gif) (https://postimage.org/)

and a grenade model 24 (Stielhandgranate)

(https://www.sproe.com/images/grenade-german.png)

for the former, may be possible to use sprites from the numeroud sùdoom mods acreoss the web, fir the latter modify the stick grenade  :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: Dioxine on July 27, 2014, 06:04:22 pm
Woo! Nice graphics for both the MP-40 and the grenade (the MP-40 would need some polishing though). As for the stick grenade, I did what I could - there is only so much you can do with 16x16 pixels. I think at least it's immediately obvious what it is, and that's the most important thing.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: niculinux on July 27, 2014, 08:03:21 pm
Woo! Nice graphics for both the MP-40 and the grenade (the MP-40 would need some polishing though). As for the stick grenade, I did what I could - there is only so much you can do with 16x16 pixels. I think at least it's immediately obvious what it is, and that's the most important thing.

eh sorry of my "skills" -.- also proper palette needs to be allppled. Over and out ;)

Edit: may we also get in the distan tfuture another let' play wideo on your youtube channel, for the 0.80? These currently avaiable on the channel, waht version are referred?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: Imeryak on August 09, 2014, 06:51:03 am
I am playing v0.79 and discovered bug with AP clip for HSR. Game crushes when you complete the production of one of them.
Reason for crush are those strings.

Code: [Select]
    producedItems:
      STR_HSR_CLIP: 5

If change them to

Code: [Select]
    producedItems:
      STR_HSR_CLIP_AP: 5

game works like it should.

Also i found that tank corpse can't be researched for some reason. Don't know, is this a bug or not.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
Post by: Dioxine on August 09, 2014, 02:04:27 pm
Thanks for pointing that one out!

Tank wrecks (and grav harness by the way) recovery is fixed in 0.8 (release soon), it was indeed a bug, cutting the player off the whole tank/hovertank research tree.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 09, 2014, 11:23:08 pm
0.8 posted with a lot of new stuff. Enjoy.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Edrick on August 10, 2014, 10:53:59 pm
I must say I’m eager to play v 0.8, with the new weapons and armor and stuff. This mod is awesome. Well, some extra ideas here:

- Holdout Laser. “This gun can fit anywhere, even in the middle of your... belt. And a single shot is more than enough to melt your brains off. Well, maybe two.” Cheap, moderately-damaging, buyable laser pistol.

- Stone, as a 1-dollar-worth grenade or “grenade” (like pipe grenade or Molotov cocktail), with non-blast concussive damage or ranged, strength-dependant damage. Come on, Metal Slug commandos are deadly when replacing grenades by stones. Why not my hearty crew? (for climate-ish purposes/joke weapon?)

- Two-handed, double-barrelled shotgun. Buyable, far more accurate than any other shotgun, and could get acidic shells with decent power (somewhere in the thirties?). Early, you can only get acid shots for the SMG and the Domestic Shotgun, and both are crappy weapons with very low damage.

- Laser/Neon bow (à la Far Cry 3: Blood Dragon). “Welcome to the future, baby.” Also, are these Rambo-style explosive arrows you talked about possible? (together with a decent bow and not that toy bow thing that only deals 5 damage).

- Nerfing Ethereals. Seriously, how I am supposed to deal with a map full of mass-mind-controlling bastards that one-shot me with their plasma bolts? Either nerfing their psionic powers, their numbers or replacing some of them with aliens from the base game (Sectoids, for example, who in-context go with their Ethereal masters to deal with the menial work).

Nuff’said. Keep this up!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Ran on August 10, 2014, 11:18:22 pm
Great as usual, unfortunately I only have very little time to play atm...

I've thought about the stone as ultimate weapon for quite some time as well, but I don't think it's easy to implement. As a grenade? Just imagine forgetting to prime your stone before throwing it! ::)
The ideal stone would be both a melee weapon and a re- usable un- primeable armor piercing grenade, the pinnacle of post-apocalyptic technology.
Easiest way to implement it would probably be as ammo for a slingshot.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 10, 2014, 11:56:29 pm
Thanks for ideas!

So, without further ado...

- Holdout laser - definitely, but with a nifty price tag - else, who'd want the poor holdout pistol?

- Stone - hell, why not. I was thinking myself A BIG ROCK, maybe both. Exactly with the mechanics you've described, anyway :)

- Super shotgun: 2 things. Firstly, the shotguns are up for a massive accuracy boost, +30% or more (the price will be reduced accurate range), so they'll be much more useful, at least when the enemy is close. Secondly, the weapon you describe is planned, only with a twist... 4 barrels, heavy weight, you can fire all of them at once :)

- Bow. Sorry to say that but it seems you've missed the BIG LETTERS saying soldier's strength is added to the damage :) Bows are actually almost on par with plasma guns... if you have a str 80 soldier wearing a synthsuit, that 5 damage becomes 125 :) The neon bow, though... yeah that joke was part of the reason that the bow is in the game in the first place :) HE arrows are possible, but reloading bow looks really stupid... we'll see about that one.

- They're STAR GODS, man. You're supposed to avoid them. If you want to fight'em, prepare for hell. With best armor, best weapons and numerous, high psi-str crew you stand a chance. I've actually managed to defeat Ethereal Escort on Superhuman with a mid-game crew... losing 11 out of 18 people, but still. The only problem is when they launch a retal against your base... But there you (should) wield massive advantage of having many tanks. Plus, terror and retal allow to possibly nab a Sectopod which is pretty much death incarnate in your hands. Having said all that, an alternate Star God crew, mixed with vanilla(-ish) aliens is a good idea. But no sectopods to loot in that crew :)

@Ran: nah, I've circumvented that problem - it can be a single-shot "firearm", no priming required (as with how currently Molotovs and Stick Grenades work). This is also how the thrown knives will be implemented... along with katanas... guess what faction I am working on now :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Falko on August 11, 2014, 12:00:29 am
- Bow. Sorry to say that but it seems you've missed the BIG LETTERS saying soldier's strength is added to the damage :) Bows are actually almost on par with plasma guns...
you know you can assigne a negative power value so the damage starts at a reasonable value
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 11, 2014, 12:03:38 am
I know but I was talking about extremes. The bow is pretty well balanced, as it's flatrate TU and low ACC so you need a superhuman to attain that levels of performance.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: xaphias on August 11, 2014, 04:36:04 pm
oh, nice to see some updates, it's really hard past 0.69 with the economy rebalance, but I'm liking it.

I ran into an issue, seems a geoscape event I have no control over is crashing the game, no error message nothing, see no logs, it just closes openxcom.
provided save, any ideas what I could try? upgraded to 0.80 still same thing.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 12, 2014, 01:22:26 am
God damned to hell. Looks like I've edited the wrong file before posting update.

The problem (already reported) is HSR Clip /AP manufacture. Stop manufacturing it, or open Piratez.rul and change:

producedItems:
STR_HSR_CLIP: 5

into

producedItems:
STR_HSR_CLIP_AP: 5
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: xaphias on August 12, 2014, 07:40:57 am
Thanx! I thought I checked the manufacturing, but apparently I didn't

also the encrypted data disc not being consumed when researched, is that a known issue too? you can just research it over and over again, unlocking all there is to unlock.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 12, 2014, 12:06:41 pm
You need to enable "items consumed upon research" OXCom option; else you could abuse this mod in many ways :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: niculinux on August 12, 2014, 04:23:39 pm
0.8 posted with a lot of new stuff. Enjoy.
May i humbly suggest, from the next and homefront rifle? version, to have.some.screenshots.showing newest addicrions/features/updates/improvememts? also, maybe see a new "piratez mod lets play part 3" showing all that tuff aforementioned? thanks!!

edit: i saw that laser tommy was added..so ancient tommy may be"reassigned" to black market as intermediate weapon between spraygun and homefront rifle?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 12, 2014, 09:28:27 pm
1. Screens can be done, yeah, I'll keep that in mind, but I don't want too many spoilers either.
2. Let's play: there will be more once I find the time to entertain you with my horrible, horrible English :) Glad you've liked it!
3. Nope, Tommy will stay exclusive - premium SMG/laser weapon, available quickly if dole out some cash & pile up your research on it. Else it'd be just another gun. Same reason with plasma MP40; I wanted it to be unique. So the player can feel somewhat special if he's using it.

Oh yeah, so why not a 0.8 screen:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: niculinux on August 13, 2014, 02:27:44 pm
thanks!

Befora havin my beloved lunch xD i gave at shot at 0.80 and the magic happened...  :'(

(https://s18.postimg.org/cktx9yith/piratex080_linux_bug.jpg) (https://postimg.org/image/cktx9yith/)

just installed it on another laptop...maybe did something wrong? I'm sure i followed the wiki :/?

edit: tryed it along latest hobbes terrain pack 1.9.9 and if i start the game with no mod(s) activated  there are no problems at all
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 13, 2014, 03:26:30 pm
Dammit the uppercasing error rears its head again.

Edit piratez.rul, change Diving_Armor_helmetless.gif to Diving_Armor_Helmetless.gif
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: niculinux on August 13, 2014, 04:08:26 pm
Thanks, that did the trick!

Quote from: Dioxine
New weapons: Advanced Rocket Launcher, Dart Pistol, Pipe, Heavy Flamer, Laser Tommy, Smartpistol, Precision Rifle, Humanist Magneto-Plasma Gun

actually, the are some little glitches, precision rifle it's avaiable in the black market but the ammo not, and it's missing also it's description in bootypedia...as for other  weapons don't now if are researchable or purchesable ;)

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 13, 2014, 04:52:34 pm
Only the pipe should be purchaseable, all the rest are researchable/manufacturable... the precision rifle is an oversight. But it uses Hunting Rifle ammo.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Edrick on August 13, 2014, 05:00:04 pm
Couple (not-so) quick things:

- Having the Humanist Magneto-Plasma Gun, could we get (if it isn’t already there) the basic MP40 (called Humanist SMG, or something like that) as a counterpart? I mean, we have the Tommy and Laser Tommy, why not MP40 and Plasma MP40?

- Also, could we get an improved version of the Proximity Grenade? Something as simple as a beefed-up one: a Proximity Mine, or something on the lines of that. The UFOPaedia sprite of the Particle Disturbance Grenade from TFTD looks something like a mine.

- Something very minor and very personal: I liked the old Naval Gun Paedia sprite over the new one. Is there any chance to get it back?

- What about incorporating TFTD aliens in the roster? This could be done in many ways: in a “subtle” way, accompanying the existing factions, like Boomosaurus go with Traders. For example, Bio-Drones could be the Church’s version of Cyberdiscs and they could be revered as idols. The other option is incorporating them as a faction of their own: maybe the Martians begin to see the Pirate crew as a threat by, let’s say, June, and they send a signal to awaken their aquatic counterparts (the Deep Gods, Other Gods, or something), who begin appearing with their own UFOs and are out for your blood. Or perhaps, when the Martians defeated X-COM and conquered Earth, they split the local governments between those who were “already” there: humans (the Provincial Govts, who pay you protection money) and their TFTD buddies, who now rule the countries which don’t provide any money. All this would be a nice excuse to incorporate Sonic weapons, defences, craft guns, and even TFTD alien tech: maybe they use their own UFOs (straight from TFTD USOs), with their own tech: Aqua Plastics, Magnetic Navigation and Ion-Beam Accelerators, etc. Imagine all the research tree possibilities. Maybe the Avenger would require TFTD USO tech to be built. (and, if TFTD baddies make it to Piratez, could their H. P. Lovecraft vibes  get beefed up? As in Lovecraft-esque Bootypaedia entries, or in changing the alien names, for example, Tasoths being referred as Abominations or Eldritch Abominations)

-I was thinking about a Smuggler faction, not yielding much difference in your monthly report, flying weak but fast UFOs, and being easy targets on ground with various loot (money, relatively nice guns, lots of booze bottles, booty to sell... Come to think of it, why not make an object consisting on a 2x2 wooden box with booze inside, which can be either sold or passed through the workshop to get the alcohol inside? These boxes could be carried by Raiders or these Smugglers). Anyways, Raiders are similar to this, so yeah.

I hope you can consider all these ideas!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: niculinux on August 13, 2014, 06:52:02 pm
I agree on the  smuggler idea, bit personally i gave that feature to raiders, so   no need to create a similar faction. For the rest i like as the game is now, the magneto plasma mp40 is an improved versionn of the old and knowledge lost mp 40 ;)

Personal hints, since precision and hunting rifles are equal i'll keep the current precision one sprite and rename to hunting rifle. Also, at a secomd and deeper glamce, i found the frag greane is a bit bigger than the actual HE. maybe possible to resize it a bit? Thanks, whayever <3

Edit: as for the stielhandgranate mod. 24 grenade this sprite may be  good start to work on: click (https://0.static-atcloud.com/files/comments/34/344046/images/1_display.jpg) ;)

In the end, will the mod have a final and nultimate version? we know ot csn be on and on and on adding the impossible..if so i'd suggest also focussion on other project, community projects for imstance, havin another tc made by 3, 3 4 or evem 5 persons would be cool. If not, well i suggest not to ad too much weapons..would be very very difficult to balamce them, unless a total balancing revision will be started, very annoing!

I salute and renew my congrats with a little verse, a quotation from a movie of the '80:

we don't need another hero...we only need DIOXINEEE! ahaha :D ot' also themed with the mod

Edit2:i'm away from the game now..cannot remember the pie price..anyway it should be 10$, if it gonna bel planned to be replaced i'd gor for a supercool nunchaku!!! (https://www.terrariaonline.com/attachments/wooden-nunchaku-and-cactus-flail-png.101094/)

Edit 3: to complete the humanist affair, a nice mauser c 96 (https://i.ytimg.com/vi/m24NTdj25LQ/maxresdefault.jpg c96)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 14, 2014, 10:20:31 am
Thanks for the support!

1. Smugglers - yeah, that sounds like fitting the setting, adds easy enemies (as there are enough hard ones), and gives another incentive to get a H/K (too fast for ol' Bonaventura!). I already have ideas for the crew, would need a new ship and moar loot... might be a good moment to start experimenting with the various loot placement methods (how does an idea of random loot chests sound? :) )

2. MP-40: like I said I'm trying to avoid cluttering the (already bloated) weapons list... I'd have virtually the same stats as the Spraygun (with possibly tad less damage, tad higher accurracy). There will be a "Mauser", not sure yet how to make it special though; in part because Smuggler's captain will need a unique firearm to complement the vest and furry bodyguard :) I wouldn't introduce it just for Humanists even though they're pretty schizotech.

3. Stick grenade: I'm pretty content with the current image. Bigger proximity mine: yes it is planned.

4. Naval Gun: the old image's been very, very ugly, but the old mod versions featuring it should still be available on the modsite - just replace the pic, the filename is the same as the new one.

5. TFTD aliens: yeah they were sort of planned from the start, but introducing them needs to wait a bit... anyway the general story is: the sea aliens were indeed awaken after the Earth was conquered, but the conquerors were never too fond of their so-called brethen who strayed far indeed from the ideals. Still they were brethen none the less, so were grudgingly accepted... as long as they know their place. The sea aliens in turn decided the times are Not Right and awakening of the elder gods can wait for some millenia. Still, they maintain sort of global presence, even if most of their forces are sleeping or keeping underwater. Aquatoids can be seen here and there on diplomatic and trade missions, while the deep ones and assorted rabble have invaded large parts of depopulated coastal areas. Indeed beyond the established human countries, many of the scattered tribes worship the Sea Gods, which is troubling in its incomprehensibility to the Empire. Another factor of the "wild" areas are the Sectoid tribes; many Sectoid units were deemed surplus or otherwise undesirable and left to their own devices after the Earth was remodelled. They survived somehow by sticking to old cloning devices as well as introducing human genes into their pool.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.75 - now Linux compatible (hopefully)
Post by: niculinux on August 14, 2014, 06:17:03 pm
Some of things forgot to write before:

I've been playing since the 0.75 and i suddenly i realized i never used SMG, even the looted ones (!!!) Because find out really useles...even spraygun is more powerful!! So if it eventually will be replac3d, hot about to use the
riskellini tazer pistol (https://openxcom.org/forum/index.php?topic=1598.msg14729#msg14729)?


[...]On second thoughts, other possible addictions that may make their wai along woth the tames reaper my be a machete, but mosty a katana and ever a scimitar! Hope also that some more reaserchabke weapins will be added (not many). Ok i ran out of ammo...maybe someone has some other suggestioms regarding weapons addictions ad features in general? If so, i pass it to those ;)

Well, other thigs on the plate:

scimitar
(https://img1.wikia.nocookie.net/__cb20060506151654/tibia/en/images/a/a3/Scimitar.gif)

katana
(https://img4.wikia.nocookie.net/__cb20061213002732/tibia/en/images/d/d0/Katana.gif)

machete
(https://images.tibiabr.com/Imgs/Conteudo/armas/espadas/machete.gif)

These are only sheer suggestion, as i wrote before the more weapos will be added, the more development will be painful..thugh these would be suitable for a  gamg of criminals like our piratez are, let me lastly give a hint on the scimitar: while it may be the most powerful sword in comparison with rapier and cutlass, it may take more TU to be used..seems to be quite balanced.

Edit: in response to what Edrik suggested some post ago:

- Stone - hell, why not. I was thinking myself A BIG ROCK, maybe both. Exactly with the mechanics you've described, anyway :)
Well...eventually its power may be 5 (the one of the actual bow) so the bow my be promoted to 15 or 20, replacing the hatred (hope not only by me xD) SMG ;)

In the end, is fhe hammer the only two handed weapkn in the game, i'm not sure but once i tryed to equip a hand already wieldin it with a pistol, a short message appeared reading i can't because of the two handed feature...so will be implemented some more of such weapons? If yes, a nice halberd may be nice:

(https://www.jeffludwig.com/images/wizardry8/Item/polearm2.png)

Edit 2: if some other "easy" faction will be added, i'd suggest the player should start with not-purchaseable weapoms (boarding gun, snubby revolver and handcannon) that may be reserchable and manufacturable fter a rather aggressive reasearch activity is started, also to make the black market weapons more worthy, hell we alwayz pay for these...maybe a fascinating hypotesis.

Let's see waht ohter players /priatz think about :D ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Edrick on August 15, 2014, 07:02:12 pm
Yeah, I agree on using the Ryskellini Taser Pistol as an alternative to the Dart Rifle and implementing as well the Machete, Katana, Scimitar, Halberd... The  problem is giving all of them some use, instead of all being generic copies of the Cutlass.

And the SMG is really useless. Do I want to spray the battlefield with bullets? I’ll use a Spraygun. Do I want to hit something from afar with a one-handed weapon? I’ll use a Revolver. Do I want to blast something from point-blank range with a one-handed weapon? I’ll use a Sawed-Off. Do I want to hit armored enemies with the acid bullets? I’m better off using a Handcannon. I’m not saying to remove it (there have to be bad guns as well), but I’m just remarking how useless it is. Well, even more things:

- Can we get a “true” Plasma Sniper Rifle, with stats more akin to the Laser Sniper Rifle (Snuffy?) or the Sniper Gauss than to the LPG?

- Also, Scatter Laser. Laser shotgun, on the nuclear-powered, ammunition-less guns department.

- Plasma weapons don’t have a “spray all the battlefield with bullets” weapon. Firearms have HMG and Minigun, Lasers have Fatty, but plasma? Could we get something on the lines of a Plasma HMG? Either of the Plasma Blaster sprites from Solarius Scorch’s Alien Armoury Expanded mod could fit the bill.

- I fell in love with that concept of Sectoid tribes and TFTD aliens inhabiting abandoned coastal areas. I don’t know what were you thinking about, but I immediately thought of villages made of small houses or huts, with strange idols in open areas and strange paintings on the walls. These “tribal” Sectoids paint themselves with red curve patterns and their remaining UFOs (rusty Small Scouts that they could salvage or take from the aliens before being abandoned). About TFTD scum, I also imagined villages or old cities (like City terrain on Terror Sites, but more decayed), with equally strange idols (but different, remember these worship their own Sea Gods) and paintings on walls. So, on that, two questions: when will we approximately get this and how are we “supposed” to visit Sectoid or TFTD villages? Following their rusty Small Scouts to their villages, which count as (either undetectable) bases using radically different terrain? And, what about having Tribal Sectoids chanting in their rituals some strange numbers and words that, upon live interrogation, turn out to be the coordinates to Cydonia?

- Expanding on the Tribal Sectoid thing, thinking about their weaponry, I thought of implementing spears, both for mah crew and for the poor tribals. And, would it be possible to implement a spear with melee, both accuracy and strength-dependant damage AND a throwable option (like Molotovs or Stick Grenades), dealing armor-piercing non-blast damage? Because having “spears” and “throwing spears” as different weapons sounds really anticlimactic.

- The stun grenade sprite looks somewhat clunky. No offence meant, I’m just comparing the average sprite with the top-notch pixel art of the rest of the mod. Possible replacements are the sprite from Murmur’s Stun Grenade mod, the Chemical Flare Ufopaedia sprite from TFTD or, if possible, working on the sprite of the Concussion Grenade from a PC game called Risk of Rain, made by Hopoo Games.

Let’s see what other fellow captains think about this.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 16, 2014, 08:21:46 am
Thanks for all the comments (and sprites!). I won't respond point-by-point this time (although everything has been noted).

Major flashpoints:
- SMG will be improved a bit, but it is somewhat of a dead weight, I agree... one of the few weapons you immediately sell. By the time you get acid ammo, you get better weapons.

- There will be more melee weapons, as long as I am able to make every one distinct.

- Sectoids & Deep Ones: I want to make it good, hence this won't happen soon... custom tilesets are a bitch to make and they're pretty much required here, not even mentioning map-building... I do have base resources though. Another problem is spawning - Doom-style phantom ships are not exactly that good. Hmm one idea is to make 1 HP UFOs which will never crash-land - either you tail it to its destination and make ground assault, or it's blown to pieces & gone forever (leaving just a bunch of points behind).

- Throwable/melee spears: nope not possible, one or the other. The only melee damage allowed for a ranged weapon (thrown spear) is Stun which is kinda silly. So it's either pikes or javelins, but not a multi-purpose spear. And more probably the melee-only one, as the AI can competently use it (as opposed to limited-range weapons). The ranged/stun combo will be however used (a flail).

- More lasers/plasmas: yeah there will be, along the lines you've described... but not without a twist. Plasma gatling thingy will only become available as one of Weight 100+ Class weapons... as soon as an armor suit allowing to use such weapons will be made :) Scatter laser (combat-shotgun-like) should appear sooner. The plasma blaster sprite, yeah, guess who was the person who created it (I wouldn't do it without Chiko's previous work, credit is due here). I have no shortage of various plasma designs in my workshop, but even then , each gun means a few hours of work... For now the plasma MP-40 (and UAC Plasmagun) are the "spray" type plasma weapons.

EDIT: after some though, throwable javelin CAN be made after all... it'll require some really strange arrangement (snap = "melee" range, aimed = thrown), but it is possible. The only issue - both limited & unlimited ammo seem not right...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Arthanor on August 16, 2014, 04:03:15 pm
Actually, a javelin is made for throwing and its construction will be different from a spear. Having it with ammo 1 would just represent that a good strike with it breaks it. A bit too harsh, but makes more sense than unlimited ammo for a ranged gun (or you could do a "javelin pack" with 5 javelins, to be somewhere in the middle?

The best would be a % to break upon use, for both ranged and melee attacks.
*Get javelin -> throw into sectoid -> run to dead sectoid -> pick up javelin -> throw into other sectoid -> ...* :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: Dioxine on August 16, 2014, 04:23:18 pm
You're right, in the ancient military forces, there was a very clear distinction between throwing and melee spear; however, some cultures (like Zulu) were using dual-purpose spears, and this was generally the norm in less militarized, more hunting-oriented societies. With the Deep Ones (Lovecraftian-wise; TFTD wise I mean, naturally, Gill Men since TFTD Deep Ones were biorobots and they have little place here, except maybe as bodyguards for Aquatoids).

Indeed 5-sized javelin pack seems like a good compromise here. I did the same for throwing knives already.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
Post by: niculinux on August 16, 2014, 04:50:02 pm
Actually, a javelin is made for throwing and its construction will be different from a spear. Having it with ammo 1 would just represent that a good strike with it breaks it. A bit too harsh, but makes more sense than unlimited ammo for a ranged gun (or you could do a "javelin pack" with 5 javelins, to be somewhere in the middle?


The best would be a % to break upon use, for both ranged and melee attacks.
*Get javelin -> throw into sectoid -> run to dead sectoid -> pick up javelin -> throw into other sectoid -> ...* :D

Nice feedback folks, but only 2 users? AAARRRGGHHHH XD
Seriously: I'd really prefer the one shot hypothesis above, otherwise may be created dome sort oh handed speargun, with 4-5 shots (also more mad max/fallout style) obviously istead of a magazine, to ve removed, some spear are meant to replace it, these coul be putted inside the barrel of the cylindrical-alike shape of the followin' prototype weapon:

(https://weblogs.baltimoresun.com/entertainment/midnight_sun/blog/tommygun.JPG)

But the i fear it would be unbalanced with crossbow, so better go the first way :) not to mention it may be a doubled item cinsudering the harpoon gun, unless some balancing would be made..

Moreover, id add - if SGM will be thrown out the way - a couple more of black market weapons, using ones alreay maded by others and/of taken from existing mods (see some of previous posts of mine) so lots of work to be spare, eventually ;)

Edit: my typing skills are getting worst day by day XD

Edit 2: As fot the sectoid tribe thingh i think it would be kinda revolutionary to the game altering it...but if the majority want it, i surrender. If it won't be added, i'll keep them appearing as "special guests" in terror and base assault/defence mission,nas well play a minor role in the game. Same for the TFTD aliens, otherwise it may become a brand new game not a atotal converion. :/

Edit 3 : the MP-40 may be renamed to MPG (magneto plasma gun) firing magnetic bullets instead of plasma, a meiidle power weapon befween laser and plasma :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 16, 2014, 06:46:37 pm
Well, this is sort of "after the end" story so even if it's total conversion, it is tied to the original story, so there definitely will be more aliens (no worries though, they won't overtake the main flow of the game). Plus I like Lovecraft a lot :)

Meanwhile, 0.81 is up, before I have to take a few weeks break. A few new guns and few bugfixes, and new living quarters maps, but mostly it is a rebalance; sort of an experiment to see how the new balance influences gameplay, especially in regard to living quarters and shotguns.

And a customary screenshot:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Imeryak on August 16, 2014, 10:09:55 pm
I have a few suggestions for this mod:
1) Skyranger upgrade system. You buy old, barely flying rubbish, then you upgrade it with engine (elernium fuel and in-air time boost), navigation  sistem (radar range boost), strengthening of the hull with plastasteel (speed and acceleration boost), armor plate (toughness boost) and weapon slot, and then you have something you can actually use. Not the best craft, but reliable old friend.
2) 3x1 belt slot for melee weapon, because it's awesome to have a cutlass or stun rod on the belt. Or even double the fun with two 3x1 belt slots, Arrr.
3) Elerium charge for a mortar for a late game. Mortar is awesome, but pretty much useless after midgame.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 17, 2014, 02:12:00 am
1. This would be awesome but sadly is impossible - a craft cannot be upgraded since it's named & numbered. So each upgrade would have to be built from scratch. But a Skyranger research tree... yeah why not, I'll think about it, after all, it has one advantage - no Elerium dependency. And if you sell the Bonaventura to buy Skyranger, you're $2M richer. There is a problem though - it's a jet and the jet technology has gone backwards between 1990s and 2600s - elerium-powered crafts are plentiful and vastly superior so why worry.
This makes me think... of course I know that Bonaventura is so good there is a wasted "getting better ships" potential here... but then again, it has to be that good because the game is hard. Either that, or we could switch it to a super-crappy transport (even below Skyranger level) + a very tough (but slow - 2000 speed or so) fighter in 2nd hangar... I don't know, I got used to the current arrangement, but maybe the drive to get a better transport could provide more fun?

2. I thought about it, but... it'd invalidate the knives, and it'd also create a "best of both worlds" soldier equipping pattern... sword + 2-handed gun... why bother with pistols? Even worse, a 3x1 slot could hold most long arms...

3. Definitely. It'll be either that or advanced (manufacturable) mortar, but 200 HE elerium shell will be added.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: XCOMFan419 on August 17, 2014, 05:46:53 am
I think I will be playing around with Piratez for my third playthrough. I think I will enjoy it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Imeryak on August 18, 2014, 08:20:05 pm
2. I thought about it, but... it'd invalidate the knives, and it'd also create a "best of both worlds" soldier equipping pattern... sword + 2-handed gun... why bother with pistols? Even worse, a 3x1 slot could hold most long arms...
then how about to change some  melee weapons size to 2x1? Knives is lighter, so only strong elite pirates will prefer sword-like weapons to daggers or other short weapons. Maybe nerf swords to slightly-better-than-knife level, and add 3x1 size two-handed swords
and 3x2 size greatswords, which require a lot of strength to hold it and TU to swing, but deal a LOT OF DAMAGE. Bloody carnage ftw.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 18, 2014, 08:53:44 pm
Hmm, that is a good idea. Even better, knife has one crucial shortcoming - soldier's Strength is not added to the damage. There is 2x1 pipe but it is notoriously inaccurate, meant for those who have low Melee skill. Making a small cutlass (and advanced follow-ups) that relies on both skill and strength... yeah.

About the hidden part - it is already prepared, I'm just waiting with the release so I can put new melee weapons along with a new, melee-heavy faction which still needs some effort to be finished...

So maybe it's a good time to ask the audience, which faction I should work on now:
1. The mystery melee faction - goofy but challenging in new ways;
2. Smugglers - nothing really new but a colourful, mixed faction; no retal/terror
3. Tribal Deep Ones (no retal/terror - mainly because I don't want them to fly any ships)
4. Tribal Sectoids (no terror, but some of them still can be swayed to Star Gods cause, so retal on)
5. Aquatoids (just another faction on Earth, but with Sonic guns and at least 3 new ships, no terror, retal on)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Edrick on August 18, 2014, 10:34:41 pm
I'd personally go with Deep Ones (if Deep Ones are also accompanied by Gillmen, Lobstermen and Tasoths). They look the ones with most interesting mechanics: how are supposed to interact with them without ships? By raiding their villages?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: niculinux on August 18, 2014, 10:46:56 pm
+ 1  for smugglers. A njve distraction from terror mission, tnough these may be not much frequent in piratez, because they do not defend anithing but they power and blood thirst!! Plus they mY be the faction that carries the most various loog in the game, and a bit more abundant. They smuggle right?

The less terror mission may be also an interestin option, maybe instead thers may be more base defence mission and less terror missio ..everybody may want the poratez...dead!!!

As for the 33x1 belt, i'd leave the daggers...and add machete, to those may be applied the strdngh factor, thei damage in only slashin, not thrusting.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 18, 2014, 11:45:21 pm
Quick answers:

- There will be less EXTRA terror missions, so the chance of more than 1/month happening will decrease; around 1 terror / month is however hardcoded.
- Deep Ones (Gill Men): adding extra races is not a problem, the most work would be put into a new terrain...
- After consideration, there will be a couple new 2x1 melee weapons, but never to make pipe/knife useless. I might even add more accuracy to the knife, currently it's somewhat underpowered. Machete, yeah, sounds okay :)
- I'm planning to overhaul lasers to simulate their armor piercing nature. Not to get into details, lasers will deal less damage than now to unarmored/lightly armored troops, and more to heavily armored ones. Pirates and raiders are lucky with their 20 armor counting as "unarmored" :)

Now how I plan for the Deep Ones villages to work: slow UFOs called "Probes". They have 1 HP, so you either blow it up, or follow it to the landing (which can be a Deep One village or whatever). Con: the village maps cannot be random (although I could prepare several variants). Pro: there is no way to make them random anyway, unless I'll add "deep one village" as a global texture type (like Farm or Forest)... but then it will be just normal terrain for crash recovery, without any actual Deep Ones.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Imeryak on August 19, 2014, 09:21:14 am
- After consideration, there will be a couple new 2x1 melee weapons

Weapon sprite can be actually larger than two cells can fit. This will be confusing for items on ground, but looks fine when equiped on soldier.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 19, 2014, 11:30:58 pm
Nah it doesn't look nice... and creates quite a mess on the ground. Although if I wanted 1x2 cutlass (still not sure), making a new sprite would be as simple as saying hello in Japan. So worry not.

Meanwhile - Smugglers have been chosen for the next faction to appear, in part because I still dread working with new tilesets :) This shouldn't take too long, though, and the Deep Ones are next. I'll try to outfit these Smuggler ships with a VERY varied loot, from valuables to crafting items to weapons/ammo piles, hopefully also suits of armor and craft weapons; if everything goes right, you shouldn't be able to tell what the next Smuggler ship is going to carry.

The smuggler ship:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Yankes on August 19, 2014, 11:39:51 pm
I saw this ship somewhere before... probably long, long time ago.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: ivandogovich on August 19, 2014, 11:47:56 pm
... maybe in a galaxy far, far away....
 8)

but yeah... that is a gorgeous ship!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Alex_D on August 20, 2014, 06:36:59 am
Hi (first post here)

I'd say first thanks Dioxine (and all of the contributors) for creating such total conversion. It's really a new game indeed.

I have been playing with the mod for the past few days, and I just got update 0.81. I had to do some little surgery to the savegame so not to mess with the base layout I had before.

A question: How do I provide ammo to the Mercenary guy's gun?

Thanks

Alex
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 20, 2014, 10:56:30 am
Thanks man! It's always nice to hear some nice words :) Sorry about making bit of a mess with living quarters suddenly smaller, but experiments are needed...

Answer to your question: If everything works as it should, the mercenary has unlimited ammo (he takes care of that himself).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Imeryak on August 20, 2014, 11:40:38 am
Mercenary weapon is bugged.
Add
Code: [Select]
    clipSize: -1 to piratez.rul
Code: [Select]
  - type: STR_MUTON_MERCENARY
    size: 1
    costBuy: 255000
    costSell: 85000
    transferTime: 24
    weight: 30
    bigSprite: 189
    handSprite: 438
    bulletSprite: 3
    power: 50
    damageType: 1
    battleType: 1
    accuracySnap: 115
    accuracyAimed: 130
    tuSnap: 32
    tuAimed: 70
    fireSound: 81
    hitSound: 13
    hitAnimation: 26
    shotgunPellets: 6
#  here
    clipSize: -1
    invWidth: 1
    invHeight: 3
    aimRange: 15
    snapRange: 9
    dropoff: 6
    twoHanded: true
    fixedWeapon: true
    listOrder: 1493
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 20, 2014, 01:20:39 pm
Ohh right, default clip size is 0 now, not -1. The work is never over...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Imeryak on August 20, 2014, 04:21:55 pm
Another bugreport:
v0.81, build openxcom_git_master_2014_08_18_1652
My base under attack (on 15 Jan 2601, i'm a lucky man) and battlescape map has some dirt instead of a new living quarters.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 20, 2014, 05:52:37 pm
Is this a map-only problem? Or has the facility vanished completely?
If the former, I have no clue... Map should be generated based on tilesets, and it's definitely it's not tileset problem, as mostly normal XCom base tilesets are used... except maybe:

Code: [Select]
      - name: XBASE_20
        width: 10
        length: 10
        type: 5
      - name: XBASS_01
        width: 10
        length: 10
      - name: XBASS_02
        width: 10
        length: 10
      - name: XBASS_03
        width: 10
        length: 10
      - name: XBASS_04
        width: 10
        length: 10
      - name: XBASS_05
        width: 10
        length: 10

Adding type: 0 to all XBASS entries? Just firing blind here. This is very puzzling and very troubling.

EDIT: another thought is moving the XBASE_20 (dirt tile) to the very end of the list
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 20, 2014, 07:19:11 pm
Thanks to Falko's big help, problem has been found!

Open Piratez_factions.rul  (NOT Piratez.rul) and delete all the following:

Code: [Select]
  - name: XBASE
    mapDataSets:
      - BLANKS
      - XBASE1
      - XBASE2
    mapBlocks:
      - name: XBASE_00
        width: 10
        length: 10
      - name: XBASE_01
        width: 10
        length: 10
      - name: XBASE_02
        width: 10
        length: 10
      - name: XBASE_03
        width: 10
        length: 10
      - name: XBASE_04
        width: 10
        length: 10
      - name: XBASE_05
        width: 10
        length: 10
      - name: XBASE_06
        width: 10
        length: 10
      - name: XBASE_07
        width: 10
        length: 10
      - name: XBASE_08
        width: 10
        length: 10
      - name: XBASE_09
        width: 10
        length: 10
      - name: XBASE_10
        width: 10
        length: 10
      - name: XBASE_11
        width: 10
        length: 10
      - name: XBASE_12
        width: 10
        length: 10
      - name: XBASE_13
        width: 10
        length: 10
      - name: XBASE_14
        width: 10
        length: 10
      - name: XBASE_15
        width: 10
        length: 10
      - name: XBASE_16
        width: 10
        length: 10
      - name: XBASE_17
        width: 10
        length: 10
      - name: XBASE_18
        width: 10
        length: 10
      - name: XBASE_19
        width: 10
        length: 10
      - name: XBASE_20
        width: 10
        length: 10
        type: 5
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 21, 2014, 03:10:55 am
On a lighter note, some progress with the Smugglers...

1. Mystery Crates!

2. What's in the box...?

3. These guys aren't happy.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Alex_D on August 21, 2014, 05:17:28 am
Thanks Imervak and Dioxine,

The clipSize fix worked!

Because of the lack of ammo, for a few games I was equipping the merc guy a good gun during the equipment phase, until I realized that the game was removing the items from the battlescape as lost during a blast or similar.

Interesting unintended consequence for a way to simulate "stealing" at the workplace ("you cannot trust your subconsultants and temp hires anymore!")  :D

Alex

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 22, 2014, 05:16:50 am
Meanwhile, the work on Smugglers slowly trudges forwards...

Watch out for this guy. This time, he's shooting first for sure.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 24, 2014, 01:27:45 am
The Suggler faction core part is completed, with 4 enemies, new loot system and 6 new weapons.

However there is an unexpected hurdle. Seems that enemies in OXCom are disallowed to attack with melee weapon unless it is a fixed weapon, Reaper style (as opposed to a weapon that can be picked up). We'll see if the devs decide to fix this or not, until then, I'm putting the developement on hold.

Have a screen:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: smexyvami on August 24, 2014, 06:34:40 am
i love your sprite work and wepons just wish i could have to games installed cant run your mod stand alone and have another one set up :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Yankes on August 24, 2014, 10:42:15 am
The Suggler faction core part is completed, with 4 enemies, new loot system and 6 new weapons.

However there is an unexpected hurdle. Seems that enemies in OXCom are disallowed to attack with melee weapon unless it is a fixed weapon, Reaper style (as opposed to a weapon that can be picked up). We'll see if the devs decide to fix this or not, until then, I'm putting the developement on hold.

Have a screen:
She look more like oni (https://en.wikipedia.org/wiki/Oni) than cat :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 24, 2014, 03:38:06 pm
1. The melee weapon problem solved. Seems that there is a glitch in the code; despite melee weapons not needing ammo, the AI thinks they do, and thinks there is no ammo so it doesn't attack. To everyone who wants to include melee weapons: Setting clipsize to -1 is neccessary for the aliens to use a melee weapon.

2. It is possible to have more than one install of the game, for example if you want to keep all the options and rulesets for a large mod together along with the appropriate saves and rulesets enabled; Step by step instructions:
 - Create User folder in your Openxcom game folder (the folder where the Data folder and OpenXcom.exe are)
 - Find Openxcom folder in your windows Documents folder;
 - Dump all contents of Documents\Openxcom folder into your Openxcom\User folder and delete the Documents\Openxcom folder
 - copy the whole OpenXcom folder as many times as you want, creating as many instances as you want
 - in each instance, all options and saves and screenshots are stored separately;
 - fire up the desired setup by linking appropriate exe file
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: smexyvami on August 24, 2014, 05:32:45 pm
cant get that to work it keeps opening a new one and remakeing the folder :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 24, 2014, 07:18:27 pm
Then I can't really help, never done it myself to be honest, just citing what a friend told me.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Solarius Scorch on August 24, 2014, 07:34:57 pm
Just open your documents folder, cut the Openxcom folder, move it to your actual Openxcom folder and rename to user... That is all, really.

If this doesn't work, I have no idea why. Worked for me.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: smexyvami on August 24, 2014, 08:57:51 pm
will try latter
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 24, 2014, 09:17:06 pm
Seems that the Smuggler ship will have random-ish loot by the score, which makes me happy. Most of the graphics are already prepared, now into gruelling work...
Aside from normal loot, there will be parts that'll let you assemble craft weapons (without prerequisite tech) and other crafting materials, some of them new. Some of them will be added to Trader's Freighters but that's for 0.83. There will also be at least one mystery alien with a quite slim chance of appearing.

Pictured: furry things. Smugglers love them, you're going to hate them. Credit goes to Robin, I've simply recolored his Anthropod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Edrick on August 25, 2014, 11:59:42 am
ORLY? Women dressed in furry suits, serving their Smuggler masters, armed with katanas and out for my blood? Call it some variation of Rule 38.

Yeah, about Smugglers. Will the Smuggler Captain finally get his Mauser C96? And, while at it, why not give him a .223 Pistol/Deckard's Gun? You could get them in Fallout, why not Piratez (besides, Harrison Ford gets to keep his weapons after each film, now, doesn't he? ;) )
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
Post by: Dioxine on August 25, 2014, 01:26:00 pm
Yeah he will have (researcheable) Mauser-ish thing. The Smuggler women aren't dressed in furry suits. I was talking about some other, very male, big furry things out to rip your arms off :P
About That Other Gun, no, not this time. Probably.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 25, 2014, 10:52:39 pm
0.82 is up! And with it, the Smugglers faction. It's been hell lot of work, and the bugs are likely to be plentiful, but I believe it's been worth it! Enjoy and keep an eye on those bugs - it's impossible for me to track them alone. Tell me what you think. And most of all... enjoy the ride. And don't complain if Smugglers don't appear very often... their missions are about as likely to come up as Cargo Freight or Passenger Ferrying.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Ran on August 26, 2014, 12:25:46 am
Yess, another faction! :D
How does updating to the new version affect savegames? Will the smugglers appear even if you don't start a new game?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Solarius Scorch on August 26, 2014, 12:30:06 am
Yess, another faction! :D
How does updating to the new version affect savegames? Will the smugglers appear even if you don't start a new game?

Yes, but not before the end of the month. Probably longer.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 26, 2014, 01:15:36 am
They won't be of much use to a player who's advanced in the game, either, their loot isn't that advanced. Savegames will remain unscathed, you won't lose any progress.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Ran on August 26, 2014, 01:48:46 am
Thanks, that's what I expected.
Are there any other large overhauls planned which would require starting an new game?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Voiddweller on August 26, 2014, 05:49:53 am
Any chance to have a faction raid missions in the future? Also it would be cool to actually have a flagship instead of hideout. I mean mobile base of operations. But i guess it would require some more than just ruleset change...
BTW i liked ballistic trajectory for bow projectiles. I have half of my squad trained as archers, raining death upon enemy heads from safe places XD
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 26, 2014, 01:13:41 pm
- No, there won't be any game-breaking changes in the foresseable future... you might however face some obstacles like research topics disappearing because you don't have the new prerequisite (but you'll be always able to unlock them back after some extra research);

- Raid missions at wish, Apocalypse-style won't be possible (engine limitation). I will be adding some missions against land targets, but these still will be dependant on the random factor... Otoh a Raid mission in Piratez would have to target visible installations (like, Trader's HQ in some city's downtown) and it'd probably be suicidal, as you'd have to face hordes of enemies, supported by tanks, flying vehicles... These organisations aren't called Global Powers for nothing.

- Mobile bases aren't possible.

- It's nice someone is finally seeing the potential of these bows. I love how everyone seem to be playing this mod in a different way :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Voiddweller on August 26, 2014, 06:00:23 pm
Well, just random land raids would be nice even if there will be hordes of enemy troops, because you don't have to kill everyone, just grab some loot and run. Pirate ships is stealthy for a reason, right? :D And there must be a time window, like main forces left the base and you have to raid it before they come back. Raiding same place again and again is very exploitable. You might need some new artwork and maps though :P
And yeah, i think i'll suggest a mobile base concept for engine development. Who knows, maybe someone find this idea appealing.
Actually your mod is awesome. It actually feels like a new game, not just adding a couple of new things or making play more difficult. Loot-oriented supply is fun too, like you can arm your girls right on a battlefield, and let the enemy taste their own plasma :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Solarius Scorch on August 26, 2014, 06:10:24 pm
And yeah, i think i'll suggest a mobile base concept for engine development. Who knows, maybe someone find this idea appealing.

While I think it is very unlikely this will be implemented, I do find this idea appealing. :)

Good idea with the sudden raid, too. Very cinematic.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Voiddweller on August 26, 2014, 06:23:36 pm
While I think it is very unlikely this will be implemented, I do find this idea appealing. :)
It suits piratez very well, even if you can have only one base, you can fly to regions where humies think you are harmless, and make them reconsider :P Plus piratez should stay piratez, without turning into a new global power with many powerful bases and hundreds of runts making boose for your bootlegger empire... Ugh, well that is actually sounds nice too XD
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Avalanche on August 26, 2014, 11:42:31 pm
Man, a lot's changed since the last time I tried this mod. Out of curiosity, do the Dark One landings stay on the ground forever or something? After having the best month I've ever had in the game, my score came back as terrible. The only thing I can think of is that there was an issue like with the MIB mod, in which some UFOs just stay on the ground forever and tank your score.

I'm also very sad that after all the work I went through to capture the demons, I couldn't do anything cool with them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Solarius Scorch on August 26, 2014, 11:48:44 pm
I'm also very sad that after all the work I went through to capture the demons, I couldn't do anything cool with them.

Man, I know your pain.

I think if we come up with something cool and feasible, Dioxine is likely to implement it. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 27, 2014, 12:26:40 am
It was supposed to be an Easter Egg... what else would you want, having these demons fight for you? Changing demons into demonic weapons? Summoning the Goddess of Death with living demon sacrifices? Just shoot your ideas and keep these suckers locked up :)

btw. yes, the demon places are like MiB bases, except they don't stay forever just a couple of months. I might change that method of spawning though.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Avalanche on August 27, 2014, 01:32:07 am
Yes, I now want all of those things! Oh, and a special mission where you attack hell!

I dunno. Maybe we could make weapons out of the imp's fireball attack, or maybe turn the pinkys into tanks like the Reapers.  Or maybe use them to create improved slaves?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 27, 2014, 06:14:32 am
The question remains open; meanwhile the Freighters are being given an overhaul; now they'll be ferrying actual cargo, and a lot of it. Some new loot will appear. There will be some shifts amongst Trader's crews - Engineers and GO's won't appear on Pogroms anymore (and will be replaced by some new enemies).

Below: The Traders hell-bent on protecting their cargo of Chemicals.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Alex_D on August 28, 2014, 05:34:40 am
It was supposed to be an Easter Egg... what else would you want, having these demons fight for you? Changing demons into demonic weapons? Summoning the Goddess of Death with living demon sacrifices? Just shoot your ideas and keep these suckers locked up :)

btw. yes, the demon places are like MiB bases, except they don't stay forever just a couple of months. I might change that method of spawning though.

I haven't finished the mod (yet) but I like the Demons side story, like jumping from one enemy (Star Lords) to the Doom's demons, like the Dark Ones are one of these far away Star Lord's enemies that they are fighting.

Also, I assaulted a downed Smuggler cruiser and the Captain was an Ethereal! I suppose some script is not done yet. Or maybe it's another (good) twist on the story!

Later I was able to MC a Star Lord and finally I'm researching it.

By the way, some of the text for the Dark Ones are still "null" or with place holders.

Great mod Dioxine, please keep it coming. The story developed is more interesting than some books I have read :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 28, 2014, 07:22:19 am
Smugglers aren't supposed to have cruisers, it was an oversight, but their highest ranking guy certainly isn't...

I haven't written these entries for Doom creatures to save on time (and still not sure of the benefits of their research); I wasn't expecting them to be captured, honestly. Looks like the more difficult something is, the more it tempts people to be done :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Alex_D on August 28, 2014, 06:43:31 pm
Thanks.

Here's my report of my latest game experience :)

Finally, I managed to shoot down, assault and capture a Star God Coordinator, from a downed cruiser. It was quite a battle, no casualties from my side but nearly everyone got severe injured, and all the ladies wore Annihilator suits and had Psi ratings of 45+.
Good thing I saved the tiny drill. The Avenger is a expensive ship.

The Star God Coordinator entry in the research description has a weird placeholder. The "fat guy" text is also still with placeholders. 
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 28, 2014, 07:34:08 pm
Congratulations! This is the first time afaik someone came close to completing the game. The outro isn't a placeholder... however I had no opportunity to test it yet :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Recruit69 on August 28, 2014, 08:18:08 pm
Mmmm! This looks interesting to play.....

The only downside is having to change the OpenXcom settings which affects the FMP I am playing right now if i wanted to switch between the two.

Though it is not bad as it was compared to have dozens of mods enabled before and trying to figure out which ones were included/excluded every time i load a game save and it says missing mods etc!

For that reason, is it worth considering including the mods, Hobbes terrains and LukesUFO bundled with your mod?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Alex_D on August 28, 2014, 08:33:30 pm
Mmmm! This looks interesting to play.....
The only downside is having to change the OpenXcom settings which affects the FMP I am playing right now if i wanted to switch between the two.

One could have multiple user folders (game and settings) all using the same game exe/data folder.  The drawback, I suppose, is for non Piratez games, all your new soldiers names will be generated using the Pirate.nam rule ("Sleepy Dollar reporting for duty, Sir!"  :D)

Or like I do, my user folder is a subfolder alongside with the data folder in the OXC game directory. And the whole thing is copied few times, each totally independent from the other.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Falko on August 28, 2014, 08:36:50 pm
or make copies of the whole binary folder
IMHO thats the easiest solution
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 28, 2014, 08:43:00 pm
Hobbes and Luke's mod aren't conflicting with Piratez in any way. There is even an extra .rul file in Piratez now, that integrates them both together and more fully with Piratez (baiscally adds all extra Piratez civilians to them), however it is not fully up to date with Hobbes' mod (not all terrains will be included).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: smexyvami on August 28, 2014, 09:41:05 pm
One could have multiple user folders (game and settings) all using the same game exe/data folder.  The drawback, I suppose, is for non Piratez games, all your new soldiers names will be generated using the Pirate.nam rule ("Sleepy Dollar reporting for duty, Sir!"  :D)

Or like I do, my user folder is a subfolder alongside with the data folder in the OXC game directory. And the whole thing is copied few times, each totally independent from the other.

i tryed this  and cant get it working :( maby a tut would help
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Alex_D on August 28, 2014, 10:06:50 pm
i tryed this  and cant get it working :( maby a tut would help

For example:

The binaries folder where the data folder is "C:\games\OpenXcom\".
All the mods and nightlies are in "C:\games\OpenXcom\data\" and so.

Your savegame and config files are probably "C:\Users\JOHNSMITH\Documents\OpenXcom\*.sav; *.cfg"
You need to do is move this folder into the binaries folder, so it looks like: "C:\games\OpenXcom\OpenXcom\*.sav; *.cfg".
Then rename the folder to "user", so it looks like: "C:\games\OpenXcom\user\*.sav; *.cfg".

At the end the folder "C:\games\OpenXcom\" should contain only two folders: "data" and "user". Then the game is self contained. Just run "C:\games\OpenXcom\openxcom.exe" and enjoy :)

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: smexyvami on August 28, 2014, 11:41:41 pm
thanx
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Avalanche on August 29, 2014, 04:37:00 am
Congratulations! This is the first time afaik someone came close to completing the game. The outro isn't a placeholder... however I had no opportunity to test it yet :)

Well, I finally got a freaking Avenger built, and I'm ready to head to Cydonia. I'll hopefully find out if the outro works tomorrow.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Alex_D on August 29, 2014, 08:40:06 am
Well, I finally got a freaking Avenger built, and I'm ready to head to Cydonia. I'll hopefully find out if the outro works tomorrow.

I got to blast up the Solar Governor.
Interesting ending text. Unfortunately it seems some clipping prevented the text to fully display on each screen, so some paragraphs became unreadable. See attached.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Roxis231 on August 29, 2014, 10:06:25 am
Dioxine

This might sound like an odd request, but are there NON-monocrome version's of the background graphics avalible as an optional patch.

the monocrome ones you use, just seem wrong to me.

If there are - could you possably email or P.M. the to me?

While I have no problems with the game, it just seems off to use the monocrome versions.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 29, 2014, 10:12:00 am
I don't think it's possible. The game wants 16-color (actually 15) background pictures so it can re-color them (like the Memorial screen is recolored Soldiers screen & so on). However, I've tried to introduce as many of those background pics as feasible into the Pedia, in colored versions. I could even cram the rest in if I went with the "pinup" idea (collectible Pedia entries, not neccesarily girls, randomly found on the Data Disk in addition to current contents, with no technological value).

@Alex_D: Thanks for the screenshots! I'll fix the text to fit (although no important parts seems to be missing, thankfully).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Roxis231 on August 29, 2014, 10:20:15 am
Would it be possable to get them any way so I can do some personal experimenting with them?

If I can get it to work - I'll post them here.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 29, 2014, 10:32:07 am
Whoops, naturally, I had no color versions at all. I have to make them from the original artworks from scratch... I'll do that, but only because there is a slight cance I might need them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Roxis231 on August 29, 2014, 10:46:34 am
Thanks - looking forward to it
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 31, 2014, 01:31:16 am
The updates are slowly coming together. No more trader GO's and Engineers in Pogrom missions - they seemed too reasonable people to be found there... They've been replaced with the Pest Control Managers (see below). Similar changes are going to happen to the Academy, and the Pogrom loadouts will be streamlined to have a dedicated "scout", "soldier",  "combat medic" and "heavy trooper" classes, no more non-combat personnel on site... Yes that means the Pogroms won't have almost any soft targets anymore. But the old faction setups will be still found on more peaceful missions.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Imeryak on August 31, 2014, 09:37:59 am
Is it a gunblade on a screenshot?

Another glithc with a large living quarters.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 31, 2014, 10:57:23 am
Nevah. It's a toxigun.

Large LQ: leftovers from trying to fix 'em.

Code: [Select]
  - type: STR_LIVING_QUARTERS_LARGE
    spriteShape: 301
    spriteFacility: 301
    spriteShape: 9
    spriteFacility: 9

Remove redundant lines with the number 9.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Imeryak on August 31, 2014, 06:29:54 pm
Fix it. How about a large vaults? I always need more space for items, and slaves is not enough for my needs.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on August 31, 2014, 07:16:32 pm
All in due time. They're WIP already.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Edrick on September 01, 2014, 02:29:06 pm
What is the progress on the next faction for Piratez? And, it's going to be the Tribal Deep Ones like you said? :D
Also, no non-combat personnel on Pogroms? What are you trying to do, slaughter my whole squad or making them abandon Muties to their luck? Rambling aside, it seems very logical, and adds more variety (when all factions are finished I swear this mod is going to burst out of sheer content).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on September 01, 2014, 07:34:07 pm
Yeah, it'll be the deep ones, but first a lot of things needs ironing out. I will try to cram prizes for Doom creatures live capture into 0.83, but that's not guaranteed. Deep ones should appear around 0.84-0.85 and they're indeed first on the list of the new factions to implement.

This mod was never meant to be easy, although the non-combatants have been replaced with pretty shitty combat personnel, so no sweat - they're nowhere near Security guys, and killable with AK-47s... eventually :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Alex_D on September 03, 2014, 06:47:50 am
My tactic for an early Piratez game is to melee-rush the enemy. Favorite weapons: Hammer for the strong ladies and rapier for the weak ones. Needlessly to say the casualties are high. As a bonus the hammer can make holes through walls rather easy. This was a nice feature I wish it was in the vanilla version. Earlier the hammer is maybe the only thing that can reliable take a powered-armor guy early on.
Don't sell the dead bodies. You got to love the electro-whip + light-saber + Blitz armor combo, later in the game.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Imeryak on September 03, 2014, 08:31:48 am
As a bonus the hammer can make holes through walls rather easy.[/spoiler]
Not just that, hammer can hit target on level above and beyond. You can even hit armored bastards through lift shaft. Weapon of choice for power-armored troops.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on September 04, 2014, 04:38:10 pm
Specially for the most hardcore players who catch doom demons, the relevant research branch is well underway. You wanted it, you get it. With this finished and some more fixes the next version will be up.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Imeryak on September 06, 2014, 10:54:35 am
And don't complain if Smugglers don't appear very often... their missions are about as likely to come up as Cargo Freight or Passenger Ferrying.

Sorry but i will complain about that. Simple because you need new smugglers weapons to progress in technology research. And if all major races has a plenty of missions that give you a good chances to get what you need from them, the smugglers has only two, with one of them very rare.  If gods of random number generator hates you, you can easly do not meet not a single smuggler within a few years.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: niculinux on September 06, 2014, 12:52:04 pm
Nice 0.82 update. I see in bootypedia blunderbuss, hand cannon and boarding gun, but these are ultimately supposed be researchable weapons, not buyable ones, right?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
Post by: Dioxine on September 06, 2014, 01:18:54 pm
1. Well I can't really make them *more* likely to come up than Freight, and this will only get worse with more factions/missions. This is an unavoidable with abundance: it takes a lot of playing to see everything. But the expanding armory is a problem indeed. You can eventually get these weapons from Data Disks, but this isn't enough, as the Data Disk has a huge array of stuff that can come up randomly. I'll try to spread these new weapons around more ships, also, I'll add a new item that yields you random weapon data when researched. EDIT: some weapons research will also be available through interrogating Raider Bosses.

2. Every weapon that is on the base at the game start is in the Pedia as well, even if it's unbuyable.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83 - 06 Sep
Post by: Dioxine on September 06, 2014, 08:54:55 pm
0.83 is up, with a lot of updates, most important being:

- Freighters carry loot
- Some Doom research tree added
- VooDoo Rod has a max range of 16, which should finally balance psionics

Enjoy.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83 - 06 Sep
Post by: Imeryak on September 07, 2014, 08:09:46 am
Bugreport!

And a crew was from pogrom mission - bumossaurs, reapers, bodyguards etc.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83 - 06 Sep
Post by: Dioxine on September 07, 2014, 12:53:40 pm
The wrong crew was because of game-in-progress (the old race name stayed by the Terror crew, while freighters use a new race name). Freights spawned following months should host the correct crew. The wrong cap "R" was in fact an indicator, but I'll remove that, it looks simply like an error to the player.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83 - 06 Sep
Post by: Edrick on September 07, 2014, 04:51:46 pm
I must say I like the game more and more after each update. However...
- Bug: using version 0.83 with the latest nightly build, I get palette problems in any battle: everything is purple and black-coloured. Strangest of all, it seems this only happens in the area near my ship.
- Moar bugs: the game crashes when I try to do anything with Large Living Quarters or Large Vaults, that is, trying to look at their Bootypaedia entries or building them. Only thing I can do fine is researching LLQ, but there is a crash as well when clicking View Report.
- Sprites: while I adore the sprite changes on laser guns, I think the Heavy Plasma Pistol sprite looks like a Plasma Holdout sprite, and not like the “most powerful handgun in the universe”.
- Sprites: the Electro-Sword sprite could be improved by working on the Tesla Cleaver sprite from Fallout: Brotherhood of Steel. While that game is a disgrace to the Fallout name, at least it might have a reason for existing.
- Sprites: Again, the Vibro-blade looks... odd. Possibly working on the Ripper sprite from Fallout (either the FO1/2 or the FO3/NV should do the trick).
- Sprites: Stun Grenade. A base to work towards could be the Plasma Grenade from Fallout 2. It looks something like a flashbang, doesn’t it?
- New item: Recreational Drugs (AKA heroin shot). Smugglers carry’em, useless for your crew (they are recreational drugs, not combat) and sellable for a pretty penny. Sprite could be the Empty Hypodermic from Fallout 2.
- Weapon balance: why adding Aimed Shots which are lousy anyways to inaccurate weapons, like the Holdout or the Spraygun? Weren’t it simpler before when you only got Snap Shots?
- Bootypaedia: when will we get a text for the Star God Coordinator entry? Aren’t our minds ready for the revelation yet? ;)
- In-game world questions: what the hell is an Ethereal doing on a Smuggler ship! Ethereals give me nightmares and you put them side-by-side with Han Solo? Is it a rouge Star God, or Smugglers are really controlled by Star Gods or... ? Also, how do Psionics work in-world? As, you learn about VooDoo from an Esper and magically you get a bunch of VooDoo doctors, Gandalf-esque, knocking to your door looking for employment, magically equipped with blueprints to build labs for them? It sounds a bit too random to me.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83 - 06 Sep
Post by: niculinux on September 07, 2014, 04:59:31 pm
0.83 is up, with a lot of updates, most important being:

- Freighters carry loot
- Some Doom research tree added
- VooDoo Rod has a max range of 16, which should finally balance psionics

Enjoy.

Wow the screenshot attached the the 0.83 annonucement reminds me of jagged alliance!!!

A random idea: how about (even in the future) to add a new faction: the survivalist , and ulta racinst one against mutants, that appears only on mutant progroms? they could use only firearms weapons, also should have no more than 4 units type. May sound kinda easter egg... :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83 - 06 Sep
Post by: Dioxine on September 07, 2014, 08:40:52 pm
First of all, thanks for support!

- Bug: using version 0.83 with the latest nightly build, I get palette problems in any battle: everything is purple and black-coloured. Strangest of all, it seems this only happens in the area near my ship.

Dammit. This is beyond my power; I'm using a build about a week old, and no issues like this. I couldn't fuck it up even if I tried, it has nothing to do with the ruleset, and the graphic files are the same as always. Try an older build or wait until the devs fix it.

- Moar bugs: the game crashes when I try to do anything with Large Living Quarters or Large Vaults, that is, trying to look at their Bootypaedia entries or building them. Only thing I can do fine is researching LLQ, but there is a crash as well when clicking View Report.

This shouldn't happen - there were issues like this but not lately, and it certainly works on 0.83 for me, I'm during extensive testing. Try deleting Resources/Piratez and installing 0.83 again, or disabling other mods which modify the base facilities (if any are in use).

- Sprites: while I adore the sprite changes on laser guns, I think the Heavy Plasma Pistol sprite looks like a Plasma Holdout sprite, and not like the “most powerful handgun in the universe”.
- Sprites: the Electro-Sword sprite could be improved by working on the Tesla Cleaver sprite from Fallout: Brotherhood of Steel. While that game is a disgrace to the Fallout name, at least it might have a reason for existing.
- Sprites: Again, the Vibro-blade looks... odd. Possibly working on the Ripper sprite from Fallout (either the FO1/2 or the FO3/NV should do the trick).
- Sprites: Stun Grenade. A base to work towards could be the Plasma Grenade from Fallout 2. It looks something like a flashbang, doesn’t it?

I'll give these sprites a rework, and thanks for the suggestions. While I like the vibroblade as it is (not ruling out adding the ripper somewhere though), the rest, well. HPP (credit to Rockfish) requires some serious buffing but at least it's no longer a laspistol with some blue flashy bitz. Sword is indeed too generic and the Tesla Cleaver seems close to what one should expect here... The stun grenade, well, it might be ugly but still my child, my first sprite done from 0 pixel-by-pixel :) I'll work on it a bit more now, as my skill is better now.

- New item: Recreational Drugs (AKA heroin shot). Smugglers carry’em, useless for your crew (they are recreational drugs, not combat) and sellable for a pretty penny. Sprite could be the Empty Hypodermic from Fallout 2.

Yeah why not, I'm not sure yet that Smugglers should be drug junkies... but they could smuggle drugs none the less.

- Weapon balance: why adding Aimed Shots which are lousy anyways to inaccurate weapons, like the Holdout or the Spraygun? Weren’t it simpler before when you only got Snap Shots?

That was my initial logic, but these weapons turned out to be so crappy that adding the option to actually hit something beyond 15-tile range seemed fair. So far I'm rather pleased how it worked out (these aimed shots are an emergency, but an Aimed shot, however crappy, has the beyond-sight range) but we'll see how it turns out after more testing, you couldn't possibly have checked how they behave in battle and how they influence early gameplay in such short span of time :)

- Bootypaedia: when will we get a text for the Star God Coordinator entry? Aren’t our minds ready for the revelation yet? ;)
- In-game world questions: what the hell is an Ethereal doing on a Smuggler ship! Ethereals give me nightmares and you put them side-by-side with Han Solo? Is it a rouge Star God, or Smugglers are really controlled by Star Gods or... ? Also, how do Psionics work in-world? As, you learn about VooDoo from an Esper and magically you get a bunch of VooDoo doctors, Gandalf-esque, knocking to your door looking for employment, magically equipped with blueprints to build labs for them? It sounds a bit too random to me.

Yeah he's a rogue Star God (notice how he's called... ugh right it's impossible unless you stun/panic/MC him) and on 0.83+ (in case of game in progress, the missions are updated within a few months) should appear very, very rarely, certainly no longer on butter-and-bread generic missions... Also I should perhaps change the color of his robes to reduce the shock effect.
Also, no there is no mystery, just someone needs to write those texts and I was so far too lazy to do it. Especially with the texts that require a lot of thinking. Good point with the voodoo thing though, as the mod is making more and more sense when taken together, quick and dirty solutions begin to show through. The descriptions and perhaps even the research tree will be adjusted to have more rhyme and reason.
In general, while this may happen sooner, I can only promise all the descriptions finished on 1.0; game mechanics always get the priority.

Once again, sorry for incosistences and sudden balance changes, but while fully playable and considerably bug-free, this is still an experiment/wip none-the-less... and the validity of new solutions can often be judged only through testing.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83 - 06 Sep
Post by: Voiddweller on September 07, 2014, 10:04:13 pm
Question: Is it possible to make psi strength stat add to weapon damage? I thought about psi projector kind of weapons, just like bows draws it's power from strength stat. Also why fuso knives do not have same mechanics? Well i changed it myself, but it seems very convenient for a throwing knives damage potential to depend on a strength stat.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 07, 2014, 10:10:06 pm
1. I wished it was possible, but it is not.

2. Fuso Knives do not use Str because of balance issues. They'd be too weak in the hands of Str 10 soldiers and waaaay to powerful in the hands of Str 100 end-game monsters. I wanted them a weapon that doesn't rely on sheer power but speed. Reality-wise, that pretty high Power 40 represents the knife hitting a weak spot. It doesn't work on brute force principle.

btw 0.83.1 update posted that does away with a couple of bugs
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Voiddweller on September 07, 2014, 11:39:08 pm
2. Fuso Knives do not use Str because of balance issues. They'd be too weak in the hands of Str 10 soldiers and waaaay to powerful in the hands of Str 100 end-game monsters. I wanted them a weapon that doesn't rely on sheer power but speed. Reality-wise, that pretty high Power 40 represents the knife hitting a weak spot. It doesn't work on brute force principle.
Well, endgame monsters have a lot of firepower anyway... And fixed TU cost weapons, like melee of that uber bows have unfair advantage over regular ones, tbh i just completely switched to bows, cos they are accurate in hands of my girls, can shoot 3-4 times in a turn if they wear leathers or grav harness, do not need any ammo, have ballistic trajectory and very powerful. Cheap, lightweight and no research needed as well. I just thought fuso knives can be a good mid-range direct-fire weapon using same mechanics. Damn, it feels like commanding a ninja girl squad already, you can actually add more ancient weapons, like slings and spears XD
Also, i suggest to make more self-sustained guns, like euro-syndicate weapons use no ammo for example, they are expensive enough for that. I have looted ships for months, and still haven't seen any ranged weapons that works without ammo, except crossbows and bows, and it is weird actually how that stuff can work without arrows and bolts. Anyway, i guess when i will actually get some lazors with infinite ammo, those lazors will be useless anyway due to the low dmg...
And you can make a plasma mortar as well, with unlimited ammo, but slow to fire, like using 90% TU. Can be very heavy too. I think i can draw some art for that.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 08, 2014, 03:15:29 am
Valid point about the bows. Expect them to lose their special advantage soon :) But not before a researcheable, Str-dependant equivalent will be added (same with throwing knives). I've already explained why bows and crossbows have unlimited ammo:
1. loading them with quivers would look super silly and unrealistic
2. loading them with separate arrows would allow to carry only a few arrows, and would also look a bit silly
It is assumed they *do* have ammo but the ammo is rolled up with the weapon and basically unlimited (it's not difficult to carry 30 or so arrows, and you won't usually use more) and too cheap to count $$$ or anally use workshop time (the runts produce it basically for free). But perhaps I should up the weight of these weapons to reflect that, and maybe also add a quiver to the weapon inventory picture?

Slings and spears will appear along with the Deep Ones.

Eurosyndicate Lasrifle is an extremely potent weapon, somewhat competitive even with the end-game guns (and the bows). In time, its high cost is pocket money and unlike most good weapons, it is readily available at the store. Besides it is simply too powerful for an Earth tech to have unlimited ammo. In general, I don't want too many unlimited-ammo weapons unless in the late-mid to end-game, when the challenge of getting ammo could turn into tedium. As for the unlimited-ammo lasers, well, they get better damage than the basic ones, but don't have a Lascannon and the heavy laser equivalent, while more dextrous, weighs a ton. The lasers will be up for rebalancing anyway (unarmored and lightly armored targest will get some resistance, while heavily armored stuff will be generally laser-susceptible).

Mortar with unlimited ammo sounds very OP, unless it's end-game, heavy and not nearly as powerful as Fusion Explosives. Although I never say no to new graphics (at the very least, I want to make a better, faster - yes 85% is fast for a mortar as you can reload - more accurate mortar but firing same ammo as the normal one) :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Voiddweller on September 08, 2014, 09:37:54 pm
Yeah, i guess "loading" bows with any ammo clips will be weird, but there is a repeater crossbows in reality. Can be good stealth weapon, but there is no stealth mechanics in OXC. Looking forward to see a bow alternative as well as slings and spears :D (yeah, i can make some myself, but it is always more intriguing to play by rules other person made)

About ES weapons. ES pistols is not that good actually, so even with unlimited ammo it will still have limited use. Rifles is awesome though, but honestly ES guns IS endgame weapons because even though that stuff is easily affordable a bit later trough game progress, it is still not cost-effective. Unlimited ammo can make it cost-effective, even with 10x or 20x time weapon price increase. Mostly because OXC can't handle half-empty magazines. Or it can? Anyway 16k burst or even single shot? No, thanks.

Mortars have very limited use, unless you want to burn/blow up all your potential loot, so having a couple of OP weapons late game seems convenient to me. Mostly because you often feel like you need a fast-forward or auto-resolve button for boring, repetative tactical missions that game can spawn sometimes...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 09, 2014, 02:24:27 am
Noted for the big weapons overhaul that's coming within 1-2 updates. I'll probably add a whole new tier of late-game Plasma damage weapons - not as accurate or powerful, but with unlimited ammo and more variations (hmg, shotgun, area effect weapons) than Alien plasma (some weapons will move from plasma to that new category, like shotgun). As for the ES lasrifle... Yeah I feel convinced, but the price must be limited to 75% of your starting cash. Sadly many of the expensive-end of starting weapons suffer the same fate - too expensive for their ability, hence never used (initially you need every cent, later on you have comparable weapons that are much cheaper to use). Seems the store needs fixing too. And this means more research. I plan to allow expanding the research capability a bit (at a great monetary/base space cost), but I need to make a new tileset for this.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 11, 2014, 12:49:16 am
I'm starting to consider the idea that a starting base should only have pirate weapons... so the black market will be of some more use (or you can proactively research production of ammo for these weapons and the weapons themselves).

Also with more lasers planned (SMG and machine gun -likes), you'll be able to disassemble advanced weapons into components to save on storage and increase compatibility - no longer there will be the need of storing multiples of laser rifles and heavy lasers because they might be someday needed to construct new weapons).

Also, since the old bow has been gutted (no longer Str bonus)...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Imeryak on September 11, 2014, 01:10:48 pm
you'll be able to disassemble advanced weapons into components to save on storage and increase compatibility
How about Vessel weapons? HWPs? Broken Armor Pieces?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 11, 2014, 04:31:21 pm
Vessel weapons - included (energy weapons at least);

HWPs - do you think it's needed? How would you see the dissassembly feature there?

Armors - I'm trying to keep it so (almost) every armor is useable for production of more advanced armor (and profitable to sell), but I can add some disassembly options when the armor tree is overhauled... which will happen once the store is overhauled (Apocalypse-style: you cannot buy much at the start, the selection increases over time; on the flip side, the store will have much more reasonable prices than now).

I'll be also increasing points for research to help avoid low score termination.

As you see I'm doing a lot of "base work" now, but there will be some new content too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Imeryak on September 11, 2014, 06:02:18 pm
HWPs - do you think it's needed? How would you see the dissassembly feature there?

Disassemble tanks into two parts - turret (weapon) and chassis, produce them separately, and then gather chassis and another turret back together to make a HWP you want. This will make the game mechanics more complex and interesting, especially if make chassis progress less linear - as with current armor. For example, you can progress from light tank to a land cruiser with very thick armor, but unable to fly and low ap, or  fly "glass cannon's" tanks with nuclear core (explode on death, more FUN for player), low armor or with dangerous vulnerability to certain types of damage and ability to install very powerful weapon, or heavy scout with large ap pull, light weapon and self-destruct option, or what your imagination tell you. It is hell of a work, but i think it's interesting idea to try.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 11, 2014, 08:31:14 pm
Great idea - and I think it can be done. It'd of course require coding down many, many tanks - with 6 turrets and 4 chassii that's already 24 tanks, plus all the complex production patterns... And graphics, naturally.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Alex_D on September 12, 2014, 06:51:47 am
Anomaly report: It appears that when researching "STR_GAT_LASCANNON_PARTS" the game crashes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 12, 2014, 07:54:54 am
Code: [Select]
  - name: STR_GAT_LASCANNON_PARTS
    cost: 20
    lookup: STR_GAT_LASCANNON_UC
    needItem: true

Try deleting that _UC and reloading...? Maybe that'll help, there is no STR_GAT_LASCANNON_UC research topic (even if all Pedia entries use _UC)... I'm not 100% sure how this works, prayers to Omnissiah are in order. Testing all this stuff by myself is impossible, hard to stumble upon Smuggler ships since it's Retaliation time all the time...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Voiddweller on September 12, 2014, 11:13:41 pm
"future bow" XD ROFLMAO well, that's funny, but i thought about playing with TU costs instead, because now it may be like "game before future bow research" and "game after future bow research" ranged weapon with stat damage bonus is still OP, especially with fixed TU costs. Wish you were able to change magnitude of damage boost from stat.

It seems that it is impossible to make an infinite ammo clip that not disappear after battle ends. I thought about precious special infinite clips for some energy weapons.

Also, i noticed that sniper/hunting rifle is useless too after your team improves their accuracy. Nobody actually need 200% CTH with ridiculously low damage and crazy TU costs. My team successfully uses cannons as sniper weapons instead, because that stuff beats sniper weapons in every aspect and still have 100+%CTH with aimed shots. Maybe some acid/concussive ammo with slight damage boost can solve that problem?

I just remembered my old apocalypse mod, where i changed only sniper weapon in game - the laser sniper. I set damage to 80, that is more than main alien weapon the devastator cannon have, increased TU costs and reduced clip size to 5. It became very useful sniper weapon, but useless at close range, because any charging enemy or a thrown grenade is able to cripple your sniper team. I really had a specialized troops that way)

OpenXcom Extended exe is compiled! https://www.openxcom.com/mod/openxcom-extended (https://www.openxcom.com/mod/openxcom-extended) I am going to draw a plasma mortar this weekend, and maybe a psi blaster too :D
Aaand it seems that with extended exe you can actually set a scale for applied stat bonus.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: VSx86 on September 12, 2014, 11:44:23 pm
It's not a bug report, but this looks a little weird:
by somehow, AI can kneel its operative in midair...
 
(https://cdn.mediacru.sh/QH8LEz6p9R14.png)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 12, 2014, 11:56:27 pm
@VSx86: That's because no one has drawn legs for flying XCom Overalls man... yet. So unused kneeling frames are recycled for flying frames.

"future bow" XD ROFLMAO well, that's funny, but i thought about playing with TU costs instead, because now it may be like "game before future bow research" and "game after future bow research" ranged weapon with stat damage bonus is still OP, especially with fixed TU costs. Wish you were able to change magnitude of damage boost from stat.

It ain't easy to get the bow and  it requires valuable resources to manufacture. Is it pretty OP? Yes but by that time, you should be starting to get OP weapons.

It seems that it is impossible to make an infinite ammo clip that not disappear after battle ends. I thought about precious special infinite clips for some energy weapons.

Yeah, true. Tested that months ago (interchangeable "coils" for the Power Mace; thankfully secondary stun attack was introduced by the devs so the weapon functions as intended).

Also, i noticed that sniper/hunting rifle is useless too after your team improves their accuracy. Nobody actually need 200% CTH with ridiculously low damage and crazy TU costs. My team successfully uses cannons as sniper weapons instead, because that stuff beats sniper weapons in every aspect and still have 100+%CTH with aimed shots. Maybe some acid/concussive ammo with slight damage boost can solve that problem?

I just remembered my old apocalypse mod, where i changed only sniper weapon in game - the laser sniper. I set damage to 80, that is more than main alien weapon the devastator cannon have, increased TU costs and reduced clip size to 5. It became very useful sniper weapon, but useless at close range, because any charging enemy or a thrown grenade is able to cripple your sniper team. I really had a specialized troops that way)

This is exactly as intended. If you manage to keep your soldiers alive for long enough to attain 100+ Accuracy, you'll be sniping with heavy weapons. Also, Heavy Sniper Rifle ("Python") has 65 Concussive /  75 AP / 85 Acid, more than a match for anything short of Autocannon or launchers, at least as long as firearms are concerned (and good luck sniping with Autocannon...). Hunting rifles are lo-end weapons, and a new weapon of similar role but much stronger will appear in next version.

OpenXcom Extended exe is compiled! https://www.openxcom.com/mod/openxcom-extended (https://www.openxcom.com/mod/openxcom-extended) I am going to draw a plasma mortar this weekend, and maybe a psi blaster too :D

Good news! Although I'm not considering moving the mod to Extended just yet... I hope these features will be implemented in the post-TFTD OXCom. I don't want to force extra hassle on the users or cause any splits in the community. Also... the amount of people who play this mod would probably fall by a factor of 10 if I moved, for the first time I have a mod which is played by more than a handful people and I want to enjoy it :) But naturally, my wishlist for Extended revolves around what could be used in Piratez in the future.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Voiddweller on September 13, 2014, 12:54:05 am
This is exactly as intended. If you manage to keep your soldiers alive for long enough to attain 100+ Accuracy, you'll be sniping with heavy weapons.
Well, all this is relative. Sniper rifle ammo is scarce, while lasgun/heavy laser loot is common, and boarding gun is easier to research and produce. That makes SR useless. Hunting rifle/xbow also beats SR because of that, even though SR does a bit more dmg. So if you intend to keep SR one tier above starting weapons, it must have some slight advantage. Some more sniper ammo carried by enemy can help too.
Just an example: A trained girl can fire aimed shots from x-bow 2 times, doing~60 dmg on unarmored target, or even 3 times with snap shot, that will be ~90, while SR will fire only one time, dealing 50 dmg with plastosteel ammo, and 50 can't pierce much either.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 13, 2014, 03:23:03 am
With the X-Bow, you can't reliably fire at targets more than 20-25 tiles away, while the sniper rifle has unlimited range and guarantees a hit if your Accuracy is about 65+. Similarly, taking 2 aimed shots with X-Bow requires a highly trained soldier (96 TU!). While 50 damage isn't staggering, it can often pierce a Carapace Armor (50 frontal) and at least cause bleeding. Unarmored targets are no issue, they can even be engaged with basic firearms :) But indeed, the X-Bow seems to be a really good starting weapon - you really lack other cheap options for high damage early on. The balance is off here, I think I'll boost the enhanced Sniper Rifle ammo a bit (it only gets+5, the smallest gain of all Plastasteel munitions), and maybe nerf the X-Bow a bit (maybe too accurate, even if the range is limited). The sniper rifle, however, will never become a general-purpose weapon like the X-Bow. Another note: I'm into 2nd year of war and half of my main squad is still Accuracy 50-70, so they really need weapons like Sniper Rifles to keep pace with veterans.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Voiddweller on September 13, 2014, 10:25:10 am
With the X-Bow, you can't reliably fire at targets more than 20-25 tiles away, while the sniper rifle has unlimited range and guarantees a hit if your Accuracy is about 65+. Similarly, taking 2 aimed shots with X-Bow requires a highly trained soldier (96 TU!).


Usually with targets that is 25+ tiles away you won't have a clean LOS, and some armors have a good TU boost. Ability to fire a snap shot can be critical as well. Anyway x-bow is more like training weapon.

Quote
While 50 damage isn't staggering, it can often pierce a Carapace Armor (50 frontal) and at least cause bleeding. Unarmored targets are no issue, they can even be engaged with basic firearms :) But indeed, the X-Bow seems to be a really good starting weapon - you really lack other cheap options for high damage early on. The balance is off here, I think I'll boost the enhanced Sniper Rifle ammo a bit (it only gets+5, the smallest gain of all Plastasteel munitions), and maybe nerf the X-Bow a bit (maybe too accurate, even if the range is limited). The sniper rifle, however, will never become a general-purpose weapon like the X-Bow. Another note: I'm into 2nd year of war and half of my main squad is still Accuracy 50-70, so they really need weapons like Sniper Rifles to keep pace with veterans.

 Why trying to wound target with SR when you can kill it outright with Heavy Laser or Rail Driver? Well yeah, You need extreme training to use Rail Driver as sniper weapon, and it is not cheap to fire, but 95 dmg beats all. And why not add an acid ammo for sniper and increase overall carried ammo by enemy? To actually become a general purpose weapon, SR needs autofire, but honestly, melee beats everything at close range because of str boost. Use spotters and smoke grenades, and you can hammer the shit out of anyone, without even thinking about using shotguns and pistols. 
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 13, 2014, 12:09:48 pm
Why trying to wound target with SR when you can kill it outright with Heavy Laser or Rail Driver?

And there's the catch. I can't really make Lasers less available because I have no real control over Mutant Pogrom missions; and Pogrom missions need a weapon loadout that fits everyone (basically it has to be the lowest-tier acceptable in the hands of Mercenaries). At least the laser ammo is less prevalent now, so the laser spam starts a bit later, once you catch an Engineer and research laser ammo manufacturing.

I'm not too concerned about melee being OP (the mod is supposed to be melee-heavy anyway). Even with the best use of smoke grenades, it is risky, and pistols are not intended as standalone weapons, but rather for melee fighters to retain some long-range firepower without the need to dive into their backpacks. Shotguns, otoh, while finally deadly enough to be competitive, suffer from a bad case of "not enough unarmored enemies"...

EDIT: updated sword's picture, by popular demand:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Alex_D on September 14, 2014, 05:38:53 am
Code: [Select]
  - name: STR_GAT_LASCANNON_PARTS
    cost: 20
    lookup: STR_GAT_LASCANNON_UC
    needItem: true

Try deleting that _UC and reloading...? Maybe that'll help, there is no STR_GAT_LASCANNON_UC research topic (even if all Pedia entries use _UC)... I'm not 100% sure how this works, prayers to Omnissiah are in order. Testing all this stuff by myself is impossible, hard to stumble upon Smuggler ships since it's Retaliation time all the time...

Thanks Dioxine. The trick of deleting the entire line of "lookup: STR_GAT_LASCANNON_UC" worked, the game didn't crash, although there was no Ufopedia entry or anything IIRC. Don't worry about testing, this is that we are for  ;)

Another anomaly: My main base has an Outpost (as a quick stop-gap measure to increase bunk and storage space), and the game crashed with this error:  "MAPS/XBASS_10.MAP not found". If I demolish the Outpost a base defense mission proceeds as normal.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Dioxine on September 14, 2014, 11:45:25 am
Another anomaly: My main base has an Outpost (as a quick stop-gap measure to increase bunk and storage space), and the game crashed with this error:  "MAPS/XBASS_10.MAP not found". If I demolish the Outpost a base defense mission proceeds as normal.

Wham, I forgot to add the map to the old version, but I'm uploading a new one today :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
Post by: Imeryak on September 14, 2014, 04:36:53 pm
Bugreport: on crashed terrorship missions map height is to low.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Dioxine on September 15, 2014, 01:46:10 am
Fixed. And finally, 0.84 is up. Mostly tidying up, enhancing & bugfixing this time. As always, check the changelog. Plans for 0.85: Deep Ones & improved tanks (If Warboy provides).

Also, temporarily not uploaded to the Mod Portal as it didn't want to work.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Diagoras90 on September 15, 2014, 11:16:54 am
Hi Dioxine!

Great mod thus far, I enjoyed it immensely over last few months :) Keep up the good work!

Bug report V 0.84: game crashes whenever I open Ufopedia entry for Large Living Quarters; can`t build it either  :-\ 
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Dioxine on September 15, 2014, 05:09:20 pm
Thanks! About the living quarters... God damn it, went unnoticed since it works for me. 2 things:

Code: [Select]
terrains:
  - name: XBASE
    mapDataSets:
      - BLANKS
      - XBASE1
      - XBASE2
      - BATHWALL
      - BATHBITZ
    mapBlocks:
  - name: XBASE
    mapDataSets:
      - BLANKS
      - XBASE1
      - XBASE2
      - BATHWALL
      - BATHBITZ

doubled code, delete everything from -name to mapBlocks: ;

2. Make sure you're not running any other mods that modify the base (adding new tilesets/facilities).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Diagoras90 on September 15, 2014, 06:57:12 pm
Checked both, still doesn`t work for me, alas. Oh well, I can manage without a larger facility for the time being. Like I said, awesome mod! :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Dioxine on September 15, 2014, 07:09:43 pm
I'll check this with a clean install later today. Are Large Vaults/Outposts working?

EDIT: Large LQ work with a clean install on an independent machine. Purge all old assets, reinstall the mod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Diagoras90 on September 15, 2014, 09:05:43 pm
Yep, that`s fixed the problem, many thanks! I`ve been constantly upgrading like crazy since 0.72. Also attack dogs are nice addition, familiar barking made me feel nostalgic ;D Could we possibly get more than 3 on Bonaventura?

Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Dioxine on September 15, 2014, 10:33:10 pm
I'm happy it worked. Unfortunately, a "HWP" is a "HWP" no matter how much space it takes (and while Bonaventura has 18 space & could fit 4 tanks in, 3 is just fine - tanks are powerful in this mod)... Otoh too many dogs on a mission could make the game too easy :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Dioxine on September 16, 2014, 01:01:02 am
Good news. Seems that the new code allows for two things. One, enemies can keep melee weapons in addition to their ranged weapons, and will use them (I'm quite torn on this - this would wreck accurracy for any enemies wielding 2-handed ranged weapons).

The second one, well, the screen is pretty self-explanatory I think (thanks to Warboy for helping to pull this off!) :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Ran on September 16, 2014, 02:05:44 am
Yeah!
No more Ferdinand-Tanks lacking an anti-infantry weapon  ::)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: robin on September 17, 2014, 10:41:18 pm
Good news. Seems that the new code allows for two things. One, enemies can keep melee weapons in addition to their ranged weapons, and will use them (I'm quite torn on this - this would wreck accurracy for any enemies wielding 2-handed ranged weapons).

The second one, well, the screen is pretty self-explanatory I think (thanks to Warboy for helping to pull this off!) :)
Can both the weapons (ranged and melee) be "natural" (built in) weapons? For example if I want to make an alien that has claws and spits acid from the mouth?

The extra weapon for the tank.. is it fixed (built-in) like the turret?

Man I'm really falling behind :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84 - 15 Sep
Post by: Dioxine on September 17, 2014, 11:51:59 pm
Can both the weapons (ranged and melee) be "natural" (built in) weapons? For example if I want to make an alien that has claws and spits acid from the mouth?

The extra weapon for the tank.. is it fixed (built-in) like the turret?

Man I'm really falling behind :(

In short: Yes, yes and yes.

The aliens can have as many built-in weapons as you want, but have brain capacity only for melee + ranged combo (2x ranged or 2x melee is too complex for them). However, built-in weapon takes the right hand, and the left hand is free to use for an alien, either to have a terror weapon or normal equipment.

The second tank weapon is fixed, yes. Both weapons can have separate ammo and will use it accordingly. Here's how it looks:

Code: [Select]
units:
  - type: STR_TANK_CANNON
    race: STR_TANK_CANNON
    stats:
      tu: 70
      stamina: 100
      health: 150
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 70
    armor: TANK_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    energyRecovery: 50
    deathSound: 23
    moveSound: 14
    builtInWeapons:
      - STR_TANK_CANNON
      - AUX_TANK_MG
      - STR_HWP_CANNON_SHELLS

*This machinegun has unlimited ammo. To have a weapon with limited ammo, you need to add its ammo to the list of builtInWeapons as well.

*All other parts of HWP/Cannon remain unchanged. The standard tank weapon doesn't even have to be *used* but it is still needed to manufacture the tank / draw the correct turret / storage, sell, buy

And don't feel bad, Warboy wrote code for this just a couple of days ago :) Shame he tied it to Units not Armor, though... else we could have X-Com Soldiers prancing around in 2x2 sized Metal Gear, sporting huge guns :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: Dioxine on September 19, 2014, 05:03:28 am
New version is up, back on the modsite. Features tank machineguns and research rebalance. Feeling tired of this so there could be a longer period without updates coming. The new fighter is a reworked XOps sprite.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: Dioxine on September 20, 2014, 09:53:11 am
Thanks to Supsuper's tonight's Nightly and Falko's tools, I can finally start to divide & empera. The changes include (but certainly aren't limited to) rebuilding N. America to make it more atrractive racket, errr, funding-wise.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: Imeryak on September 20, 2014, 01:37:57 pm
Сhange California Republic to New California Republic. It just need to be done.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: Dioxine on September 20, 2014, 03:35:03 pm
I didn't want to be THAT hamfisted, even though its alias is STR_NCR :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: Dioxine on September 20, 2014, 07:14:47 pm
Globe rebuilding completed. 3 new countries in N. America, 2 in Far East, 2 in S. America so these regions should be more attractive now. Also a few new cities and most borders have been redrawn too. Hotspots shown below. Warning: while these changes won't wreck saves, you won't get new countries fully working unless in a new campaign (or with hell of a lot of save editing :) ).

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: ivandogovich on September 20, 2014, 07:21:33 pm
I love your vision, Dioxine.  8)  This is some really cool stuff. ;)

Cheers, Ivan :D

Edit:  Also, I had to share:
https://www.reddit.com/tb/2gyl8g
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: Imeryak on September 21, 2014, 09:02:08 am
Will there be made ​​new region-specific guns or equipment like EuroSyndicat laserifle? Expensive, but more effective analog of common weapon?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: Dioxine on September 21, 2014, 03:19:16 pm
It's already starting, you have stuff like Fuso Knives or Confederate Eagle. There probably will be more. There is even a possibility of introducing some country-specific enemies too.

I won't make it with the Deep Ones this edition, I'm franticly trying to release the updated-globe version asap, as this feature is awesome and arrived pretty much unexpected. There will be a short summary of each country, unlockable through interrogations/Data Discs (with a +100 score bonus for each)... which I need to write first and that's not a 5 minute job.

Also there was something else due for overhaul first: armors. Hover, Defender and Assassin have been taken off the store and now are a part of the research tree (as an intermediate step between green armors and the good armors). Pros: they're cheaper and have better stats. Cons: require research, manufacture & some resources. And there is a 4th blue armor now: Stormy (lighter, flying Defender with a good movement bonus).

A new special ammo for selected firearms has been introduced: MAG ammo, which halves the clip size but adds extra half damage.

I'll also try to fit in special missile launcher munitions (bigger rocket, buckshot & AP rocket) and maybe some new weapons too.

The default weapon accurate autofire range will be raised from 7 to 9 as autofire seems to be underused with non-dedicated weapons.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: HappyCat on September 23, 2014, 05:19:45 pm
Looks cool.
I've yet to try this conversion. ^^' Basically because I'd like to find some big enough chunks of time to spend on it.
Hope appearance of new weapons/faction/etc. won't jeopardize the balance.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
Post by: Dioxine on September 23, 2014, 07:03:34 pm
Balance only exists in the relative power of weapons, both battle- and geoscape. Other than that, random is the god, and the mod has a steep learning curve (some people even brand it as "Nintendo hard"). I have a philosophy of a three stage game:

Phase 1: Learn and adjust or die. No balance here, the game is out to kill you.
Phase 2: Still alive? Good. Welcome to the balanced part of the game, now once you can appreciate it.
Phase 3: Late game. You have survived so far, you've earned the right to use all the coolest stuff and most of the missions will consist of unabated carnage. Enjoy, although some enemies are never easy to defeat.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 24, 2014, 02:53:18 am
0.85 is up, and with it, new countries. Note that while the borders will be updated, the new countries will have their names displayed on the map and their dues paid only when you start a new campaign.

Attached Pedia page on what today is called Australia; not all countries have their backstories written yet.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Imeryak on September 24, 2014, 10:35:12 am
Quote
  - type: STR_SLAVE_MAID

Bootypedia article required.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 24, 2014, 04:27:49 pm
Some things are better... left to imagination :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Edrick on September 24, 2014, 06:21:59 pm
Is the $475,000 protection fee from Dark Dominion (AKA Brazil) a bug, or are they particularly afraid of me, or have they striken it rich and don't know what to do with their money?
And that Death Realms Bootypaedia entry is gold. Keep up on that!

PS: After deleting and fully reinstalling OpenXcom twice, I'm still getting these palette issues centered on my ship and *gasp* the DEAD instead of "booty" bug and crashes when trying to interact in any way with large vaults or living quarters! I suspect my computer is a potato.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 24, 2014, 08:31:02 pm
It is a bug, well, thankfully a happy one :)

To get rid of other bugs, try to purge all Piratez assets and reinstall the mod from zero... that's all I can help, sorry.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: cjones on September 25, 2014, 12:33:50 am
Hello,

Dioxine, First let me say, I LOVE YOUR MOD.  I feel like a 12 year old again, playing xcom on my ps1 for hours.  This is THE BEST mod I have ever found, for any game.

I am hoping someone can help me out here as I am wondering if I am missing missions to complete the game, as I have reached a dead end in the research tree.

I keep getting map not found errors, usually some sort of CULTXXXXX map type, typically when trying to go after star gods.

I have downloaded every terrain pack I can get my hands on and still get missing map/terrain crash to desktop errors.  Is there a certain MAP pack I can download to fix most of this?

I wonder also, am I missing something, I have found Merc, Church bases but those are the only kind I have ever found besides the DOOM ones.  I capture Star gods both dead and alive (via Voodoo) and still cant research anything about them.  I have the death or glory researched, but when I captured the church commander it did not give me any special option. 

I have attached my save if anyone cares to take a looksee.  I know, its a messy game, but I actually am pretty strong, I can steamroll anything except star gods. 

Also, I feel like the Mod doesn't want me to manufacture anything for much of a profit.  I have been doing Finely Distilled rum for spending cash, but since I play without TFTD manu rules, I think my extra runts aren't making me any more money.

Sorry for the long post, but I wanted to make sure I wasn't missing something, lol.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 25, 2014, 02:09:53 am
Thank you so much! Feels me with joy that you're having so much fun. My modmaking philosophy has always been, if you can do the best, why settle for less :)

Well now, let me see if I can help you with your problems.

1. Bases. No, it's just Random Gods hating you. Academy & Trader bases do spawn, the thing is, chances for a base of *any* kind being spawned are slim. There are no Raider, Govt, Smuggler or Humanist bases, though (but you don't need their highest ranks to complete the game... actually, they're missing any kind of real Commanders).

2. Star Gods. You need to capture the lowest rank - Star God Guardian - first (or catch the Public Enemy). Which is a problem as they're hard to distinguish from much more prevalent Operatives, and can only be found in larger deployments. Only after interrogating him (which requires only VooDoo), you can go up the command chain; catching an Operative is relatively trivial, then you have to find a Coordinator. And now that's a problem since there are only three missions when they appear:
- Sway Local Govt (very rare and you have to down a Cruiser)
- Base (very rare, either down a Cruiser or find the guy on the base)
- Retaliation Attack Run (nowadays Star Gods do not launch Crackdowns, but very rarely you can get an out-of-the-blue Star God raid on your base. This happens only if you shoot down several Star Gods vessels in a row. Down the Cruiser with Sabres or greet them at you base)

Once you have the Coordinator (along with the three remaining Commanders) interrogated, and Death or Glory! researched, you can research & build Teh Avenger. This last thing is pretty easy... but won't stay so forever, I'm thinking about doing away with the Avenger altogether and having the player to build a MASSIVE ship to get to Mars :)

Myself I'm using TFTD manufacturing rules, but if you don't want to use them (the game is definitely easier with them as you can run a veritable alcohol empire... but also less "true", so I can only admire not using them), break down your production amongst many bases and products. X-Grog gives you $16 profit per worker hour, Rum gives $14, Harpoon Tranquilizers $12, Darts $12.5, the rest you have to figure out by yourself (the total running cost of a fully stacked Workshop, about $10 per worker hour, has been already deducted from these).  Never throw more than about 40 Runts per each product and you'll have full profit. Diversification is the key to conquering markets :)

And finally I'm attaching a zip with all my maps, it's not a part of the normal mod but why I should leave you in your peril. The missing parts are probably Civilian's farms, they have never been uploaded to the modsite afaik... (you can always temporarily disable Piratez_Compatible_Terrain_Pack.rul to solve the problem with a missing map). I should probably add these maps to the next version...

PS. I love receiving people's saves, this really helps me understanding different playstyles and rebalancing the mod  accordingly.



Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: cjones on September 25, 2014, 03:49:20 am
Thanks for the map pack, I will try that tomorrow, and if that doesn't work due to my cluttered ufo install, I will take your advice on disabling the ruleset for that part.

Thanks for the info!  As for not using TFTD manu rules, I guess I like it better since it forces you to rely on raiding for your money more than just getting a bunch of seed money and making lots of runt factories, but of course, different taste for different people.  I will prob use TFTD rules on my next play thru.

Keep up the awesome work!  I feel like I met a celebrity, you responding personally to my question, hehe
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: cjones on September 25, 2014, 03:04:18 pm
Sorry,

One more quick question, how does the prospector work?  It says it is supposed to make you extra income, but I couldnt figure it out.  Is it a WIP?

THanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: cjones on September 25, 2014, 03:04:58 pm
oh, and what is the Public Enemy?  I know thats a ranking for missions, but you mentioned catching one?

THanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 25, 2014, 04:38:42 pm
1. The Prospector just nets you $400k per month (in "negative maintenance"), plus you can normally use it.

2. I'm not telling :) a hint here: https://www.youtube.com/watch?v=l58DwSWk3e0

3. I see you're spamming VooDoo. No wonder, since it appears that limited range for psi-amp type device has been "fixed" and no longer works. Seems I gotta make pilgrimage to the Holy Mountain where the devs reside :)

4. And a general bloggy thing, new stuff is being developed:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: cjones on September 25, 2014, 06:32:14 pm
Hehe, thanks.

As for the spamming of voodoo, allow me to express my thoughts on voodoo.

As everyone knows, PSI is basically game breaking in vanilla.  Mods to limit PSI to line of sight correct somewhat by handicapping the player a bit.  IMO this method doesn't really make sense without also disabling line of sight ability to target an alien another soldier can see.  Even taking into account the soldiers have communication headsets and maybe some sort of overall commander relaying commands to each unit, how would this work out?

Soldier A:  I see a muton at my 12 oclock

Soldier B:  I am 300 feet away and it is pitch black out, I will take a shot at your  "12 oclock"  .

Now in the case of the Piratez mod, the whole enemy sighted by another unit can be shot at by a third unit really makes no sense, since I doubt the pirates have such sophisticated comm tech.  That being said, perhaps a way to balance this would be, yes, another unit could take the shot, but at drastically reduced accuracy.  Its akin to me saying:

Pirate A (yelling across the battlefield):  Yarr!  I see a Landlubbing flabby on the roof of that building by the burnt out truck.
Pirate B( yelling back, possibly opening both pirates to detection by enemy and random reaction fire?) : I see the building, Imma shoot my minigun at the roof top at that blur I think you are talking about.



So, that being said, I originally limited psi to line of sight when I first started Piratez.  Then I noticed something, none of my piratez had psi over 60 and skill was apparently capped at 50.  I could Voodoo 90 percent of the EZ factions such as traders, acedamy and don't even get me started on Mercs, so easy to Voodoo mercs.  Then I noticed I had trouble Voodoo'ing other faction PSI users, the church and NEVER was I able to MC a star god.  I figured this was your attempt to balance voodoo without breaking the game and turned PSI line of sight off figuring why double handicap myself.

That all being said, I noticed yesterday, that I was able to SOMETIMES MC a star god if I was very close to it.  I playtested this and it worked again and again.  The same voodoo unit could MC a star god if close, but not far away.  This seemed to consistent to be a result of the RNG, so I figure that Voodoo in your mod has limited range based on voodoo str of enemy.

All that to say, yes, I spam Voodoo, lol, I know its potentially game breaking, but I figured since you appeared to have balances made against it, it wasn't totally against the spirit of the mod.

I appreciate your thoughts on voodoo usage, specifically do you feel that to keep in spirit of your mod, should I enable voodoo line of sight?  If so, prob a good idea to put that on the settings recommendations for the mod.  That being said, it may have said that and I forgot, lol.

Whew, Thanks, and honestly my next playthru I am going to LOS voodoo anyway and enable TFTD manu rules.   I just want to complete my current game first.

Thanks again for the great mod!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: cjones on September 25, 2014, 07:34:21 pm
Oh, and on a side note, I installed that map pack, worked great!

Also, on another side note.  I loaded up my leviathan with about 20 rookies in pirate armor with top of the line stuff like future bows, force blades, light discs, tesla coils and didnt let myself use voodoo.  I slaughtered em!  of course i took some casualties, but since I am in process of creating a voodoo resistant force for my big star god push, figured what better way to separate the wheat from the chaff! I forgot how much fun it was without Voodoo!

Thanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 25, 2014, 07:39:16 pm
No, I hate the LoS setting on the psi. My solution was to curb the maximum range of the VooDoo rod to 16 tiles (absolute limit, like with the Flamethrower): you can SEE enemies through walls and ATTACK them, which makes psi special; but then again, you cannot use this ability from too far away. Sadly, this feature was recently removed from OXCom.

Actually the original game developers included a mechanic for this: Psi weakens with range. But the penalty is too slight to make a real difference, ie stop Psi from being a gamebreaker.... although it does allow to MC almost anyone from a very close range, as you have discovered.

There are 3 solutions possible:
- pray to the devs to reintroduce the limiter
- pray to the devs to externalize Psi range penalty setting
- do a major overhaul of enemies to make them less susceptible to attacks, while not making the enemy Psi users too overpowering at the same time.

About the ability to shoot at any unit that's been sighted... well this is one of the cornerstones of a tactical squad game design.

And the final word... If I didn't want psi in my mod, there wouldn't be any :) I'm trying to keep it, but this requires a lot of balancing.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 25, 2014, 09:55:28 pm
My pilgrimage succeeded, maxRange for psi amps has been (re)introduced to OXCom.

ALL HAIL WARBOY!

 Now you can use psi without breaking the game (I suppose :) )

and some more bloggy thing (in line with replacing all starting weapons with pirate-themed ones):

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: cjones on September 25, 2014, 11:44:28 pm
Awesome sauce, I may wait until I finish my current save, hehe, before updating.

Thanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: the_third_curry on September 26, 2014, 05:43:07 pm
Out of curiosity, can psi-amps or psionics in general be given some form of range-based accuracy in Openxcom?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: yrizoud on September 26, 2014, 05:48:24 pm
They already have. Exactly like in the original game.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Brian on September 26, 2014, 08:34:31 pm
See https://www.ufopaedia.org/index.php?title=Psionics#Psionic_Formulas .  Your chance of success decreases by about 2% for every tile between you and the target.  Mind control has the same chance of success as a Panic attack from 20 tiles further away.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: the_third_curry on September 26, 2014, 09:13:12 pm
They already have. Exactly like in the original game.

See https://www.ufopaedia.org/index.php?title=Psionics#Psionic_Formulas .  Your chance of success decreases by about 2% for every tile between you and the target.  Mind control has the same chance of success as a Panic attack from 20 tiles further away.

Ah, I see.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 27, 2014, 12:58:18 am
Works on the Deep Ones are progressing. I've made a short photostory out of the first test mission against them... :)

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: ivandogovich on September 27, 2014, 01:37:57 am
 :o Zerg Rush
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Imeryak on September 27, 2014, 08:35:19 am
Works on the Deep Ones are progressing. I've made a short photostory out of the first test mission against them... :)
Flying armor is my answer.  Flying armor and high explosive.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 27, 2014, 11:52:08 am
Flying armor is my answer.  Flying armor and high explosive.

Do you REALLY think no measures were taken make this most obvious approach painful? It's not only axes they'll be wielding when this gets released... Mwahahaha :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Imeryak on September 27, 2014, 06:20:36 pm
Do you REALLY think no measures were taken make this most obvious approach painful? It's not only axes they'll be wielding when this gets released... Mwahahaha :D
Then mortars.  If deep ones map has no hard-to-destroy blocks (such as UFO hull), few mortars made it perfectly flat.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: shadychrctr on September 28, 2014, 01:49:06 am
Are those sexy rifles included in this mod?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 28, 2014, 04:04:26 am
Naturally.

(sprite created by RSSWizard, then sexied-up by myself)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 29, 2014, 01:46:21 am
Deep One armory is being built up, here's some samples of what I'm working on now (my favorite are the Bagpipes of Doom :) )
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Arthanor on September 29, 2014, 02:49:18 am
A celatid bagpipe?! :o Destroy the ears of everyone around you and melt away your target?

That's just evil! Innovation at its best. The stuff you come up with..! Impressive!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Edrick on September 29, 2014, 08:13:06 pm
Dat Celatid Bagpipe is pure gold. Keep up the awesome work. And, would slings be implementable for Deep Ones?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Diagoras90 on September 29, 2014, 09:57:12 pm
Bug report v.085 :

- game crashes when my units get MC`ed in combat
- captured live Star Gods listed as "hostages"  in victory screen, but are shown as dead when in Geoscape?
- crash when attempting to assault a downed small UFO (screenshot attached)

Clean mod install used.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 29, 2014, 10:28:03 pm
Bug solutions:

- MC Crash: This is a bug associated with some early Sept. Nightlies. Update to a newer version.
- One does not simply interrogate a Star God. You need VooDoo first, and you have to start with the lowest rank.
- Lacking some map resources. Temporarily disable Piratez_Compatible_Terrain_Pack.rul or find & install map pack (provided a dozen or two posts earlier); it will be supplied with 0.86 package as standard as I shouldn't burden the users with searching for all these other people's mods with maps...

About the weapons... well, I'm not sure. This might sound funny considering this mod has perhaps a 100 or so new weapons, but I'm reluctant to include weapons that add little to the game... Sling & bone club were not planned since I can't figure out how to make them unique, and/or how to fit them with enemy profile. Deep Ones are generally supposed to be melee cutting/ranged acid combo; plus there are time constraints. I might thing about adding the sling if there is more popular demand for it :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: VodkaBear on September 30, 2014, 01:32:06 pm
Well, hello. First I want to say thanks for all work you done, I'm really enjoyed playing your mode since first versions. Its obviously best x-com mod, and one of the best mods at all I've ever played for any game. But now I have problem with it. After correct installation(tried few times) and adding only LUK UFO's(no any others map mods), I've got a crash after sucessfully defeating crashed small ufo with that black guys(not mercenaries, forgot their naming) with small floating drones. Actually I got crash after UFO returned to base when I'm pressing "market" button. First time it crashed immediatly after battle finish, then I set storage limitations off, game go further without crash, but as I said it crash on market. What have I done wrong? And few concept notes:
1. Weak weapons like smg, early pistols, etc. They are useless for me, from the start we have access to much better weaponary, and it make me sick, while on later stages I have to sell all that garbage manually. Isnt it possible to somehow set to collect one Item(garbage weapon details?) for quicksale?
2. I love idea of special ammo types for few weapons(like acid and stun shells) and I'm think that better way to make different purposes weapons instead of adding more and more weapons which differ with few ap or dmg parameters.
3. Crazy idea, but isnt it possible somehow make ufo battles on battlescape? You can draw map UFO structure as usual, but instead of humans/enemies PC/NPC will be gunning\controling systems, always wanted UFO battles being more detailed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on September 30, 2014, 11:30:34 pm
Thanks!

- As for the crash, send a savegame. Maybe there's some non-existing item or sth.

- Weak weapons. Not everyone will use every weapon, I know that and I'm fine with that. Also starting weapons loadout will be redesigned in 0.86+. Besides - *you* might not be using these weapons, but the enemies do, and more variety with enemies is never bad.

- Auto-sell of certain items. Beyond my power, I'm just a modder and not a coder (and I doubt such code changes would be accepted). I can only advise you to do as I do - sell stuff only when short on money or storage space, instead after every mission.

- Interesting idea with making UFO battles a battlescape thing, but I don't think it won't happen. Certainly this is far beyond the scope of what I can do.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: guille1434 on October 01, 2014, 03:34:49 am
Hello Dioxine!

First of all, thanks for sharing with all us here your wonderful work! This mod, besides being a masterpiece, is full of marvelous artwork!

If you dont mind, I would like to "borrow" one ship from this mod... I am looking for a powerful assault transport, with big troop carrying capacity (my goal is to transport three HWPs and 16 troops) but no so good performance as the Avenger, so this would fill the role of a very capable assault transport, but not an interceptor... I think your Brig craft is the answer...
I was looking at what would be the necessary files to import and saw that at least I would need:

The map file: Brig.map
The resources graphics: basebits, dogfight_init and Minimized_init icon files
The Routes file: Brig.rmp
Terrain files: It seems that there are no *.mcd and *.pck files for this craft (?)

Of course, I will also add the ruleset information for it...

Am I missing something?

Thanks in advance!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on October 01, 2014, 03:51:44 am
Sure, no problem, the brig could easily fit 40 soldiers if you want :)

And no, you're not missing anything, there are no special tilesets for it.

Bloggy thing: since the Deep Ones really piss me off, I've updated one of a million missing things instead, namely, craft weapon icons. Each of currently existing 13 or so craft weapons has an unique icon now:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: guille1434 on October 01, 2014, 04:51:48 am
Thanks, man! Again, great job with the craft weapons icons! 8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: cjones on October 02, 2014, 12:35:07 am
Gonna do another playthru soon as I finish Xeno Ops.   can't wait to see the new stuff!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
Post by: Dioxine on October 02, 2014, 02:02:40 am
I think with 0.86 the early game will finally be very close to what I want to have in 1.0, so it'll be a really good point to start a new campaign. Just a couple days more :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 03, 2014, 11:18:16 am
Finally, 0.86 is up. Early game now works as intended, things gonna get hard but you'll be using more "crappy" weapons... out of neccessity :)

A ton of less noticeable changes and upgrades too, amongst them Deep Ones and, finally, the Tamed Boomosaurus :) As always, check the changelog in the first post, this time it is a really fat one.

I hope all the subtlety and wise decision making will be needed to survive first half year when playing on high difficulties. Good luck :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: VodkaBear on October 03, 2014, 12:36:16 pm
Wow,  nice to hear, hope my crash problem will go away. And where can I read about soldiers stat progression, not sure but I don't remember my members have 15-20 str, always been higher, so should I dump them(when choosing mid-armor+medium-weight weapon, so 15-20 str not enough) or how can make them progress(if possible) faster? Give them overweight and make run around or what? And what about different map for same types UFO(Like LUKE's) it really boring when you same planned fuel-trading shuttle after 2-3 similar missions at row. Also, last time I hoped re-install will help me I've make it through battle, then successfully opened market, then Large Barraks became researched, I've opened rsrch info - hello mr. Crash.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 03, 2014, 03:28:09 pm
Soldier progression is done by hitting enemies (guns, melee, explosives, whatever) and reaction-firing (and using Psi). This increases relevant accuracy skills (reactions, psi skill). When and only when these skills increase, the rest of the stats increase (strength, stamina, HP, TU). 2-3 good missions can bump strength from 10 to 25-ish.

The girls aren't trained personnel, so the minimums on stats are more severe, especially on Strength and Stamina (but maximums and caps are increased). If you have a promising soldier with lousy strength, there are also suits of armor that increase carrying capacity, so they can at least lift a decent gun. Or try experimenting with nonorthodox suits (the ones which give little armor but good stat boosts)... You get a ton of possibilities and a ton of shortfalls, that's how this mod is supposed to work.

There might be some variant maps in the future, maybe. Especially if someone does them for me. My time isn't unlimited and this mod already took many hundreds workhours :)

The large LQ crash is most likely caused by leftover garbage from old mod versions. It won't magically go away as it has been already fixed a few versions ago. Kill all Piratez assets and re-install the mod. If that fails let me know, but it has been tested that properly installed mod is free of that crash. Also make sure no other base-modification mods are running, that's including my own Improved Quarters mod (Piratez have it integrated).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 03, 2014, 05:00:45 pm
New piratez UPDATE?! awesome sauce, once I finish my xeno ops playthru I am gonna start a new campaign.

Just a quick question, this may be irrelevant but what difficulty do you recommend this mod is most balanced for.  What I mean is, if I understand how most mods are created, everything is balanced just so to work together.  I usually play on experienced, maybe veteran, as I find that at superhuman especially, all the extra aliens per mission just get tedious.

I also noticed insane low stats for my recruits in previous versions, but also insane high levels for others, I chalked it up to the fact that my girls were just a buncha mutie misfits.  I find the best way to really enjoy this mod is to realize that you won't really be able to create uniform troops.  you really have to improvise.  the girls stats contribute to this but also the difficulty and randomness of getting bits to manu stuff.  I almost drove myself insane trying to get my squad full annahillator (spelling?) armor for cydonia.  I stopped at about 6 sets, as it was taking forever to find enough wrecked power armor.

I find this mix/match loadout/skillsets really adds to the flavor of piratez.  Think about it, ragtag pirates in real history didn't all carry same weapon/armor or come from same backgrounds.  Sure that one pirate was an ex soldier and has great fire accuracy, meanwhile that other was a blacksmith apprentice and has massive str but low fire accuracy.

If you really think about, pirates would have weapons they looted from enemies, or cobbled together uniquely.  this adds to the overall flavor also as each battlescape battle plays out like  a cool movie in my head.  I am sure we have all seen movies where a band of pirates attacks a ship, they are all ragtag going against the navy or maybe just civvy security, then out of a cloud of smoke a huge pirate comes lumbering out with a massive weapon the other pirates don't have, completely changing the battle.  Or a scrappy pirate, about 100lbs soaking weight, sinks the enemy's morale by running at their captain with dynamite.

On another note, one of the funniest things for me personally in Piratez is when you get your first "power" armor.  Its called juggernaut I believe and it looks like something out of warhammer, specifically Orks armor.  Its obviously cobbled together from bits and stuff.  Its amazing how that armor changes the playing field.  most of the low to mid tier enemies simply don't have the firepower to even put a dent in you, on the low tier stuff, say a shuttle attack, you can simply walk up to the enemies while their bullets bounce off.  of course you have to watch for those trade engineers with their hi ex, but I digress.

This is fun as heck, battle plays out with your regular troops leaping out of transport in pirate gear, followed by a lumbering power armor armed only with a cutlass, running around stabbing enemy while bullets bounce off of it.

So, in summary, or TLDR, best advice I can really give to someone playing this mod for first time, is throw everything you know about xcom out the door and enjoy this game for what it is, a whole new game with the xcom engine.  Its a blast, and I promise you won't regret it!

Thank for letting me ramble here, I cant sing the praises of this mod enough!  I love it and all you other awesome modders!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: guille1434 on October 03, 2014, 05:27:07 pm
Hello Dioxine! I just want to report what it looks like a map prblem with the Brig assault craft... I ported the craft to my FMP modded game without a problem. I gave this craft a cargo capacity of 32 troops (including 4 HWP), with the idea of transporting 4 HWP and a max of 16 troops to any mission... Everything is Ok if I load 14 troops and 3 HWP (my current testing loadout), but the game crashes in the exact moment when the battlescape map is about to be shown in the screen at the start of a ufo recovery mission if I load one more troop, i.e. 15 troops and 3 HWPs. Any idea what can be the cause of this? I hope is will be easy to fix, because I like this craft very much!
I noticed that the BRIG ruleset section has no deployment numbers included in it... May be this has something to do with this problem?

I would really appreciate some ideas about how to fix this...

Thanks very much!! 8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Edrick on October 03, 2014, 05:45:14 pm
I must say I still have consistent problems, after killing with fire and reinstalling OpenXcom whole. Earth-filled crafts in Campaign, palette issues in New Battle, Dead Bug and crashes with Large Vaults/Living Quarters. Thank you in advance for any answer.

Besides all that, must say this mod is pure gold. Keep up the more-than-awesome work. And, when will we getting these fancy factions you mentioned like 10 topic pages ago? Mystery melee faction, tribal Sectoids, Aquatoids... ? :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 03, 2014, 09:18:26 pm
Edrick,

I recall similar probs when I first started the piratez mod back in .85.

As for the dirt filled crafts and stuff I recall you had to load another mod/update fix, think it was a MCD file.  the open xcom mod site has the instructions for using that.

I also had map not found crashes that dioxine was nice enough to fix by attaching all the maps a few posts back on this thread.

I also recall that the mod needed the last nightly, as I was getting crashes due to large living quarters.  actually I think that was FMP that I had that prob, but may apply here as well.

On a side note, I just finished another mod and am looking forward to firing up another piratez campaign!

Yarr!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: VodkaBear on October 03, 2014, 10:53:05 pm
Nope, same crash after battle end again. Tried completly clear, last nightly, last patched original, only piratez, no advanced settings - still same crash after battle. I know that sort of against the rules, but cant anyone make build original+piratez(x64) and upload somewhere?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 04, 2014, 12:08:14 am
That's odd, I just did a clean install, loaded up piratez and everything is gravy so far.  Course, I haven't built any large quarters, still in first month, so who knows. 

It crashes after any battle? Or just since you built large quarters?  Are you getting error code or crash to desktop with no warning?

I have found from playing many mods that there are a million and one things that can go funky with em, whats always helped me is being as detailed as possible on the forums. also doesn't hurt to try and attach a save game and/or cfg file that has as savestate just before the crash.

The peeps that are on this board are superhelpful when it comes to getting these mods to work, I am sure someone knows exactly what the prob is.

That being said, I will try and outline how I installed mod, just to see if maybe you left a step out? 

Before I do though, I am sure this isn't the easiest way but this is how I load mods.

1. Clean install of openxcom using v1.0 installer with data patch
2. Grab latest nightly
3. install mods per mod creator instructions, really, be very THOROUGH to make sure you read all mod creators notes.  Dioxine does a very good job of explaining everything just so on the mod portal.  Other modders also are usually very detailed. 

It also doesn't hurt to be a board lurker like me, you would be amazed the stuff you pick up.  Heck, I have even learned some basic editing (with supervision by these wonderful peeps) myself using notepad++. 

IMO playing with mods on openxcom is kinda like restoring and building custom hot rods.  You really don't just go and grab a fully functioning one of the shelf, you might take someone else's plans and build your own version, tinkering all the while to get utmost performance and tuning.  Heck, half the fun for me of playing all these cool mods is getting them setup to work properly, its like tuning a performance engine.

As for the idea of someone uploading a ufo defense+mod file, I am pretty sure that would be a violation of some copyright laws.  and I would hate to see this site taken down by a DCMA act complaint or some such. 

Enjoy the ride and don't lose hope, these mods are worth it!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: VodkaBear on October 04, 2014, 11:54:40 am
Yep, I've done everything you described, actually I'm coder(c#, java) myself, so it no big chance I've made really stupid mistake, ofcourse I've tried completly clear install. Game crash after first battle, without building\bying\researching\changing ship setup\etc. Just start new game - choose base location - increase time - shotdown first ufo - win battle - crash or go to the base, open market - crash. That the story. Tried few different original x-com versions - no result.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 04, 2014, 01:50:42 pm
@guille1434

This crash is consistent with ship's layout, that much I can tell. There are 28 spaces on the lower floor, and you're getting a crash when trying to put 29th soldier... The thing is, on my machine, the 29th and next soldiers are getting deployed on the second floor without any problems, I've even tried 50 soldiers... I have no idea what could be causing the problem for you. Try using my AVENGER and LIGHTNIN tilesets provided in the TERRAIN_FIX directory?
As for the ruleset deployment, it is a very unruly beast. You don't *need* it since it's just an override: normally the game simply deploys units on xcom craft floor tiles, starting with the NW corner of the lowest floor. When there is no more space in the nortmost row, it starts deploy in the next row. If there is no space left on the lowest floor, it goes (or should I say, it SHOULD go) to the next floor.
You can try overriding this with ruleset to see what happens. Just remember that 1st, 5th, 9th (and so on, as many iterations as you have tanks) soldiers need to be deployed in a NW corner of a 4x4 floor space else the game will go haywire when trying to deploy 2x2 units.

Oh yeah and here's question for cjones and other people: do you want custom deployment in Bonaventura instead of how currently the soldiers are just haphazardly thrown there (which sometimes makes planning hard)? And if, what the deployment should look like, who should be facing where? The 2nd floor is also useable, and the Bonaventura could fit even 24 or so soldiers, the 18 cap is there for balance reasons.

@VodkaBear

Frankly I have no idea. By the description, the crash seems to be caused by missing resources. This sounds like you don't have the latest nightly / you haven't activated Piratez_factions.rul ??? Piratez.rul and Piratez_Factions are BOTH vital. Also, you can grab this map pack cjones mentioned, as it is basically a copy of my own terrain-related folders.

@Edrick

Grab the map pack, this is the only remaining solution that comes to my mind (or version lite, use files provided in the TERRAIN_FIX folder, this will take care of earth-filled craft). About the palette, I am powerless, I haven't tinkered with it in any way. Must be a peculiarity of you hardware/OS/filters... are you using any display filters? Still thanks for appreciating the mod despite the problems :)

@cjones

First of all, I am deeply grateful for all the praise. Seems you're enjoying this mod as much as I do, with all the little things and a proper approach to the whole thing. Indeed, everything you know about XCOM is only of limited use with this mod. Trying to create uniform squads is only fighting the game. It's better to go with the flow and try to fight with what the gods of random throw at you. That's why most weapons aren't manufactureable. That's why all armor depends on what you can seize from the enemy. The goals are twofold - first, each pirate is a personality. Second, no two campaigns should look alike. And generally, it's about being awesome, for good or bad. Sadly, I have no real control over Pogrom and Crackdown missions and so they tend to dominate the games... much of it is hardcoded. I'd prefer more standard shipping to be happening, but the engine doesn't allow for that.

As for the difficulty level, it's entirelly up to you. I try to make the game balanced for all difficulty levels. It's basically about how hardcore you feel. On Beginner/Experienced, you'll be getting small enemy crews with lo-end stats, but this also means they'll be less likely to panic en masse (as panic depends flatly on how many enemies you kill, and how fast - Bonaventura has been designed to deploy quickly and start wholesome slaughter as early as turn 1; it's an ofensive craft, which is a major difference compared to all vanilla crafts, which are all defensive in nature), BUT a gauss round will kill you as reliably as on any other difficulty. On Superhuman, the slaughter is close to surreal, as you leave battlefields strewn with dozens of bodies... but the danger lurks everywhere, and some enemies won't panic no matter what (this makes Star Gods most true to their name), and all enemies have seriously buffed stats... on the other hand, getting a full complement of Annihilator suits is much, much easier, as you reap tremendous earnings out of your missions, both in money and rare resources. (although Annihilator is a swag-deluxe armor, you wear it for pride since much easier to get Brute armor is already overpowering against most threats, if, as even the name implies, much less imaginative than Harbinger or Blitz). Sooo... I think indeed veteran might be the best level to play it (and most random, as you can never tell how large will the enemy crew be - you can get beginner-sized as often as full Superhuman-sized), but as for myself I play on Superhuman as I enjoy the carnage.



Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: new_civilian on October 04, 2014, 02:16:55 pm
*adds more praise* Have to say one thing: I especially like your creative and unconventional ideas. Really good work!  :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 04, 2014, 06:20:37 pm
@Dioxine,

As for craft deployment, I think it would be kinda cool if my pirates started closer to the cutout in the bottom of ship and maybe some spawned up on 2nd level.  That massive door is such a reaction fire magnet, plus it is kinda cool to think of the bonaventure landing and pirates spilling out bottom and over top to assualt enemy. 

Also, in my latest playthru I noticed smoke seems to effect pirates more? as for stun damage,

Also, all my pirates are facing the wall when battlescape opens?

THanks! sorry for short post, oven going off!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Edrick on October 04, 2014, 08:58:37 pm
Installed OpenXcom instead of downloading it directly, and followed Dioxine's instructions thorougly. Good thing, not getting anymore earth-filled crafts. Bad things, all other problems persist AND I'm getting a consistent crash when finishing a battle. Exactly like the Large facilities one: it simply freezes, with no warning code whatsoever.

Okay, aside from that, three requests: one, being able to buy some kind of armor through the shop, aside from the Tac Vest (because in the very early game, I can only equip Pirate, Warrior, Runt or Tac armours, all of them either not offering any protection bonus or slowing mah crew). I don't know, some kind of slightly-watered down, $100.000-priced Defender armor. Second request, getting the Auto 9 AKA Robocop's über pistol. Just for the lulz. And blowing people open. Third, getting a nuclear fuel molotov, ideal to bring hell on earth without having to resort to rockets and all that stuff. And for the lights on night missions.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 04, 2014, 11:16:45 pm
@Edrick
Sorry to hear that. I'm out of ideas since I haven't experieced such a crash, like, ever. Missing assets cause the game to bomb out to the desktop, so it's not that.

As for ideas :
- there will be some heavier armor or two in the shop, yeah (one kevlar suit, one EVA-kinda-thingy), plus, Basic Armor is just a few days of research away if you want to have it :)
- a big pistol of some sort, possibly that one, might appear eventually but that's not on priority list
- good idea with the super-firebomb, added to the list, although I've finally come to realization that the whole fear-of-the-dark thing isn't playing that well in Piratez (even if I love it in vanilla), hence I will eventually (post 1.0) move to some custom .exe file where armors with night vision will be possible (as well as enemies lacking it).

@cjones
Hmm interesting thoughts about the deployment, although I personally use the big door a lot (that's why it has hiding spaces on both sides, for the opportunity fire to be less of a threat). Ideally there should be an option for manual deployment, but, well... It didn't make it to the main build. They're facing Northern wall because that's how default deployment works.

About the smoke, yeah, I've raised the default susceptibility to smoke to 200% to make the smoke a non-negligible enviro threat (it affects many enemies too, and was mentioned on the changelist, this list is there for a reason :) ). Still seems to work too weakly to be of much concern, maybe I'll raise it to 300%.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: VodkaBear on October 04, 2014, 11:27:57 pm
Tried reinstall another time, now I opened large quarters without crash, and think there will be no crash at battle, have no idea what changed, comparing to previous times. Can it be Luke's UFO's?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: guille1434 on October 05, 2014, 02:20:17 am
@guille1434

This crash is consistent with ship's layout, that much I can tell. There are 28 spaces on the lower floor, and you're getting a crash when trying to put 29th soldier... The thing is, on my machine, the 29th and next soldiers are getting deployed on the second floor without any problems, I've even tried 50 soldiers... I have no idea what could be causing the problem for you. Try using my AVENGER and LIGHTNIN tilesets provided in the TERRAIN_FIX directory?
As for the ruleset deployment, it is a very unruly beast. You don't *need* it since it's just an override: normally the game simply deploys units on xcom craft floor tiles, starting with the NW corner of the lowest floor. When there is no more space in the nortmost row, it starts deploy in the next row. If there is no space left on the lowest floor, it goes (or should I say, it SHOULD go) to the next floor.
You can try overriding this with ruleset to see what happens. Just remember that 1st, 5th, 9th (and so on, as many iterations as you have tanks) soldiers need to be deployed in a NW corner of a 4x4 floor space else the game will go haywire when trying to deploy 2x2 units.

Oh yeah and here's question for cjones and other people: do you want custom deployment in Bonaventura instead of how currently the soldiers are just haphazardly thrown there (which sometimes makes planning hard)? And if, what the deployment should look like, who should be facing where? The 2nd floor is also useable, and the Bonaventura could fit even 24 or so soldiers, the 18 cap is there for balance reasons.


Dioxine:
  Thanks for the answer to my request... I made more tests and found that it is not relevant how many HWP you load in the ship, the 15th soldier cause the game to crash, with 3, 2, 1 or none HWP loaded with them in the ship... If you load only fourteen soldiers, everything is OK no matter hoe many HWP go with them (I tested with uo to three of them). Copying to my game folder the files present in the Piratez mod "TERRAIN_FIX" subfolder made no difference (and possibly garbled the map for the Ironfist assault craft present in the FMP mod, but this I have to test, to make clear if this was really the cause for this new problem).
Any more ideas? And if i try the ruleset deplyment way... where can I find references about how the numbers in the deployment work?

Thanks for the help! 8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 05, 2014, 03:08:58 am
Hmm... are you using any ruleset Deployment for the Brig? Skyranger has 14-men deployment, sooo... are you sure there is no Skyranger lurking somewhere in your ruleset? :)

Also how does it work? The order is sequential (first soldier is first in the list etc) and the numbers are, in the order of appearance, x, y, z coordinates, and facing (0-NW, as per default, then clockwise, up to 7 - straight north)

Ironfist shouldn't become garbled, as Solarius is using the same tilesets as I do (99% certainty)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: guille1434 on October 05, 2014, 06:02:48 am
Well, I am positive that I am not using any deployment numbers in the ruleset, I attach here the parts of my ruleset that are related to the ship (I only changed its name to "Marauder" and modified some stats, but that's all).

About the deployment coordinates system, now I am starting to form some idea about how its works... Two questions:

1) In the Brig assault craft map, what would be the coordinates for the first soldier, counting from the northwesternmost available position?
2) And how is the program told that the HWP are ALWAYS stored in the lower rearmost cargo hold? They never appear in the lower forward hold (the one with the four place elevator)... Is this because in such cargo hold there are no four places blocks defined by such coordinates?

Thanks for your time and help! 8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: VodkaBear on October 05, 2014, 02:58:43 pm
What different symbols for slaves manufacture means?(three numbers like 0/1/0) and ($, S, s+, etc). Bows still have strength modifier or not? How actually dmg for str mod calculates, (roll plain 25*0-200% + str, or (str+25)*0-200%? Where difference between cutting and conclusive(hammers) damage at melee, almost all enemies seems have no modifiers for this types of damage or they just work different ways(ignoring armor?)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 05, 2014, 05:18:51 pm
1) In the Brig assault craft map, what would be the coordinates for the first soldier, counting from the northwesternmost available position?
2) And how is the program told that the HWP are ALWAYS stored in the lower rearmost cargo hold? They never appear in the lower forward hold (the one with the four place elevator)... Is this because in such cargo hold there are no four places blocks defined by such coordinates?

Thanks for your time and help! 8)

argh, I've misplaced the map somewhere and I don't feel like setting up PCKview just to check it. Use the debug mode, it shows the coordinates of where you click. I'm not sure what do you mean with the HWPs, they follow the same default pattern of deployment, starting with NW, then going E, if not possible, S.

@VodkaBear
- Slaves - it simply says what kind of a slave you get, you can check what has become of the prisoner on the base Vaults.
- Bow - it does no longer use Str (there is NO false info in the Pedia), and the formula is 0-200% of final damage (which is Power + soldier's Strength).
- No, neither damage type does ignore armor, and many enemies have resistances to one or the other (even if the most common types don't). Ex. Mercs have high Concussive resistance, while tanks & flying enemies, and a host of melee-oriented enemies have Cutting resistance. Also, Concussive deals 50-150% damage instead of 0-200%. Or at least it is supposed to. The only damage types that ignore armor are Fire and Smoke.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: XOps on October 05, 2014, 07:35:22 pm
Hey Dioxine. Do you mind if I plunder... er borrow your expanded Living Quarters and expanded Stores for my mod? I know I probably don't need to ask, but I have never liked stealing other's mods unless I ask first. In this case I have a whole bunch of new facilities with custom maps slated for my next release and it would be easier just to integrate your living quarters and stores into the mod as a whole rather than releasing a compatibility patch. Well that and I don't think I could a better job than what you have made already.

Also thanks again for the melee fix. I was really hung up on that until your suggestion about the unlimited ammo.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 05, 2014, 08:36:51 pm
Yeah don't remind me of that, I had to go through a long talk with the devs about why melee doesn't work (that obnoxious modder again! :) ), got no answer and discovered this by myself.

About the resources, like Jarmush said after someone he stole this sentence from, taleneted men copy, geniuses steal. So don't feel ashamed, I've already stolen your X-3 fighter anyways so it's only fair (just include me in the credits). I've only given it a more "evil" look and fixed the shadow, and tried to somewhat mask the fact you've made half a fighter then mirror-cloned it, take a look below :) Likewise, if you want to improve these maps of mine, don't let me stop you (there is also another map, "outpost", only published in Piratez - basically a 10 men small barracks+small store, meant for small radar bases).

I'm also planning on stealing your three-eyed evil armor, the sprite is just too cool to not steal it - although I'll have to draw a new inventory picture for it, recolored TFTD armor just won't do :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: XOps on October 06, 2014, 12:53:09 am
Thanks. Yeah I saw that my X3 sprite was stolen and repainted. Darn pirates! Pirating my sprites!  :) You are more than welcome to my any part of my mod of course. I just have a habit of asking. Occasionally mod communities get rather touchy about that.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 06, 2014, 06:07:53 pm
Alrighty, hoping someone can help me on this.

So I finally tried superhuman on piratez.

Had a bad month, month previous.

On my current month, its last day of month.  I am in a terror site I have little to no hope winning. Chrysalids everywhere.

I abort terror mission, month ends and I crash to desktop, no error given.

I am assuming the event that creates the crash if project being terminated, game over.  Is this the "Game over" method of piratez?  Crash to desktop?  If not, does anyone know what my prob is?
 
I don't mind starting over, but I was curious about this.  My save and cfg file are attached, meanwhile imma start a new save, lol.

Thanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: guille1434 on October 06, 2014, 06:43:13 pm
Success!!

I finally managed to code a deployment list in the ruleset for the Brig assault craft (I give it the new name of "Marauder"). I included it in my personal mod, which is based on the FMP mod. The deployment gives positioning and facing for up to 38 troops including 4 HWPs (16 troops and 4 HWP in the lower deck, the rest in the front upper deck), all are arranged with "customized" facings in order to be able to exit the craft in a fast way. I topped the max troops carrying capacity to 32 (including 4 HWPs) but it can be currently expanded to the said 38 places, and I could add some deplyment strings for up to 54 troops I think...

If someone is interested in adding a big, heavy assault craft to his/her game, just ask and I will upload a mini-mod for adding the Brig (Aka "Marauder") super-heavy assault craft to any game with complete instructions about how to do it.

Credits to Dioxine who designed such a well thought craft!
Thanks also to him who gave me advise and help on how to do it! 8)

About the garbled Ironfist map, I did not knew what the problem was, may be some mistake made by myself, but a re-install of the FMP v0.9.5 files on top of my Open Xcom directory ended that problem!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: guille1434 on October 06, 2014, 07:01:10 pm
I forgot... Here I attach the crfts only section of the ruleset including the deployment strings. To implement the craft in the game, it is also necessary to add the Reserach, manufacture, and ufopaedia sections (which I have made, and would gladly upload if someone asks).
Also, a screenshot of the Ufopedia entry for this craft. Dioxine is also crdited for this fine image.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 06, 2014, 09:29:44 pm
I take no credit for the image, the mod readme makes it clear that none of the background images is of my production.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: guille1434 on October 06, 2014, 09:59:36 pm
Well, at least you cared to choose a good image of a craft wich resembles what the player sees in the battlescape map or, may be you designed the craft map after finding the "right looking" background image for the Ufopedia! 8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 07, 2014, 03:33:37 am
I happen to have huge libraries of good SF art, but thanks none the less. Actually the hardest part is the graphic conversion :)

As for your craft, I'd advise resizing the text window, make the text box wider but shorter, so the long text won't obscure ship's cockpit - it'd look much better that way.

Oh yeah and with 2 weapons and 1200 damage cap, it can take any UFO single-handedly, so the text is a bit misleading - with 2500 speed it won't be a top interceptor, but this is enough to catch most UFO's, and when it does... :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: guille1434 on October 07, 2014, 09:04:53 pm
Oh, yes! Your opinions are right on target... I already changed the text position over the image, because right after uploading the image you saw, I noticed that it was obscuring too much of the craft excellent image, and that was a pity. So, here is the new version...

You are right about this craft being a little over-armed... So, it now has only one weapon hardpoint. The idea for this is to have some self-defense capability, and that is the reason for the high damage (meaning = Heavy armor/protective systems) value. It would be wonderful that the weapon type feature present in Oxc Extended be added to the "officail" .exe, so I would model this craft to be able to only carry short range missiles and/or small cannon pods.

About its speed: I felt that it had to be faster than the Ironfist (1900 speed) and its max speed be lower than that of the big ufos (Transport = 2560, Terror = 4800, Battleship = 5000), so it would not be able to catch those if they run at max speed. It would be only able to catch smaller ones (and I think the big scout is capable of 2700 knots), and those big ones if they slow down (and then, I would rather wait for them to land). Also its acceleration is low (but I think I would make it lower, say 3, instead of 5).

Thanks for the very correct opinions/feedback! 8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 07, 2014, 09:46:50 pm
UFOs rarely fly at max speed, so interceptions at these speeds  are perfectly possible... although to defend a large area you indeed need faster craft :) Also, afaik, Acceleration stat is completely irrelevant, basically an empty number; it certainly doesn't govern acceleration (all craft accelerate/decelerate instantly) nor the launch time (about 5 minutes in all cases).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: guille1434 on October 07, 2014, 10:28:19 pm
Too bad about the acceleration stat uselessness...
About ufo speed: After I discover some Alien bases, the regular transport ufos which go to deliver stuff for base replenishment are always running at full speed, the same for the Battleships which are going to attack a X-Com base, so you cannot intercept them... That, at least gives that craft less value as an interceptor, at least to try to fight against the big alien ships...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 08, 2014, 08:41:16 am
Oh yeah there are things it can't do, you're absolutely right, it cannot ever replace fast interceptors. I was just pointing out that you shouldn't underestimate the power of a ship with 2 weapons and a ton of HP when intercepting your everyday UFOs, especially those who fly close to your base :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 08, 2014, 03:59:40 pm
************SPOILER WARNING***************************



Hello,  running thru .86 (superhuman, wow, the carnage!) and noticed something odd with HWP.

Firstly, I just got tank/battlecannons and It kinda feels like PSI (which I have turned to line of sight only on this run to try and avoid tempation to spam it, lol). It seems a bit gamebreaky.  Of course I imagine it will be less effective against star gods and maybe the church, but I am steamrolling academy, raiders and traders with just my HWPs machine guns.  Of course , more I think about it, it makes sense in some ways, not a big deal to be able to steamroll lesser mobs once you"level up", especially since lesser mobs don't really give you much more than money and points.

But the real reason i wanted to post was a strange thing I noticed with the tank/battlecannon.  if you leave it TUs it does a reaction on enemy turn.  At first I thought it was when I left all its TUs, but just noticed on my last play that I left one take 26 TUs and it still reacted.  And when it reacts, it uses its main cannon!  I have seen a tank I have left with 100 TUs do 3 reaction cannon shots.  Of course this action usually takes I think 56 TUs, so on player turn it is impossible to shoot more than once per turn.  But the cannon takes 3 shots per reaction turn!  I think maybe this is because its AI is thinking its machine gun takes 17 TU, so it "uses" machine gun TU amounts but fires main cannon?

Also, I have been getting hammered by base assault missions.  And its be a race I never faced in .85 and omg they are kicking my butt. I wont go into detail about them in case it spoils for anyone, but they wear black armor.  I can take em by jumping in and out of the little side rooms with dynamite, but it takes FOREVER, like 100+turns.  I take out the 1x1 units in about 20 turns, but I end up tank hunting for 50+ turns, and they are bringing like 5 tanks.  In process of blowing stuff up to keep base, I end up destroying my equipment (prob my fault, I have explosions set to 3) and even losing facilities).  I fought over an hour to defend a base, was down to my last girl and when I got back to geoscape, my lab was destroyed! blasterbomb got it on round 50 or something.   my first thought was, man, thats gonna set me back until it gets rebuilt, then I realized, omg, this is Piratez!  I cant rebuild it!

Im sorry, im weak, I dont save abuse, reload constantly, but I just couldnt let my 16+ hour save game go and restart.  So I have to admit, I edited the ruleset (temporarily!  I put it back to normal after!) to allow me to rebuild my lab.

I got no prob with the increased difficulty level, but i dunno about lab being destroyable.  Its kinda a gotcha way to lose your game.  that being said, I did notice a string in the ruleset about requiring lab unlock to build?  I think i had to delete it to build the lab.  I don't recall ever being able to build more labs in older piratez versions, is that added now or did i miss before?

Thanks for the great mod, oh and I attached my save and config if that helps with the odd HWP issue.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 08, 2014, 05:58:22 pm
Hehe, church just assaulted my base, punished my tanks hard.  Luckily I made sure not to blow up the wrecked ones!

What an awesome mod!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 09, 2014, 12:26:02 am
Wow, forget what I said about tanks, its almost as if the AI adapted to my strategy, now I am facing heavier weapons that are toasting my tanks! 
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 09, 2014, 04:30:05 am
Well, tanks are indeed very powerful and basically impervious to firearms and most explosives.... However, they cannot stand up to plasma weapons, and with the machinegun, they've also received susceptibility to laser, so even a lasgun has a chance to damage them, especially from the side. I realize that they're steamrolling weak opponents, but then again, the player worked hard to obtain these tanks...

About the psi, it worked perfectly fine with range limiter, but the devs despite promising me to enable that option, couldn't do that properly and disabled it back. So the Psi will stay OP until I move to the OpenXCom Extended .exe, which now is just a question of time (it allows to make PSI exactly as I wanted it, and offers a ton of new options for a modder anyway, like up to 4 weapons per craft or moddable nightvision ranges); I plan work on the main branch up to Piratez 0.9 and leave it at that, so everyone can enjoy a full "demo" version of Piratez without the need to DL the OXCom Extended, but the updates will only be the coming for the Extended branch from that point on.

So, firstly, I cannot make the tanks to retaliate with the machinegun. Units can only retaliate with the Snap Shot, and I don't want the machinegun to be able to fire single rounds because that'd just look weird (also it's already only using like 25% TUs for Autofire). I could, however, disable the Snap shot of the main cannon (and reduce TU for Aimed shot so you'd still be able to fire thrice in your round), if you feel that reaction fire makes the tanks even more OP. Oh yeah and it seems you've been only using 80% TU Aimed shot on the main cannon, you can use it in the Snap mode too, you know (and with 33% TU, it allows 3 shots per round) ;) Naturally if you think 3 shots per round are too much as well, we can think about modyfying that too...

Secondly - dw about the lab. It was meant to be unbuildable, that line you saw is a requirement for a non-existing tech. However, I do realize the fact that losing the lab costs you a game; and I can't mod it to be indestructible. I wasn't paying much attention to this, since I've never been shot at with a Blaster and equalled losing the lab with losing the main base, which would be a KO blow anyway... HOWEVER. This is indeed wrong, and there has been something planned from a long time, just not implemented yet: Alchemy Workshop - an alternate poor man's lab, that'd would house only 1 Brainer, unlockable after some research. This would allow you to increase your scientific potential but would require a LOT of space and, what comes with it, money. Therefore in the future versions, after this tech has been researched, the player won't lose by losing the Lab anymore, although it'd still be a severe blow.

About the assault missions I can't do anything, they're harcoded to happen very often after Month 10 of the first year has passed (normally up to 3 times in a month, although once I had to defend the base 4 times in a single month).

Using explosives to defend a base is "on your own risk" action. You're not only risking your buildings, note that you can also accidentally destroy weapons, ammo and other stuff stored at the base. There are other methods of tankhunting too, starting with Molotovs, ending with the usual can-opener, Portable Lascannon (and since latest versions, also MAG Missile for the Missile Launcher). Naturally plasma guns work too but it is hard to obtain them.

Finally I recommend Explosion Height 2, as it seems to give the most realistic blast propagation. When you set it to 3, each vertical tile counts the same as horizontal one for distance, and the tiles obviously have their width smaller than height.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 09, 2014, 05:19:06 am
Thanks for the feedback. I may dial that explosion down to 3.  As for tank hunting, yeah I am having a blast finding diff ways to anti tank.  Just discovered the CAWS has an awesome ap clip that destroys em.  I   am loving superhuman.  The mayhem is awesome!

I did notice something weird about the passenger freight UFO.  I noticed you can see you troops legs thru the north wall.  Even stranger you can hear ship footsteps when you hug that wall and walk by it.  I  am guessing the game thinks the tile is outside of the UFO?

And I wanted to add, I only point out these nitpicking things as an unofficial playtester.  Not mad at them or demanding they be fixed.  Just passing my observations along.

My only humble request is that when u branch to UFO extended that you create install instructions for fans like me that need help installing mods.  You did an excellent job with install Notes on this build.

Thanks for making me feel like my 13 yr old self again!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 09, 2014, 05:40:26 am
Thanks for such great feedback, it helps making this mod even better. I'm just a human and I can't make everything work perfectly without playtesters.

Yes heavy melee weapons like claws, hammers, even electro-swords or axes (if you have a fully-buffed Str 80 powergirl, especially with a str-boosting armor) work too, tanks have high resistance to melee but that resistance can't help them when enough brute force is applied :)

About the Hopper, the thing you're reporting is exactly what has been fixed in 0.86... or so I thought? The outer wall of the fixed Hopper should have a row of screens on the inside and should no longer cause the effect you've mentioned. Ohh, you've probably installed the map pack which still has the old map. Reinstall the MAPS folder from the 0.86 over again to get rid of this (and a couple of other) problem with enemy crafts.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 09, 2014, 05:43:11 am
Ah got ya.  Will try that tomorrow. 

Yeah.  I just got a bunch a new recruits and all strength less than 20.  Sheesh.  Luck o the draw.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Geneoce on October 09, 2014, 07:06:13 am
Loving the mod Dioxine. Burnt myself out on Xcom back in the day but your mod is awesome for giving the game a new field.

One issue came up in my current playthrough 0.86. After some time certain soldiers can not be assigned to the transport. New recruits can be assigned but clicking on the older troops does nothing. If someone is wounded or taken off the ship roster they become permanent base defense, even if I transport them.

Maybe due to the stat growth and stat bonus from the armor?

Also have a few other things I noticed balance wise but fun mod!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 09, 2014, 07:39:19 am
This weird (and rare) condition is as old as the mod, and it passes with time (or after a Base Defense?), I have no idea what could be causing it though. Some engine glitch I presume? I am certainly not removing stat bonuses from armor suits :) And if it's the cause, chances for repairing the bug are low (the devs rarely fix something that cannot happen in vanilla, and there no stat boosts to armor in vanilla).

Also if you have balance suggestions, don't hesitate to voice them. Thanks for the praise :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: new_civilian on October 09, 2014, 12:48:53 pm
Ok I tested this mod yesterday thoroughly and ...

wow.  :D

Some thoughts in random order:

-The consistency of the mod is good, everything looks, feels and works like it should, good work on that!
-The difficulty is MUCH higher, all old Xcom tactics no longer work, this is a NEW game, be prepared to relearn your combat procedures.
-The amounts of equipment is incredible and there are many unusual items like the WP grenade or the Molotov cocktail which work slightly different.
-The armor system is completely different and well-thought out.
-The craft maps are totally new and you have to relearn everything from scratch, this is not your standard "smoke gren then run out of the skyranger" anymore
-The new aliens! Wooooooo! Doom! Woooo!  ;D

Awesome. I got my ass kicked, the difficulty level really means something now  ;D

That's one incredible mod, dude. NOT X-Com anymore that's for sure! A Total Conversion indeed and a very well done one, hats off.

Ah, (has idea) one thing could (maybe) be improved: Could you change the globe-textures so that earth looks well more like an old map, I mean e.g. brown oceans and brownish earth colors everywhere? I think this would add to the TC, right noe Earth looks too "clean"  ;D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Edrick on October 09, 2014, 09:40:59 pm
Don't know why, the third reinstall or so made everything work perfectly. God, I didn't remember how much I love your mod! The new Booty texts are excellent (and I haven't found any mistake yet!) and so are the new factions. I really mean it. I wouldn't mind reading a whole novel or novella of Piratez at all  (remember the good times when you got whole novellas with game manuals, like Elite?).

Suggestion: as I'm in love with TFTD armors (and I have bugged you many times about it), does it seem like a good idea to implement "elite" Deep Ones straight from the sea, where they keep their cities and USOs and factories and whatnot (or Aquatoids, when they're implemented as a faction), armed with scary stuff (from advanced firearms to Sonic and Gauss weapons) and armored with Ion/Magnetic Ion Armor? Maybe even a "rival" pirate gang of Deep Ones/Aquatoids appears? Thing is, I liked the "antagonism" feel of XCOM 2012 with your MEC against a Mechtoid.

BUG: I'm getting now a (minor) bug with my crew falling to the ground through craft stairs. As in, they get off the Bonaventura as if it was a clean fall instead of a ramp, and then they can't get back in rushing for cover or ammo.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 10, 2014, 04:40:21 am
Thank you, it seems that the mod is finally starting to come together... not a long stretch before a final version I guess? There still is more content needed, though, and it takes so much time... Anyway, all the suggestions are noted :)

@Edrick: No idea about that one bug; maybe your LIGHTNIN terrain files are corrupted somehow?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Edrick on October 10, 2014, 04:24:29 pm
Not the Lightning files, I replaced them and still not working. Thing is, not only craft stairs and ramps, but all stairs don't seem to work. My characters just walk through them without rising a tile. Any idea on what could it be due to?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 10, 2014, 07:06:11 pm
This behaviour normally only happens when there's no floor below the stairs... So if the stairs are fine, something could be wrong with the floors... What's to blame? Strange mods? Settings? Or perhaps the latest Nightly? I have no idea.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Edrick on October 10, 2014, 07:51:01 pm
Updated to latest nightly, everything works perfectly now. Thank you!
Two unrelated questions, by the way. One, could we get as a poor man's Assassin Armour: a Space Cowboy Suit which increases firing accuracy by 5 and is crafted from Trader Booties? Two, are weapons which increase stats possible? For example, a "war banner spear" which increases Bravery?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 10, 2014, 08:14:38 pm
There is a starting outfit with a small Firing Accuracy bonus planned. And no, equipment cannot change stats.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: new_civilian on October 11, 2014, 11:29:06 am
The Doom units are worth a release as a standalone race mod  ;D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 11, 2014, 01:50:54 pm
The Doom units are worth a release as a standalone race mod  ;D

Don't let me stop you :) Just credit the original author, all I did was to steal his resources, add a bit of my own (mostly weapons) and make an OXCom-compatible stuff out of it. :) Besides the stuff in Piratez, there is also a Doomguy sprite I've never used, I can provide it too if you wanted to use it somehow.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: new_civilian on October 12, 2014, 05:18:22 pm
Gee, thanks, I will try to come up with a worthy mod!  :) Have to check your readme for the original author. And no, the doomguy graphics are of no interest for me atm, all I want is new enemies to shoot at (and to be shot from).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Duke_Falcon on October 12, 2014, 10:01:01 pm
Sir!

This mod is awesome! I do not understand half of this yet but awesome.
Only a few questions:
- Why do I have so much chicks? Ten is enough... And where are the males?
- Is there a dictionary for the research menu? Nice titles but half of them I do not know what shall mean if ever researched... I mean I researched something about cooking and big book but instead of hot-dog I got high-explosives!
- May we have Cacodemons on OUR side? Pretty please?
- What the hell with those Humanists? They think they are strong but they quickly die in melee... Why we need such a bad activists?!
- May recruit the Avatar? Seriously! There are demons, magic... Ufos... Why not Avatar? Not the airbender, I like females better over bald man...
- There are really half-snakeman civilians?! I swear I saw them but hard to believe it...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 13, 2014, 02:06:50 pm
Sir!
This mod is awesome! I do not understand half of this yet but awesome.

I take it for high praise, thank you sir.

- Why do I have so much chicks? Ten is enough... And where are the males?

I've been explaining this several times over. tldr, OXCom is unsatisfactory to implement both sexes yet, so a decision had to be made.

- Is there a dictionary for the research menu? Nice titles but half of them I do not know what shall mean if ever researched... I mean I researched something about cooking and big book but instead of hot-dog I got high-explosives!

Well, never heard of Internet Cook Books? An old slang for home-made explosives? Anyway this mod is filled with various references and the research tree is arcane by design. Otoh, the Pedia contains explanations of equipment and various game mechanics (and enemies) that goes far deeper than in the original game.

- May we have Cacodemons on OUR side? Pretty please?

MC them. Other than that, no.

- What the hell with those Humanists? They think they are strong but they quickly die in melee... Why we need such a bad activists?!

Glad you're dispatching them that easily. Wait till a run into a Terror filled with their tanks and Stormtroopers.


- May recruit the Avatar? Seriously! There are demons, magic... Ufos... Why not Avatar? Not the airbender, I like females better over bald man...

Our avatars are different. There will be an extremely hard to obtain combat unit, named Avatar of Death. However this is not implemented yet.

- There are really half-snakeman civilians?! I swear I saw them but hard to believe it...

Naturally. The 2600s Earth, since XCom has lost, is inhabited with a host of strange human-alien hybrids and other mutants (including super-humans you play the game as, and meet as Raiders - Ethereal's radical take on tailoring our species to their combat needs by increasing physical abilities, retaining cunning and adaptability, and dampening its psionic potential). Play the mod and do the research to uncover the full story (although some pieces are still missing since it's not 1.0 yet).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: cjones on October 15, 2014, 05:15:05 am
.86 rocks.  Loving it.  Just about ready to find me a star god. 

On a side note.  The cacodemon walking sound almost made me spray Dr pepper thru my nose.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 16, 2014, 03:31:14 pm
Capturing a live Deep One apparently crashes the game. I have no idea what's wrong, I've entered a dozen new races and I still have no idea what (lack of) logic governs this issue. I don't feel like dealing with this shit again.

HELP.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: XOps on October 17, 2014, 05:32:02 pm
If the modsite ever returns, I will try to download the latest version and take a look. Maybe a second pair of eyes can find the problem.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 17, 2014, 06:48:48 pm
Current backup download link: https://www.mediafire.com/download/7fg5zaxddfbag72/Dioxine_Piratez_Mod_0_86_1.rar

This version has a handful of fixes too:

- Fix: Devastator rockets no longer buyable
- Fix: Gauss weapons cannot be disassembled before being researched
- Fix: Some research and texts
- Rebalance: minor armor tweaks. Leather, Metal & Revenant increase Melee now, Basic armor adds +10 HP
- More pirate names
- More countries' descriptions
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: XOps on October 17, 2014, 09:05:37 pm
Capturing a live Deep One apparently crashes the game.

Not a 100% sure, but I didn't find any STR_DEEP_ONE_SOLDIER in the items for any of the rules files. There doesn't appear to be one for Lobsterman either. Their corpses are defined, but there are no item entries for the live versions. At least so far as I can tell though I may have missed them. If that doesn't fix it, then I will try to dig a little deeper this weekend.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 17, 2014, 09:58:49 pm
Yup, that fixed it. Thanks a lot! I was too preoccupied with damned research to notice something as obvious was missing...
Title: Autoshot weapons with arcing
Post by: clownagent on October 18, 2014, 02:31:07 pm
I encountered one problem with an arcing autoshot weapon (Toxigun from Piratez mod).

1. Activated the autoshot on a flying unit.
2. After the first hit the unit died and fell behind some crates.
3. The autoshot stopped with the red blinking error message: Can't see unit
4. The shooting unit did not loose any TU for the autoshot.

I think the autoshot should be fired in any case its full amount of shots, regardless of what happening to the target. 
Title: Re: Autoshot weapons with arcing
Post by: Dioxine on October 18, 2014, 08:55:14 pm
Yeah I confirm the existence of this bug, Toxigun or otherwise. But shhh, we don't want the AutoShot on the arcing weapons permanently disabled, do we? :)

Oh yeah and there is another bug with Arcing weapons, Incendiary munitions does squat to airborne targets.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Ridаn on October 19, 2014, 09:30:50 pm
Awesome mod! Thank you for your work, Dioxine, I am really enjoying Piratez. Sheer amount of content and consistency is just beyond praise (well, may be except Dark ones. I dont like those. I like Blood Axes though.)

It`s april 2604 and I`m out of research topics, but a Star Gods base just appeared, so I guess I have to capture Coordinator and go Cydonia.
Sadly, I havent met any Deep Ones yet, all the probes (there were only 2) were detected after landing and flew away to much of my frustation.

Some questions and misc thoughts:

- are there manufacturable Gauss weapons? I`m stuck with Assault Railguns and Craft Railguns and cannot advance further through neither interrogations (cleared all of them really, and no more topics appear from engineers, leaders and commanders) nor data discs. I can diassemble Gauss weapons just fine though. Are they meant to be unique in a way you have to salvege them, or may be tied to deep ones (underwater weapons?). I have a suspicion I locked myself out of that research tree branch.

- are there "bulky" power armours better than Harbringer? Same suspicion as before (lobsterman research required?).

- why is Fusion explosives tied to Boomgun and why are those so rare? I got one by a chance from Academy Provost during base assault, but most Merc captains (who, I assume, should be armed with those) are running around with plasma/laser pistols.

- got this annoying armor bug just like Geneoce. Gals in Revenant, Brute and Annihilator suits can be stuck as unassignable to any transport AND do not participate in base defence.
Way to fix it ingame is to remove armor (or assign some other armor without STR bonus (Synthmuscle suit is fine though. It`s weird like that.) and run some mission. Even if you do a mission with another crew they get unstuck and ready for action again. I think you can even just make battlescape appearance and abort mission.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 20, 2014, 05:35:29 pm
- Enemy Gauss Weapons won't be manufactureable, although I'm not sure yet about how highest-tier weapon research should look like. Perhaps there will be custom Gauss weaponry, if so, also with the possibility to manufacture ammo for all Gauss weapon types. However, these weapons are very powerful so expect the ammo to be extra expensive (probably around 5 Plastasteel + 5 Elerium per 5 rifle clips). There are also Ion weapons planned (unlimited ammo, weaker, but more diverse Plasma weapons). Can't say when this all will appear.

- There will be super-extra-bulky power armor with pink cheries on top, tougher than Annihilator but very cumbersome... drawing takes time though :)

- Not sure why they're tied to Boomgun, probably to make them harder to obtain since the weapon is so rare :)

- Thanks for the info about how to get rid of that bug; appears it's not tied to Stregth bonus at any rate. Maybe it's just that Brute, Revenant and Annihilator modify so many stats. Maybe I'll add this info to the Pedia somehow since it is very unlikely this bug will be fixed (the devs have more important work on their hands than to cater for crazy modders, no irony here).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: VSx86 on October 20, 2014, 08:39:37 pm
Error: file not found
 
After updating to 0.86.1 and playing while Piratez_Compatible_Terrain_Pack is enabled,
the following error happened (see screenshot).
I checked both versions of the Terrain/Missions Pack mod - v1.9.8 and latest v2.4,
and also previous PirateZ! v0.86 archive, but ROUTES/CULT_NEW10.RMP is absent in any of these locations.
 
P.S.: before releasing any new updates of your mods, please check
that your mod data and ruleset files are correct and using correct paths.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Dioxine on October 20, 2014, 10:35:46 pm
Temporarily disable terrain_pack.rul or download map pack I've posted some posts ago here. 0.86 was supposed to have these terrains built-in but I've copied .map files twice, instead of .map and .rmp.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Mr. Quiet on November 18, 2014, 03:32:25 pm
How's progress? Wanna see what's coming in the next update :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: xaphias on November 29, 2014, 11:44:42 pm
openxcom complains about the height of the tamed_boomsaurus cant exceed 25, then shuts down, incompatable with newer nightly openxcom builds? just upgraded to latest nightly (openxcom_git_master_2014_11_29_0439.zip) and piratez 0.86 (also tried the 0.86.1, but same thing.

[img=https://s18.postimg.org/rqsmevfj9/error111.jpg] (https://postimg.org/image/rqsmevfj9/)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Solarius Scorch on November 30, 2014, 12:18:16 am
openxcom complains about the height of the tamed_boomsaurus cant exceed 25, then shuts down, incompatable with newer nightly openxcom builds? just upgraded to latest nightly (openxcom_git_master_2014_11_29_0439.zip) and piratez 0.86 (also tried the 0.86.1, but same thing.

[img=https://s18.postimg.org/rqsmevfj9/error111.jpg] (https://postimg.org/image/rqsmevfj9/)

Yep, the recent nightlies affect some units like this. Their height must be decreased to 25 or less, including floating height (if applicable).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: xaphias on November 30, 2014, 12:16:45 pm
hmm, tried to edit the piratez.rul to change the height, found it on the tamed_boomsaurus, but then it fails on a doom_hell_baron and can't find height on that one.
tried openxcom 1.0, starts, but crashes when clicking the new buildings in the piratez mod, the vault.
tried the oldest nightly I can find, 2014-11-16, fails with size too.
guess I'm stuck then :/
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Solarius Scorch on November 30, 2014, 12:19:33 pm
hmm, tried to edit the piratez.rul to change the height, found it on the tamed_boomsaurus, but then it fails on a doom_hell_baron and can't find height on that one.
tried openxcom 1.0, starts, but crashes when clicking the new buildings in the piratez mod, the vault.
tried the oldest nightly I can find, 2014-11-16, fails with size too.
guess I'm stuck then :/

Try this one: https://openxcom.org/git_builds/openxcom_git_master_2014_11_17_1232.zip

Davoguha found it, it probably works fine.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: xaphias on November 30, 2014, 01:16:57 pm
why would the 2014-11-17 version work, if the size restriction was added before the 2014-11-16 version that I tried?
tried that one too, fails on unit size limit.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Solarius Scorch on November 30, 2014, 01:21:34 pm
why would the 2014-11-17 version work, if the size restriction was added before the 2014-11-16 version that I tried?

Dude, no idea what was changed when, it was a blind shot. :P This one certainly was from before the terrain changes, so at least it does this.
As for the unit height, I guess we'll have to wait for an update.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: xaphias on November 30, 2014, 10:44:35 pm
ya sorry if I sounded rude, was just wondering if I was missing something.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Solarius Scorch on December 01, 2014, 02:52:35 am
ya sorry if I sounded rude, was just wondering if I was missing something.

No worries, it didn't sound rude or anything. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: DragooKnight on December 02, 2014, 01:50:52 am
hmm, tried to edit the piratez.rul to change the height, found it on the tamed_boomsaurus, but then it fails on a doom_hell_baron and can't find height on that one.
tried openxcom 1.0, starts, but crashes when clicking the new buildings in the piratez mod, the vault.
tried the oldest nightly I can find, 2014-11-16, fails with size too.
guess I'm stuck then :/
Try the factions file, also unit height is a mix of standheight and floatheight, so it has to be equal to or less than 25

I use a copy of visual C++ to modify stuff this stuff, I just search for standHeight: and check to make sure everything is =25< and check to see if it has floatheight and calculate that.

Also if anyone (especially the dev) has a copy of the nightly posted around the latest version of Piratez, it would be much appreciated.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: xaphias on December 02, 2014, 12:52:15 pm
Thanx man, I changed all the values to 25 or a sum of 25 when they can float, and voila the game started, lets hope it doesn't crash, I'm running on nightly build 2014-11-17 I think.

thanx again :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: xaphias on December 02, 2014, 10:09:56 pm
DragooKnight, I was searching for a nightly build around there too, and got a reply, check this thread out
https://openxcom.org/forum/index.php?topic=3177.0
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: xaphias on December 04, 2014, 10:46:27 pm
I seem to have run into a bug, finishing research on Minigun crashes the game, no error code. just windows notification that openxcom.exe crashed.

openxcom git version 2014-12-02 1020 & openxcom_git_master_2014_10_04_1449, and piratez 0.861

anyone have any ideas?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: TaxxiDriver on December 07, 2014, 01:44:26 pm
I think I have fixed the Mining Ship! I just deleted those every light-green nodes in the MapView and it seems to work perfectly fine: I've just finished a battle with a medium scout ship.

And I love the ship so hard, man :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Ran on January 13, 2015, 12:21:24 am
Is Dioxine still around?
Would be a shame to let this great mod go to waste.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Hobbes on January 13, 2015, 01:39:52 am
Is Dioxine still around?
Would be a shame to let this great mod go to waste.

Try sending a private message. I did it about a month ago to ask him a few questions and he replied but he said that he was very busy.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.86 - 3 Oct - DEEP ONES
Post by: Solarius Scorch on February 24, 2015, 11:55:59 pm
I seem to have run into a bug, finishing research on Minigun crashes the game, no error code. just windows notification that openxcom.exe crashed.

openxcom git version 2014-12-02 1020 & openxcom_git_master_2014_10_04_1449, and piratez 0.861

anyone have any ideas?

AFAIK it's a known bug and will be fixed by Dioxine in the next release.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on February 25, 2015, 11:54:42 pm
From the hell's heart... there is an update :) And it delivers some major new stuff - for starters, three ships that can be built or bought straight away, and change the flow of the game in a major way - depending on your choices. The Pachyderm allows to exchange the power of Bonaventura for speed and loads of starting money. The Zeppelin is basically a mobile radar station that lets you manage much more area from just a single base. And for the real men, there is the Pigeon, a propeller plane with 9 crew and a great radar... and 300 knots top speed :)

Secondly, the Hobbes' terrain is now fully integrated, the package has all the map files you need. I've decided that having to install another mod (and in a proper version at that) was just too much hassle for the player, while Pirates are much less fun without these extra maps (especially Pogroms... you shouldn't be seeing clean and nice suburbia that often, much less every time). Just be sure to make backups of your original files.

Other than that, many bugfixes and updates to allow the mod to run with the latest nightlies. Thanks for continuing support, have fun, and comment! I'm back in business.

Below: the Pachyderm Pedia, same one on the base, and the awesome Pigeon (which is refubrished Redv's E3 Hawkeye).

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Mr. Quiet on February 26, 2015, 12:45:34 am
Laughing so hard at the description, I love it! I speak for everyone here, we missed you Dioxine!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Hobbes on February 26, 2015, 02:30:46 am
A craft being flown with that radar dish on top is simply insane... like the rest of this mod ;D

I think the Pachyderm's mileage stat on the UFOPedia should simply say: Your Mileage May Vary

Dioxine, have you added any new units or items? I can't seem to find any - I've been going through Piratez's files a bit (and used several graphics on UFO Redux) since there's some great graphics work on this mod.

Also, you didn't include any of the 17 new terrains that were released on the latest version of the Terrain Pack but I guess you'll do that later when you upgrade to one of the nightlies. I think it's a good idea that you've integrated the Pack into your mod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: ivandogovich on February 26, 2015, 04:29:24 am
Just chiming in here.  Great to have you back Dioxine!  Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on February 26, 2015, 05:01:15 am
Hi guys, nice to hear from you! :) Riding with a radar dish over your head - naturally, it's crazy, that's why you have to go extra slow, mere 300 knots :)

@Hobbes:
No, no new units this time, and just a single gun (m-16, has no handob since I can't be possibly bothered to make one for *every* gun in this mod - I only do those who need to look different :) )

As for the terrains, I've pretty much ran out of viable ground textures - I need to wait till the devs implement multi-terrain per texture for TFTD :) I'll check out you mod none the less (Today, I've found wrong width/length declaration on PORTURBAN13, but I'm pretty sure you've caught it by now).

Also I'm starting to experiment with custom Pedia backgrounds - here's a generic 'papyrus' one for Text/HWP entries (I'm thinking either that or some rusty metal):

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: XOps on February 26, 2015, 05:10:16 am
Also I'm starting to experiment with custom Pedia backgrounds - here's a generic 'papyrus' one for Text/HWP entries (I'm thinking either that or some rusty metal):

Nice. Like the new look for the UFOpaedia. Now if one could only retexture the buttons. Also, love the M-16. Glad to finally see an update.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on February 27, 2015, 07:10:52 am
Here's a sacrilegous idea that has been knocking around my head for some time... what the hell is going on there, eh? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: SIMON BAILIE on February 27, 2015, 11:42:42 pm
Interesting, like the subs from TFTD, no pesky ramps to worry about.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 01, 2015, 02:29:35 am
Meet the Bomber, probably the prettiest UFO ever made.
This baby is meant to fly in the Peacekeeping missions instead of the... Harvester, of all things (wtf was I thinking), never land and put a major hurt on anybody who dares to attack it :)
Spoiler warning too.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 01, 2015, 04:12:40 pm
Looks great!

Found another floor with messed up SFX, it makes a ricochette sound and destroyed-cyberdisc sound, when walked on.
Or should I post it to Hobbes terrain thread?

Also there was a guy blocked by furniture, who almost made me carry all loot manually, because it was 30th turn and he did not come out. I now hate this particular terror terain even more then before :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Hobbes on March 01, 2015, 04:50:14 pm
Found another floor with messed up SFX, it makes a ricochette sound and destroyed-cyberdisc sound, when walked on.
Or should I post it to Hobbes terrain thread?

Also there was a guy blocked by furniture, who almost made me carry all loot manually, because it was 30th turn and he did not come out. I now hate this particular terror terain even more then before :)

Got it. Can you show me the location of the blocked guy?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 01, 2015, 04:57:23 pm
Here it is.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Hobbes on March 01, 2015, 05:14:45 pm
Here it is.

Fixed both. Thanks.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 01, 2015, 05:44:28 pm
Hobbes' work benefits us all. :) I can only say, never forget to take extra explosives on board, just with such situations in mind!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Hobbes on March 01, 2015, 06:15:34 pm
Hobbes' work benefits us all. :)

I spend more time designing things than actually playing them so feedback from you guys is crucial :)

Those Dawn City maps are also going to be reworked later in the future since I'm not 100% satisfied with their map design.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 01, 2015, 10:30:57 pm
Got another critical terrain/node (or so I think) related bug.
Game crashes with a
Code: [Select]
[FATAL] vector::_M_range_check error.
After turning on a debud mode and enabling AItrace latest entry I got was this:
Code: [Select]
[02-03-2015 01:10:11] [INFO] #1000022--STR_CYBERDISC_TERRORIST
[02-03-2015 01:10:11] [INFO] Unit has 0/16 known enemies visible, 2 of whom are spotting him.
[02-03-2015 01:10:11] [INFO] Currently using Patrol behaviour
[02-03-2015 01:10:11] [INFO] Escape estimation completed after 1 tries, 5 squares or so away.
[02-03-2015 01:10:11] [INFO] Ambush estimation failed
[02-03-2015 01:10:11] [INFO] Firepoint found at (37,28,1), with a score of: 141
[02-03-2015 01:10:11] [INFO] Attack estimation desires to move to (37,28,1)
[02-03-2015 01:10:11] [INFO] Scout  found on patrol node! XXX XXX XXX
[02-03-2015 01:10:16] [FATAL] vector::_M_range_check

I do not know much about modding or code but that double space between "Scout" and "found" seem suspicious to me.
Here is a screenshot of terrain, because I have no idea whats it`s name is.
And sorry for dumping it here instead of Hobbes terrain thread :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Hobbes on March 02, 2015, 05:12:38 am
Got another critical terrain/node (or so I think) related bug.

I'm not sure this is a terrain bug. It seems AI related but to my knowledge there's nothing on the node points that could be causing this.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 02, 2015, 02:39:20 pm
Got it. Posted the problem into a Troubleshooting subforum.
Had to remove 2 Cyberdiscs (both caused the same problem) by editing save file, and around five test turns later there is no crashes. Hope I can keep playing now.

edit:
it's an error in the RMP files of the mod, note that node 119 is linked to node 120, which doesn't exist.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 02, 2015, 06:30:17 pm
Dioxine, I got a request, a non-humble feature request :)

Hit animation for Stun Rod.
As of now there is no way to deduct if Stun Rod`s hit connected or not. Other melee weapons got a distinct SFX on hit, while Stun Rods do not.
I does not have to be a custom made one, there is one in Tazer pistol mod (although it`s ranged), and, I think, XenoOperations Stun Rod has one (I do not really remember though).

Also would it be possible to change mission order, and make first missions involve tourist ships and traders transports?
reason: starting is hard. At least there are guys with Magnums on tourist ships and people could research up to Handcannon sooner. Also an extra reason to utilize a dozen of those starting Handles.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: ivandogovich on March 02, 2015, 06:34:17 pm
Hit animation for Stun Rod.
As of now there is no way to deduct if Stun Rod`s hit connected or not. Other melee weapons got a distinct SFX on hit, while Stun Rods do not. <snip>

According to WarBoy, the stunrod is hardcoded to Always hit.  Therefore no hitsound or indicator is necessary for the vanilla stunrod.  That said, I have no idea if Dioxine has altered this at all, in the Piratez mod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 02, 2015, 06:40:48 pm
According to WarBoy, the stunrod is hardcoded to Always hit.  Therefore no hitsound or indicator is necessary for the vanilla stunrod.  That said, I have no idea if Dioxine has altered this at all, in the Piratez mod.

In Piratez it`s a two handed weapon with 125% basic accuracy and is affected by operative melee skill, according to Bootypedia description.

By the way does it make a difference if I keep a second hand free when using a melee weapon with stats like that? Because I try to :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: ivandogovich on March 02, 2015, 06:45:24 pm
Heh.  I should have known. ;)  Of Course Dioxine would tweak it!  So yeah, your request for hit feedback makes sense. :)  As far as two-handed goes, I would guess that it does make a difference, but I don't know the details enough of two handed melee mechanics to be certain.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 02, 2015, 08:14:34 pm
Thanks for the feedback, there was an omission with the Stun Rod indeed, it used to work (shoddily) in October 2014 but no longer does. Fixed and will be updated in the next version.

Sadly, wielding an off-hand weapon only influences the accuracy of 2-h ranged weapons, not melee weapons. I could make a feature request for that (as it seems logical), but... the Devs are very busy right now and I don't want to pester them with such a minor detail.

As for missions - this and much more will be possible once the TFTD mission support will be added (which is soon), we'll see what we can do then. Nowadays we're stuck with what we have - I plan to add more easy-plunder missions, but it's all up to the Gods of Random. It's impossible to tweak mission chances on montly basis, so you're as likely to get a Mercenary Assignment on January, as you are 2 years later - sam goes for the Passengers Freight. And the first enemy mission in the game is *always* an Academy Daily Operation in the proximity of your base, due to hardcode (I actually like it, it teaches the player a lot)... but I agree that the difficulty could go lower after that... at least if you pick your targets smartly.

I'm planning to at least postpone the widespread appearance of stronger races (CoS, Mercs, Star Gods) till much later in the game (but you will be always able to encounter them in a race-specific mission or a knee-jerk Retal, even in January, if the Gods of Random really hate you).

Oh yeah, and the difficulty is intentional :) I don't want to ramp it up to a level where it takes away any fun... but just a notch lower would be ideal. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Yankes on March 02, 2015, 11:21:44 pm
Making melee attack use  twohand penalty is easy, only problem is question when it should be active? Always or only per weapon basis.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 02, 2015, 11:38:46 pm
Got another "vector::_M_range_check error" on Terror mission Railroad terrain, now it`s a Reaper causing trouble.
According to this
https://openxcom.org/forum/index.php/topic,3410.msg39662.html#new
thread it`s something about Bonaventura.

Also when you jump down from Bonaventura roof (level4) on it`s ramp (level2) gals behave weird and do extra steps and stuff.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 03, 2015, 12:06:37 am
Indeed the ventura.rmp looked weird, I guess that's what you get from changing 10x20 to 20x10 without touching the .rmp. Try with this one (openxcom/data/routes ; it'll be added to the next release), although it might not save the mission you're currently playing, it should help to avoid this problem in the future.

About the 2-h melee weapons, imo it should work just like with 2-h ranged weapons - a penalty to accuracy (15% afaik) if you wield a 2-h weapon and your other hand isn't empty.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 03, 2015, 11:15:26 am
Indeed the ventura.rmp looked weird, I guess that's what you get from changing 10x20 to 20x10 without touching the .rmp. Try with this one (openxcom/data/routes ; it'll be added to the next release), although it might not save the mission you're currently playing, it should help to avoid this problem in the future.

About the 2-h melee weapons, imo it should work just like with 2-h ranged weapons - a penalty to accuracy (15% afaik) if you wield a 2-h weapon and your other hand isn't empty.

Thanks! Will try it out later today.
edit: about a 3rd terror in, everything is fine
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 03, 2015, 09:21:45 pm
Now I get a CTD on start of Crackdown/Retaliation mission. Got one with both Raiders and Mercs.
Game does not let me equip anything and goes from geoscape straight to desktop exact second hostile ufo touches my base.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 03, 2015, 11:21:53 pm
Hmm could have to do with the mapscripts...??? Could you send me the offending save?

Also I HOPE you didn't upgrade to any post-February Nightly :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 04, 2015, 12:35:47 am
No, I didnt install a new nightly, I`m still on 2_22 one.
And I would happily send you a save, but while trying to reproduce that CTD I met some difficulties: those bastards just can`t find my base a 4th time in a row.
Tommorow I will try to make one, with Cruiser ramming my base on full speed, but have to go sleep now.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Taberone on March 04, 2015, 06:11:14 am
Is it recommended to use this with "Extra Pockets" or "Quickdraw Slot"?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 04, 2015, 08:29:06 am
Is it recommended to use this with "Extra Pockets" or "Quickdraw Slot"?

Personally I consider the QD Slot cheating, TU 0 actions kinda don't sit well with me.

But personal opinion aside, the QD Slot mod was made for the noble purpose of making pistols less useless in XCom, and I can respect that. No need for that in Piratez, though, pistols are already quite important!

So, bottom line, there won't be mod conflict so feel free to use it if it floats your boat. To each their own.

In other news, here's a sneak peek of what I'm working on now... and the key phrase is "endgame":


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 04, 2015, 03:13:33 pm
Here is a save with CTD - Cruiser is heading straight to base, then OpenXcom just dies.
I thought it was a missing floor object, or something like that (tried to sell all my stuff just before a mission), but it turned out to be a Outpost building. Or something about Outpost building being able to store items.
So I had to revert to start-of-the-month save and build Vaults to connect hangars with the rest of the base. When Outpost is dismantled mission starts just fine.
Now the problem I got is that all me booty is scattered around Hangars, instead of being stacked up in dedicated Vaults.
Oh, and I probably should have mentioned that I used a custom starting base layout  ::)

No extra mods installed, 2015_02_22_0621 nightly, 0.87 Piratez

edit: OH MY GOD. Is that a buildable craft!? Dem portside cannons, I`m all hyped!

edit2: and a suggestion: 105mm RL craft weapon ammo probably shouldn`t cost Academician Booty to manufacture. It`s kind of a trap option in my opinion.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 04, 2015, 04:09:29 pm
Hmm... two strange things:
1. Your save works on my machine WITH the outpost... possibly there was some file missing? I've cleaned stuff up with maps & terrains a bit, maybe it'll work now...
2. This wasn't so with the hangars before! The game was supposed (and used) to drop that stuff *on the upper level only*.... Looks like some things have changed while I was away :) I'll investigate, but it does make you much, much less inclined to simply nuke the hangars, doesn't it? :)

And yes it IS a buildable craft. Now if only these guns could be fired... :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Solarius Scorch on March 04, 2015, 04:17:02 pm
2. This wasn't so with the hangars before! The game was supposed (and used) to drop that stuff *on the upper level only*....

Yeah, it was changed at some point recently, it's the same for the FMP. Now you DON'T want to use HEs in your hangars. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 04, 2015, 04:26:04 pm
edit2: and a suggestion: 105mm RL craft weapon ammo probably shouldn`t cost Academician Booty to manufacture. It`s kind of a trap option in my opinion.

Good catch with that. It indeed does make no sense - true, Avalanches and Stingrays cost Slave AI, but you get many for one, they're much better, and while Slave AI is found in small quantities, it is also commonplace. Besides the level of guidance the 105mm's have does not warrant such advanced electronics use :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 04, 2015, 07:19:39 pm
I still get a CTD on fresh installation.
May be there is something missing in a 0.87 Piratez download?
Otherwise it is probably a problem on my side, like messed up original files or something.

By the way, why not include a nightly, mod is guaranteed to work on, into a downloads archive too?
I had a problem with running a 0.86 version, because getting an old nightly was pretty much impossible - it "sinked" too low in downloads section - and with all upcoming changes and bugfixes to those changes this situation might repeat itself.

Also looking at those melee weapons by tollworkout, and those spiked armours you posted earlier, I think Raider Booty finally will get some more usage :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 04, 2015, 10:44:29 pm
I still get a CTD on fresh installation.
May be there is something missing in a 0.87 Piratez download?
Otherwise it is probably a problem on my side, like messed up original files or something.

There's probably a single file missing in the 0.87, can't tell you which one since I've simply dumped a 1000 files or so from my game folder into the "mod shipment" folder. Should work in 0.88.

By the way, why not include a nightly, mod is guaranteed to work on, into a downloads archive too?
I had a problem with running a 0.86 version, because getting an old nightly was pretty much impossible - it "sinked" too low in downloads section - and with all upcoming changes and bugfixes to those changes this situation might repeat itself.

Might be a good idea, yeah.

Also looking at those melee weapons by tollworkout, and those spiked armours you posted earlier, I think Raider Booty finally will get some more usage :)

Oh, yeah.... And there is also THIS... (made by Sportb, currently to be found in Hobbes' UFO Redux megamod):
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Taberone on March 05, 2015, 05:42:09 am
Are the colors supposed to be all weird and screwed up when you use the battle generator OpenXCOM has?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 05, 2015, 05:11:36 pm
No. And no, I have no idea why some people are experiencing this. Most do not.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: kikimoristan on March 05, 2015, 11:26:30 pm
Mac or Linux (?) users may experience palette weirdness. That's one possibility. The other may be if YOU (the modder) are using Mac or Linux :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Taberone on March 06, 2015, 03:50:06 am
Mac or Linux (?) users may experience palette weirdness. That's one possibility. The other may be if YOU (the modder) are using Mac or Linux :)

I'm on Windows 7.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 06, 2015, 08:59:21 pm
A second time in a row my gals in Heavy Suits (top tier green one) do not participate in base defence missions.
I do remember having sameish problem with Revenant, Brute and Annihilator suits and thing they all have in common is HP boost.
https://openxcom.org/forum/index.php/topic,1898.msg33876.html#msg33876
https://openxcom.org/forum/index.php/topic,1898.msg34453.html#msg34453
So I blame a HP boost.
Will try to replicate it with Warrior armour.

edit: yup, it is a HP bonus.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 06, 2015, 10:31:17 pm
Well, there is no other choice, I'm cutting the HP bonus out. Warrior and Heavy Suit are getting some minor defensive value boosts in exchange.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Yankes on March 07, 2015, 01:46:16 am
I probably found cause of this bug in code, it should be fix soon.

[PS]

It should be fixed in today nightly.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 07, 2015, 11:41:00 pm
This update is going to be huge... major overhauls, new enemies, endgame stuff. I'm even fooling around with the menu colors, but the viable options are very limited :)

EDIT: and a new armor added, after a long last... Ugh it was a lot of work :)

EDIT2: 3x3 facility! IT IS POSSIBLE.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Ridаn on March 08, 2015, 10:00:01 am
Aww hell yeah! An armour worthy of a Pirate Queen, now that would show those stupid Guildmasters.

If you take suggestions I have some :)

I wanted to make a variety of modmods with some additions, but I just do not have the time to learn stuff now. So I will dump ideas here, may be it will inspire someone.

Piratez: The Cyberkennels
1)An improved Tamed Reaper
A Cyberreaper. Or a Dragonreaper. With a built in Heavy Flamethrower. And hydraulic jaws.
Manufactured from a Tamed Reaper, plasteel plates, AI, scrape and some other stuff, like academician booty.
So robust it can be recovered and repaired even after being killed. Because cybernetics and stuff. (is it possible? I think mods with recoverable armours use a sameish mechanic)
That would require a recolored sprite, but the rest is pretty doable, I think

2)Boomhound
An attack dog with nasty behaviour problems. Solutuion: HE pack strapped on its back. Corpse is rigged to explode.
Requires a sprite modification, namely a said HE pack being visible.
Can be manufactured from a Attack Dog and a HE pack, later on a modified Blaster Bomb can be used for twice the boom.

3)Variety of recoverable AI controlled cyberdogs
If it is possible to do with Reaper, why not do it with a dogs? And make a few of them too.
Flyhound - flies. Perfect scout.
Fullmetalhound - tough as nails. And hydraulic jaws.
Needlehound - bite attack is swapped with a syringe with a strong anesthetic, tail is modified to shoot tranquilizer darts, unit height is increased.

4)Cybermerc
Well, if you did it with reapers and dogs, it is time to start some human experiments.
Use a Merc as a manufacture input and put a Terminator equivalent as a output.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.87 - 25 Feb - THE ZEPPELINS
Post by: Dioxine on March 08, 2015, 07:21:08 pm
Nice ideas over there, and I will probably implement them at some point... the problem is, sprite drawing, and I'm really bad at this (no to even mention how much work it requires) :)

Reviving fallen units is pretty much possible, yeah - you can already "revive" Tanks and Cyberdisc in Piratez, as they leave recoverable corpse;

As for the explosive dog, that's just too sad. I have an alternate idea, check this guy over there - the Amazing Explosive Chicken:
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88 - 9 Mar - ENDGAME
Post by: Dioxine on March 09, 2015, 07:41:25 am
Ver. 0.88 is up. Check the changelist in the 1st post, it's huge.
Most importantly, purge all old mod's assets and backup your game before installing. The .rul files have changed, now you need: Piratez, Piratez_Factions, Piratez_Planet (combines old 2 files) and Piratez_lang. Your ongoing campaign should not crash, though (even if there are changes to new game).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88 - 9 Mar - ENDGAME
Post by: Ridаn on March 09, 2015, 12:02:45 pm
Loving new Bonaventura deployment.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88 - 9 Mar - ENDGAME
Post by: Dioxine on March 09, 2015, 09:37:06 pm
Thanks :)

A couple of questions for those who upgraded to 0.88:
1. Anyone getting crashes on enemy base assault?
Something is f****d up, the mission works fine on QB but doesn't during my test campaign. Also every base is a Merc base and there are 6 of them, duh... Maybe just a coincidence.
2. Also how about the Terror/Pogrom missions? Are they generated at all? I've used the experimetal code for that and they stopped appearing. I'll probably have to delete alternate Terror for now, and roll all the terrains into the basic Terror mission. This means Harbour terrain appearing in mid-land cities... Every major city has a river, right? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88 - 9 Mar - ENDGAME
Post by: Ridаn on March 09, 2015, 09:49:39 pm
I havent started a new game so may be some stuff got carried over from a 0.87save but I`m around a two months in:

1) Havent tried assaulting bases yet, first base I got (it was after updating to 0.88) was a Star Gods base, and I`m bloody scared of going there. Will try to now.
2) I do get Pogrom missions regularly.

also just got a crash with "TERRAIN/DESERTMOUND.MCD not found" while trying to assault landed freighter.

edit: yup, got a CTD trying to assault base. No error message, just drop straight to desktop. No briefing and inventory screens appeared.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88 - 9 Mar - ENDGAME
Post by: Dioxine on March 09, 2015, 10:11:30 pm
Yeah it might be stuff carried over, but... Something's wrong and I don't know why. Maybe it'll straighten up with next bases being generated...

Did you mean DESERTMOUND, with a "D" at the end? There is no such terrain in this mod... But the package MIGHT be missing some terrains, I'll reupload the mod tonight.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88 - 9 Mar - ENDGAME
Post by: Ridаn on March 09, 2015, 10:22:16 pm
Yeah, it is a DESERMOUNT.MCD, sorry.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 10, 2015, 03:14:17 am
I'm uploading a new version, it should end problems with terrains - there were apparently some files missing.

I've also managed to cram in a new mission/ship type that didn't make it to the previous release, a mining mission (see pic).

As for the base crash, I'm investigating... seems that this is somewhat related to what equipment you take on the mission. I've sent a single unarmored soldier with no equipment and it worked, the enemy base loaded. Now, finding out what item(s) are causing trouble is going to take some time... but at least we have a lead, and if you want to destroy an enemy base very badly, you're welcome to experiment with various reduced loadouts :)

EDIT: I've found the culprit. I think the new enemy base maps are in part responsible - especially the part where they drop your stuff on the elevator tile (instead on the green tiles) and it gets lost if you abort. Long story short, the map loaded when I kept the unassigned equipment to just a few items. The stuff carried by the soldiers is irrelevant, it's the excess stuff that ends on the ground what causing crashes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: XOps on March 10, 2015, 05:29:18 am
1. Anyone getting crashes on enemy base assault?
Something is f****d up, the mission works fine on QB but doesn't during my test campaign.

As for the base crash, I'm investigating... seems that this is somewhat related to what equipment you take on the mission. I've sent a single unarmored soldier with no equipment and it worked, the enemy base loaded. Now, finding out what item(s) are causing trouble is going to take some time... but at least we have a lead, and if you want to destroy an enemy base very badly, you're welcome to experiment with various reduced loadouts :)

EDIT: I've found the culprit. I think the new enemy base maps are in part responsible - especially the part where they drop your stuff on the elevator tile (instead on the green tiles) and it gets lost if you abort. Long story short, the map loaded when I kept the unassigned equipment to just a few items. The stuff carried by the soldiers is irrelevant, it's the excess stuff that ends on the ground what causing crashes.

People have been reporting this crash in Xeno Ops too. I haven't been able to replicate it yet, but I am playtesting with the most recent nightly so I hope to run across it soon. Also the vanilla alien base maps sometimes dump gear on the elevator as well. I think it dumps the equipment at the feet of the last solider in the deployment list. This is just a guess though.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 10, 2015, 05:38:06 am
Something's wrong with this latest nightly, my GUI doesn't work properly sometimes (the next soldier button freezing), I'm also getting crashes due to r-clicking, of all things. Or maybe there's something wrong with my system, but I wasn't getting that before upgrading...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Solarius Scorch on March 10, 2015, 12:40:07 pm
Something's wrong with this latest nightly, my GUI doesn't work properly sometimes (the next soldier button freezing), I'm also getting crashes due to r-clicking, of all things. Or maybe there's something wrong with my system, but I wasn't getting that before upgrading...

While I haven't seen any crashes, the next soldier button freezing happens all the time. I think it happens when I click it and the active unit is a dog (or perhaps any HWP, I don't know).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Avalanche on March 10, 2015, 11:19:27 pm
Something's wrong with this latest nightly, my GUI doesn't work properly sometimes (the next soldier button freezing), I'm also getting crashes due to r-clicking, of all things. Or maybe there's something wrong with my system, but I wasn't getting that before upgrading...

I'm getting the same problems. Right clicking has about a 50% chance of crashing the game, the next soldier button causes occasional freezing, and leaving the inventory screen during battle can cause crashes as well.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 11, 2015, 09:11:00 pm
I get a CTD from Geoscape using 2015_03_08_1940nightly with 0.88.1 Piratez, will try to find a guilty alienmission.

edit: its this one
Code: [Select]
- type: STR_PORT_ATTACK
    region: STR_CENTRAL_ASIA
    uniqueID: 67
    race: STR_SNAKEMAN
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 120
    liveUfos: 0
  - spawnCountdown: 120
    liveUfos: 0
    uniqueID: 68

I get no crash after removing this alienmission from .sav file.

edit2: I sure hope that new mission with excavator ship is called Treasure Hunt :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Hobbes on March 11, 2015, 09:38:16 pm
I get a CTD from Geoscape using 2015_03_08_1940nightly with 0.88.1 Piratez, will try to find a guilty alienmission.

edit: its this one
Code: [Select]
- type: STR_PORT_ATTACK
    region: STR_CENTRAL_ASIA

This is impossible to happen with the current 0.88.1 Piratez ruleset since there are no Port Attack alienMissions listed on the ruleset.

What happened PORT_ATTACK was an alienMission on the previous version and the engine would select between a vanilla Terror Site or a Port Attack when determining the monthly Terror Mission. However, since there are no cities in Central Asia assigned to the PORT_ATTACK alienDeployment, the game would crash if the PORT_ATTACK mission was selected since it couldn't find any targets for the mission.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 11, 2015, 09:44:14 pm
This is impossible to happen with the current 0.88.1 Piratez ruleset since there are no Port Attack alienMissions listed on the ruleset.

Then it must be a carryover from 0.88 save, I apologize for this false alarm.
Should probably start a new game for playtesting purposes.
But I just spoiled a Star Gods retaliation mission by looking at save and I`m determined to have glorious death first.

edit: some 0.88 impressions
Love the Vulcan and 37mm Rifle - superheavy superpowerful stuff, really fun to use. Vulcan is first minigun style weapon in openXcom I ever considered using, it can punch even through walls in Hobbes terror terrains and that is just awesome. Although ROF should be higher, I think, (not in a shots per auto sense, but in a projectile speed sense, so unloading whole burst does not take so long) there should be a sweet spot, where you can appreciate the mayhem, SFX does not clip, and burst does not take that long.
And Loader suit looks just awesome. Goes well with Vulcan weight too. From the teaser images I thought it will be a new ultimate power armour, and was kinda dissapointed at first, but then got 2 Vulcan equipped Loaders and it turned out hella fun.
Not fond of new "Hidden movement" background, switched it to old one.
On the fence about new interrogation - imo that extra step isnt really needed. Was the old one broken? I thought it worked pretty well. overall it feels needlesly complcated and not fun, despite it being just a single extra step.
Looking forward to see new transport crafts and melee stuff.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 12, 2015, 07:10:18 pm
Thanks for the praise :) See, not only ultimate stuff can be fun - and the Loader was always meant as a weapons platform, not an assault uber-armor (that's Annihilator - but Annihilator won't carry new super-heavy weapons); still, it has enough armor to withstand everything short of heavy weapons, it does certainly shrug off the bullets and human grenades, you just need to understand it cannot be pushed into Hell and expected to survive :)

Although ROF should be higher, I think, (not in a shots per auto sense, but in a projectile speed sense, so unloading whole burst does not take so long) there should be a sweet spot, where you can appreciate the mayhem, SFX does not clip, and burst does not take that long.

Well I can't set your animation speed settings for you, man. It works just fine on my settings, the projectile hits in about .3s and the SFX almost clips but not really:)

On the fence about new interrogation - imo that extra step isnt really needed. Was the old one broken? I thought it worked pretty well. overall it feels needlesly complcated and not fun, despite it being just a single extra step.

It wasn't working, you could just interrogate everyone and research interrogation later, then get everything at once. Seemed really wrong. Plus, it allowed for an extra tier of technology - cannot go straight for the top techs, extra step (and extra capture) is needed - unless of course you don't want to go straight for the top techs, there are alternate venues opened without interrogation. I've always thought getting dat top tech is too easy, this is the first time I have introduced a system that works - ie. which makes the tech progression harder in a creative way (and a better way than having to rely on random chance, like key features from Data Slates in FMP). There's so much stuff in Piratez, making some research harder to reach allows you to enjoy the other stuff longer (and purely emotionally, I simply like 'processing' people :) ). In theory. I don't know, I have to get there yet in my test campaign, see for myself. Now checking how far up I can go without Interrogation, to spot any holes.

Starting with 0.9, there will be another major change - upping base TU's and Stamina of all pirates by 15, and adjusting armor bonuses/penalties accordingly; The unarmored will be at +0/+0. Why? To increase the Energy regen rate, which is equal to STARTING TUs/3; was a bit too low with all these higher TU counts and running, it'll go from 15-21/turn to about 23-26 per turn; also to eliminate the counterintuitive idea that wearing nothing gives you stat boosts. Telling this in advance since it'll render all your old soldiers a bit outdated :)

I'm also thinking about increasing default Smoke damage from 200% to 300% - smoke can't be ignored completely, but still isn't really a threat, and smoke grenades can be used pretty freely. Naturally, you can always wear an armor that gives smoke immunity :)

As for 0.89, I'm working on -
1. another superheavy weapon
2. loadout changes (pictured a new melee weapons, mostly made for Church of Sirius), more logic, more variety, less Desert Eagles which frankly was just TOO attractive while being plentiful.
3. more story/world background stuff
4. Default accurate range of autofire is again increased, this time from 9 to 11 (the autofire option was almost never worth it, this should help, in general but also for dedicated-autofire weapons in particular, like the not-loved SMG)
5. Yet another one early alternate-ammo tech, Electro-Pulse Bullets (they deal laser damage, and are available for the "crap-pistol" and colt .45, for now) to appreciate un-appreciated guns, at least if a player choses so (it's only natural that appreciating all the stuff ISN'T possible during a single campaign, but I'm thinking replay value here)
6. Rebalancing armor, based on already well-established guidelines (tac suit, heavy suit, metal armor as watermarks).
7. Adding new early-research craft type - now you can choose between the Brave Whaler Fighter, and Deliverator Light Transport. There will be a third choice at that point - a Light Fighter, very fast (>5000) but fragile, meant mainly for missile deliveries.

And I hope to also get another minor enemy faction into the game before release (a variation of the Raid mission, with Raiders and that new faction, working name - Militias), and maybe also a non-elite variation of Govt forces (the guys whom you can kill for money but at the price of a negative Score :) with guys like police and factory workers, they will definitely appear in the Resource Extraction mission, for starters.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 12, 2015, 07:29:16 pm
It wasn't working, you could just interrogate everyone and research interrogation later, then get everything at once. Seemed really wrong. Plus, it allowed for an extra tier of technology - cannot go straight for the top techs, extra step (and extra capture) is needed - unless of course you don't want to go straight for the top techs, there are alternate venues opened without interrogation. I've always thought getting dat top tech is too easy, this is the first time I have introduced a system that works - ie. which makes the tech progression harder in a creative way (and a better way than having to rely on random chance, like key features from Data Slates in FMP). There's so much stuff in Piratez, making some research harder to reach allows you to enjoy the other stuff longer (and purely emotionally, I simply like 'processing' people :) ). In theory. I don't know, I have to get there yet in my test campaign, see for myself. Now checking how far up I can go without Interrogation, to spot any holes.
Got it, I always have gone for Interrogation first, so I just did not notice the problem, it all makes sense now.

Well I can't set your animation speed settings for you, man. It works just fine on my settings, the projectile hits in about .3s and the SFX almost clips but not really:)
Oh right, stupid me :)

I'm also thinking about increasing default Smoke damage from 200% to 300% - smoke can't be ignored completely, but still isn't really a threat, and smoke grenades can be used pretty freely. Naturally, you can always wear an armor that gives smoke immunity :)
As a dirty dance-in-a-smoke abuser I request cheap unarmored gasmask suit, even tearing a inhaler from Pest Control Manager will do :)

2. loadout changes (pictured a new melee weapons, mostly made for Church of Sirius), more logic, more variety, less Desert Eagles which frankly was just TOO attractive while being plentiful.
There is desperate need for more Magnums and Assault SMGs, for a third playthrough I get those topics only from Gun Almanachs, and unlock Handcannons and Smartrifles only after stockpiling a lots of trophy laser/gauss stuff. Handcannon gets outclassed by MAG ammo Deagle, and Smartrifle by Laser Tommy (well, not really but those are pretty close). RNG gods hate me.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 12, 2015, 08:01:12 pm
As a dirty dance-in-a-smoke abuser I request cheap unarmored gasmask suit, even tearing a inhaler from Pest Control Manager will do :)
Cheap gasmask suit will have to go with it, naturally - probably available to research from the start. I just need the conception to mature a bit more - I imagine some Stalker-style stuff, gas mask and a camo coat wrapped around the torso. I just need some more ideas as what ELSE this suit could give you, what kind of bonus is untapped in early game but not OP (so the suit won't get instantly obsoleted by Personal Armor). Sadly camo per se isn't available in XCom, but then again, being able to abuse smoke grenades freely is as close as you get :)

There is desperate need for more Magnums and Assault SMGs, for a third playthrough I get those topics only from Gun Almanachs, and unlock Handcannons and Smartrifles only after stockpiling a lots of trophy laser/gauss stuff. Handcannon gets outclassed by MAG ammo Deagle, and Smartrifle by Laser Tommy (well, not really but those are pretty close). RNG gods hate me.

True with the Assault SMG, this weapon is under-represented and fairly, not that good to last past early game. As for Magnums, it's kind of both - they're not as rare as you think (there is one in the Raider ship loadout, which makes somewhat easy to find, as Raiders are usually plentiful), but if the Gods hate you, you won't find any :) Now there should be at least as many Magnums as DE's, preferably a bit more since Magnum, despite being the same power tier, is more of a specialist's weapon. Hmm, I'll also up its Aimed Acc to 95% to make it more attractive.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ran on March 12, 2015, 08:17:17 pm
It's good to see you're back, Dioxine!  :)
Haven't been here myself for a while...

Question: would it be possible to implement matching hair colors for the girls with the newest nightly? My apologies if that has already be done, haven't yet had the time to test the latest version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: cjones on March 12, 2015, 08:43:41 pm
First let me say, glad to have you back diox and with new piratez no less!

Been playing 88.1 for about two days now (12+hrs) and have noticed a map glitch.  It started just under the bonaventura at first but now it appears to be spreading.  I get blacked out null space that my soldiers appear to float over when walking on it.
I have attached a sav in mission with issue as well as cfg file if that helps.

Otherwise, loving the added stuff, my only prob now is keeping track of which prisoners i need to "improve" to get diff research option, i keep kicking myself for breaking a prisoner only to realize i cant research that broken one again and wasting the slave.

The GUI glitching seems to have slowed down, but its prob cuz I am careful not to right click whenever I can.  Also, I dont have the sav anymore, but I had a CTD with no error one a battlescape everytime I equipped a commando rifle on a pirate with loader armor. 

Also, the sav i attached i have only been retaliated against maybe twice, very odd, have the retal weights been changed?

Thanks for all your hard work!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Hobbes on March 12, 2015, 08:53:40 pm
I simply like 'processing' people :)

Soylent Green (https://www.youtube.com/watch?v=9IKVj4l5GU4) is people!!!

Offtopic, but this is what your expression reminds me of.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Yankes on March 12, 2015, 09:08:59 pm
It's good to see you're back, Dioxine!  :)
Haven't been here myself for a while...

Question: would it be possible to implement matching hair colors for the girls with the newest nightly? My apologies if that has already be done, haven't yet had the time to test the latest version.
I already working on it :D
Some results for Dioxine:
Code: [Select]
    spriteFaceGroup: 6
    spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] #M0 F0 M1 F1 M2 F2 M3 F3
    spriteHairGroup: 9
    spriteHairColor: [80, 16, 245, 36, 38, 208, 166, 166] #M0 F0 M1 F1 M2 F2 M3 F3
And screenshots:
(https://i.imgur.com/Tf5X8HT.png?1)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ran on March 12, 2015, 09:46:15 pm
I made as Soylent Green mod a while ago to make dead Raiders a bit more useful but it's not really fun as long as you can't eat it yourself, meaning use medikit on the soldier carrying it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: kikimoristan on March 13, 2015, 12:08:57 am
LOL hahaha sexy raiders
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 13, 2015, 07:42:34 am
First let me say, glad to have you back diox and with new piratez no less!

Thanks man!

Been playing 88.1 for about two days now (12+hrs) and have noticed a map glitch.  It started just under the bonaventura at first but now it appears to be spreading.  I get blacked out null space that my soldiers appear to float over when walking on it.
I have attached a sav in mission with issue as well as cfg file if that helps.

Yes I know... I've tried to fix the grass problem inside ships, copied the solution from the Hobbes' updated map pack manually, looks like I broke something...

Otherwise, loving the added stuff, my only prob now is keeping track of which prisoners i need to "improve" to get diff research option, i keep kicking myself for breaking a prisoner only to realize i cant research that broken one again and wasting the slave.

I'm stupid. Naturally you wouldn't know! Bad design! I'll add Pedia articles with Interrogation results so you could always look it up to check if it's already done or not.

Also, the sav i attached i have only been retaliated against maybe twice, very odd, have the retal weights been changed?

Impossible to do such a thing :) The chances of a (successful) alien retaliation depend solely on base placement. Sometimes, I get ganked a few days after first mission. Sometimes a base avoids retaliation for years, despite hundreds of enemy ships trying to find it.

@Yankes:
Wow! That's awesome! Like a birthday present! How many human sacrifices it took to convince Warboy to pull your code? :)
And you've already colored them for me... Not guarantee I'm keeping them 100% like that (still not sure if the dark-skinned beauties should have dark brown, or rather black hair... black, long hair would create problem with some armors, though...) but it does look almost perfect!

Also a humble question: is it/will it/would it be possible for soldier inventory sprite to manage more than 8 .SPKs? I know it's tied to gender/race but it could wrap around or something... ex. race 0 male could randomly choose between M0, M4, M8... (if they exist) :)

@Hobbes, 2 screens (the other one is a question, what was likely my error there? I was adding savannadesert00 and savannadesertmount00)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 13, 2015, 09:19:47 am
Yesterday I got Academy Pogrom mission without any Cyberdiscs, Medics and Engineers.
There was one Esper, two or three drones and rest were Academy Security. Bug or WAD?

I also got two Freighters full of Soylent twice in a row and decided to not bother with a 3rd one, damn those RNG gods.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 13, 2015, 09:38:04 am
Yesterday I got Academy Pogrom mission without any Cyberdiscs, Medics and Engineers.
There was one Esper, two or three drones and rest were Academy Security. Bug or WAD?

As designed. Made little sense they'd send Medics & Engineers, much less lab assistants into an extermination mission :) Same reason the Trader Engineers & G.O.'s were taken off the Pogrom roster a long time ago. The Cyberdiscs should be there, though, it was tested, you simply got lucky (on some terror maps, spawning is much thinner than on others, it also has to do with difficulty, and, yes, the Gods of Random). But there will probably be some more variation in this particular enemy pattern (just 4 enemy types/mission in Piratez seems poor, eh? :) ), as soon as I figure out what kind of specialist the Academy might be missing.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 13, 2015, 12:31:54 pm
I think having medics with dart guns on Pogroms made sense, they were looking for mutant specimen and stuff.

Just catched my first Smuggler, it had some problems - a black null space reported earlier.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 13, 2015, 01:57:25 pm
I think having medics with dart guns on Pogroms made sense, they were looking for mutant specimen and stuff.

Good point, besides no Medics on Pogroms = Medics harder to find. It has to do with Pogrom (and similar missions) deployment assignments. Right now it is supposed to go like this:
Rank 5: Crap Soldier
Rank 4: Normal Soldier
Rank 3: Heavy
Rank 2: ??? whatever ???
Rank 1: Leader

I have to redesign the deployment then, maybe make Medic Rank 2, but first I need to make or designate special "catcher" units for Nazis, Raiders, Church of Sirius & Traders. Then I will finally make order in these deployments - issue heavy weapons to "Heavy" rank, and issue non-lethal weapons to "Catcher" rank. Also I have to make sure this doesn't collide with warship deployments - Rank 2 is normally an Engineer, and I *do* want to have engineers on warships :) Well there is still rank 6-7 to use...

About the terrain problem, I'll try to tackle it soon.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Yankes on March 13, 2015, 07:03:35 pm
@Yankes:
Wow! That's awesome! Like a birthday present! How many human sacrifices it took to convince Warboy to pull your code? :)
And you've already colored them for me... Not guarantee I'm keeping them 100% like that (still not sure if the dark-skinned beauties should have dark brown, or rather black hair... black, long hair would create problem with some armors, though...) but it does look almost perfect!

Also a humble question: is it/will it/would it be possible for soldier inventory sprite to manage more than 8 .SPKs? I know it's tied to gender/race but it could wrap around or something... ex. race 0 male could randomly choose between M0, M4, M8... (if they exist) :)
Warboy himself ask for it :D That was required for supporting TFTD aquanauts.
And for colors, you can tweak it a bit, you can choose any colors you want (but you must be remember if you use too dark colors could overflow to next one).

I look some time ago at code generating inventory screens, and if I recall correctly it wasn't big problem to do it. Only problem I see is convincing Warboy or SupSuper that they want that code in master branch :) Probably proper way to do it is add it to my extended version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 13, 2015, 10:08:02 pm
No worries, at least I had to clean up my sprites to better implement this feature, and this was needed anyway :)

But now it works more or less as intended, as you can see. Also seems I've managed to repair this annoying "black square" map bug. I still need to complete the Pedia entries for interrogated enemy bosses so people would know which one was already interrogated - and I want these entries to be cool and rewarding, plain text just won't do... at least not in every case, I can't be over-generous :) I've already streamlined the process a bit, ex. Bugbear interrogation was kicked out as it yielded next to nothing.

I'll also try to experiment this repainting code on enemies, this would be a huge advantage if they could be recolored - and randomized! Just by a few lines of code. I like Yankes' code, it's intuitive and super-easy to implement in the ruleset. I want also to add a new faction and perhaps perfect the Pogrom deployments before the next release, but this is a lot of work... making new enemies is always a lot of work.

Btw has anyone already told Warboy that his new MeleeStates need fixing? The next soldier button and r-click door opening stops working after any melee attack, until you shoot or end your turn, or load your game - and also, in this state, the game is prone to crash due to any r-click).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Hobbes on March 14, 2015, 04:51:04 am
But now it works more or less as intended, as you can see. Also seems I've managed to repair this annoying "black square" map bug.

I had a look at the Terrain Pack ruleset, but I couldn't find any problem there since that terrain is a clone of the vanilla ones (I merely made new sprites and reused the vanilla code). I also had a look at your rulesets but nothing seemed obvious to me. What was the issue that was causing those empty mapblocks?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 14, 2015, 06:04:17 am
A stupid one, really. Forgot to copy & declare 2 new MCD's you've provided in your 3.3. package. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 15, 2015, 09:00:22 am
Ho-hum. Sprite recoloring is sure fun, but my sprites weren't designed with this kind of functionality in mind... so the results are sketchy. Not sure if it's needed; sure it adds to variety, but also makes visual ident much harder, ex. everyone knows that Academy Medics have blonde hair, and the Raiders wear red... I should probably only add limited skin colour variety... none the less, here's some footage from the ongoing experiments:
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Solarius Scorch on March 15, 2015, 10:03:49 am
I'm inclined to agree, hair colour can be considered a kind of uniform (like with Sisters of Battle).

Skin colour, on the other hand, is harder to uniformize.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 15, 2015, 12:28:44 pm
Well, work's done - I did what was possible to add variety without breaking anything. Unsurprisingly, it went best with the Traders... :)

Now, with Pogroms seriously overhauled, just odds and ends before the 0.89 release that's going to fix a lot of stuff. I think I'm postponing the new faction (codename: Spartans) till 0.9, which leaves me with 4-5 ammo/explosives types to add, 1 craft weapon (a long-range missile, considerably weaker than Stingray but outranging most enemies) and possibly cool pictures for interrogation-stage 2 completions, and maybe some extras before 0.89 can be released. And yeah... at least some testing.

Craft combat is chaos now, since the engine changes that doubled the the timers... Otoh I like how difficult it became to down combat vessels. I need to consider every craft weapon carefully, it was never seriously done up until now (other than some cross-balancing of pirate weapons).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 15, 2015, 12:39:59 pm
Welp, now thats something new, never had it happen before.

And yeah, attacking even escorts and fighters is pretty risky now, after losing couple Nightmares I dont even bother try to shot down gunships - risk/reward ration is quite unfavorable (and crew if well armed, but does not really have anything unique, so all you get is armor parts and diassembly material).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Solarius Scorch on March 15, 2015, 12:46:09 pm
Han Solo just had it with these motherf*cking mutants.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 15, 2015, 01:23:11 pm
Well, Retal for Smugglers is turned off. Still, obviously, they've found a way to overrule :)

2 Nightmares getting smacked by a Gunship? Whoa. I've managed to take down an Escort with 2 Brave Whalers, armed with Stingrays (boy, missiles rule again), but it was anything but painful. Otoh, you have other options - like Kraken, or other tough, previously useless, ships to take the heat. Still, warships are intended to be untouchable until you have a powerful airforce.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 15, 2015, 01:39:27 pm
Got Merchants Crackdown and it is kinda goofy - its full of non-combat personell - there are Hostesses, Air Sailors, construction worker-Engineers, CEOs with Bodyguards and a Guildmaster. No Reapers and PCMs at all.

Before that I got only Goverment and Academy Crackdowns, and they have had only 2-3 military unit types (Agents-Enforcers-EliteSoldiers and Explorer-Security-Cyberdiscs), and no faction commander.

Oh, and that Smugglers Crackdown had two Han Solos and a Public Enemy, playing mind tricks on my dogs, too bad there were no Prison Cells on that base.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 15, 2015, 01:46:42 pm
This is being double-checked, but I guess the possibility of being attacked by a race that's not supposed to attack will always be non-zero. The trader non-combat personnel for example is forbidden from attacking, just like the Smugglers... Govt isn't forbidden from doing so (painful for the score, but logical), they have no faction commander though. For now, at least. I guess I could add some Govt General later, but so far it seemed pointless (the only chance of meeting him would be the very unlikely Govt Crackdown, as they don't fly Cruisers on any mission neither they establish Secret Bases).

Also-
I'm thinking about adding 1-2 Crew capacity to all fighters, mainly for roleplaying purposes. Naturally that means making deployment maps. Is it worth it? The downside would be any fighter bringing up the landing prompt upon downing an enemy craft, plus, this feature might simply be useless...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 15, 2015, 01:58:21 pm
Also-
I'm thinking about adding 1-2 Crew capacity to all fighters, mainly for roleplaying purposes. Naturally that means making deployment maps. Is it worth it? The downside would be any fighter bringing up the landing prompt upon downing an enemy craft, plus, this feature might simply be useless...
Will a fighter with no crew bring up a landing screen too?
It could certainly be a nice feature, but I dont think that ammount of work required is worth it.

So, as I understand it, if I interrupt a non-combat faction activity too much they are hardcoded to retaliate disregarding any prohibitions and will use vanilla-like deployement? May it be because of them using vanilla definitions of alienrace or any race will do it (like for example FMP Hybrids)?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Solarius Scorch on March 15, 2015, 02:41:43 pm
Just for clarification, you aren't using the automatic (non-retal) X-Com base finding option, are you?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 15, 2015, 02:51:54 pm
Just for clarification, you aren't using the automatic (non-retal) X-Com base finding option, are you?
It`s the one called Agressive Retaliation from Advanced Options, right?
No, it`s turned off.

edit:
Now I`m getting bombarded with Crackdown missions. I had no idea that having a Factory would compromise security that much (as in - enemies spawn in there!). Wish I knew that before signing that 10million creds bill. May be it should be added to facility description?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Yankes on March 15, 2015, 06:07:59 pm
This could be bug, I don't now it is OpenXcom or Dioxine (if he copied to much from hangar maps).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Ridаn on March 15, 2015, 07:05:55 pm
It may be WAD, and I do not really mind, but it needs some adjustments.
Also 1tile units, like Academy Explorers, were spawning to the left of doors, pretty much inside the base.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.88.1 - 10 Mar - Terrains & missions fixes
Post by: Dioxine on March 15, 2015, 07:37:27 pm
No, they're not using the vanilla definitions, neither smugglers nor passengers.

And the factory never even touched the hangar, both maps and rmp.s were made from scratch. I cannot explain this behaviour.

EDIT. Actually, I can. Whoops. I f****d up the .RMPs. It will be fixed in the next version.

EDIT2. Looking into the weapons issue. Looks like Warboy doubled the reload times on everything but he didn't bother to fix the UfoPedia craft weapon articles to go along with the change, which raises a lot of issues (should I balance things out based on current Pedia descriptions, or wait till it's fixed - I want the weapon projectiles to have realistic speeds).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Dioxine on March 16, 2015, 11:56:04 am
New version is up, enjoy! As always, consult the changelog in the 1st post for detailed reference. No dramatic pitfalls to warn about this time, though :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Ridаn on March 16, 2015, 01:03:56 pm
New version already? Thats really cool!


I have a question about Drakkar - do those secondary doors on the side serve any purpose? Can Door1s be removed?
When opening door from diagonal tile (like Bigz does on screenshot), you open a Door1 first and Door2 second, but I would prefer only having Door2s, as to not to waste TUs (its only 4TU but still).

edit: Pyramid of Pain turned out a quite tough mission, I both loved and hated it.

Stunned Lobsterman drop corpses named STR_LOBSTERMAN_TERRORIST, which, when researched, didnt unlock any Bootypedia entries.
Also when you kill prisoners (Deep One Warrior and aforementioned Lobsterman) through Execute order they do not drop corpses or any booty.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Dioxine on March 16, 2015, 03:12:05 pm
Pyramid of Pain turned out a quite tough mission, I both loved and hated it.

Nice to hear that :)

As for the bugs -
1. These doors were never intended to be opened, just to cover these pink ship's innards :) I guess it was a sloppy design after all...
2. Linking up researches with corpses and live aliens has always some black magic element to it. I did it dozens of times and yet I can't say I understand how it's done. There was some weird stuff in the research, though, and indeed the string for Lobsterman Terrorist was missing. As for the disappearing corpses, I have no idea. I fixed both problems I've spotted for the new version... We'll see if it's enough. It's one of these things you can't really check through a Quick Battle. At least capturing these aliens alive doesn't crash the game, which is a nice change :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Hobbes on March 16, 2015, 06:27:22 pm
Is that a 'ufo' disguising as Mayan pyramid? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Avalanche on March 16, 2015, 06:52:21 pm
Does the upgrade to .89 from .88.1 require a new game?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Ridаn on March 16, 2015, 07:14:25 pm
Does the upgrade to .89 from .88.1 require a new game?
I say yes, otherwise your old crew is missing on extra stamina recovery (its based on initial stats, and those are increased).

By the way Juggernaut Suit is just 1 Plasteel to manufacture? Feels way too cheap.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Avalanche on March 17, 2015, 01:07:25 am
I say yes, otherwise your old crew is missing on extra stamina recovery (its based on initial stats, and those are increased).


Well, I tried playing anyway, and in case anyone else is in my shoes and wants to know, you're correct. My soldiers are a bit gimped now (one currently has exactly zero energy because the metal armor she's wearing sapped it all), but other than that no real problems as far as I can tell.

Other than that, a few previously researched topics have opened themselves up again, but it hasn't actually caused any problems. If anyone doesn't want to start over, it seems pretty safe to just upgrade. Also, it works with the newest nightly as well.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Dioxine on March 17, 2015, 09:19:30 am
Is that a 'ufo' disguising as Mayan pyramid? :)

Yeah... we all need to find workarounds with TFTD adventure mission generator being still unfinished :) My solution is to make a "probe" UFO with 1hp, so you need to follow it to its landing - where something is happening, hence the probe was sent there. As the happenings are far more interesting than the probe, the probe is promptly forgotten :) It's 1 hp so you can't make it crash-land, and destroy the illusion - if you shoot at it, it just blows up & that's it (requires that no craft weapon has power below 4).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Ridаn on March 17, 2015, 12:04:11 pm
Well, I tried playing anyway, and in case anyone else is in my shoes and wants to know, you're correct. My soldiers are a bit gimped now (one currently has exactly zero energy because the metal armor she's wearing sapped it all), but other than that no real problems as far as I can tell.

Other than that, a few previously researched topics have opened themselves up again, but it hasn't actually caused any problems. If anyone doesn't want to start over, it seems pretty safe to just upgrade. Also, it works with the newest nightly as well.

I too just cant abandon my old crew (and 2 Annihilator suits :) ), so I modified a save file - increased all initialstats TU by 15 and removed all "..._BROKEN" research unlocks (because I didnt get any post-interrogation articles).
edit: also removed a Catgirl research unlock, because there is some surprise promised in patch notes.


Now that I`ve reached lategame I`m struggling with Power armour parts - only way to get them is robbing Trader Bodyguards.
Pogroms and Crackdowns can provide some, and latest ship in a Cargo Freight mission usually carries a CEO and 3-4 Bodyguards.
I think there is a need for more sources.
Like Goverment Elite soldiers could drop some. At least when you get hit with a Goverment Crackdown you will get something nice in return. And there will be a additional reason to destroy govermental gunships (do they even carry elite soldiers? I do not know, I had no reason to, may be there is some nice components there, but .88 craft balance was screwed up and I never tried to shoot them).

Another suggestion is to introduce new CoS terror unit called Crusader - a power armoured zealot with 100 bravery and heavy weapon. Those could drop Power armour parts too, and Celatid might move to Deep Ones (they get theirs Pipes of Doom from somewhere, right?).
Speaking about CoS terror units - Beastmaster description is outdated(?) - they do not have any battle magic, built in weapons, or psionic abilities. And enslaving Beastmasters does not yield any booty, may be at least 1 Clergy`s Booty would be okay?

I saw mentions about new faction - Spartans, may be those can be a source of Power armour scraps too?

And finally - there should be a use for a Star Gods booty. Because cloaks are cool. Putting the fancy cloak on top of Harbringer armour would be awesome - add a jewelry and exquisite gem as manufacturing requirements and get a hella rare top tier Pirate Queen armour.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Dioxine on March 17, 2015, 04:27:16 pm
Now that I`ve reached lategame I`m struggling with Power armour parts - only way to get them is robbing Trader Bodyguards.
Pogroms and Crackdowns can provide some, and latest ship in a Cargo Freight mission usually carries a CEO and 3-4 Bodyguards.
I think there is a need for more sources.

Power Armor is supposed to be rare. Else there would be, eventually, no need to use non-powered armor. Naturally, there is also the Annihilator; again, getting a full complement of Annihilator suits was supposed to be something worth some bragging rights :)

Like Goverment Elite soldiers could drop some. At least when you get hit with a Goverment Crackdown you will get something nice in return. And there will be a additional reason to destroy govermental gunships (do they even carry elite soldiers? I do not know, I had no reason to, may be there is some nice components there, but .88 craft balance was screwed up and I never tried to shoot them).

Another suggestion is to introduce new CoS terror unit called Crusader - a power armoured zealot with 100 bravery and heavy weapon. Those could drop Power armour parts too, and Celatid might move to Deep Ones (they get theirs Pipes of Doom from somewhere, right?).

These ships aren't as deadly as Gunship, but no, Elite Soldiers wear non-powered armor.
About the crusader guy - maaaybe, I'd rather have Celatids stay with the Church (but no worries, there is still a single free slot in the Church Pogrom roster where a new unit could go). Maybe Spartan / Govt generals will be using Powered armor, but those, being Commander-tier, will be very rare sights.

Speaking about CoS terror units - Beastmaster description is outdated(?) - they do not have any battle magic, built in weapons, or psionic abilities. And enslaving Beastmasters does not yield any booty, may be at least 1 Clergy`s Booty would be okay?

Ugh, she does indeed drop Clergy Booty when killed, so it is only logical to make it as you say. I guess that bikini is worth more than it looks :) As for the psionic abilities/buit-in weapons - what do you think she's shooting you with after losing her armor? :)

And finally - there should be a use for a Star Gods booty. Because cloaks are cool. Putting the fancy cloak on top of Harbringer armour would be awesome - add a jewelry and exquisite gem as manufacturing requirements and get a hella rare top tier Pirate Queen armour.

Great idea! I might add a line of Veteran/Elite armors for commanding staff, with requirements like those. But making armors ain't a quick process :) I have other plans for the Star God booty - namely, a better psionic robe - but I'm kinda laying off the psionic stuff to after moving to Yankes' OXCom Extended. Here the voodoo stuff is just a placeholder, since I can't make it work in a balanced way - namely, a powerful force, but with a limited range, so you can control enemies through walls, but you can't control anyone who's far away - I think about 16 tile range would be fine, well within enemies' spotting range. Plus OXCom Extended allows stuff like psi-dependent weaponry etc.

Finally, there's some crop from todays work - a new Raider type:
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Ridаn on March 17, 2015, 07:18:33 pm
Catgirls got all ninja like (thats what the surprise was!) but their colors got weird.
Can this new recoloring script be applied to dying animation and floorobjects too? Because it looks bad, when people die and change colors.

Also Factory problem (enemy spawning there) got fixed, but now my crew spawns in there. Because game tries to spawn base defenders in all aviable points evenly, and Factory is huge, I get a half of the crew spawn inside the Factory.

And a question: how does Dodge work? There is a mention of Dodge in armour descriptions, what is a mechanic behind it? I`ve noticed that Merc Captains and Catgirls can easily survive a stab from Hellblade, is it because of Dodge?
Answer to those questions would be a good additions for Encrypted data discs unlocks, I think.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Solarius Scorch on March 17, 2015, 07:25:09 pm
https://tvtropes.org/pmwiki/pmwiki.php/Main/GreenSkinnedSpaceBabe
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Dioxine on March 17, 2015, 07:38:48 pm
Catgirls got all ninja like (thats what the surprise was!) but their colors got weird.
Can this new recoloring script be applied to dying animation and floorobjects too? Because it looks bad, when people die and change colors.

Their wild colors are as intended. But no. Recoloring is all gone when the dying animation kicks in. I agree it's bad, but nothing can be done about it (unless the Powers That Be recognize this as a problem).

Also Factory problem (enemy spawning there) got fixed, but now my crew spawns in there. Because game tries to spawn base defenders in all aviable points evenly, and Factory is huge, I get a half of the crew spawn inside the Factory.

Well, I could change that but... The crew gets spawned all over the base, so why not in the factory. And cutting off spawn points is a bad idea generally... Since someone could try to simply swamp base with enough personnel to forbid alien spawning. Any ways, this requires a major overhaul (I'll probably triple or quadruple the amount of spawning points available at Living Quarters, and add more tank spawn points in Vaults - this will increase the chances of most crew spawning where they ought to - but there will be spawning points in all facilities).

And a question: how does Dodge work? There is a mention of Dodge in armour descriptions, what is a mechanic behind it? I`ve noticed that Merc Captains and Catgirls can easily survive a stab from Hellblade, is it because of Dodge?
Answer to those questions would be a good additions for Encrypted data discs unlocks, I think.

These guys are simply resistant to melee, as it is said in their description - but I didn't think ANYTHING could survive a hit with this weapon :) As for dodge, no, it doesn't work with the current aiming script. It's simply the size of unit's hitbox, smaller hitbox = higher "dodge". But I'm keeping it in there in case we get an improved aiming algorithm with a realistic bullet spread (WARNING: very vanilla unfriendly!), either optionally in normal OXCom or in the Extended. With such an algorithm, suddenly the size of a hitbox, as well as non-total cover, would be major factors in the actual chances of being hit.

(the current aiming algorithm works a little like this: if the % dice is rolled under or equal your chance to hit, you hit in the exact visible pixel. If it doesn't, the projectile veers off wildly and randomly. I'd rather have the % dice being the chance of hitting, say, 8 pixel hitbox at the centre of an unit, ie chances of hitting a human-size target; spread should be directly linked to % dice - the worse the roll, compared to the hit chance [d100 + Hit chance - 100], the worse spread. Like, you'd have 45 degree misses only if you rolled below 0, and 1-pixel-hits only with rolls of like, 200+).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Hobbes on March 17, 2015, 08:45:32 pm
Yeah... we all need to find workarounds with TFTD adventure mission generator being still unfinished :) My solution is to make a "probe" UFO with 1hp, so you need to follow it to its landing - where something is happening, hence the probe was sent there. As the happenings are far more interesting than the probe, the probe is promptly forgotten :) It's 1 hp so you can't make it crash-land, and destroy the illusion - if you shoot at it, it just blows up & that's it (requires that no craft weapon has power below 4).

I'm actually using this 'trick' more to get around MapView's 256 tile limit when designing maps. Since OXC has to tile limits, you can design a 'UFO' with 256 tiles then design the terrain with 256 completely different tiles. The only issue is that this can only be used for 'UFO' missions.

I'm also using the 'probe' solution for the Mercenary missions on UFO Redux - their transports can be destroyed by a single shot, so the player can quickly get rid of them or let them land to collect some goodies.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Ridаn on March 18, 2015, 02:52:20 pm
Got a terrain problem, destroying stumps circled red causes CTD with vector::_M_range_check error.

edit: Hobbes already fixed it, I think
https://openxcom.org/forum/index.php/topic,2358.msg39266.html#msg39266

edit2: nevermind, it looks like its another terrain, so it probably isnt fixed.

edit3: Hobbes got it fixed, grab a fixed version at
https://openxcom.org/forum/index.php/topic,2358.msg41227.html#msg41227


Researching Fusion Explosives brings up a Fusion Grenade popup, instead of Fusion Explosives popup.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Dioxine on March 18, 2015, 08:45:55 pm
Ah yeah. Thanks for being on constant lookout for bugs, it's really helpful (I don't have to play myself so much). The Pedia error is caused by a Pedia code quirk: if your research something, the engine doesn't look for a thing of the same name in the Pedia to link to first; it just goes top-to-bottom, looking for anything that requires the research you've just completed to be displayed. First thing it finds, it displays.

Today's work, instead of the Spartans (which need some more conceptual work, what I have is too weak) was on fleshing out the Govt faction, probably adding some more missions in the future. For now, they will be appearing in the Resource Extraction mission with a whole new range of units:

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Ridаn on March 18, 2015, 09:45:17 pm
Ah yeah. Thanks for being on constant lookout for bugs, it's really helpful (I don't have to play myself so much). The Pedia error is caused by a Pedia code quirk: if your research something, the engine doesn't look for a thing of the same name in the Pedia to link to first; it just goes top-to-bottom, looking for anything that requires the research you've just completed to be displayed. First thing it finds, it displays.

Today's work, instead of the Spartans (which need some more conceptual work, what I have is too weak) was on fleshing out the Govt faction, probably adding some more missions in the future. For now, they will be appearing in the Resource Extraction mission with a whole new range of units:



Well I have a lot of fun with your mod and it is a least I can do. I also get fixes so its a win-win. :)

And those paperdolls look awesome. I like those more than Humongous Raider from before (its way too.. mutony? may be change a pose, especially arms?).

Mind sharing some info on Spartans? Are those some mutant alliance rebels?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Dioxine on March 19, 2015, 11:21:12 am
Well the idea of Spartans goes like this:

Basically, they're guns for hire - who occassionally do the gun thing without being hired (when short on cash). What separates them from common bandits is their military organisation and philosophy, summed up in:

- Loyalty to their holy book, the Rules of Engagement (a distorted caricature of chivalry);
- Right to bear arms and personal liberty;
- Survival of the fittest;
- Genetic and ideological purity (survival of the Spartans themselves);
- Cookies, I mean, those of their females who aren't considered pure enough for breeding (too smart, too mouthy, too independent etc), are disallowed to say "no" to anyone (hence they sometimes fight on the frontline in the hopes of escaping this status through strength and wealth).

They despise all current forms of governance, from the Stellar Empire to the Provincial Govts to the Mutant Alliance, having a catch-all term for all of these, "Socialists".
They live in hidden forts and bunkers in the wild (the survival part!) and recruit from all walks of life, with the young recruits being put through the gruelling experience of frontline combat (and being allowed to keep up to 10% of the pay/loot). Those who survive long enough, and distinguish themselves in the eyes of the Officer Corps, are allowed to join it. This is a motivation enough for many to join the Spartans, since the Officer Corps rarely risk their necks, while keeping said 90% of wealth "for war effort".
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Ridаn on March 19, 2015, 02:37:09 pm
Looks like a concept needs some more thought indeed. It sounds like Merc-Raiders mishmash.

Got some more stuff to fix, I have no idea how I didn`t notice it sooner.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Dioxine on March 19, 2015, 03:35:11 pm
Looks like a concept needs some more thought indeed. It sounds like Merc-Raiders mishmash.

Got some more stuff to fix, I have no idea how I didn`t notice it sooner.

Whoops, looks like I have to release a new edition sooner than I thought, too many glitches :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Ridаn on March 19, 2015, 06:13:14 pm
I remember those guys (Dark One soldiers?) being green even in 0.86, is this WAD?

Also just heard a Cacodemon producing footsteps, can those be disabled so it does floating sounds all the time?
edit: does Cacodemon even fly? I think it should.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Yankes on March 19, 2015, 07:07:17 pm
- Cookies, I mean, those of their females who aren't considered pure enough for breeding (too smart, too mouthy, too independent etc), are disallowed to say "no" to anyone (hence they sometimes fight on the frontline in the hopes of escaping this status through strength and wealth).
Shouldn't this be other way around? If you choose stupid women you will get stupid children, genetics is merciless in that aspect.
I think much better fit would be that they consider all womens as inferior and don't give them any rights. Only way for this "too smart, too mouthy, too independent etc" to escape is battlefield where they can prove that they can have rights like man. This could fit trophy of "only who fight is worthy".
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 19, 2015, 07:24:59 pm
@Ridan:
Soldiers, yeah, they're green, ugly & zombielike. I like them that way, but if you think they're too ugly...

Cacodemon does hover, the game just plays footsteps if he chooses not to (as for your soldiers in flying suits). I've forced the hovering sound to be played everytime it moves now. Along with many other fixes with 0.89.3 update :)

@Yankes:
Yeah that's close enough and probably makes more sense worded like that. I just wanted to convey that they are two-faced about women's rights (as about many things): oficially they're VERY for brave & pure female wives and warriors; the reality is starkly different & close to what you've described. Also while they pursue the philosophy of genetic purity, their elites mostly pursue philosophy of staying in power by any means. But even they must conform to some underlying principles (like "only those who fight are worthy").
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89 - 16 Mar - COLORFUL EDITION
Post by: Hobbes on March 19, 2015, 07:28:44 pm
Shouldn't this be other way around? If you choose stupid women you will get stupid children, genetics is merciless in that aspect.

That's the old 'nature vs. nurture' discussion. Truth is, there are a ton of factors involved in whether someone is stupid or intelligent.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Yankes on March 19, 2015, 07:40:54 pm
That's the old 'nature vs. nurture' discussion. Truth is, there are a ton of factors involved in whether someone is stupid or intelligent.
Right, but that was argument form "pure" perspective.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 19, 2015, 07:57:12 pm
Hmm... And there are the cultural differences. The Spartans as I see them would generally despise what is commonly considered "smarts", especially book smarts. For them, survival comes from righteous anger, will to fight and obedience to superiors. Innovation is frowned upon. Perhaps no culture can be stable while despising reason; but this one doesn't need to, as its nature is parasitic/predatory. They get resources from combat, and a large proportion of new arrivals from outside (as opposed from birth).
Would they lose a battle against a military force led by a wise commander? Surely. But they're, well, smart enough not to pick a fight with anyone who's really strong. They couldn't strive in the times of order, but the planet is engulfed in chaos.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Hobbes on March 19, 2015, 08:21:19 pm
Right, but that was argument form "pure" perspective.

You cruel, elitist Spartan! ;) (argument from the 'other' perspective)

Hmm... And there are the cultural differences. The Spartans as I see them would generally despise what is commonly considered "smarts", especially book smarts. For them, survival comes from righteous anger, will to fight and obedience to superiors. Innovation is frowned upon. Perhaps no culture can be stable while despising reason; but this one doesn't need to, as its nature is parasitic/predatory. They get resources from combat, and a large proportion of new arrivals from outside (as opposed from birth).
Would they lose a battle against a military force led by a wise commander? Surely. But they're, well, smart enough not to pick a fight with anyone who's really strong. They couldn't strive in the times of order, but the planet is engulfed in chaos.

There's a really interesting contradiction there: innovation is bad and order is everything, but at the same time they thrive in chaos. This is not a criticism, but rather how human nature works. At the same time, this explains their appeal to outsiders: in times of strife, you look for guidance.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 19, 2015, 09:55:26 pm
In the age of chaos, stability has a price... and the price is invariably paid in blood.

Ehh. Anyways. I'm fooling around with something. Namely, the future of pirate hideouts. What do you think... Brass, Gold, Bronze, Copper, or Silver? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Yankes on March 19, 2015, 10:04:25 pm
Quote
Right to bear arms and personal liberty
Quote
will to fight and obedience to superiors
there are contradiction to each other. I suggest drop one or another.

First one would require equal footing between solders and commander. When commander stop doing this job or heavy f*** up, he is replaced by new one (sometimes with force). I could be something like "military individualism".

Second probably treat solders like cogs in machine, easy replaceable. Something like "military commune".
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Hobbes on March 19, 2015, 10:15:57 pm
there are contradiction to each other. I suggest drop one or another.

If you had a different nick then I'd be wondering if you are a citizen of, or live on the US. I lived there a long time ago and I think the country is a perfect example of those contradicting values coexisting. :)

Quote
When commander stop doing this job or heavy f*** up, he is replaced by new one (sometimes with force). I could be something like "military individualism".

Or 'might makes right'

Quote
Second probably treat solders like cogs in machine, easy replaceable. Something like "military commune".

To take those two contradicting values above, here's some Spartist propaganda: "Our volunteers freely join our ranks willingly! Under the guidance of our glorious leaders they will fight for all to achive [PLACE UTOPIA HERE]!"
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Hobbes on March 19, 2015, 10:17:24 pm
Ehh. Anyways. I'm fooling around with something. Namely, the future of pirate hideouts. What do you think... Brass, Gold, Bronze, Copper, or Silver? :)

Brass, Bronze or Copper... if I had a hideout made or Gold or Silver, I'd retire from piracy :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 19, 2015, 10:25:15 pm
In the age of chaos, stability has a price... and the price is invariably paid in blood.

Ehh. Anyways. I'm fooling around with something. Namely, the future of pirate hideouts. What do you think... Brass, Gold, Bronze, Copper, or Silver? :)

I like the bronze and copper one. Cant really be sure by just looking at singular pieces though.

I have some requests regarding Ufopedia listorder:
1) Can you please place Interrogations unlocks (like Academy arcane knowledge, Church arcane knowledge) just under Prisoners Interrogation article, so player does not have to scroll all the way down. And it seems like a fitting place.
2) And moving country articles (Iron Tribes, Kingdom of Canada, Latin Empire etc) at the bottom of the list, and not under Provincial Goverment article would be nice.

And its kinda funny, but after researching Forgery I just cannot find those Conterfeit chips in my giant manufactoring list, what category are those in?

edit: regarding Dark One soldiers - may be make faces green too? The red guy looks great, black one is okay, but those green ones just do not look that good.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Yankes on March 19, 2015, 10:27:20 pm
If you had a different nick then I'd be wondering if you are a citizen of, or live on the US. I lived there a long time ago and I think the country is a perfect example of those contradicting values coexisting. :)
I've never been in US :>
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Hobbes on March 19, 2015, 10:48:55 pm
I've never been in US :>

Ah, I see. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: ivandogovich on March 19, 2015, 10:57:08 pm
Bronze or Silver. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 19, 2015, 11:07:43 pm
@Ridan
1. Overhaul of the Pedia is long overdue, but it's also a titanic work. I'll take your suggestions into consideration when I'll finally gather the courage for it :)
2. The counterfeit chips are so good, they're indistinguishable from your normal $500 chips :)

Now as for the Spartans... I guess their propaganda would be more along the lines:
No-one is a cog here. We leave no men behind. Human life is of supreme value, as is liberty. This is what we're fighting for. If you're childish enough to question your superiors, who are wiser, stronger, more accomplished and older than you, you don't deserve this future, socialist monkey.

Harsh punishment for a commanding officer who screws a mission is a given, but so is punishment for a soldier who thinks instead of following orders. Overthinking is a sure path to hesitation and moral decay, thus, to the death of the thinker and his brothers at arms. The only situation where Spartans would sometimes approve of removing an officer by force are obvious signs of his hesitance or treason (not replacing since to become an officer, respect of superiors is needed).

...As for "military individualism", nah, that's how Raiders work. Nobody has to obey anybody, so everyone obeys tyrannical leaders or dies. Spartans reject such "equality" in favour of an order.

Remember: without contradictions, there is no mystery. Without a mystery, you can't have a cult :)

EDIT: I favor Bronze myself since it would require least work :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: ivandogovich on March 20, 2015, 12:24:20 am
Hi Dioxine!  I'm not sure how much collaboration you'd like, other than just play testing.

I took a quick stab at the booty pedia entries for spelling.   I'm attaching it here.   I left alone all the piratey-ness and only corrected obvious spelling glitches.

Do you have any of this in github?   

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Yankes on March 20, 2015, 12:28:49 am

Now as for the Spartans... I guess their propaganda would be more along the lines:
No-one is a cog here. We leave no men behind. Human life is of supreme value, as is liberty. This is what we're fighting for. If you're childish enough to question your superiors, who are wiser, stronger, more accomplished and older than you, you don't deserve this future, socialist monkey.

Harsh punishment for a commanding officer who screws a mission is a given, but so is punishment for a soldier who thinks instead of following orders. Overthinking is a sure path to hesitation and moral decay, thus, to the death of the thinker and his brothers at arms. The only situation where Spartans would sometimes approve of removing an officer by force are obvious signs of his hesitance or treason (not replacing since to become an officer, respect of superiors is needed).
"Obey only wiser/stronger than you" :) I clearly see they mind set.

Hi Dioxine!  I'm not sure how much collaboration you'd like, other than just play testing.

I took a quick stab at the booty pedia entries for spelling.   I'm attaching it here.   I left alone all the piratey-ness and only corrected obvious spelling glitches.

Do you have any of this in github?   

Cheers, Ivan :D
I think using git will be very helpful for managing big project like this. Only problem I see is learning how to use it, because sometimes its not trivial.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 20, 2015, 11:09:12 am
Hi Dioxine!  I'm not sure how much collaboration you'd like, other than just play testing.

I took a quick stab at the booty pedia entries for spelling.   I'm attaching it here.   I left alone all the piratey-ness and only corrected obvious spelling glitches.

Do you have any of this in github?   

Only an idiot rejects help :) And I'm really thankful that you put yourself through so much effort with this! Text editing is hell, I should know since I have to do with this in my paid job.

But OMG, what can I do with this? I guess I need to get to know with some merging software to check all the differences before adding corrections - not that I don't trust you, but one has to trust AND check, as Uncle Joe once said :)

About the github - no, I don't even have any idea how github works.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 20, 2015, 12:02:23 pm
Hi Dioxine!  I'm not sure how much collaboration you'd like, other than just play testing.

I took a quick stab at the booty pedia entries for spelling.   I'm attaching it here.   I left alone all the piratey-ness and only corrected obvious spelling glitches.

Do you have any of this in github?   

Cheers, Ivan :D

Sorry for asking, but can you do a Piratez promotion on your youtube channel? This mod totally deserves more publicity.
I saw your latest series is closing to an end, so I guess it is a good time for asking. It does not have to be a full on Let`s Play series (those may take forever) but just playing couple missions and showcasing stuff would be nice.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: ivandogovich on March 20, 2015, 01:17:19 pm
@Dioxine .  :)  yeah, I get it.  That file is huge.  Basically, I fired it up in my text editor at work, Highlighted the booty-pedia sections with fair amounts of text and hit spell check.  Then I crawled through the hits and "ignored all"  most things.... pirate things like "Capn," "gatlas" etc.  Things that were obvious misspellings, like "tey" for "they" or "acurate" for "accurate," I corrected.

Comparing, though, that is the hard part for sure.  I asked about Git, because its a place where you can easily see the changes made and accept them or not.  I kind of picked this up from working with Shoes on Commendations.

I guess another way I could tackle this is post it into google docs and highlight any changes I make.  That way, you could spot them and change them in yours.  Its tedious, but it works.

I just have to say that I'm hugely impressed by the scope and creativity of this project.  As such I'd like to help in some way.  I've even considered looking at your resources with an eye to creating improved handobs for the small stuff, if you'd like.

@Ridan.  The thought has definitely crossed my mind.  My Up Close and Personal series is ending today.  I only have a few more months to make videos, and I don't have enough time to work through another whole game.  I'm considering what to do.  I had planned on doing XCOM Apocalypse, but I know I wouldn't finish it.  I've considered doing some UFO 2000 head to head matches, like Jstank has.  I'm also thinking about a couple other Sid Meier games just for fun: Colonization, and Pirates.   But... most of my audience is definitely the XCOM community.  Piratez looks amazing, and I've never played it.  The work that Dioxine has put into it is stunning!  I think that doing a series on it could be a blast!  It would just have to be with the understanding that we definitely won't finish the game, we'd just get to explore around in it. :)

Dioxine, what are your thoughts about a video series?  Is the mod ready for the exposure?

I'll probably set up a poll on my channel to help me make the decision. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Solarius Scorch on March 20, 2015, 01:51:02 pm
If the only issue is comparing text files, I'm using Winmerge to a great success - it's simple and does its job.

Actually, I'd be glad to help.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 20, 2015, 02:00:24 pm
Whoa. You've just made my day, people. Thanks from the bottom of my heart, days like these make modding really worthwile (apart from playing your own modded game, that is) :)

So...

@Ridan:
I've made a couple of videos a long time ago, they've even generated around 1k views, lol, not so bad for this community :) However, it's based on an 10-months old version, obviously. Here it is for the lulz (and as a proof the mod *isn't* too difficult :) )

https://www.youtube.com/watch?v=fZzRX4sSq2I

@Hobbes:
My dream is to start with normal buildings, old, rusty and nasty, and in the end, be able to construct gangsta facilities with solid gold plating, with price tags $5-$50 million, but the Mapview limitation makes that kinda impossible... Hold on a sec... Would it be possible to construct XBase from 2 sets of maps? That way I could use different tilesets. All things failing, possibly I could hexedit .map files to add, say, +256 to the tile numbers in the new facilities, but that would be a MAJOR pain...

@Ivan:
Thanks for all the support. I can't ask you for moving it to googledocs - perhaps include *only* the entries you have changed - as it is huge work, and my own responsibility. Naturally it'd be awesome if you did, but I can find a way to make use of your good works even if you don't, so don't worry, it won't go to waste!

Oh and in case you, or anybody, wanted to do translations, I'd have no such reservations and include them straight away. Except for the Polish one. That's my job, and I want it to be very personal.

As for the work on graphic assets, and even proposing new stuff with new assets - absolutely, I'm never against help. If they're good, I'll include them right away (I've already included your great vanilla handobs). Of course there is that little problem, my latest handob is #952 afair, with a 1000 limit :) Oh and for your info - my default handob is "empty hands", and if something uses it, it means I wanted it to stay that way. This is used by all ammo & huge objects like bodies, crates, satchel charges.

As for the video series - I would be overjoyed. Naturally, in an ideal world, I'd prefer to wait till 1.0... with Yankes' Extended options fully implemented, and especially with the graphic overhauls I'm planning to put in place (like this huge project to completely change the way the base, and in time, the ships, look)... but then again, I don't want to miss out a chance of being revieved by a let's play professional like you, since 1.0 is probably at least half a year away :)

Hmm... Let's wait for 0.9 at least, I'll try to put as much graphic work as possible in this release (as opposed to adding more stuff, so sorry, Spartans), and I think it would be good to show - as an "Alpha version". After all, despite all my reservations, the mod is already huge, rich, and definitely fully playable, up to and including the final mission. Oh and DO TRY some night missions. Easy ways of illuminating terrain abound, plus I've added illumination to all civilian "ufo's" :)

@Solar
Well, and that solves this problem. I'd be thankful if you did this for me. Here's the latest language file from my side:
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: DoxaLogos (JG) on March 20, 2015, 02:13:16 pm

But OMG, what can I do with this? I guess I need to get to know with some merging software to check all the differences before adding corrections - not that I don't trust you, but one has to trust AND check, as Uncle Joe once said :)


If you're talking comparing and merging regular txt, then check out Beyond Compare by ScooterSoftware https://www.scootersoftware.com/ (https://www.scootersoftware.com/).  I can't imagine working with any else.  It's not free, but I believe it's worth price. Of course, I develop in software all the time, so I'm always comparing and merging text :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 20, 2015, 03:50:08 pm
Success! It ain't perfect yet, but damn...

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Hobbes on March 20, 2015, 04:09:41 pm
Success! It ain't perfect yet, but damn...

Awww, nice nice!

How about some trophies hanging from the walls?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 20, 2015, 07:21:36 pm
Minor thingie I found, not sure if bug or is it required in order to have separate crews or something like that.
I also remember that in 0.86 smuggling mission with public enemy on board was displayed as "SMuggling mission", not sure if it was fixed, still didnt encounter one.

edit: got another one

edit2: nobody spawns at Factory anymore, but those two weird catwalks appeared on second level.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 20, 2015, 09:16:47 pm
Whoops, forgot to strike these letters (they're there for testing purposes, like, I have at least 4 factions named "TRADERS", how I am supposed to test that crap :)

As for the factory, these catwalks were there all the time, neither did I change spawning in any way (other than adding hell of a lot spawning points in all kinds of Living Quarters, and, to a lesser degree, Vaults). There were supposed to be crane rails where the catwalks are, but Mapview said "no", maybe there will be yet, once I'm redesigning base tilesets anyway...

Looks like changing MCD was an easy part... trophies and all that crap, I have some free space in the MCDs, but this will take MUCH more work... minor fixing of all maps is needed, also, redesigning of all these cabinets and closets would be in order... ugh... making new terrain ain't easy :) The thing I DON'T want to do is setting up all these numbers in the MCD, too many of them and all have to be set just right.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 21, 2015, 05:50:09 pm
It took much more work that I've anticipated, but the new base is more or less ready... except for Prison, VooDoo school and perhaps some defensive buildings and Radars, which might need some additional (better) tiles.
Or I might try adding 3rd level, either above or below (dungeons) :)

EDIT: Ivan - are you sure you've sent me the right file? WinMerge failed to find any differences between your file and mine (except for a few lines I've added after the release).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: ivandogovich on March 21, 2015, 09:05:04 pm

EDIT: Ivan - are you sure you've sent me the right file? WinMerge failed to find any differences between your file and mine (except for a few lines I've added after the release).

Dang it!  I must have sent you the wrong one.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 22, 2015, 02:56:07 pm
Dang it!  I must have sent you the wrong one.

So it was just a mistake, I was afraid you're trying to destabilize NATO or something :)

Meanwhile: works on Radars and Prison finished, now it's just VooDoo School what's left, and I'm not sure how to even start :)

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Hobbes on March 22, 2015, 03:19:57 pm
So it was just a mistake, I was afraid you're trying to destabilize NATO or something :)

Meanwhile: works on Radars and Prison finished, now it's just VooDoo School what's left, and I'm not sure how to even start :)

I like the recoloring of those examination tables and microscopes, I need to do something similar for my Mercenary Base.

A tip for map design that I've recently learned: don't overuse the objects. It's better to have 1 examination table in a room than 3 or 4. Or endless repetitions of the same object, like rows of cabinets. Visually it looks better to have a few objects that stand out against the walls/ground than a ton of cloned objects with the same look.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: ivandogovich on March 22, 2015, 05:13:15 pm
Ok, trying again here.  Spell checked language file.


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 22, 2015, 07:18:00 pm
Hello again guy, another great update!

Anyway some err. here  :'(

Don't remember how to fix it. Someone may want to provide/link a reminder? Thanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 22, 2015, 07:29:46 pm
Hello again guy, another great update!

Anyway some err. here  :'(

Don't remember how to fix it. Someone may want to provide/link a reminder? Thanks!

Looks like you arent using nightly, direct link:
https://openxcom.org/git_builds/openxcom_git_master_2015_03_17_2139.zip
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 22, 2015, 07:43:20 pm
Looks like you arent using nightly, direct link:
https://openxcom.org/git_builds/openxcom_git_master_2015_03_17_2139.zip

Thanks Ridan! NO I added the ppa in the downlaod page (usin ubuntu 14.04) it's the 1.0 verison but there we go eith the usual case sesitive linux "issue"!

Moreover, loads of entries in the ruleset are uppercased! See shot attached.

Now how the hell i move these to loercase, inside the ruleset text file? After some tampering i renamed the actula files in the suddirectories, but the problem seems lying in the ruleset aaaggrrrrhh!!

xD



Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 22, 2015, 07:44:13 pm
Linux be case senstive. These (body 28, 29, 30, 31 folders - file names should be lowercased) will be fixed by the next release. Found anything beside Body_xxx folders?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 22, 2015, 07:51:28 pm
Linux be case senstive. These (body 28, 29, 30, 31 folders - file names should be lowercased) will be fixed by the next release. Found anything beside Body_xxx folders?

Non, at the moment, plase, Dioxine I very beg you, how about to make these mod files written in lowercase letters permanently? That stops me from playing and would save huge headached to other linux users   ;) :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 22, 2015, 07:55:56 pm
I need to dl a linux OXCom version and start test-firing it on my virtual linux box... the only way I can keep tabs on these damned errors (I keep maximum discipline with upper/lower casing, but with thousands of files errors are bound to happen, and there is no error warning on Windows).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 22, 2015, 07:58:00 pm
I need to dl a linux OXCom version and start test-firing it on my virtual linux box... the only way I can keep tabs on these damned errors (I keep maximum discipline with upper/lower casing, but with thousands of files errors are bound to happen, and there is no error warning on Windows).

OK, since i assume you're on windows, maybe the bulk rename utility may be a great solution? Here si the link:  Bulk rename on askubuntu.com (https://askubuntu.com/questions/511862/an-ubuntu-linux-alternative-of-bulk-rename-utility-for-windows)

It would work renaming also words inside a text file? I don't know, sorry  :'(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 22, 2015, 08:06:48 pm
Thanks for that! I have my own little program for this kind of work, less sophisticated but it gets the job done :)

Broader problem is like this: no point in even firing up the Piratez on Linux, since all you have is 1.0 OXCom, and it is long since incompatible with the mod. Especially after the recent Nightly mission/terrain changes/upgrades.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 22, 2015, 08:10:13 pm
Thanks for that! I have my own little program for this kind of work, less sophisticated but it gets the job done :)

Broader problem is like this: no point in even firing up the Piratez on Linux, since all you have is 1.0 OXCom, and it is long since incompatible with the mod. Especially after the recent Nightly mission/terrain changes/upgrades.

OK, that's really sad :,(

Please, some other user may come with a solution? I hope not to resign on playing that superb mod! > : = ()
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Arthanor on March 22, 2015, 08:18:52 pm
Many of us compile the code from github to get the nightly on Linux. We can certainly enjoy Piratez (once the case issue is resolved).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: myk002 on March 22, 2015, 08:23:32 pm
step by step instructions for compiling the nightly on Linux are here (https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_%28OpenXcom%29#End-to-end_example)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 22, 2015, 09:27:35 pm
step by step instructions for compiling the nightly on Linux are here (https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_%28OpenXcom%29#End-to-end_example)

Thank you myk002!!! Actually, I found a couple of uttilities: gprename (https://gprename.sourceforge.net/) and pyrenamer (https://apps.ubuntu.com/cat/applications/precise/pyrenamer/), both in the ubuntu official repositories! But are lacking of an important feature: rename words inside text file. But at least that's something. :) Have a good night!!!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 22, 2015, 10:03:01 pm
Breaking news: for renaming reources inside piratez.rul one should try his luck with search and replace madness!!!
x_x

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: myk002 on March 22, 2015, 10:03:52 pm
for renaming words inside a text file, there are plethora of utilities for that (installed by default) on Linux.  any text editor has search and replace (ninja'd above) and on the commandline sed (https://www.grymoire.com/Unix/Sed.html#uh-1) might be the most appropriate.  for example, to rename SHOULD_BE_LCASE to should_be_lcase:
Code: [Select]
sed -i 's/SHOULD_BE_LCASE/should_be_lcase/g' filename
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 22, 2015, 10:10:01 pm
for renaming words inside a text file, there are plethora of utilities for that (installed by default) on Linux.  any text editor has search and replace (ninja'd above) and on the commandline sed (https://www.grymoire.com/Unix/Sed.html#uh-1) might be the most appropriate.  for example, to rename WORD_IN_CAPS to word_in_caps:
Code: [Select]
sed -i 's/WORD_IN_CAPS/word_in_caps/g' filename

Super! May try one of this days! Though the terminal its not very comfortabile for prophans -___ xD

For mod developer - maybe Dioxine may make use of the following - there's a nice suggesiton by hellrazor here (https://openxcom.org/forum/index.php/topic,2309.msg40319.html#msg40319)!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 22, 2015, 10:29:38 pm
His method is pretty much what I am doing since I was become aware of the Linux problem. However, it doesn't guarantee 100% effectivity, and all it takes is a single error. I will do another thorough check for the 0.9 version, though. I have strict upper/lowercase naming guidelines, and I stick to them, but some editing is done when I'm not in the top mental form :)

Good luck with compliling the Nightly for Linux!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Arthanor on March 23, 2015, 01:25:15 am
The easiest is to try to load it on Linux using a nightly and fix every problem it comes across. It is tedious, but I have done it before when I wanted to try Piratez. (Unfortunately, a crash compromised my budding raiding career :()
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 23, 2015, 11:38:48 pm
Thanks again guuys, but won't have will to compile, well....guess i'll sit back and wait for the 0.9 to come, it will be ready when will be ready!

Oh, before i go to bed, after having explored the piratez.rul I did not find the entry in the screenshot, which sure refers to an actual existing file, but it's not present in the ruleset file, please correct me if i'm wrong. good night!!<3
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 23, 2015, 11:44:24 pm
Thanks again guuys, but won't have will to compile, well....guess i'll sit back and wait for the 0.9 to come, it will be ready when will be ready!

Oh, before i go to bed, after having explored the piratez.rul I did not find the entry in the screenshot, which sure refers to an actual existing file, but it's not present in the ruleset file, please correct me if i'm wrong. good night!!<3

This entry is from Piratez_Factions.rul
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 24, 2015, 06:14:48 am
Guess there will be a delay, one of my tilesets got somewhow corrupted and I'll probably have to recreate it from scratch. Does anybody know how big a .pck file can become before the whole thing goes to hell?

Some images from before the data loss (much of that stuff is animated):
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Alex_D on March 24, 2015, 08:31:15 am
Hi, all.

After a long hiatus, I managed to get bitten by the X-Com bug and started to play again, so delighted to see Dioxine's mod getting better.

So on a fresh install (no mods except Piratez and the latest nightly 2015_03_24) I started playing. I noticed that some ground missions where, I think the Academicians play, I cannot reload the game. I keep getting "yaml-cpp: error at line 0, column 0: bad conversion" and then a crash. I have to re-open the game from the geospace and land again. It's like Ironman without being ironman :)

Also I noted that the Catgirl appears to be a multidimensional being  :o, as it is shown at one place and it is not "seen" unless the piece is at a diagonal. It is a bug or it is intended?  :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 24, 2015, 10:14:47 am
Hi, all.

After a long hiatus, I managed to get bitten by the X-Com bug and started to play again, so delighted to see Dioxine's mod getting better.

So on a fresh install (no mods except Piratez and the latest nightly 2015_03_24) I started playing. I noticed that some ground missions where, I think the Academicians play, I cannot reload the game. I keep getting "yaml-cpp: error at line 0, column 0: bad conversion" and then a crash. I have to re-open the game from the geospace and land again. It's like Ironman without being ironman :)

Also I noted that the Catgirl appears to be a multidimensional being  :o, as it is shown at one place and it is not "seen" unless the piece is at a diagonal. It is a bug or it is intended?  :)

I got this saving bug once too, but I`ve no idea what is causing that and it happened only once.

And Catgirls are working as designed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 24, 2015, 07:29:09 pm
WHOA! After havin renamed entries in piratez.rul and piratez_factions.rul MANUALLY going on attempts, the mod star!!

Small problem (inventory refer to cannon or some sort of) see attachmente, the manufacture is right after havin researched Primitive weapons :(



For the files renamed, are in piratez/Corpses/ and piratez/body_xx folders :) Did not remembre exactly, sorry >: (

Edit: added another shot!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Yankes on March 24, 2015, 07:37:44 pm

I got this saving bug once too, but I`ve no idea what is causing that and it happened only once.

And Catgirls are working as designed.
This probably my fault (because I trusted yaml :D ). Sometimes yaml can't read values written in save. You can test it by replacing all `recolor:` with `recolorX:` in save file. After that if you can load this save, then problem is caused by recolor values.
I made fix to it and it's now waiting for Warboy approval.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 24, 2015, 07:42:00 pm
Another one (see attachment)

Was browin' the bootypedia in resizable mode, but then the game crashed! ggrrrrrr...no....yarrr!!!!!!! .D

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Yankes on March 24, 2015, 07:46:45 pm
you should fix all this by regexp /STR_pir/STR_PIR/ this names should be all uppercase.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 24, 2015, 08:00:42 pm
Thank you Yankes, but i prefer to explore some more the mod :)

...i'm not sure, but attack dogs are not supposed to be equipped, unless they may carry a weapon in theri mouth? See hot
attaccked :)

Edit: also noticed that game in resizable view mode is really prone to crash. Don't know if is my pc that sucks, but i've a poo g33 intel  graphic card :,(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 24, 2015, 08:10:43 pm
Thank you Yankes, but i prefer to explore some more the mod :)

...i'm not sure, but attack dogs are not supposed to be equipped, unless they may carry a weapon in theri mouth? See hot
attaccked :)

Edit: also noticed that game in resizable view mode is really prone to crash. Don't know if is my pc that sucks, but i've a poo g33 intel  graphic card :,(

Nah, its working as intended. Allows for fun combinations, like dogs with Motion Scanners, or dogs carrying a flare, or HE pack delivery system. Dogs are mechanically very weak so pretty much any equipment weight cuts into their TUs, they almost cant throw stuff, they arent good at shooting or stabbing and so on. Although in FMP you can do fun stuff, like throwing a Stun Rod near alien, picking it up with a dog and make few hits, in Piratez stun baton stuff is reliant on melee skill, so dogs just arent good at it.
There is a way to disable equipment for Attack Dogs, but then they wont be able to drag bodies and stuff, so they were left as is.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 24, 2015, 08:19:44 pm
Thanks Ridan, but seems that all of sudden i cannot pèlay the game anymore!!! IN fact, every time i shot downa an "UFO" and go in the combat mode the game crashes at once, quitting on ubuntu 14.04 desktop!! Seems that there are lot of bugs, hope that next relase would be bugfixing only. for every new feature added there  are 20+ bugs :,(

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 24, 2015, 08:28:38 pm
Well, none of these bugs (expect for mismatched uppercasing in body_xx folders, which hates linux, Corpses folder is still being investigated) isn't really present in the mod files as published or as I have them here. You weren't getting some names displayed properly probably due to your changing all _pir_ strings into lowercase, while in lang file it's uppercase.

Crashes on mission start were a 'feature' of a few recent nightlies, Piratez, vanilla or whatever, but this has been already fixed - almost no-one encountered these problems anyway.

And yeah, dogs work as intended - sometimes it looks silly, but with their stats, you can't really use them to do stuff that'd be truly outrageous (like stun-rodding people), while removing the inventory altogether would take away fun, as the dogs can be used for some creative stuff, and I don't want players to be taken away that possibility.

I can and will not take any responsibility for stuff like game being unstable on some systems with some settings. This is a mod. I have no idea of what's under the hood, much less any ability to break it. And while everyone is entitled to their opinion, there aren't "20 bugs per feature" in this mod. Nothing is bug-free, but I pride myself of my work being quite clean, and this has been confirmed by many independent sources.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 24, 2015, 08:33:34 pm
Well, none of these bugs (expect for mismatched uppercasing in body_xx folders, which hates linux, Corpses folder is still being investigated) isn't really present in the mod files as published or as I have them here. You weren't getting some names displayed properly probably due to changing all _pir_ strings into lowercase, while in lang file it's uppercase.

Crashes on mission start were a 'feature' of a few recent nightlies, Piratez, vanilla or whatever, but this has been already fixed - almost no-one encountered these problems anyway.

And yeah, dogs work as intended - sometimes it looks silly, but with their stats, you can't really use them to do stuff that'd be truly outrageous (like stun-rodding people), while removing the inventory altogether would take away fun, as the dogs can be used for some creative stuff, and I don't want players to be taken away that possibility.

I can and will not take any responsibility for stuff like game being unstable on some systems with some settings. This is a mod. I have no idea of what's under the hood, much less any ability to break it.

Uh..ok thanks for clarification. :) May be useful to know: started a new game, saved, shoot down first ufo, going into battlescape mode, and as I press to begin the round, it quits. I'm really unlucky then :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 24, 2015, 08:50:18 pm
Ah the game starts but the problem is in piratez_planet.rul, once i activate it the mod starts but displays the screen attached shot. So the problem is there, i think, maybe it is possible to play without that ruleste file  ???

Edit: tarted a new game, building first extended vaults and crash again. :( Probably I've messed with the mod installationj, but don't want to reistall it, otherwise will fight with uppercasin letters. OK, enough for today, thanks everybody for their patience :D

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 24, 2015, 09:20:34 pm
@Niculinux:
Piratez_Planet cannot and will not load without a fairly recent nightly, sorry... But updating was really needed because these nightlies add tons of functionality.

@Ivan Dogovich:
I've managed to include your spelling corrections in the language file. I often say, a translator/writer is only as good as his editor; and you're a good one :) If you ever wanted to do a Russian translation, it'd be great too - all the more fun since I know the language a bit, and there's nothing like a Slavic flavour to any work of science fiction - English simply can't convey some thoughts adequately :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 24, 2015, 09:25:08 pm
oh...probably i've solved; once i istalled my old xcom: ufo defence copy (US version/edition) then installed the mod and then the universal patch in the extsta download section of openxcom official homesite (https://openxcom.org/downloads-extras/); i've should intall that damn patch BEFORE the mod, right?

Now, reinstalled the game and the mod without the patch and everything seems fine, forgive please  :o
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: ivandogovich on March 24, 2015, 09:37:34 pm
@Ivan Dogovich:
I've managed to include your spelling corrections in the language file. I often say, a translator/writer is only as good as his editor; and you're a good one :) If you ever wanted to do a Russian translation, it'd be great too - all the more fun since I know the language a bit, and there's nothing like a Slavic flavour to any work of science fiction - English simply can't convey some thoughts adequately :)

LOL!  Sorry, I'm Russian in screen name only!  -- I'm actually from the United States. :)  (But you are welcome for the editing!) ~ Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 24, 2015, 09:41:36 pm
No...game crashes on the second assault to shot down ship, ok over and out!  :'(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 25, 2015, 12:11:47 am
@Niculinux:
Piratez_Planet cannot and will not load without a fairly recent nightly, sorry... But updating was really needed because these nightlies add tons of functionality.

@Ivan Dogovich:
I've managed to include your spelling corrections in the language file. I often say, a translator/writer is only as good as his editor; and you're a good one :) If you ever wanted to do a Russian translation, it'd be great too - all the more fun since I know the language a bit, and there's nothing like a Slavic flavour to any work of science fiction - English simply can't convey some thoughts adequately :)
Since I just happen to be russian I could try to do RU translation. I prefer my games in English though, so I may lack enthusiasm to support it for future versions (or even finish work on this one  :D ).
And since direct translation is sometimes impossible, and I do not know Polish, I will have to inject some artistic liberties to not cringe too much at stuff like direct translations of Wraithbane or Battleblast Strait or Ever-Changing. I will try my best to adapt stuff as faithfully as I can of course.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 25, 2015, 03:44:44 am
I happen to be a translator by trade, and there is an absolute truth in saying that translations are like maidens - either faithful or beautiful :) As for the translation itself, I do not actively seek translators, but if someone feels like doing that sort of stuff, in no way it could be bad :)
I can say for myself that parts of Polish translation I've made (the mod itself was thought in English) are only very, very loosely resembling the original (especially the city names - direct translation into any Slavic language makes them sound downright stupid, almost to the point of being better left untranslated), and bear much heavier marks of archaic, regional and marinistic wording.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 25, 2015, 07:35:42 pm
Here we go! Please, fot those interested, grab the 0.89.3 version compatible with linux! I renamed the folders/files discussed some posts ago, and the game does not crash anymore, reistalled the mod on a clean xcom installation without the universal patch and everything is fine, seems that i turend lowercase the ruleset files, while actually are supposed to be with the first letter uppercased, as Dioxine provides them in the mod.

It does not ave the emendments pointed out previously in my post regarding that version, but if people wants to ry, grab it at once!

Steal piratez 0.89.3 openxcom mod from my google drive archive, now! (https://drive.google.com/file/d/0B8fBykKyf6hQYVNHOVFZLXRzM1E/view?usp=sharing)

BUt sill bugs are presente and..no, the game persists on crashing, i really don't know waht may be, i'll wait 0.9 verison.At least it starts  :-[
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 25, 2015, 08:00:40 pm
..no, the game persists on crashing, i really don't know waht may be, i'll wait 0.9 verison.At least it starts  :-[

It won't help you since I can't repair crashes that I'm not experiencing or have no idea what causes them. You can always send me a pre-crash save.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 25, 2015, 08:03:24 pm
latest log:

Code: [Select]
[25-03-2015 18:50:58] [INFO] Data folder is:
[25-03-2015 18:50:58] [INFO] Data search is:
[25-03-2015 18:50:58] [INFO] - /home/nicola/.local/share/openxcom/data/
[25-03-2015 18:50:58] [INFO] - /usr/share/ubuntu/openxcom/data/
[25-03-2015 18:50:58] [INFO] - /usr/share/gnome/openxcom/data/
[25-03-2015 18:50:58] [INFO] - /usr/local/sharehttps://openxcom/data/
[25-03-2015 18:50:58] [INFO] - /usr/sharehttps://openxcom/data/
[25-03-2015 18:50:58] [INFO] - /usr/local/share/openxcom/data/
[25-03-2015 18:50:58] [INFO] - /usr/share/openxcom/data/
[25-03-2015 18:50:58] [INFO] - ./data/
[25-03-2015 18:50:58] [INFO] User folder is: /home/nicola/.local/share/openxcom/
[25-03-2015 18:50:58] [INFO] Config folder is: /home/nicola/.config/openxcom/
[25-03-2015 18:50:58] [INFO] Options loaded successfully.
[25-03-2015 18:50:58] [INFO] SDL initialized successfully.
[25-03-2015 18:50:58] [INFO] SDL_mixer initialized successfully.
[25-03-2015 18:50:58] [INFO] Attempting to set display to 872x715x8...
[25-03-2015 18:50:59] [INFO] Display set to 872x715x8.
[25-03-2015 18:50:59] [INFO] Loading ruleset...
[25-03-2015 18:51:02] [INFO] Ruleset loaded successfully.
[25-03-2015 18:51:02] [INFO] Loading resources...
[25-03-2015 18:51:02] [INFO] Loading extra resources from ruleset...
[25-03-2015 18:51:04] [INFO] Resources loaded successfully.
[25-03-2015 18:51:04] [INFO] Loading language...
[25-03-2015 18:51:04] [INFO] Language loaded successfully.
[25-03-2015 18:51:04] [INFO] OpenXcom started successfully!
[25-03-2015 18:51:04] [INFO] Playing flx, 320x200, 890 frames
[25-03-2015 18:51:04] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[25-03-2015 18:51:16] [INFO] Attempting to set display to 872x715x8...
[25-03-2015 18:51:16] [INFO] Display set to 872x715x8.
[25-03-2015 18:52:07] [WARN] STR_pir_CANNON not found in en-US
[25-03-2015 18:52:07] [WARN] STR_pir_CANNONBALL not found in en-US

Savefile attached to post, i was about to delete it, overwhelmed by desperation!!!  :'( as for rest..i deleted all once again  :-[

EDIT: I wonder if  there's possibility to download older versionof the mod, maybe anyone has mirrored them in the past?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 26, 2015, 02:52:10 am
Loaded your save, made an interception, then a mission, everything's a-OK. From checking your savefile, you've simply not enabled "Piratez_planet.rul", the mod won't go without that ruleset, I'm afraid.... Please alwyas read instructions first.

Otoh enabling "aliens pick up weapons" ruleset is pointless, it won't do anything since all relevant weapon names are changed. However, 0.9 will have an equivalent built in (the enemies SHOULD be picking up misplaced guns from now on).

As for older versions, it's easy to notice that I'm keeping an archive 10 or so versions backwards on the Modsite.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Alex_D on March 26, 2015, 05:17:25 am
I'm still experiencing crashes (yaml error) when the Academ do a terror site. :(
I'm forced to skip the missions. Terror missions from others, say the Traders, appear fine.

"git 2015-03-24 04:14" over OpenXcom 1.0 without the universal patch, and Piratez 0.893 on top.

I'm attaching the save game prior to the terror mission. Just launch the ship, land and reload. Let see if the results are replicated.

Edit: The yaml error happened with the same configuration but with the universal patch. I tried then a fresh copy without it to see if the game does crashes when re-loading. This is what was reported. Also the re-load crashed with the CoS terror mission.
I'll try later with the 2015-03-17 build, as it is the one Dioxine mentions as compatible with the mod.

Edit2: I tried both of the 2015-03-17 builds, and each with and without the universal patch. Neither ran the terror from the Acad or CoS re-loaded. However this becames moot point as it appears the latest nightly 2015_03_26_1845 fixed the problem! :-)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 26, 2015, 08:22:18 am
Played for 16 turns, killed most enemies, experienced a TPK, no crash of any kind.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 26, 2015, 09:13:53 am
Loaded your save, made an interception, then a mission, everything's a-OK. From checking your savefile, you've simply not enabled "Piratez_planet.rul", the mod won't go without that ruleset, I'm afraid.... Please alwyas read instructions first.

Ah..so a linux users who wants to play latest mod, and do not want to compile latest nightly cannot play the mod? Or has to wait the next official version? In the mentime, play with version prior to 0.88 i guess, since it introduced the new piratez_planet.rul :( right?

Otoh enabling "aliens pick up weapons" ruleset is pointless, it won't do anything since all relevant weapon names are changed. However, 0.9 will have an equivalent built in (the enemies SHOULD be picking up misplaced guns from now on).

Good to know, thanks!

As for older versions, it's easy to notice that I'm keeping an archive 10 or so versions backwards on the Modsite.

Ah, sorry, i'm shotsightened! > : = (
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 26, 2015, 11:28:07 am
I'm still experiencing crashes (yaml error) when the Academ do a terror site. :(
I'm forced to skip the missions. Terror missions from others, say the Traders, appear fine.

"git 2015-03-24 04:14" over OpenXcom 1.0 without the universal patch, and Piratez 0.893 on top.

I'm attaching the save game prior to the terror mission. Just launch the ship, land and reload. Let see if the results are replicated.

I did not get a crash after landing nor after loading battlescape autosave, nor after loading battlescape autosave 5 turns into mission. Tried twice.
Why no universal patch? Problem most probably occurs because of that.

edit: after updating to the latest nightly (2015_03_26_0220) I have the same problem. I dont remember which nightly I had before, but I think it one from 24th March. Will try a solution from Yankes.

I also think there is a bug with melee attacks performed from diagonal tile, but not really sure. Nazi mook survives 7 hits from Blood Ax if setup is right.

edit2: yup, after reverting to 24th March nightly save file loads just fine.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 26, 2015, 07:25:45 pm
I also think there is a bug with melee attacks performed from diagonal tile, but not really sure. Nazi mook survives 7 hits from Blood Ax if setup is right.

Quite probably so. Notice how 'ranged' weapons with Range = 1 cannot anymore strike enemies diagonally. It's possible that melee weapons neither, or at least struggle to do so.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 26, 2015, 09:24:45 pm
I can`t research Data disks.
I looked up dependencies and all I need seems to be Spring Cleaning unlock, and I`m 100% sure I do have it. After editing save, removing a STR_SCHOOLING_1 unlock, and researching Spring Cleaning again I still cannot research Data disks: option just does not come up.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 26, 2015, 09:38:08 pm
Playing the 0.87 with universal patch on linux, after some usula renaming, the game works but crashes every now and then :( MOreover, i cannot play with the piratez terrain compatible pack.rul file enabled, because in battle mode my men fly instead of walking (!!!) and some point of the map are totally black  :o

Also, crashed when browsin the bootypedia. And please, what is the purpose of the outpost? It have benne removed in the more newer versions? oh..suppose i'll wait the next milestone to give another shot to the more recent version of the mod, cross our finger if it will be at 1.0 by next openxcom mileston relase! cheers  ;D

EDIT: it is very very prone to crash also if i enable save scumming option
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 26, 2015, 10:29:49 pm
Playing the 0.87 with universal patch on linux, after some usula renaming, the game works but crashes every now and then :( MOreover, i cannot play with the piratez terrain compatible pack.rul file enabled, because in battle mode my men fly instead of walking (!!!) and some point of the map are totally black  :o

Also, crashed when browsin the bootypedia. And please, what is the purpose of the outpost? It have benne removed in the more newer versions? oh..suppose i'll wait the next milestone to give another shot to the more recent version of the mod, cross our finger if it will be at 1.0 by next openxcom mileston relase! cheers  ;D

EDIT: it is very very prone to crash also if i enable save scumming option

I cannot be held responsible on how your jury-rigged version is unstable, most of the crashes are likely caused by your file renaming, using terrain which is incompatible to the .rul files you're using etc.
No, the outpost hasn't been removed, and if you think it's useless, don't use it. I agree that the life for linux users will be better once and official OXCom Linux build comes out.

I can`t research Data disks.
I looked up dependencies and all I need seems to be Spring Cleaning unlock, and I`m 100% sure I do have it. After editing save, removing a STR_SCHOOLING_1 unlock, and researching Spring Cleaning again I still cannot research Data disks: option just does not come up.

Just spotted this error myself. The STR_DATA_DISK should have STR_SCHOOLING_1 under "dependencies:" instead of "requires:". Fixed for 0.9.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: ivandogovich on March 26, 2015, 10:46:22 pm
Just spotted this error myself. The STR_DATA_DISK should have STR_SCHOOLING_1 under "dependencies:" instead of "requires:". Fixed for 0.9.

Woot! 0.9 Hype! ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: niculinux on March 26, 2015, 11:11:26 pm
I cannot be held responsible on how your jury-rigged version is unstable, most of the crashes are likely caused by your file renaming, using terrain which is incompatible to the .rul files you're using etc.
No, the outpost hasn't been removed, and if you think it's useless, don't use it.

Well at least the game is fairly playable, i wonder i t may be even beated  :D No im serious, imreally cannot figure the outpost what does in the game. It's like missile defence or provides extramvault space? I quckly read bootypediamdescription and cannot catch up..O_o forgive my mental capacities!

I agree that the life for linux users will be better once and official OXCom Linux build comes out.

Hope it won't take eons :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Alex_D on March 27, 2015, 08:25:08 am
Played for 16 turns, killed most enemies, experienced a TPK, no crash of any kind.

Thanks!
It appears the problem of yaml error when re-loading a terror game from selected factions went away on the latest nightly
2015_03_26_1845.  :)

I also applied your quick fix to the data disk. Let's see how it goes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 27, 2015, 04:11:31 pm
Something is wrong with either Laspistol handob or with Mercenary Soldier sprite.

edit: its a Merc sprite, when using a two handed weapon everything is okay, but when you use one handed weapon (or dual wield) his right hand stays at empty hands pose.

edit2: Merc Captain and Merc Commando have the same problem, probably Engineer too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 27, 2015, 06:06:27 pm
Strange thing, and yes, it affects every unit based on Muton. It used to work properly. I need to somehow fix these sprites.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Ridаn on March 27, 2015, 08:37:00 pm
Yeah, Humongous Raider got the same problem.

Just noticed that enslaving a Provost yields Slave Maid, should probably be a Magical Girl one.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.89.3 - 19 Mar - Govt, smoke & fixes
Post by: Dioxine on March 27, 2015, 11:48:10 pm
Too old to be a magical girl :) I'll change that to Slave Specialist though.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 28, 2015, 08:22:01 am
0.9 is up! The complete Hideout overhaul has been announced earlier, so no point in dwelling on it. Everything seems to work.

Other notable changes include eg. laser damage rebalance (lasers do less damage to unarmored people), enemies learned how to pick up weapons (sometimes), snazzy new smoke animation stolen from Robin, and a whole bunch of new stuff, armors, weapons, a mission where you hunt for a ship filled with gold... for the whole picture, see the changelog (in the #1 post, as always).

Oh and Ivan, like I said earlier, it's ready for a let's play if you are :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 28, 2015, 01:43:14 pm
Thank you Dioxie!! On linux 0.9 seems to works fine, but i suppose i cannot use the piratez_planet.rul file, but i guess the mod is still playable and "finishible"? Thank again :)

But as soon as I browse bootypledia, right after the outpost page, the game still crashes. but i did not mess around with the mod files :,( The same when attempting to build extended vaults adn extended livin quarters at the very beginning of the game.

Also, at the beginning of the game, at diff level 3 of 5 i got my very fisrt hideout defence! But whaen i tryed to "axe" an enemy game crashed again, probalby because i had alternate movement options activated: onche i saw a "lightinh" (alt axe anim) game quitted to desktop.  :o I tryed to disable enhanced sprite and alternative movement option, but game continue to crash, aaarrghhh :D

Attached here are a couple of saved game (played with universal patch applied) and a log file :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 28, 2015, 02:02:42 pm
Dude, you really need a nightly. Piratez uses all kind af new functionality added by nightlies and does this a lot.
It is just straight up unplayable without it.
May be try a Wine to play Windows version of OpenXcom with nightlies?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 28, 2015, 02:15:50 pm
Thanks Ridan, but i'm afrid to mess with wine, don't know if i may want to try. Maybe a more good-willed linux user may want to try to compile a nightly on linux, ah Dioxine, why dont' you used linux? >.< :D <3 <3

EDIT: the screenhot about what i wroted above, i managed to get it a 1/2 fraction of second before game crashed  8)
It appears to happen with blunt and cutting weapons, o far i tryed only axe and dagger.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 28, 2015, 02:19:11 pm
Dioxine, why dont' you used linux? >.< :D <3 <3

I'm using Linux. For programming. Not for games :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 28, 2015, 02:25:25 pm
I'm using Linux. For programming. Not for games :P

Uh..why not programming games? :D  :-* One more last thing for now: may be possible, for those usin 1.0 mileston, having the extra features to be disabled by option, may in a ruleset file taht may be activeted and/or deactivated by the user? Thanks again :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Yankes on March 28, 2015, 02:51:43 pm
What exactly version of OXC you use? Is this recent nightly? If not I would suggest you upgrading it.

As you use linux most required tools you already have, only some libs to download:
Code: [Select]
sudo apt-get install libsdl1.2-dev libsdl-gfx1.2-dev libsdl-mixer1.2-dev libsdl-image1.2-dev libyaml-cpp-dev git libboost-all-dev
then you go to some directory where you want build new "exe":
Code: [Select]
cd ~
git clone git@github.com:SupSuper/OpenXcom.git OpenXcom_dev
cd OpenXcom_dev/src
make clean
make -f Makefile.simple
And after some time you will have new "exe" in `~/OpenXcom_dev/bin` directory.

Test on VM show that this work well on ubuntu.

This post was sponsored by GCC - GNU Compiler Collection :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 28, 2015, 03:21:11 pm
Very much thank you Yankes! If yuo feel in the "mood", please take a look at here (https://openxcom.org/forum/index.php/topic,3530.msg41911.html#msg41911). ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 28, 2015, 03:44:24 pm
Just "acquire" some goddamned Windows, you can run a dual-system just fine :) I'm actually doing it the other way around, Linux box on a Windows machine, but it's working well enough.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 28, 2015, 04:07:50 pm
Found some null tiles inside my base.
I just love those new Voodoo Schools btw :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 28, 2015, 04:11:01 pm
0.9 is up! ....
Oh and Ivan, like I said earlier, it's ready for a let's play if you are :)

Woot! Me so excited!!

Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 28, 2015, 05:41:06 pm
Just "acquire" some goddamned Windows, you can run a dual-system just fine :) I'm actually doing it the other way around, Linux box on a Windows machine, but it's working well enough.

don't have any windows copies at home   :o (!!!!!)  :-[
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 28, 2015, 07:36:14 pm
In the menatime, compiled latest build (see here (https://openxcom.org/forum/index.php/topic,3530.msg41937.html#msg41937)) game works fine but a bit of a bug, when researched "spring celaning" in the very beginning of a game, sometimes i can reearch large barraks, sometime not, don't know if it is a mod problem or a nightly build one  :-\
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Alex_D on March 28, 2015, 07:45:59 pm
I just got v0.9 running. Thanks Dioxine!

I reloaded my most recent base defense mission and I still see the old graphics.
Silly question here: In order to see the new base graphics, do I need to wait for a new base defense mission?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 28, 2015, 08:22:28 pm
Me too happen to see old graphics, sometime, eg the shot attached refers to the second crash site in Europe, Scandinavian region. Probably a bug?

Edit: it's a crash site, but displays the old terror site maps.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 28, 2015, 08:33:59 pm
Got a unindentified corpse for a great Corpsemaster.
Found one after Church Crackdown, all Church units were present.

edit:
Me too happen to see old graphics, sometime, eg the shot attached refers to the second crash site in Europe, Scandinavian region. Probably a bug?

Edit: it's a crash site, but displays the old terror site maps.
I think that in such cases everything is okay as long as crashed UFO is present on the map.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 28, 2015, 09:06:37 pm
1. Got these null tiles. Haven't noticed them since my Prison was on the bottom edge of the map. Fixing is easy :)

2. To see the new base in the Quick Battle, you need to delete your user/battle.cfg file (and if you have an old save with base defense, it won't be updated either, until the next base defence comes up)

3. You won't get new terrains without Piratez_planet.rul enabled. ALSO the old terrains are still present, I haven't removed them, why? :) City terrains, with crashed UFOs, are purposefully included in some crash sites (mostly N Hemisphere, temperate zone), just the chance of stumbling upon them is low.

4. The corpse is pretty much identified, it's Curch Zealot's corpse... However I have no idea how it could have ended up at your base. Nothing was changed and I guess we've both killed those guys by a hundred without any glitches... curious.

5. Large Barracks - it's impossible for it to sometimes work, sometimes not. Either it does or it doesn't. Unless you're using some other mods that include this kind of building, that is. Remember that Piratez is incompatible with most mods out there, and ESPECIALLY with my other mods, like large living quarters mod or old Piratez versions.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 28, 2015, 09:48:45 pm
- New Weapons: Manstopper (Colt M1911),Tech Blade, Ripper, Auto-Ax, 37mm Rifle, Vulcan RFG

Actually, watching with more attention, it seems a desert eagle, that is also its power in the game. Real DE:

(https://www.imfdb.org/images/thumb/e/ea/DesertEagle50AE.jpg/400px-DesertEagle50AE.jpg)

Coltm1911 is actually rather weak :/
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 28, 2015, 10:14:19 pm
I just had a weirdest moment.
I mind controlled a Chrysalid, pointed him at Beastmaster and used its claw attack.
Beastmaster died (turned to her 2nd form), and I got a message about one of my gals dying.
So I did check her position and indeed - she turned into a zombie.
I was unable to reproduce that bug.
Just what the hell happened there?

edit: was able to reproduce that on a 3rd try of eight tries total, but forgot to save.
Lesson is - Don`t mess with VooDoo, kids, bad things can happen.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 28, 2015, 10:30:44 pm
Ha, weird indeed! Looks like Chryssalids aren't supposed to attack Zombie-like units. Seems like a situation never expected by the devs (and that's why they like me so much... from afar only :) )

About Desert Eagle: it is a separate weapon (Confederate Eagle). You need to look closer :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 28, 2015, 10:52:46 pm
Got it happen for a 3rd time (Lessons learned - zero), this time I killed a Zealot with MCd Chrysalid, and my Annihilator suit Pirate Queen got zombiefied.
So it`s not just a zombie-like units, nobody is safe.
God damn those Chrysalids, being deadly ALL the time.

edit:
noticed another minor thingie about new base - damaged floor tiles behave like gates to nothingness: try autofiring on a floor tile (I tried Bozar and Fatty). After a first hit damaging the floor rest of the burst does not have hit animation and is processed very fast, like autoshot shot on the edge of the map.

Not sure if it even needs any work, just an observation.

edit2:
I`m unable to enslave Church Beastmasters (there is no option in manufactoring list).
I remember requesting a single Clergy Booty as a bonus for enslavement (they had none - 0/0/0), so something probably got broken at that time.

edit3: there is also no slavery options for church acolytes, reverends and cardinals, although fanatical zealots can be enslaved.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Alex_D on March 29, 2015, 01:05:15 am
Thanks about the new base stuff.

Some info/comments/praise so far:

1. I just defeated a terror mission from the Academicians and upon researching the loot I found a STR_HELMET as one of the research items. I suppose that is a left-over from the upgrade to version 0.9

2. When I tried to transfer a prisoner to a base without cells I got "No alien containment for transfer". This kind of breaks character with the mod  :)

3. It appears the rank icons for the lower ranks have dissapeared, if viewed from the equipment screen or battlescape.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: clownagent on March 29, 2015, 11:43:58 am
I like the close combat hit animations and sounds for close combat weapons. ;D

You may also want to enhance the stunrod hit_sound and hit_animation.

Attached are files from Ryskeliini's taser mod, which seem also appropriate for the stunrod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 29, 2015, 03:39:59 pm
Got it happen for a 3rd time (Lessons learned - zero), this time I killed a Zealot with MCd Chrysalid, and my Annihilator suit Pirate Queen got zombiefied.
So it`s not just a zombie-like units, nobody is safe.
God damn those Chrysalids, being deadly ALL the time.

Looks like the new OXCom melee algorithm needs a lot of polishing :)

noticed another minor thingie about new base - damaged floor tiles behave like gates to nothingness: try autofiring on a floor tile (I tried Bozar and Fatty). After a first hit damaging the floor rest of the burst does not have hit animation and is processed very fast, like autoshot shot on the edge of the map.

Yeah, I'll leave it as it is - it allows to fire through damaged tiles from upper levels. At least you can't fall into these floors :)

I`m unable to enslave Church Beastmasters (there is no option in manufactoring list).
I remember requesting a single Clergy Booty as a bonus for enslavement (they had none - 0/0/0), so something probably got broken at that time.

Ahh, it took me some thinking but I think I know what happened - have you captured an ARMORED Beastmaster? :)

edit3: there is also no slavery options for church acolytes, reverends and cardinals, although fanatical zealots can be enslaved.

Yeah this option won't be available for ALL enemies. Mysteries, mysteries :P

1. I just defeated a terror mission from the Academicians and upon researching the loot I found a STR_HELMET as one of the research items. I suppose that is a left-over from the upgrade to version 0.9

Yeah it's just an artifact. It won't come up in a new campaign (a research cost = 0 prerequisite for some stuff).

2. When I tried to transfer a prisoner to a base without cells I got "No alien containment for transfer". This kind of breaks character with the mod  :)

Good catch! I would have never tried doing this so I've missed it :)

3. It appears the rank icons for the lower ranks have dissapeared, if viewed from the equipment screen or battlescape.

Yeah I've noticed. But here is a wrong adress to report this bug, I couldn't have broken it even if I wanted :)

I like the close combat hit animations and sounds for close combat weapons. ;D

Thanks! Animations were stolen from XOps :)

You may also want to enhance the stunrod hit_sound and hit_animation.

I'll probably use the anim, it looks good. My game however just flatly refuses to play ANY sound when the stun rod hits.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 29, 2015, 03:43:00 pm
I like the close combat hit animations and sounds for close combat weapons. ;D

You may also want to enhance the stunrod hit_sound and hit_animation.

Attached are files from Ryskeliini's taser mod, which seem also appropriate for the stunrod.

Yeah, I too thought that those would be fitting, when requesting a stun rod hit indicator.
Those could be used for Stun Rod, Power Mace and Electro-Whip, I think.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 29, 2015, 03:52:01 pm
Problem is, melee "hit" anims are played regardless if you hit or not.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 29, 2015, 04:14:01 pm
Ahh, it took me some thinking but I think I know what happened - have you captured an ARMORED Beastmaster? :)
Didnt notice your post earlier.

Probably I did, I had a Psionic capture option turned on.
I had him researched, but didnt get a slavery manufacturing unlock. Will try to get a naked one and see if i get an option to research him again.

And disregard whatever I said about Electro-Whip, I like than snap SFX a lot :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 29, 2015, 04:40:57 pm
Armored beastmaster was not supposed to be capturable (as I feared the game will crash horribly, since the "zombie-like" status of the unit). Since it doesn't, it's good news - but there are no slavery options, the research of both just wraps around to a single subject. I will repair it so it'll be a viable (and profitable) option to capture one with her armor intact.
Oh yeah and I've never intended to replace the whip sound, just animation :)

EDIT: Yeah there is no point of replacing Hit animation on the Stun Rod, since the animation is played ON ATTACK, not ON HIT. I wanted to indicate the hit by that Ryskeliini's electric sound, but my game is not playing it. Can someone confirm that in and out of Piratez, so a bug report can possibly be filed (not by me ofc, I have the reputation of democracy-hater :) )? It is disturbing that Hit Sounds do not work for Stun Rod while they work for all (non-vanilla) melee weapons.

Alternatively - I could make Stun Rod a ranged weapon, with all proper hit and attack sounds and anims (just like the Hammer is), but then, bye-bye melee training, and bye-bye to AI possibly using it, so I am reluctant. The Hammer was made that way because it is the only way to destroy terrain; there is no such imperative with the Stun Rod.

Btw for long I have treated the hammer like a mere curiosity, but now I'm rather inclined to think that it's one of must-haves, on any party level. Demolishing walls is a major tactical advantage.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: clownagent on March 29, 2015, 08:15:32 pm

EDIT: Yeah there is no point of replacing Hit animation on the Stun Rod, since the animation is played ON ATTACK, not ON HIT. I wanted to indicate the hit by that Ryskeliini's electric sound, but my game is not playing it. Can someone confirm that in and out of Piratez, so a bug report can possibly be filed (not by me ofc, I have the reputation of democracy-hater :) )? It is disturbing that Hit Sounds do not work for Stun Rod while they work for all (non-vanilla) melee weapons.
Cannot confirm. The stunrod sound plays just fine for me.

Quote
Btw for long I have treated the hammer like a mere curiosity, but now I'm rather inclined to think that it's one of must-haves, on any party level. Demolishing walls is a major tactical advantage.

Yes, I too always use the hammer, especially for terror missions it is a must have.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 29, 2015, 09:13:44 pm
Looks like that Alien base is missing some objects. I didnt blow up anything (yet), but there are strange holes in that mapblock.
Tiles circled red reveal dirt when you step on them (and stay as undiscovered otherwise) and  nonexistant green ones create one scary deathtrap corridor of horrors a level below (it looks like that mapblock is a barracks facility and there is a crapload of guys spawning there).

Not sure about a Stun Rod, but a Power Mace does have a hit SFX, swing does the same sound as throwing items SFX and hit does electrical "bzzzt" sound.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Alex_D on March 30, 2015, 01:27:03 am
Yeah I've noticed. But here is a wrong adress to report this bug, I couldn't have broken it even if I wanted :)

I think it started with the new version (maybe during the hideout re-colouring?). I keep copies of each of the old games (zip files of the entire OXC folder). I just checked Piratez 0.893 with 2015_03_26_1845 nightly (and no other mods), and the ranks were there. On a clean install, same nightly, but with Piratez version 0.9 shows the missing ranks during battlescape.  I have included a couple of screen captures of the same game save.

So it's a mistery, why only the higher ranks are present but not the lower ones. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 30, 2015, 06:31:47 am
 :(  Hmm... testing out latest build: 2015_03_26_1845 nightly with 0.9.

Missing tons of UFOs... they just fly away from the bonaventura.

End of month, get a mutant Pogrom.  Try engaging in combat.

At about 3 rounds into the fight, I finally take out the Triscene looking critter with a grenade, and on the between turns, after his long death cry and shots in the darkness (another civ/mutant was killed?).. I got a straight crash to desktop.  The terrain was TftD port Terrain.

Is there something I need to do to fix this?

Cheers, Ivan :D

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 30, 2015, 08:18:10 am
:(  Hmm... testing out latest build: 2015_03_26_1845 nightly with 0.9.

Missing tons of UFOs... they just fly away from the bonaventura.

End of month, get a mutant Pogrom.  Try engaging in combat.

At about 3 rounds into the fight, I finally take out the Triscene looking critter with a grenade, and on the between turns, after his long death cry and shots in the darkness (another civ/mutant was killed?).. I got a straight crash to desktop.  The terrain was TftD port Terrain.

Is there something I need to do to fix this?

Cheers, Ivan :D

Starting is always tough.

Try running Pogrom in debug mode, and see what exactly happens right before crash, may be it is a civilian missing a corpse or terrain object lacking a destroyed shape or something else like that.

edit: and check up on last entries in a .log file from your saves folder, sometimes answer might be there
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 30, 2015, 04:04:54 pm
1. Ranks. I'll look into it. It might have to do with the new smoke animation....

2. New alien base: this is a question to the compiler, the base is copied from FMP. If it's really buggy I can simply disable it.

3. Ivan: Sadly, this happens lately. Clean crash to desktop, no idea why. I am pretty sure all units are accounted for and nothing is missing anything (why should it, it never did, and these creatures are present in the mod for more than a year, were killed by a hundred now without trouble), but there can always be some issue with the terrain. I got these crashes usually halfways the enemy turn, and they've only started very recently. They do happen every sixth Pogrom or so, and all you have to do is replay your round differently, kill one more enemy/don't kill an enemy or sth, and whatever triggered them, will be gone, and the game lets you play. Aww fuck that, I'm really sorry you got that s***t right away, any reassurances that the mod almost never does things like these would sound hollow now :)

This might also have to do with the OXC engine bug I've noticed - using Toxigun and killing your target before the burst is finished = interrupt with no TU or ammo loss. Or with the terrain. Or whatever. Certainly not with units, since if I had crashes with units, it happened either on mission start or end. But all these bugs were repaired months ago.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 30, 2015, 04:14:46 pm
Cool.  Thanks for the assurances...

I have been trying to make more headway through the first Pogrom.  I restarted on auto save to the first turn and set autosave to save every turn.  I have crashed to desktop 4 more times.  Seemingly for different reasons .. all during the enemy's turns though, I think.

I would be tempted to avoid Port terrain entirely.

I find myself gang attacking enemies in armor, and striking them 10-15 times with little effect.  I lose two - three pirates for every enemy I take down.  Getting close to squad wipe time here in this mission I think.  I'm not sure at all, what tactics work here, or how I should be going about this.  Definitely a rough start.

Can the "Bows" do any damage to any enemies?  so far my baddies have been tricenes, reapers, power armored dudes, personal armored dudes, and some weird flying guys in jumpsuits. 

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 30, 2015, 04:34:00 pm
Better to restart the whole mission altogether. Likely you won't get any trouble the next time.

Pogroms are meant to be very hard, especially to inexperienced crews.
A little technical help: due to a recent melee engine bug, enemies are immune to melee at certain angles (alwyas try attacking their back or sides. Or front but this is rarely a good idea :) Never diagonally).
Tips & spoilers: to kill an armored enemy, you need to deliver enough damage to punch through armor. I can spoil a lot, but you know what a Personal Armor can take, plan accordingly, read equipment descriptions, think - there is a HUGE variety of equipment available :) A little tip: they're killable with 1-4 strikes of a knife from the back & notice their laser guns can be picked up and used right away :)
I'm really sorry for these bugs (even if I'm innocent), but with the difficulty - yes, the mod is designed to kill you, and the enemies are designed to fight for their lives :) Easy missions do happen. Sometimes. But not Pogroms. And there is no shame in grabbing some weapons & corpses for study & retreating.

Oh, Bows. Damage = 25. That's not a lot, not against the kinds of enemies you normally meet in Pogroms. They flying guys in gas masks can be killed with a bow, but with difficulty. Reapers too, if you have a lot of bows. The rest of the described lot, no, not really.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 30, 2015, 04:45:50 pm
Thanks for the pointers.  Very much appreciated.   I think I'll try grabbing another nightly.

Edit: there is nothing newer.  hmm.  I guess I restart the game and skip all ports as too buggy to play with the current nightly build.

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 30, 2015, 08:08:01 pm
I feel like melee attacks from behind just straight up do not work with this nighty. I have to destroy walls to make sure my boarders can Stun Rod/stab people from left or right flank.
It is probably a worst time to start a Lets Play (you cant even stab people with in the back with Rapier, ffs) and in addition to that Ivan gets CTDs right at the start.
God damned Murphy`s Law.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 30, 2015, 08:15:25 pm
@Ridan...  Thanks for the feedback.

I'm wondering about my fuel state.  I've spent the first month fruitlessly chasing the Bonaventura around enemy vessels European skies...   I intercepted one contact only, and out of a hope that it would land and a fear that maybe I couldn't handle fighting a "Medium" I missed it.  I'm at the end of the month, and only have 30% fuel left, and I'm concerned that I will run completely out and never get anymore.

Do enemy missions include landings that I would have the chance of targeting, or should I just try to shoot everything down and hope for the best?

I really am brand new to this mod, so I have no idea what works and what doesn't. 
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 30, 2015, 08:57:06 pm
Just got a clean CTD trying to assault crashed Hopper in Sahara Desert.

@Ivan, you start with 10Nuclear Fuel, getting a single intact power source will net you 50 more (effectively 1million in moneyz).
Bonaventura can take on pretty much any small UFo, except a small one with a single window in the middle (its a fast military vessel, it kicks ass). You can take on some of medium Ufos though I`m just not sure what vessels are in that class (hyperwave decoder spoiled me), but there is at least two medium miitary UFOs. Many UFOs do land, some always do, but it is really dependant on its mission.

In my latest playthrough I got lucky with a wave of Freighters (they are large, they always land, and crewmembers are badly armed (unless its a last ship in a wave)) and had no place to store fuel in.

@Dioxine, I`ve got suggestions as to spice up Star Gods fighting
All other factions ranks can be easily discerned on sight, but not those guys, so how about borrowing some more high quality XOps stuff - namely Overlords race sprites.
Guardian rank Star Gods would be crystaline dudes without psi powers.
Operative stays as is.
And Coordinator becomes zombie like. First form would look like old plain Etherial, but when it dies - a transcended ball of sentient plasma rises from fallen robes (using a Solarite (Overlord terror unit) sprite) and all hell breaks loose. Shooting it down can cause fusion-tier eplosion too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 30, 2015, 10:20:43 pm
I feel like melee attacks from behind just straight up do not work with this nighty. I have to destroy walls to make sure my boarders can Stun Rod/stab people from left or right flank.
It is probably a worst time to start a Lets Play (you cant even stab people with in the back with Rapier, ffs) and in addition to that Ivan gets CTDs right at the start.
God damned Murphy`s Law.

It's more complex than that: sometimes you have to stab them from the adjacent tile, sometimes diagonally, there is no rule for that. Around 60-70% of the time melee attacks work, but there is no telling when they won't.
About the Star Gods: good pointers but they're made this way with the INTENT of making them harder to distinguish, so grabbing a Guard is harder :) Although I will eventually add more variants - when that happens, I will have your suggestions in mind :) Guardians are the way they're intended to be, but you will notice I started to expand the Star Gods menagerie if you're unlucky enough to be attacked by them :)

@Ivan: To the pointers Ridan provided, I'll add:
- Check the Black Market. Notice you can buy Nuclear Fuel (Elerium-tech is commonplace on conquered Earth), although it's gonna cost you arm and leg. You can also buy alternate crafts, but that'd require selling Bonaventura.
- Most missions do include landings, and the landing times are pretty long. Bonaventura has huge fuel capacity, if you can't intercept them, you can always try to follow and find out if they've landed. Also the first enemy mission in January contains ships that are generally slow, easy to shot down or chase. However, sometimes even you improved Small Radar misses them... Not much can be done about bad luck. Putting your base in the middle of Europe, China or N.America greatly increases your chances, but it also means high risk of attacks on your hideout.
- Generally your interception options are very limited, and catching landed enemies is the default early tactics. If you try to intercept and immediately start taking heavy damage, break off. Bonaventura is resilient, you'll be able to escape. If things are happening too fast, slow down the Interception time in Options. If you only take light damage, attack relentlessly :)
- Missions are very varied. Some are almost impossible to tackle early on; there should be plenty of easier ones, on average, but... random factor.
- You're getting a lot of points from research. This can allow to weather a couple of bad months without getting into negative score, waiting for your chance to shine, even with weak Pogrom performance. But as long as you keep researching and grabbing some loot, you will slowly get stronger. For cash, sell Grog/Rum :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: niculinux on March 30, 2015, 10:37:25 pm
@Ivan: To the pointers Ridan provided, I'll add:
- Check the Black Market. Notice you can buy Nuclear Fuel (Elerium-tech is commonplace on conquered Earth), although it's gonna cost you arm and leg. You can also buy alternate crafts, but that'd require selling Bonaventura.

>Excuse me, but i did not find nuclear fuel in the black market last time i played, with the most recent nighly (2015-03-26 18:45) maybe i'm completely blind, or completely wrong? May sound very strange but someone might post a screenshot? Thanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 30, 2015, 10:50:04 pm
>Excuse me, but i did not find nuclear fuel in the black market last time i played, with the most recent nighly (2015-03-26 18:45) maybe i'm completely blind, or completely wrong? May sound very strange but someone might post a screenshot? Thanks!
Its at the bottom, alongside other raw meterials.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 30, 2015, 11:13:08 pm
Thanks again, guys!  I didn't know I could purchase the fuel in a pinch! Good to know!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 30, 2015, 11:56:36 pm
Yup, you really need to read the Pedia and check out your options thoroughly before digging in - the mod really changes a lot :)

About the crashes - my current theory is they happen during enemy side's Patrolling behaviour, if the nodes (.rmps) are somewhat not right. Perhaps it'll be better to send these pre-crash saves, logs & screenshots to Hobbes, since I'm merely using his terrain and if I try to repair it, I'm not only likely to break something but I'll also generate incompatibility. Always try to update your TERRAIN, MAPS and ROUTES folders with the latest versions from his Terrain Pack (as Piratez is often behind the cycle).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 31, 2015, 12:06:35 am
Always try to update your TERRAIN, MAPS and ROUTES folders with the latest versions from his Terrain Pack (as Piratez is often behind the cycle).

OK! Awesome!   I wasn't sure on that. I'll pull his terrain pack in this evening.  It is the one with Railroads.  There are a lot of 4 tile units up there wandering around on the rails, I don't know if that has anything to do with it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 31, 2015, 12:36:15 am
I want to stress, it happens quite rarely. I've played a Pogrom on that very terrain today and there were no problems. I guess there is no option but save before every landing, just to be sure - if a new map is generated, it should work properly.

Just got a clean CTD trying to assault crashed Hopper in Sahara Desert.

Well I had one of those when assaulting a Large Scout of all things... But the map was one of Hobbes' modified mountains. Strange things afoot.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 31, 2015, 12:25:47 pm
Quote
openxcom_git_master_2015_03_31_0510.zip - built 2015-03-31 03:15

Warboy1982, Tue Mar 31 05:10:28 2015
softcode battle music

Warboy1982, Tue Mar 31 04:38:43 2015
fix voxel placement of melee attacks

whoops, i offset it twice, and i figure i should probably clamp it,
to avoid similar issues in future.

Warboy1982, Sun Mar 29 15:23:10 2015
allow for per-ufo briefing definition

Warboy1982, Sun Mar 29 13:58:56 2015
different debrief music depending on score

Sweeet.

edit1: I hate to say this, but new base tiles (damaged ones) do need reworking, reason is - you cannot throw grenades on them.
Actually it is impossible to throw anything on them, and I`m pretty sure that weapons using an arcing shot cannot target them either.


edit2: yup, cant target those with flamethrower either, and only way to setup a smoke screen on damaged tiles is to stand directly on them and put a primed sgrenade on the ground.
On other news: large 4tile units (I tried on Sectopod) still cannot be melee hit from diagonal tile.


edit3:
but you will notice I started to expand the Star Gods menagerie if you're unlucky enough to be attacked by them :)
I completed one Star Gods Pogrom and two Crackdowns, and I havent seen anything new yet.
I assume you were talking about Cyclops? It didnt spawn even once.

Also is it intentional to make Witch suit have -5TU penalty, to deny maxed out soldier a 4th MC attempt?
I suggest to cut out 5TU from Blitz suit too, as a maxed out gal can MC 5 people while wearing it now.


edit4: regarding missing ranks pictures. They do come back if you press a "next soldier" button.

I got some weird starting position in my alien base assault: two gals spawned at 1st floor, and an equipment pile is on the first floor too.
I was able to grab a stunned Guildmaster on a 2nd turn (all I needed there really), dragged his body on a 2nd floors green tiles and pressed Abort mission button..
All my stuff from equipment pile is gone, because it was lying on a 1st floor.

Where do I report this? Expanded U_BASE afaik isnt supported anymore, and so are Civilinan`s alien base maps.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 31, 2015, 05:56:52 pm
God be praised, we can use melee again. Although don't celebrate before testing if the fix really fixed this :) And if Briefing definition is what I think it is, this could be even more substantial improvement (many kinds of Pogrom missions!).

1. Tiles - well, looks like the experiment failed. No problem, fixing this is easy.

2. The Star Gods are supposed to launch Crackdowns only with the Cyclops and Guardians. Well, looks like they don't give a damn :)

3. Witch Armor - yes it is intentional, and -5 TU for Blitz seems reasonable (I can add +5 Stamina instead, since running is important too). None the less, Psionic stuff is only a placeholder for now, until the mod migrates to Yankes' Extended version (or until his upgrades are pulled into the main, but I don't think it'll happen quickly, if ever :) ). As of now no matter what you do, Psi is either OP or useless, with no middle ground. To be honest all I would need is to be able to limit range of selected Psi attacks or increase their power dropoff (vide: UFO: Aftershock), really it's all that's needed to make this stuff playable.

4. I'm not sure about the Expanded UBASE, but this bug is known. I might even revert enemy hideouts to standard layout until a custom Piratez version (probably versions, plural, some underground, one would be Hobbes' AREA51 for example) could be prepared :) As for looking for responsible, I was presented the Expanded UBASE by FMP with assurances of it being cool :)

5. The bug with disappearing ranks is pinpointed and it will be fixed. Actually I want to make custom rank pictures, but I haven't so far come up with any good graphical idea (and the original ranks are quite pirates-y by themselves, heh). If someone has any good ideas for new rank pictures, I will listen :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Hobbes on March 31, 2015, 06:11:40 pm
Well I had one of those when assaulting a Large Scout of all things... But the map was one of Hobbes' modified mountains. Strange things afoot.

I'm getting weird crashes often on Area51 terrain that I can't explain. And usually the bug disappears when you try again. It may be something engine related.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 31, 2015, 06:14:00 pm
Yarr!!   Dioxine Says: "Read the BootyPedia"   ;)

Ayup!  With all the numerous weapons available, with all of their tweaks and nuances, it is good to read the BootyPedia.  But... just reading it, may not give a decent sense of what weapons might be effective against what enemies... etc.

So I spent an hour or two Adding PirateZ weapons to a Spreadsheet that calculates damage against armor.   When this was set, I could more easily see what weapons really stand a chance against taking down any of the jokers that I met in the first two missions. 

My favorites: Cutlass, Ball Bat, Hammer, Shovel, Hand Cannon, Boarding Gun.  I like a couple spray guns for my scouts, but I don't know if its really effective or not. ;)

I updated my terrains from Hobbes latest, and restarted to the auto Geoscape save before the Pogrom.  Next contact turned out to be a small that wiped my Bonaventura from the skies with a vengeance.  And with it, my hopes of a long and success career as the Scourge of the Euro Syndicate. 

Hm... Ok. Watch out for small UFOs.  Lets restart with what we've learned.

Set the new hideout, "Shang-Hai-gri-La" in, yep, you guessed it, China.  Weighted early equipment buys towards the goodies mentioned above.  I also tagged my high melee soldiers (80 plus) to help when equipping them.  I have to look into exactly how melee skill affects chances to hit and how much strength gets applied when you do connect with weapons that use those attributes.  I know that when I tweaked the combat knife mod, only the highest skilled soldiers really stood a chance of using them effectively.

Chased a Medium UFO, engaged and Lost the Bonny. :(. 
Ok. Watch out for Medium UFOs and ALWAYS stand ready to quickly disengage!

Re-loaded, ended the month with a Pogrom in Commercial Terrain.  Looks like a different enemy set.  Mostly some sort of personal armor, and small disks.  Hammers are great breach tools, and because the terrain is so tight, its easier to get Up Close and Personal for the majority of my girls running around with blades and clubs.  Things are going fairly well, dropping some baddies, and capturing a few juicy weapons I can use, and also losing a few of my girls as well.  I definitely don't feel as lost as during the first Pogrom that I tackled.   

I don't know if I'll be able to clear the map.  There is at least one CyberDisk in the Theater.  It seems to be shrugging off Ax and Cutlass slices and even a couple laser hits.  I don't have any HE packs nearby, but it may be trapped in the lobby.  I could send a couple mules to carry some back, but I'll probably try clearing the rest of the map first.

Is it good to protect the Mutants in a Pogrom? like preserving the civilians in a Terror mission? or can I get money for "kidnapping" them.  Its kind of hard switching to a pirate mentality, from the "savior of the world" mentality.

I'll play a little further, then probably start recording the LP later this week. :)

Cheers, Ivan :D

Edit: One other Question:  Are all corpses supposed to just say "Dead" ???
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 31, 2015, 06:45:12 pm
I skip Spray Guns, they just dont do enough damage, good for training stats though.
Handcannons are awesome, but you have to loot some Magnums (and something else probably) to start manufactoring those.
Actually many handguns (Confederate Eagle, Snubby, Magnum etc) can punch through Security side armour, while starting SMGs and assault rifles just lack the punch.
Best sniping weapon for a start is actually a Crossbow, imo.
I like Rapiers and Axes for my starting boarders, especially Rapiers.
I always had at least a couple of dedicated grenadiers, because TFTD style explosives are awesome. Sadly, since a 0.9 version you cant start producing Dynamite after just a single research, but I think couple basic HE grenades can take out armoured guys if thrown right at their feet, and yet do not have enough damage to remove loot and corpse (not 100% sure though).

And yes all corpses are "Dead", but they get converted to all kind of booty after mission is complete.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: ivandogovich on March 31, 2015, 06:49:36 pm
Thanks a bunch, Ridan!  And HE Grenades won't wipe out loot?  I'm so trained not to blow stuff up!   Are frag grenades worth the extra weight?

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 31, 2015, 06:59:11 pm
That was fun to read :)

Answering your questions!

- Yes, this is a game where you need to read. I know, strange thing in these new times, so it's even more uplifting you took that to your heart!
- Melee weapons with STRENGTH: YES add FULL Strength score to their damage. I think your spreadsheet might need some tweaking :)
- UFOs: Size doesn't matter all THAT much. Those smalls and mediums you have encountered are lean, mean beasts - there are larges which are much less dangerous.
- Cyberdisc: feed them full of lasgun blasts, they will come down. Or send in a Hammerer, although Str 50+ is a must! Or buy RPG's and other heavy hitters next time - if you have the cash :)
- To kill heavily armored enemies, you need dedicated can openers. Normal firearms are only intended to use against enemies up to Personal Armor tier. Lasguns equalize this a bit since almost all heavy armors take extra damage from lasers.
- Handguns are indeed often more powerful, while rifles specialize in long-range fire (as it's nigh-impossible to hit anything at long range with a pistol).
- About the loot: armored corpses are indeed immune to smaller grenades, but the loot has varied armor values. Some guns are really tough (you need a direct hit with a Dynamite pack to break a Gauss gun, for example), others will be blown to pieces. Data Disks and other documents are VERY fragile though :)
- A Frag Grenade has about a 80% chance of bringing down a Personal Armor, but it really can't do much against Powered Armor.
- There is not a single TRUE WAY of playing. In my recent campaign, I'm doing well with Colt45/EP ammo + Blackmarch SMG + Sniper Rifle + Grenade Launcher, with substantial use of Frag Grenades and I was doing well (naturally, melee is a must, even if it's just a single Hammerer - someone needs to take on these Power Armors).
- Yes, they're all Dead. I think that sums up their tactical significance :)
- Final Advice: Fire ignores all normal armor. Of course, some armors are fire-proof... :)

PS. I will try to compile some quick fixes today & tomorrow so you have the best and latest for your LP (since they'll only be fixes, they won't break ongoing game - also Piratez Mod is very resilient to new versions). And don't forget to use today's Nightly! Without it, melee doesn't work very well :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 31, 2015, 10:16:54 pm
- Final Advice: Fire ignores all normal armor. Of course, some armors are fire-proof... :)
Oh yeah, at first I was like - what those Molotovs are even good for? Then took a drone out with a single throw. Feels nice.
Taking out Tanks and Cyberdiscs with Heavy Flamers is fun too.
And that new GL ammunition is just awesome during nighttime or when you have to burn jungle down.
Willie Pete is weird though, I used it as an alarm system a couple of times and thats pretty much it.

edit: I just MCd a Dark One with UAC Plasmagun - gun has no ammo (its turn 2, he didnt have a chance to shoot) and all he has in inventory is Broken BFG Battery.
I know that getting BFG is somewhat tricky (never got one), so I did I broke something by MCing him, or was he broken from the start?
Mission is Atrium of Anguish.

edit2: found another guy, he actually wields a BFG, but has no ammo. All he has in his inventory is UAC Weapon Documentation.
Same mission.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: clownagent on March 31, 2015, 11:33:31 pm
I captured a bunch of "living" drones but I cannot research them and selling them gives "0" credits.
Is this intended?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on March 31, 2015, 11:48:59 pm
I captured a bunch of "living" drones but I cannot research them and selling them gives "0" credits.
Is this intended?
As far as I know - no. They should die and drop some antigrav thingie.

Resarching live Imps, Cacodemons, and Pinky Demons (and probably Hell Barons) leads to a placeholder Bootypedia pages (Imp - Arcane, Pinky Demon - Arcane etc), while researching corpses opens up "proper" pages, which were added later. Old placeholder ones should probably be removed?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on March 31, 2015, 11:53:34 pm
edit: I just MCd a Dark One with UAC Plasmagun - gun has no ammo (its turn 2, he didnt have a chance to shoot) and all he has in inventory is Broken BFG Battery.
I know that getting BFG is somewhat tricky (never got one), so I did I broke something by MCing him, or was he broken from the start?
Mission is Atrium of Anguish.

Nothing is amiss, you just haven't found all the pieces of this puzzle yet.

I captured a bunch of "living" drones but I cannot research them and selling them gives "0" credits.
Is this intended?

Ugh you weren't supposed to be able to capture them alive, but the "mechanical" flag disallowing that is hardcoded :) I will make a workaround.

@Doom creatures:
The "Placeholders" are waiting for proper text. This will be made at some point when I will return to the dark ones/dark magic arc (Liber Occultis, and Deep Ones will be a part of that). Probably not before OXCom Extended - pretty much everything in the Dark Ones arc is a placeholder. You're getting fat points for those research-alives though, and access to demonic weapons (in their placeholder form, naturally, as full form is impossible without using OXCom Extended).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Dioxine on April 01, 2015, 05:02:02 am
EDIT: the screenhot about what i wroted above, i managed to get it a 1/2 fraction of second before game crashed  8)
It appears to happen with blunt and cutting weapons, o far i tryed only axe and dagger.

Found & fixed the issue. This was the same issue that was causing missing ranks and (hopefully!) map crashes (although I won't bet on it).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: VodkaBear on April 01, 2015, 12:57:26 pm
Sorry for stupid question but I can't find out, what problem in. I've downloaded openXcom, installed original eng version(yes correctly maps overwriting maps, etc) over in data folder of openXcom, renamed soldiername to soldiername,1 installed unpacked piratez with replacing. Then when I trying activate piratezPlanet xcom restarts and throws error like "blah-blah error reading blah-blah at line 0", sorry I cannot give it full and correctly right now. Any guess what I've messed up?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: Ridаn on April 01, 2015, 01:00:40 pm
Sorry for stupid question but I can't find out, what problem in. I've downloaded openXcom, installed original eng version(yes correctly maps overwriting maps, etc) over in data folder of openXcom, renamed soldiername to soldiername,1 installed unpacked piratez with replacing. Then when I trying activate piratezPlanet xcom restarts and throws error like "blah-blah error reading blah-blah at line 0", sorry I cannot give it full and correctly right now. Any guess what I've messed up?
I think you need a nightly.
https://openxcom.org/git-builds/
Grab a latest one and unpack into your openxcom directory.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9 - 28 Mar - HIDEOUT REMADE
Post by: VodkaBear on April 01, 2015, 01:39:02 pm
Okay, thanks, probably that is, I start to remember I already faced this problem before in very earlier versions of piratez and similar answer was given, stupid me.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 01, 2015, 02:16:27 pm
Version 0.9.a is up, and together with yesterday's Nightly, it should fix most trouble which was plaguing this mod lately. Contains little new stuff, mostly fixes, updates, enhancements.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: ivandogovich on April 01, 2015, 04:09:58 pm
Ok.. After a complete squad wipe in the Commercial District... O.o   so many tiny rooms, 3 story buildings all over the map... enemies camping on the top floors and losing one gal for every CyberDisk I tackle....

I restarted the mission from the intercept.  I tried to work it to land in daylight, but still got a pretty dark Railyard map.  This time, no crashes.  Smooth as silk.   This yard was VERY Open with one multi story storage building, one passenger lounge, a couple mechanic garages and one LONG building running the entire West side of the map.   Lots of open space and kill zones.  Drones and Cyberdisk are hardest to deal with as they are flying.  Finally downed two disks and a handful of drones and personal armored humans.  Only about 1/3 of the crew left with the Long building left to clear.  There is at least one Cyberdisk trapped in there and a couple humans.  The disks can't get out because the double doors are blocked.  And my scavenged RPG didn't take it down with two shots.  Only one soldier left, I'll have to abort or wipe.

I've downloaded, set up the new 9a.
My routine is:

Though I'd really like to successfully finish a pogrom before I start the LP, I think I'll start it tonight.  I've basically played and lost 3 Pogroms and two small ufo sites now, so I have a tiny idea about how the game works over all. ;)

Anyway, Thanks for the awesome mod, Dioxine!  Your LP vids were very instructive too, even though the version is a little out of date. :)  ~Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Ridаn on April 01, 2015, 04:19:56 pm
You do not really have to 100% complete starting Pogroms, grab whatever you can (lasguns, sniper rifles, heavy cannons) and run :)
If you can stun some high ranking dude and make a run for it with no significant losses - its a win.

edit: woah, that new sniper rifle got some weird requirements. Looks intersting, though.
Super Shotgun is pretty cool too, I wasnt fan of shotgun weapons before, but this one actually kills stuff so can be used to set up ambushes (with doggies as a bait).

Wish there was a Death Realms Arena weapon set 8)
Stuff like Unreal Flak Cannon, Quake 3 Gauntlet, Doom Chainsaw and so on.
There is already a BFG for a start. And Unreal Redeemer is pretty much a Blaster Launcher mechanically.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: niculinux on April 01, 2015, 10:03:11 pm
Wish there was a Death Realms Arena weapon set 8)
Stuff like Unreal Flak Cannon, Quake 3 Gauntlet, Doom Chainsaw and so on.
There is already a BFG for a start. And Unreal Redeemer is pretty much a Blaster Launcher mechanically.

I don't know that death arena stuff, but there is already a chainsaw, the doom 2 chainsaw, if if look closely to the sprite :) Absolutely agree on flack cannon and some more mad max-fallout style weapon 8). And, at least, one from the following:

ruger mini 14 ver auto with folding stock (a team weapon!!!)

(https://www.imfdb.org/images/1/14/Mini14gb-f.jpg)

Classical ruger mini 14:

(https://upload.wikimedia.org/wikipedia/commons/1/18/Mini14GB.jpg)

As for rest, hope 1.0 will be the final version, Dioxine may want to work to some other total conversions? That would be superultracolll!!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 01, 2015, 10:37:07 pm
I am very excited for this LP, naturally, ego tripping & stuff :) I wish you good luck Ivan (you're going to need it!), and I'm awaiting first episode eagerly :)

Your order of installation seems flawless so I can only hope that the luck holds and there won't be any crashes :) I haven't encountered any since removing that bug, but I've only played 10 missions or so, might be I was lucky.

Never heard about the Death Realms Arena, but naturally, Unreal and Quake are almost as close to my heart as Doom is :) Their problem - unlike Doom, Duke or Shadow Warrior, their assets were in 3d :) Although my skill at pixel art has evolved to a point where I can probably just draw any weapon from scratch, with an image as reference.

About less exotic weapons - I don't know if there is a place for a Ruger-esque weapon between RCF Carbine and Hunting Rifle. Naturally this has never stopped me, nobody said you have to use all the weapons available - some are mostly as assets and art exercises. Otoh I don't want overloading the game with XX-th century weapons (The very fact they exist at all is because the progress of human civilization basically ended in XXth century in Piratez universe).

It is unlikely I will make more TCs, even though I have ideas for them - simple physical reasons, as I am working on this one for 1.5 years already, and it'll probably take me a year or more yet to call it finished. But there are other modders who undertake similar "a very different game" projects, like Hobbes, and look how the existence of Piratez (and Xeno Operations Mod) took months away from his production cycle just because he could just take a huge portion of its assets instead of creating them from scratch. I'd also keep and eye on the War of Shadows, this TC looks very promising so far.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Hobbes on April 01, 2015, 11:13:35 pm
It is unlikely I will make more TCs, even though I have ideas for them - simple physical reasons, as I am working on this one for 1.5 years already, and it'll probably take me a year or more yet to call it finished. But there are other modders who undertake similar "a very different game" projects, like Hobbes, and look how the existence of Piratez (and Xeno Operations Mod) took months away from his production cycle just because he could just take a huge portion of its assets instead of creating them from scratch. I'd also keep and eye on the War of Shadows, this TC looks very promising so far.

I'd disagree simply on the point of me creating a 'very different game' since that isn't my intention, although it surely can seen through that viewpoint by others. But I completely agree that Piratez and other projects really enable other modders because of the ready to use assets they provide.

And one last thing: every artist wants to keep adding to his work since it is never perfect. But with this kind of projects you really need to define a level of perfection where you will say: it is finished, the rest are details.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Ridаn on April 01, 2015, 11:21:32 pm
I meant a ingame Death Realms country when talking about Arena weapons set. It seemed like a most fitting place for such weapons to originate from.
Many countries could have the "Contacts" unlock like Eurosyndicate does, and eventually, when missions would be (more) customizable, I think even a nation specific missions could be done.
Like Death Games Finale in Death Realms,  AI Going Rogue in Technocracy, Gunblade Ninja Shenanigans in Fuso and so on.

And speaking about Total Conversions - Robin is cooking up one and its looking gorgeous.

edit: I also would like to request a Disk o`Death upgrade - make it use a snap attack, please? May be add a AI unit as manufactoring requirement, or make an upgraded (recolored) version, that could handle reaction fire.


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 02, 2015, 02:38:09 pm
I meant a ingame Death Realms country when talking about Arena weapons set. It seemed like a most fitting place for such weapons to originate from.
Many countries could have the "Contacts" unlock like Eurosyndicate does, and eventually, when missions would be (more) customizable, I think even a nation specific missions could be done.
Like Death Games Finale in Death Realms,  AI Going Rogue in Technocracy, Gunblade Ninja Shenanigans in Fuso and so on.

Ahh yeah. Definitely sounds like fun :) Fuso is short on gunblades, sadly - as they're short on guns in general. But they do have s*tloads of ninjas (and what is a pirate game worth without ninjas??)

edit: I also would like to request a Disk o`Death upgrade - make it use a snap attack, please? May be add a AI unit as manufactoring requirement, or make an upgraded (recolored) version, that could handle reaction fire.

Done. Makes sense, the disc is smart enough to handle that. The Snapshot is comparatevely crappy (just 3 TU faster for 40% accuracy loss), but allows reaction fire. We Predator now (Telescopic Spear is definitely planned).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: clownagent on April 02, 2015, 09:08:02 pm
Two small issues:

- I shot down a freighter with a lot of soylent. Both engines were intact, but I did not receive any elerium.

- There is a severe shortage of craft weapons in the early game. I am now in April and have to buy the horrible expensive spike rockets, because I cannot build any craft weapons yet. It would be good, if there were another cheap (and crappy) craft weapon, which one could buy or build early (maybe two HMG taped together or something similar)   
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: ivandogovich on April 02, 2015, 09:23:58 pm
Two small issues:

- I shot down a freighter with a lot of soylent. Both engines were intact, but I did not receive any elerium.

- There is a severe shortage of craft weapons in the early game. I am now in April and have to buy the horrible expensive spike rockets, because I cannot build any craft weapons yet. It would be good, if there were another cheap (and crappy) craft weapon, which one could buy or build early (maybe two HMG taped together or something similar)

Don't you start with with a spare Charger Laser in the stores?  I imagine that is why its there. ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 02, 2015, 10:26:52 pm
Don't you start with with a spare Charger Laser in the stores?  I imagine that is why its there. ;)

Exactly. I don't want a player who quits because he can't play anymore, because there is nothing to shoot with or no flyable craft. That's why I've added a Library (1-Scientist-Lab-for-a-million... if you lose your first base and your main lab which can never be rebuilt). I will also add a buyable Jet Interceptor which is crappy in every way except it doesn't need expensive Elerium juice. In short, I want the player to suffer :)

PS. Strapped-together-HMGs were dropped from the mod because minimum possible damage would be 4, and that might be far too high, plus such a weapon would cost in excess of 100k $... would anyone pay? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: ivandogovich on April 02, 2015, 10:40:57 pm
Hmm... I got to thinking...  Have I messed myself up with my Hideout???   :o

I'm not used to factoring big tile facilities other than hangars...

(https://i.imgur.com/yiLF2qW.png)

I mean this is defensible, but is it usable long run?

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: ivandogovich on April 03, 2015, 02:26:47 am
Heres a new opportunity for you, Dioxine, with the new nightly:

Split your rulesets how ever you like, put them all in a "PirateZ" folder in /data/rulesets/   and it will now show up as only one option to enable in the Advanced Options list.  Makes it much more likely that all your rulesets get enabled. ;)

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 03, 2015, 03:10:35 am
Good idea! This will make player's lives easier!

About your hideout - you wanted custom base, you got it, there is no un-wishing now :) Although you might experience some trouble with placement, yeah (especially with 3x3 facilities ^_^ ). Building for now or building for future (where you leave spaces for big facilities and hope you will be able to build them sooner than in six months) is an intended conflict in this mod. About your base, hard to say since I know the art of the defensive base from the theoretical side mainly - my setup is an offensive one, example on the picture. :)

Also - outstanding let's play, I enjoyed it a lot! I will be making some small updates/bugfixing in the meantime, but nothing major, so you can grab new versions when they appear (no maps/terrains/research tree modifications planned).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: ivandogovich on April 03, 2015, 04:23:46 am
A couple ideas... catching them as I find them or think of them:

a fix for a Bootypedia entry:
STR_SPIKE_UFOPEDIA: CRUDE, JURY-RIGGED ROCKETS WITH MEDIOCRE RANGE. HOWEVER THE FACT THEY'RE BASED ON JUNK PARTS AND HOME-MADE EXPLOSIVES ALLOWS CRAFTERS TO CLANDESTINELY SELL THEM DESPITE STRICT BANS ON CRAFT WEAPONRY.

Not sure if it should be "Gov't Builders" or what, but the "who" who was missing there.

This is a suggestion: rename Attack Dogs to "Pirate Pooches"

      STR_DOGE: "Pirate Pooch"
      STR_DOGE_CORPSE: "Passed Pooch"

;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Jstank on April 03, 2015, 07:09:07 am
Salty Dogs!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: VodkaBear on April 03, 2015, 04:55:16 pm
Always forgetting to ask, what about same research for prisioners do, for example, after reasearching GO I have another GO research, but as I playing with "destroy item after research" it's quiet tough task to research few times different "bosses" like humanist leader, etc. How many of this kind research for every kind of soldier and are they necessary and gives real advantage?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Ridаn on April 03, 2015, 05:06:47 pm
Always forgetting to ask, what about same research for prisioners do, for example, after reasearching GO I have another GO research, but as I playing with "destroy item after research" it's quiet tough task to research few times different "bosses" like humanist leader, etc. How many of this kind research for every kind of soldier and are they necessary and gives real advantage?

You mostly get crucial unlocks after first research (only Merc Leader should be researched twice, I think), rest of the unlocks provide no direct ingame advantage. -
They do open up topics with random stuff like Shipping details, Lore on ingame countris, enemy mission details and so on. Some also do open up details on rare weapons (like Raider Boss does), and some provide information on high ranking enemies and monsters (Guild Bodyguards and Beastmasters).
So there is always a choice - sell prisoner, enslave him, or get some random research unlock (those get you score point btw) - I like that mechanic a lot actually.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 03, 2015, 06:08:49 pm
Normally you need to research a prisoner once, then again if he comes up in the "Interrogation" category ("broken" version), after you research Interrogation. But some of the "indirect" stuff does provide advantages - ex. getting certain ship types, countries or other lore can unlock some research. A good example are Old Earth Books - a pretty important piece of knowledge that can be unlocked through random interrogations. I was often hunting for Engineers and Air Sailors to get Fighter plans :)
Oh yeah and the Merc Commander is exceptional, he needs to be researched several times to get all his unlocks.
Playing this mod without "destroy item on research" is actually completely pointless.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Ridаn on April 03, 2015, 07:19:06 pm
Suggestion:
I feel like Super Shotgun, Advanced Rifle and Assault Railgun have pretty bland names for custom built weapons.
How about "Scattercannon" (I though Scattergun would do, but google tells me that TF2 monopolized the term and applied it to sawed-off shotgun or "obrez"), "Hybrid Rifle" (its frankensteined from 4 firearms in total, seems fitting) and "Coilgun" (same thing, sounds cool, and, despite being "assault", railgun lacks autofire) instead?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: VodkaBear on April 03, 2015, 08:18:16 pm
Thanks for answers, but in common I already knew that all and just expected a bit detailed info, like is it difference between researching grunts or some top-personal, if I'll get very special info from leaders(except merc you mentioned before) after numerous of researches or better sell/make them slaves and repeat research low-tier soldiers of every faction.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 03, 2015, 08:24:44 pm
Hmm... Super Shotgun is cheesy enough for me; I agree that Advanced Sniper Rifle is a bland name, but I haven't come up with a better idea yet (Hybrid... maybe... but this could suggest it's used by Hybrids and doesn't convey its sniper-y nature). Assault Railgun is stop-gap, it will be replaced with an entire custom-made Gauss range in time (weaker than originals, but lighter, more agile and most importantly, with manufactureable ammo).

As for Leaders and specialists (ex. Medics), no, they're usually only good for one important topic and do not bring in random stuff like lower classes. Raider boss is an exception, since he's a Leader only in name and fits into the "grunts" category.
In short:
Engineers & Pilots: random craft type
Support personnel: Missions
Security: usually nothing
Civilians: Countries
Some special grunts (like Raider Boss): guns
Some special grunts (like Bodyguard): info on other enemy types
Most of the above: general stuff like Vodka, Crack or Old Earth Books
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: ivandogovich on April 03, 2015, 08:32:45 pm

How about "Better Snipin' Rifle" or "Long-Range Boomstick"  ( just brainstorming here ) ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: VodkaBear on April 03, 2015, 08:33:26 pm
Okay, I've got, thanks. Still  big problem to remember if I already researched/interrogated this kind of enemies or not, but notepad helps a little.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 03, 2015, 08:48:44 pm
If there is absolutely nothing more to be gained from an enemy, the research topic won't come up anymore (I think).

I think I'll go with Custom Snipin' Gun :)

EDIT:
If you researched anyone once, his/her entry appears under the Factions section in the Pedia, usually with hints about further researches. Read the Pedia! :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: ivandogovich on April 03, 2015, 09:00:34 pm
I think I'll go with Custom Snipin' Gun :)

Just got to say this... I am REALLY enjoying this. :)  The mod has so much Flavor, it really brings you in!  I mean, 1994 graphics, but just the small bit I've seen in the bootypedia, in the interface etc,.... Got me "talking like a pirate" in ep 2 when we downed our first enemy vessel!  Its such a hoot! ;)
Thanks!

And I think that's the perfect name!

( umm... bad brainstorm here.  better names for the attack dog that the ones I suggested earlier:  "Carnivorous Canine" , and for the corpse: "Canine Carrion" )  ;)

Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: VodkaBear on April 03, 2015, 09:34:12 pm
If there is absolutely nothing more to be gained from an enemy, the research topic won't come up anymore (I think).
If you researched anyone once, his/her entry appears under the Factions section in the Pedia, usually with hints about further researches. Read the Pedia! :)

I'm not quiet sure, but when I played some of previous versions I researched trader GO or security 20-30 times. And I just researched "interrogation", what made things even more confusing to remember who and when I researched or not, without full understanding how it all works and if I missed something and will new interrogation option appears to previously interrogated enemies but without "interrogation" research... Yeah it's all cool and interesting but confusing a lot too. Still thanks that you keep working on mod, it's great.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Ridаn on April 03, 2015, 10:02:16 pm
I just equipped a BFG on my X-Sectopod :)

Tried a New Battle a few times and here is a list of problem HWPs:
Cyberdisc/Gatling Laser - has an inventory
Tamed Boomasaurus - has an inventory, also lacks a second weapon - only bite attack is active
X-Sectopod - has an inventory

Also got a clean CTD trying to start a Military Base Pogrom through New Battle, was unable to reproduce it, rare bug with terrain I guess.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: VodkaBear on April 03, 2015, 11:37:18 pm
Uh, hate to ask same things, but I hope "one resultative research per one member" works for "broken %factionmember%" too? Has something changed to bases and ships personal? It's great, from poor pirate, that cannot afford spare mortar shell I've became treasure lord, but I've never meet such quantities of member at early game stages(3-4 month from beginning) in other versions. And one more thing - after destroying base 2 large and 1 very large ship landed at same place (between my and their bases), so I easily farmed them.
(https://i59.tinypic.com/25s0d37.jpg)(https://i58.tinypic.com/1671max.jpg)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 03, 2015, 11:45:43 pm
Tried a New Battle a few times and here is a list of problem HWPs:
Cyberdisc/Gatling Laser - has an inventory
Tamed Boomasaurus - has an inventory, also lacks a second weapon - only bite attack is active
X-Sectopod - has an inventory

Fixed inventory issues. Cannot confirm Boomosaurus - works fine for me. Also there is an issue with the buyable Mercenary - looks like some nightly "fixed" hwp routine and his weapon handob is no longer displayed. I'm thinking about dropping this unit altogether.

@VodkaBear - everything @interrogations is explained in the Pedia, and completing them brings up special articles, THAT SPECIFICALLY SAY "THERE IS NO NEED TO INTERROGATE ANY MORE BROKEN NAME_HERE". I did that for you, dude :) . I know it is confusing but I did what I could. I think it's better overall - I mean, complex research system over a simplistic one. You're unlikely to miss out any important stuff even if you interrogate just specialists and only once each, though. Maybe some hidden stuff, but you won't miss any important tech.
I'm not quite sure about your other question? What? So 23 enemies is a lot? Every terror on Jack Sparrow has around 33 enemies, and Gunships in excess of 20 :) Nah this was pretty much unchanged for a long time. Except for Cruiser/Hideout Defence.

@Ivan - Nah your ideas are fine, but I  really don't think renaming... dogs... to something-else... is what I want. Attack dogs are attack dogs, not everything must be a joke - it ain't World of Warcraft :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Geneoce on April 04, 2015, 04:44:36 am
That was a fun Jack Sparrow playthough.

Unfortunately I did too well on a base defense. Should Gov forces be able to attack hideouts? Hard to get back from a negative odd 1200 haha
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: ivandogovich on April 04, 2015, 05:58:44 am
Unfortunately I did too well on a base defense. Should Gov forces be able to attack hideouts? Hard to get back from a negative odd 1200 haha

Woah! That's Awesome!  Sounds like a Lose-Lose proposition!

Did you end up losing or winning the game, Genoece?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Geneoce on April 04, 2015, 11:18:57 am
Nah I lost that run. Abandoned a terror mission the previous month with only a couple of kills. I was still recovering from an academy courier recovery that screwed up royally when that one popped up. That base defense was supposed to save my pirate crew, Damn government cockblockers!

Ill start up another run tommorrow, see if I can get a few freighters instead of all the zippy mediums and flighty small ships this go around. RNG really hated me that time around!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: VodkaBear on April 04, 2015, 11:37:56 am
@VodkaBear - everything @interrogations is explained in the Pedia, and completing them brings up special articles, THAT SPECIFICALLY SAY "THERE IS NO NEED TO INTERROGATE ANY MORE BROKEN NAME_HERE". I did that for you, dude :) . I know it is confusing but I did what I could. I think it's better overall - I mean, complex research system over a simplistic one. You're unlikely to miss out any important stuff even if you interrogate just specialists and only once each, though. Maybe some hidden stuff, but you won't miss any important tech.
I'm not quite sure about your other question? What? So 23 enemies is a lot? Every terror on Jack Sparrow has around 33 enemies, and Gunships in excess of 20 :) Nah this was pretty much unchanged for a long time. Except for Cruiser/Hideout Defence

Just right now I finished another V.large battle with same kind of mission and there were only 13 guys, wondering why. Also, I've got an idea. While attacking any kind of ship enemies just walking around without any seeming point, okay it's original poor AI, it's hardcoded, you cannot change it, I understand. Here a few solutions I thought about:
1. Is it possible to place tiles which blocks movement but allows firing? It's quiet stupid that there no single embrasure on assault kinds of ships.
2. Make few new types of enemies = turrets, they can have ~3 ap(so they cant move and stays at place) and 33%-50% ap to shoot.

Also, even with Luke's extra UFO i still having 1 kind of V.large ship is it okay or I messed up something again?

Uh, now I struck strange bug, if ship was pretending to land at dark side of planet, but you waited for bright = game crash. If you landing while it's dark = everything okay. Here the save: https://rghost.net/6wscxkNBY current xcom version is git 2015-03-31 05:10
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
Post by: Dioxine on April 04, 2015, 12:42:17 pm
Just right now I finished another V.large battle with same kind of mission and there were only 13 guys, wondering why.

It's tied to difficulty level.

Also, I've got an idea. While attacking any kind of ship enemies just walking around without any seeming point, okay it's original poor AI, it's hardcoded, you cannot change it, I understand. Here a few solutions I thought about:
1. Is it possible to place tiles which blocks movement but allows firing? It's quiet stupid that there no single embrasure on assault kinds of ships.

Yes it is possible to make such a tile, but I don't understand what you're trying to say... Could you rephrase that?

2. Make few new types of enemies = turrets, they can have ~3 ap(so they cant move and stays at place) and 33%-50% ap to shoot.

It's even easier - they can have as many TUs as you want, all you need is to set their Stamina at 1. However it's really hard to prevent them from spawning ex. inside a barn, UNLESS you specifically design an UFO so no one spawns outside. I was planning to introduce turrets one day, one day I will if I think they won't look stupid.

Also, even with Luke's extra UFO i still having 1 kind of V.large ship is it okay or I messed up something again?

Luke Extra UFO's do not add any UFOs, his mod only adds dozens of random internal UFO maps, mostly for Medium and Large Scout (Runabout & Cutter here). Yes there is only 1 kind of V.Large ship in this mod - so far :) At least 2 V.Large ships are planned for foreseeable future - one will be named Battleship (since the old Battleship is named Cruiser, this was inevitable) and you will need a maxed-out airforce to even try engaging it. The other will be Lab Ship from FMP, added to some Academy Survey missions.

Meanwhile, a new version is up - churning them out mainly for Let's Play sake :) Not a major update this time, it just fixes several minor issues and rebalances defence buildings, preparing for 0.9.1 (where there will be several possible types of ships attacking your base, weakest of them with 400-ish hp, so even having a single defensive facility won't be useless). Updating from 0.9.a to 0.9.b does not require much ado, just replace Resources and Rulesets, no changes to maps & other folders were made this time.

EDIT:
Yes, govt can and will launch retaliations. The chance for it is very low (unless you attack them directly), but it WILL happen sometimes. It works as intended, as kind of a natural-disaster situation. You will normally be able to weather a 1000+ points hit... unless you're not doing well in general.

EDIT2:
Checked that save, VodkaBear. No crashes for me. I think it was one of those random terrain-related crashes. Enable Save-Scumming if you have it disabled and simply try to land again.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: VodkaBear on April 04, 2015, 12:52:55 pm
I told about something like this
(https://bertan.gipuzkoakultura.net/img/18/grandes/144.jpg)
but not sure will it be advantage to AI or not. As for numbers which depends on game difficulty, can I do something about to make them bigger for existing saves?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: Solarius Scorch on April 04, 2015, 03:31:19 pm
As for numbers which depends on game difficulty, can I do something about to make them bigger for existing saves?

Your save has something like this inside:

Code: [Select]
difficulty: 4

0 = beginner, 4 = superhuman.

Just increase this number and load from this save.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: ivandogovich on April 04, 2015, 06:44:43 pm
Just got a CTD from the Geoscape when approaching the end of the first month.  I'm not sure is this was the same bug that was occurring earlier with the terror missions in Antarctica or not.

latest nightly, piratez mod, terrainpack (MAPS, ROUTES, TERRAINS) is what I'm using.

I posted in the terrain pack thread, and attached a save there.

https://openxcom.org/forum/index.php/topic,2358.msg42398.html#msg42398

Also:  Hobbes disabled Commercial and Rail in his latest.  Should I do the same in the PirateZ ruleset?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: Ridаn on April 04, 2015, 06:54:39 pm
Just got a CTD from the Geoscape when approaching the end of the first month.  I'm not sure is this was the same bug that was occurring earlier with the terror missions in Antarctica or not.

latest nightly, piratez mod, terrainpack (MAPS, ROUTES, TERRAINS) is what I'm using.

I posted in the terrain pack thread, and attached a save there.

https://openxcom.org/forum/index.php/topic,2358.msg42398.html#msg42398

Also:  Hobbes disabled Commercial and Rail in his latest.  Should I do the same in the PirateZ ruleset?

You got hit with a retaliation/crackdown mission. I detected a Very Large going to your base at full speed.
Murphy`s Law strikes again. Its sad and hilarious at the same time.
I have no idea whats causing the crash though.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: Dioxine on April 04, 2015, 07:22:59 pm
I think you've just experienced "Warboy's Elusive Base Defence Crash". Try reloading (with Save Scumming on), it shouldn't happen again. The base works, people have been going through Defense missions. The Antarctica crashes Hobbes experienced were because the game was expecting to find city zones there and there were none, afaik - the parts of code which were causing it never were even included in Piratez.

I'll check the save in a minute.

Hobbes had indeed disabled Commercial and Railyard, but the chances of a crash are pretty slim, I've been doing Pogroms on these terrains lately with no trouble. Do as you will.

EDIT: try falling back on Piratez 0.9a. I can't seem to be able to launch any Defense, even in QB
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: Ridаn on April 04, 2015, 07:55:32 pm
Savescumming does not help, rolling back to previous nightly and/or Piratez version does not help either.
Its neither items nor facilities (tried selling everything, and swapping a base layout with my own), so its either aliens and their equipment or OpenXcom itself.
Tried changing attackers race - no luck.
Actually even unloading Piratez ruleset and changing alienmission race to Sectoids (so everything is totally vanilla) gets a crash everytime.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: Dioxine on April 04, 2015, 07:58:38 pm
How about Quick Battle? After deleting the battle.cfg, the game crashes every time I try fire it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: Ridаn on April 04, 2015, 08:01:33 pm
How about Quick Battle? After deleting the battle.cfg, the game crashes every time I try fire it.

So do I, even in vanilla.
Will try a completely fresh install just to make sure.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: Dioxine on April 04, 2015, 08:04:36 pm
No need to reinstall, Ridan. It's Nightly. Ceased and deceased.
Base defense ALWAYS crashes if you have any nightly newer than 31 March. Reversed to that Nightly, loaded your save, no crash, battle starts normally. Oh boy it's gonna be hard for you, even if I tried spoil your LP for myself as little as possible :)

EDIT: oh and Ivan, there is no point enabling AliensPickUpWeapons.rul. It causes no conflict with Piratez, but it does nothing either, as all relevant weapon names are changed in Piratez. However, my mod has this functionality built-in - be careful, the enemies might even pick up your own weapons! :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - Use 31st March Nightly!
Post by: ivandogovich on April 04, 2015, 08:22:37 pm
Thanks a ton guys for Trouble shooting for me.

I'll roll the nightly back. :)

Honest opinions: Can I survive a base assault now?  Keep in mind, I did a sectoid base defense with 10 or 12 soldiers in no armor with pistols, stun rods, proxie grenades, and HE packs in my Up Close campaign.    Because the other option is to take dump that mission with a save hack.  (it would kind of be a shame to end the LP on only 8-10 episodes.)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - Use 31st March Nightly!
Post by: Dioxine on April 04, 2015, 08:32:33 pm
IMO you can survive, although not easily. You will get about 2-5 power armored guys, including Traders' Guild big honcho, and those can be only taken down by strong melee fighters (like Str 40+ with an Ax, at the very least cutlass or billhook, do not even bother with rapiers or bats or knives), or multiple application of HE-packs (dynamite or grenades simply won't work). Personal-armored guys will also be a problem, but Proxies will work on these. And... everyone is packing plasma, naturally.

On the bright side, this particular setup has a lot of average-morale, unarmored rabble. If you kill enemies fast, especially the leaders (second-in-charge are these women in business clothing), widespread panic will commence. With luck someone might even fire a Blaster Launcher in berserk :) You base is well-defensible, use that, use teamwork, hide in the rooms and attack lone enemies. Also first-turn delivery of a HE-pack to the elevator works wonders, if you can pull that off.

Do not try to stun-rod heavily armored enemies. The Trader big boss is a huge prize, but stunning him with Rods is almost impossible (takes like 10+ hits on average). However, if you manage to down him and he luckily survives, get that Vodka ready (and snatch all his weapons fast!).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - Use 31st March Nightly!
Post by: ivandogovich on April 04, 2015, 08:39:21 pm
Thanks for the tips, and the honest evaluation! 

Also:  Would anyone be interested in a powershell script that copies all of the files from the nightlies and mods where they are supposed to go?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - Use 31st March Nightly!
Post by: bloodman123726 on April 05, 2015, 12:02:20 am
hey i'm loving the mod but i sometimes get an issue where i go to land on a crash site or none-damaged ships the game will automatically crash with no reason why, help?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - Use 31st March Nightly!
Post by: Alex_D on April 05, 2015, 12:49:12 am
Advancing the game, using 0.9b. The Guild attacked one of my small bases. My Battletanks spawned at the hangar. The poor bastards.  ;D

Reporting this: I believe I got this after upgrading to 0.9b.
After a mission, I got this item: STR_VESSEL_FIGHTER_BLUEPRINT. Is it a leftover?

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - Use 31st March Nightly!
Post by: ivandogovich on April 05, 2015, 03:44:56 am
Good news.  Warboy fixed the base defense crash issue. 

This nightly is working. :)
openxcom_git_master_2015_04_05_0040.zip - built 2015-04-04 22:45

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - Use 31st March Nightly!
Post by: Dioxine on April 05, 2015, 01:41:22 pm
Advancing the game, using 0.9b. The Guild attacked one of my small bases. My Battletanks spawned at the hangar. The poor bastards.  ;D

Reporting this: I believe I got this after upgrading to 0.9b.
After a mission, I got this item: STR_VESSEL_FIGHTER_BLUEPRINT. Is it a leftover?

No, it's Dioxine forgetting to name the strings. It's valid Fighter Blueprints, which were missing until now. :)

hey i'm loving the mod but i sometimes get an issue where i go to land on a crash site or none-damaged ships the game will automatically crash with no reason why, help?

Check if you have followed the install instrucions & have the 31st March Nightly, mate. This behaviour shouldn't happen.

EDIT: something might be wrong with Desert terrain.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr - Ironing out + Fusion Ball
Post by: Hobbes on April 05, 2015, 03:09:12 pm
The Antarctica crashes Hobbes experienced were because the game was expecting to find city zones there and there were none, afaik - the parts of code which were causing it never were even included in Piratez.

That happened some time ago when I integrated MKSheppard's Improved Nations mod on the Terrain Pack. He had defined cities for the Arctic/Antarctic, and IIRC I didn't remove all the ruleset elements of those cities, which provoked crashes since the game could find targets when the monthly terror mission was assigned to those regions. But this has been fixed long ago by removing everything related to those cities (except the name strings, since it is in my plans to add those polar outposts).

Quote
Hobbes had indeed disabled Commercial and Railyard, but the chances of a crash are pretty slim, I've been doing Pogroms on these terrains lately with no trouble. Do as you will.

I never had any issues with those terrains after the fix that Solaris made for some Railyard maps that were bugged. But there were so many crashes reported recently in them that I decided to disable them until I can rework everything. Feel free to activate them on Piratez_Planet but I won't fix any bugs at this stage.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - Use 31st March Nightly!
Post by: Dioxine on April 05, 2015, 06:14:04 pm
hey i'm loving the mod but i sometimes get an issue where i go to land on a crash site or none-damaged ships the game will automatically crash with no reason why, help?

Found and fixed, at least for the Desert terrain. Will be included in the next version that updates to 3.5 Terrain Pack. If you'll be still getting issues after that, please be more specific (include a pre-landing screenshot or a save).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.b - 4 Apr
Post by: clownagent on April 06, 2015, 12:19:15 am
The Tamed Boomosaurus Ufopedia text seems to be missing
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 06, 2015, 03:01:38 am
Fixed that, and the desert crash in the new upload 0.9.c (Updated to Hobbes' Terrain Pack 3.5). No more landing crashes are expected...

Main feature of this update are multiple options for enemy ships making runs at your bases, thus making defensive buildings a viable option. Defensive buildings' updates are completed with a new building appearing (Flak Cannon). Let me know if these new Crackdowns work at all, and if they do, how does it look.

In addition, some rebalances, minor fixes and breaking up of weapons and ammo manufacture into several categories (basic ammo just tends to clutter the list after a while).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: ivandogovich on April 06, 2015, 03:49:35 am
You still have this text on the first post, btw. ;)

Quote
Requires 31 Mar 2015 Nightly
DO NOT USE 3rd and 4th APRIL NIGHTLIES

And now I can skip installing terrain pack after pirateZ?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 06, 2015, 05:45:15 am
This doesn't mean 5th April+ Nightlies aren't OK :) Terrain is updated to ver. 3.5, when Hobbes releases a newer one, you can overwrite. But for now it's unnecessary.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: ivandogovich on April 06, 2015, 06:47:52 am
This doesn't mean 5th April+ Nightlies aren't OK :) Terrain is updated to ver. 3.5, when Hobbes releases a newer one, you can overwrite. But for now it's unnecessary.

Ah! Awesome! Makes Sense!

Cheers, Ivan :D

(did I say this already?  that Hideout Terrain is AMAZING!  I can't wait to play that mission! )
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: x60mmx on April 06, 2015, 07:29:49 am
I've been playing Piratez for a few days now and really enjoying it.  One strange problem I ran into was when I sent an attack dog to maul an enemy standing on one of her comrade's bodies.  The dog couldn't attack her, just said there was no enemy there.  I tried multiple tiles around her until she reaction fired on my dog :-/ Luckily it was a small launcher!

(https://i.imgur.com/M0df8jr.png)

Also, I can't launch my craft unless it is refueled, repaired and re-armed even though ive made sure the optio  to force craft launch is on.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Ridаn on April 06, 2015, 02:22:30 pm
Obliterator Cannon Shells are displayed as STR_BIGGER_GUN_SHELLS.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: ivandogovich on April 06, 2015, 02:51:56 pm
@ x60mmx which nightly and mod version are you using?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 06, 2015, 03:49:52 pm
I've been playing Piratez for a few days now and really enjoying it.  One strange problem I ran into was when I sent an attack dog to maul an enemy standing on one of her comrade's bodies.  The dog couldn't attack her, just said there was no enemy there.  I tried multiple tiles around her until she reaction fired on my dog :-/ Luckily it was a small launcher!

Also, I can't launch my craft unless it is refueled, repaired and re-armed even though ive made sure the optio  to force craft launch is on.

For the first question, I have no answer. Maybe it is caused by how melee is handled now or something. If you managed to reproduce that situation in vanilla, or at least using Warboy's Combat Knife mod ONLY, you could put it on the Bugtracker. Try using various Nightlies.

As for the second question, not sure either - it works and always has worked, but I haven't upgraded past March 31 Nightly yet. Again, try it on vanilla, if keeps happening, report on the Bugtracker. If not, send me a save, maybe there is something odd about that particular craft, caused by my mod (even though I doubt it). It must be a nightmare playing this mod without the ability to force-launch... You don't have the luxury of having a horde of expendable interceptors :)

Obliterator Cannon Shells are displayed as STR_BIGGER_GUN_SHELLS.

Indeed. How this has slipped my attention? Fixed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Alex_D on April 07, 2015, 08:37:08 pm
@ Dioxine. I have a request.

I like the way how the captured soldiers can become slaves. I don't like the fact I cannot move slaves from base to base. So the soldiers must be moved as prisoners and be stripped down locally.

My request is for the non-slaving units (bromosaurs, celatids, etc). If captured alive can we make a way just to slaughter them, as cattle, using runts as butchers? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 08, 2015, 12:34:29 am
@ Dioxine. I have a request.

I like the way how the captured soldiers can become slaves. I don't like the fact I cannot move slaves from base to base. So the soldiers must be moved as prisoners and be stripped down locally.

My request is for the non-slaving units (bromosaurs, celatids, etc). If captured alive can we make a way just to slaughter them, as cattle, using runts as butchers? :)

Actually the inability to transfer is caused by engine not being designed to handle negative-size items, but it doesn't crash, and I actually very much like it the way it is - slaves are just cheaty enough.

I've been pondering about adding this "butchery module", so, since there is a direct request, I will grant it, but this ain't that easy. In a way, this will be major improvement: every "animal" enemy will have the option to be butchered, granting hides, meat, rocket launchers (Boomosaurus), whatever. On the other hand, their corpses will have to be butchered as well, which will add to micromanaging. As a plus, storing hides will take much less space (and make more sense) than storing full corpses.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: ivandogovich on April 08, 2015, 07:43:38 am
So.. um... I was playing  a mission.. ;)  and I got some drops that were undefined in the Lang file as close as I can say. ;)

STR_VESSEL_BOARDING_TORPEDO_BLU
STR_VESSEL_ASSAULT_TRANSPORT_BL

Might want to add those.  ;D

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 08, 2015, 08:05:44 am
Damn it to hell. Omitted those indeed, new stuff, you know... At least they will work gameplay-wise, checked that. Looks like I need to upload another patch soon not to embarass myself.

Proper names for those:
Boarding Torpedo Documentation
Assault Transport Documentation

I presume you've succeeded, since we're talking loot? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: ivandogovich on April 08, 2015, 08:19:48 am
I presume you've succeeded, since we're talking loot? :)

Lets just say I'm a lust after loot abit, so I was looting bodies as soon as they fell. ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 08, 2015, 08:38:51 am
Yeah, no spoiling, no spoiling... Whatever the result, it had to be a hell of a battle, and I can hardly wait till it's published :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Alex_D on April 08, 2015, 08:42:32 am
I've been pondering about adding this "butchery module", so, since there is a direct request, I will grant it, but this ain't that easy. In a way, this will be major improvement: every "animal" enemy will have the option to be butchered, granting hides, meat, rocket launchers (Boomosaurus), whatever. On the other hand, their corpses will have to be butchered as well, which will add to micromanaging. As a plus, storing hides will take much less space (and make more sense) than storing full corpses.

Thanks for the request granting! I hope it will end up in less trouble than anticipated. The original idea was just a in-game way to butcher the "animals" for parts. This one would be like another flavor of disassembling guns. The micromanagement in your mod is really a big part of the fun that I particularly enjoy.

I wonder if it is still in your plans to disassemble the "wrecked tank" and any built tank into parts so it can be rebuilt again.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 08, 2015, 09:15:36 am
Quite possibly it will be done, but we haven't got enough tank types yet for that option to make sense :) For now you will be able to dissassemble captured drones, at least, my time is all swallowed up by trying to finally sort pedia, item list & manufacturing for good.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Ridаn on April 08, 2015, 07:10:06 pm
Quite possibly it will be done, but we haven't got enough tank types yet for that option to make sense :) For now you will be able to dissassemble captured drones, at least, my time is all swallowed up by trying to finally sort pedia, item list & manufacturing for good.

I think Bootypedia is very good as is actually, only suggestion I had was moving "broken interrogations" unlocks (Church Arcane Secrets, Academy Medical Knowledge etc) next to a Interrogation topic.
And may be move all weapons from Treasure category to Weapons and Equipment category (all alien plasma weapons, elerium grenade, small, blaster and canister launchers, and pipes of doom)?
Is it possible to make multiply popups for researches which open up multiply topics by the way?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 08, 2015, 09:37:40 pm
It might seem fine, but I've decided enough of patching up and general refubrishment is in order. Both of those topics you've mentioned will be handled. The entire "shipmaking" category will be emptied and replaced with "world lore" or sth (where countries & missions will end up), and its current contents will be moved to "treasure", hence all weapons will be moved to "weapons & equipment".

I'm not sure if I understand your question, though. There is a minor problem with researches: if a research unlocks something else, and that thing is immediately researched (due to cost = 0) not all new available topics will be displayed in a popup - you have to check manually.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Ridаn on April 08, 2015, 09:48:37 pm
I meant, like, in latest IvanDogovich LP episode, for example, when he researched G.O., he got The Traders topic and General Operative topic, but only a single popup (The Traders one) got displayed.

I do remember that in FMP (or was it XenoOps? sadly I`m not even sure about that) I got multiply popups after completing research on several occasions and thought that it could be replicated, but wasnt sure about details. So thanks for information abot how it works.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 08, 2015, 11:25:40 pm
Ah yeah, no, this one can't be fixed in any way.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: pilot00 on April 09, 2015, 11:32:54 pm
Hey Captn' fine mod ya build over yonder. Its so blasted hard too, I sometimes wanna chew my old 14 inch monitor (fer us older fellers). Props boss you desrve it. First time I play an X-com run and I have cash problems outside Apocalypse.

Now a question: Can I has a tutorial on how the heck slavery works and what I am supposed to do with the maidens I got (asside from selling them)?Do I get anything else except slaves to sale?

Sorry if this has been answered but I might have missed it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 10, 2015, 09:17:10 am
Check yer Logs>Vaults mate, gander at the slaves, behold the 'minus' signs next to them and everything shall become clear :) Is it worth it? Your call!

If you want cash, slavery is a poor option, ransoming gets more indeed. But if you enslave them, you can keep their stuff (like armor). More stuff than you get from killing them. Plus, you get a slave.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Roxis231 on April 10, 2015, 11:00:59 am
 Dioxine, I've just updated to V0.9c and its impressive - but I dislike the some of the armours, not the idea or the sprites but the Inventory images.

I would prefer to have the paper-doll images to be holding/carrying the hemet/mask rather than wearing it.

I've made some versions of the smokey inventory image for my own use.  I've attached the images as a zip file if any one else would like to use them.

To install them, just unzip them into data\Resources\Piratez\Body_33

Hope someone else enjoys these - I'll post the other as I make them, but I'm only a novice at graphics.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 10, 2015, 04:06:20 pm
Not bad, not bad at all :) I will add these to the next package as an alternative. Truth is, I'm not entirelly happy with how their faces turned out, but I simply can't do better.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: ivandogovich on April 10, 2015, 07:21:23 pm
A weapons balance thought.

Right now, I'm avoiding the fistycuffs completely, as I feel like their damage is insignificant.  For damage type 3, the pipe basically just does it better.
As an alternative, make it damage type 6, power 0, but include strength?  This would give a scalable stunner, that would just get more effective as the wielder gets stronger.  Maybe nerf the accuracy a little more to still keep the handle viable.

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 10, 2015, 08:23:24 pm
Mhm, yeah, might be a good idea. I though the fact the knuckles only take 1 slot would give enough reason to maybe use them, but then again I'm not using them myself - better to get a knife which actually can do something. And the enemies do not have fistycuffs, so they do need to have some use.

I'm not sure though if I can strike a fair balance - as the strength cap is at 80, and you can get even more through wearing some armors, this could become an ultimate stunning weapon :) Maybe not with flat 50, or even 45 accuracy... Right now you really need a stun rod, or at least a harpoon to get an armored guy - I don't want to make stunrods superfluous :) I'll definitely think about it anyway.

(and even if I overdo, this can be nerfed once we move to OXCom Extended where I can make them use, for example, 0.5 Strength as damage bonus).

Thanks for the feedback!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Roxis231 on April 10, 2015, 09:45:02 pm
I will add these to the next package as an alternative.

Thanks - I'll put others up as I do them, but at the moment my internet is restricted to my laptop due to hardware/line problems, so it might be a while before i post some.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: clownagent on April 11, 2015, 05:48:11 pm
There was an issue with the port terrain with non-walkable stairs.

I attached the modified MAPS which make them accessable.

There were also some issues with the loftemps in the mcds (windows too large, barrel too large, damaged fence was nearly indestructible and too large etc. ). The changed mcds are also attached.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Dioxine on April 11, 2015, 06:59:50 pm
There was an issue with the port terrain with non-walkable stairs.

I attached the modified MAPS which make them accessable.

There were also some issues with the loftemps in the mcds (windows too large, barrel too large, damaged fence was nearly indestructible and too large etc. ). The changed mcds are also attached.

Please contact Hobbes with this, I'm not the creator of those maps. AFAIK he took both maps and loftemps for this terrains straight from TFTD, without changing anything, anyway.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Hobbes on April 11, 2015, 09:33:55 pm
There was an issue with the port terrain with non-walkable stairs.

I attached the modified MAPS which make them accessable.

There were also some issues with the loftemps in the mcds (windows too large, barrel too large, damaged fence was nearly indestructible and too large etc. ). The changed mcds are also attached.

Can you specify the MCD entries you changed? I've already checked a couple but I want see all that you changed. As for your changes:
* The damaged fences doesn't matter their armor value since you can never remove them - if they are destroyed they are simply replaced by another copy of the entry. It is also intentional that their LOFTEMPS settings to be so large, in order to block shots (the whole Port terrain is designed to block shots and to be impossible to remove several objects). 
* The barrel, I have my doubts if it isn't also intentional for the LOFT to reach to the top so that any shots hit the barrel (and make it explode, along with any of the other barrels around). But since the other barrels have a shorter shape, it can well be an error.
* The brick windows, well that's their original design.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Dioxine on April 12, 2015, 07:08:00 am
New version is up, this should finalize the endless 0.9 fixes. Includes pretty much all recent requests, much more ordely Pedia, Workshop & Item lists, landing lights on pirate ships for night operations, more sources of rare technologies' prerequisites, some new content, & more. Fully compatible with ongoing campaigns. Enjoy.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: ivandogovich on April 12, 2015, 07:14:00 am
New version is up, this should finalize the endless 0.9 fixes. Includes pretty much all recent requests, much more ordely Pedia, Workshop & Item lists, landing lights on pirate ships for night operations, more sources of rare technologies' prerequisites, some new content, & more. Fully compatible with ongoing campaigns. Enjoy.
Wewt!  Now I just need time to play it!  I already have next week's episodes recorded and produced! ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: GrandSirThebus on April 12, 2015, 08:07:10 am
Yo, I made some sprites for the gauss weapons mod But they're currently not implemented. These were gonna be the 2nd tier rail guns, but you can use them for whatever. I just want someone to make use of them as I'm proud of their design, and your Piratez mod is awesome. You can chop em up, reskin them, or use parts of them for whatever other weapons you wanna have/make.

(Also if there's something wrong with them let me know and I'll try to make time to fix it)

Preview:
Heavy(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/HeavyRailgun_zpsysu2iljp.gif)(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/HeavyRailgunClip_zpszb7rkv5j.gif) Sniper(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailSniper_zpsgjzc24y3.gif)(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailSniperClip_zps5y80sbtk.gif) Rifle(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailRifle_zps0egq5dok.gif)(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailRifleClip_zpsazzkvji2.gif)Pistol(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailPistol_zpswxrgtbep.gif)(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailPistolClip_zpskdguvshc.gif)


Full Set .zip
https://www.dropbox.com/s/nzhbwldwpf2vyob/RailGuns.zip?dl=0
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: clownagent on April 12, 2015, 10:11:54 am
Can you specify the MCD entries you changed? I've already checked a couple but I want see all that you changed. As for your changes:
* The damaged fences doesn't matter their armor value since you can never remove them - if they are destroyed they are simply replaced by another copy of the entry. It is also intentional that their LOFTEMPS settings to be so large, in order to block shots (the whole Port terrain is designed to block shots and to be impossible to remove several objects). 
* The barrel, I have my doubts if it isn't also intentional for the LOFT to reach to the top so that any shots hit the barrel (and make it explode, along with any of the other barrels around). But since the other barrels have a shorter shape, it can well be an error.
* The brick windows, well that's their original design.

Yes, I thought the loftemps should be as close as possible to the graphics. I think I changed: barrel, window, fences and the chair.

In addition, there were different movement costs for the broken wall tiles (one facing northeast and one facing northwest). I thought it is more consistent if they have all the same movement cost for walking, sliding and flying.
PORTURBITS: MCD 1, 3, 14, 16, 21, 23, 34, 35
Also in (PORTROADS) MCD 23 I set Blockfire and Blocksmoke to 0 as it was for MCD 20

In the MAPS there was an impassable ground tile placed under the stairs, which made them inaccessable.

Thank you by the way for all the great terrains you introduced, they are really a great improvement for the game.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Ridаn on April 12, 2015, 04:31:49 pm
Mesh armour looks cool. Frequent updates sure keep the game intersting
Are you planning to update Juggernaut (paperdoll and battlescape sprites do not match each other, at least color wise) and Annihilator (paperdoll features fancy visor)?

Yo, I made some sprites for the gauss weapons mod But they're currently not implemented. These were gonna be the 2nd tier rail guns, but you can use them for whatever. I just want someone to make use of them as I'm proud of their design, and your Piratez mod is awesome. You can chop em up, reskin them, or use parts of them for whatever other weapons you wanna have/make.

(Also if there's something wrong with them let me know and I'll try to make time to fix it)

Preview:
Heavy(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/HeavyRailgun_zpsysu2iljp.gif)(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/HeavyRailgunClip_zpszb7rkv5j.gif) Sniper(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailSniper_zpsgjzc24y3.gif)(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailSniperClip_zps5y80sbtk.gif) Rifle(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailRifle_zps0egq5dok.gif)(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailRifleClip_zpsazzkvji2.gif)Pistol(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailPistol_zpswxrgtbep.gif)(https://i1150.photobucket.com/albums/o605/GrandSirThebus/Railgun%20Sprites/RailPistolClip_zpskdguvshc.gif)


Full Set .zip
https://www.dropbox.com/s/nzhbwldwpf2vyob/RailGuns.zip?dl=0

Yay, custom coilguns. Loved your sprites playing FMP, look way way better than TFTD ones.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: ivandogovich on April 12, 2015, 05:04:21 pm
Quote
- Brass Knuckles deal Stun damage now, use Strength & Skill. Handle no longer uses Skill. Hope Stun Rod is still useful now.

Crunching the numbers, I think the Brass Knuckles (fistycuffs) only really come into their own on Very High Melee Skill and Very High Strength.  I don't thing the Stunrod has to be concerned.

Compared to the handle, The fistycuffs only become more likely to hit around 100 melee skill, and you'd need more than 35 strength to make them better.
Compared to the stunrod,  you'd need over 65 strength, and over 90 melee skill to compare with the likelihood of hitting that even an extremely unskilled stunrod wielder might have. To completely out class the stunrod,  you'd need melee skill of over 140, allow with STR over 65.  This may be great for end game monsters, but early on, the stunrod is clearly better.  I haven't accounted for the two hits to one that the fistycuffs have over the stunrod, but I still think the fistycuffs will be niche weapons later.  Early on, they do present a viable alternative to the handle for the strong and skilled girls, and I think that is a good thing, as it makes them useful again. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Dioxine on April 12, 2015, 05:17:37 pm
Yo, I made some sprites for the gauss weapons mod But they're currently not implemented. These were gonna be the 2nd tier rail guns, but you can use them for whatever. I just want someone to make use of them as I'm proud of their design, and your Piratez mod is awesome. You can chop em up, reskin them, or use parts of them for whatever other weapons you wanna have/make.

Nice, nice, very crisp although maybe too vivid for my tastes :) Otoh the current EuroSyndicate lasers look a bit bland in comparison... I'll think about making a good use of those, although I might have to modify them quite heavily to get a bit more uniform look. I might need to use all of them if/when EuroSyndicate appears as a faction. Also the clips look really cool.

As for the custom Gauss line, I'm rather planning to use black&white lasers made by XOps, I'll just modify them a bit and add more red - I'm kinda always leaning towards designs with a clean, uniform look.

About the Juggernaut, I don't know, the paperdoll is way too detailed to make any sort of sprite looking like this, and I grew quite attached to it - not sure if replacing it with rusty-colored, bland normal Power Suit is the way to go. I don't have a ready solution here. About Annihilator - that visor would hardly look like anything on 3x4 pixel face area :) Although maybe I'll add a green visor-sort of thing, I don't know. I was always more concerned with the sprite being easily recognizable than looking exactly like the paperdoll.

@Ivan: yeah, all you've written is true - and I'm glad you like how it's done now - BUT... fistycuffs take only 8 TU, plus like 4 to equip, while grabbing a Stun Rod from the backpack is 12-ish, and every attack takes 20 tu. So you easily get 2-3 attacks with Fistycuffs where you could use the Stun Rod just once. But I agree that in early game, this is not nearly enough to outclass Stun Rod - aaaand there naturally is the fun factor, it's sure fun to use your kung-fu on people :)

EDIT: Talking about balance, it didn't make it to 0.9.d, but I've tweaked the SSRL (which I have a feel is never used), buffing its damage to 120, making it a tad faster and cheaper, but at the price of some accuracy (and max aim range just 20). Maybe now it will be more attractive, remote-delivery of 120 HE damage should be tempting. Oh and also it uses new, super-sweet Ryskeliini's gfx :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Ridаn on April 12, 2015, 10:56:04 pm
Well my pro-visor reasoning is simple - Annihilator is immune to smoke, despite laking any headgear, and other armours have them (visors), so why not adapt some of those?
I can live with abstract rusty-orange Juggernaut suit, greyish bscape sprite wouldnt look that good and will be hard to distinguish in smoke, and not using that paperdoll would indeed be a waste.

Love new Bootypedia, nice and orderdly, though I`d prefer having interrogation related stuff to be on top of Mysteries.

Also Xeno Armour and Assassin suit pages say that suit has 200% vulnerability to smoke, while all other armours were updated to have 300%.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Dioxine on April 12, 2015, 11:18:35 pm
Well my pro-visor reasoning is simple - Annihilator is immune to smoke, despite laking any headgear, and other armours have them (visors), so why not adapt some of those?
I can live with abstract rusty-orange Juggernaut suit, greyish bscape sprite wouldnt look that good and will be hard to distinguish in smoke, and not using that paperdoll would indeed be a waste.

Exactly... Well, yeah. Adding Annihilator visor to the to-do list. Really it's not much work, it will just look pretty much the same as every other green visor (...and, after a second thought, there really is no chance of mistaking Annihilator with the Assault Armor, despite the latter being red and having a green visor...).

Love new Bootypedia, nice and orderdly, though I`d prefer having interrogation related stuff to be on top of Mysteries.

Good all that tedious work paid off. Yup, I can see where are you coming from - a player would want to check on these topics without the need to scroll, as they're precisely put there as a reminder that certain researches are no longer needed. This will be changed then.

Also Xeno Armour and Assassin suit pages say that suit has 200% vulnerability to smoke, while all other armours were updated to have 300%.

It's not much of an omission as it is indecisiveness. Not sure if they should be resistant or not. Probable course of action: the Xeno stays at 200% (it protects the skin and the eyes, at the very least, plus is somewhat "magical" in general, bolstering the wearer's metabolism), and the Assassin either gets some sort of a mask or is updated to 300%. Actually, form my own experience and what I've seen on Ivan's LetsPlay, I'm thinking of upping the default smoke damage to 400% - there are many ways of combating the threat of passing out, like having a few doses of Combat Drugs onboard. Frankly speaking, once my soldiers got their health to 60+ level, I start to pretty much ignore the smoke again.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: ivandogovich on April 13, 2015, 12:52:49 am
.... Actually, form my own experience and what I've seen on Ivan's LetsPlay, I'm thinking of upping the default smoke damage to 400% - there are many ways of combating the threat of passing out, like having a few doses of Combat Drugs onboard. Frankly speaking, once my soldiers got their health to 60+ level, I start to pretty much ignore the smoke again.

So Mean!  Actually, in a test run today, 3 gals succumbed to the effects of smoke quite quickly! (note to self: do not pop smoke in the Bonny!)
400% may make the later game a bit more challenging again, but I'm guessing it may make a brutal early game even more brutal. ;)

Cheers!! Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Ridаn on April 13, 2015, 01:22:35 am
With 400% I can gas my enemies :) Might be fun.
With specialized Smoke Gear aviable from the start its not that punishing for dedicated snipers.

Also may be make Synthsuits vulnerable to Acid? I have a fond memory of my first successful anti-Merc operation, lots of Pythons with acid ammunition were deployed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Alex_D on April 13, 2015, 02:53:55 am
Thanks for the "butchery" option! :)

I MC some of the Cyclops Guards and they are without image in the equipment screen.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: ivandogovich on April 13, 2015, 03:09:55 am
With 400% I can gas my enemies :) Might be fun.
With specialized Smoke Gear aviable from the start its not that punishing for dedicated snipers.

Also may be make Synthsuits vulnerable to Acid? I have a fond memory of my first successful anti-Merc operation, lots of Pythons with acid ammunition were deployed.

I'm not sure what smoke gear is available from the start.  I all have is pirate duds and runt outfits, and the ladies natural rigging.  Maybe you mean its available early if you research a key tech (... but I don't have any idea what that might be.. not enough experience yet).   And as far as 400% goes, I think Dioxine only meant to penalize the pirates, not the enemies, but I may be wrong.

The molotov did get me thinking about an equivalent "flask o' acid" weapon that would act just like the molotov for deployment.  Components for manufacture would require Chemicals.  Not sure where it would fit in research, but it could be a decent counter to specific enemies with acid weakness.  Just some brain fodder here.

Also.  Can anyone convince me why I should use an Axe?  The hammer hits harder, and is more accurate.  The Cutlass just gives up 15 damage for being lighter and more accurate.  The hammer uses concussive rather than piercing but that feels like an advantage rather than a disadvantage.  The only drawback for the hammer is not being able to target from the diagonals? (they tend to be more that 1 tile distance per calculation).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Dioxine on April 13, 2015, 08:03:12 am
Thanks for the support, dudes!

I MC some of the Cyclops Guards and they are without image in the equipment screen.

This is because the game can't handle it - if it's AI unit, you either have inventory picture AND ufopaedia crash, OR no inventory picture AND ufopaedia armor entry. I might have to go around this like with other kinds of armor (creating a faux armor entry, just for the Pedia), but the problem is more widespread - Deep Ones, Dark Ones... and creating dozen of faux armors is both bothersome and prone to erroneous information when armor resistances are updated.

@400% Smoke:
Why, naturally it would affect every unprotected enemy. It would be illogical to do otherwise (naturally, despite all appearances, Personal Armor IS protected :) ). About the anti-smoke tech - yeah, it's there just before your eyes - Smoke-Ops Gear, 3-8 days of research w/ 3 Brainers, depending on luck :) Plus you have the grog (I might increase its unstunning effect).

@Acid flask:
Well that's an idea... you have an 'acid' flask in the game already but it's, let's say, extremely rare. I think I have an idea where to put this (likely early) research, but it can't be powerful enough to take down Personal Armor in a single hit :) Why would you need guns for if it did? :) The range will probably have to be limited to like, 16.

@Synthsuit acid nerf:
Hmm... it's just because they have no resistance to Acid, unlike damned 60% AP... No vulnerability per se. Nah, I don't think this would change much, even if indeed Synthsuits are really, really good, maybe too good. Otoh you're quite unlikely to meet Mercenaries in Year 1 now, so there's that. General line is that it's the flying armors what is vulnerable to Acid.

@Axe vs. Hammer
Basically I'm using mostly Axes, since Hammer is slow & heavy (and it starts to be a problem once you want to dual-wield or wear any solid armor), while cutlass is much more prone to disapointingly bouncing off a Power Armor or a tank...
But let's see (Str 40 fighter taken as base for comparison):
Axe pros:
- Can attack diagonally
- Attack takes 65% tus of what hammer takes
- Occupies 30% weight not 50%
- Trains melee for future weapons
- Mutons aren't axe-proof
Hammer pros:
- Basically never misses
- Can attack vertically
- Can breach walls
- Inflicts +20% damage
- Trains Firing Accuracy

Hmm... still it seems balance favors the hammer slightly. I think I'll bump both its weight and TU use by 2.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Ridаn on April 13, 2015, 06:57:41 pm
I just captured a "living" Sectopod, is it WAD?

Also Smugglers strike back again - I took down a single smuggler ship, but forgot to loot it, and the next thing they do is steal a Cruiser full of plasmaguns and crash it into my base.
It got me intersted - what if someone shoots down a Deep Ones probe - would same thing happen? Is it tied to score?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Balbinator on April 13, 2015, 09:40:03 pm
I can`t develop or buy craft weapons (only spike rockets).
It`s a bug or feature?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.d - 11 Apr - butchery & pugilism
Post by: Dioxine on April 13, 2015, 09:53:02 pm
I just captured a "living" Sectopod, is it WAD?

Also Smugglers strike back again - I took down a single smuggler ship, but forgot to loot it, and the next thing they do is steal a Cruiser full of plasmaguns and crash it into my base.
It got me intersted - what if someone shoots down a Deep Ones probe - would same thing happen? Is it tied to score?

Both those things are WAD... by OXCom team. I can't change either even if wanted to :) Both races have Retaliation: false, but this doesn't mean they won't react to direct attack - they will only not launch "normal" retal missions. Not saying either thing is something I can't live with.
Also not tied to score or anything, knocking off a Probe (which IS tied to Deep Ones) will probably get you attacked. Ground assault without shooting anyone down - I think it won't trigger retal, otoh.

I can`t develop or buy craft weapons (only spike rockets).
It`s a bug or feature?

What are you saying, naturally you can. Loads of them. Just not right off the bat. Gotta earn it, dude.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 15, 2015, 04:22:03 am
New version is up, and it's not 0.91 yet . Added a couple of early Acid weapons, added Death Realms' Arena stuff, increased Smoke damage, updated SSRL and made a bunch of fixes & updates, most of them recently proposed here, plus some late-game tech tree changes. Used some more Ryskeliini's awesome pixel art.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: ivandogovich on April 15, 2015, 05:25:48 am
New version is up, and it's not 0.91 yet . Added a couple of early Acid weapons, added Death Realms' Arena stuff, increased Smoke damage, updated SSRL and made a bunch of fixes & updates, most of them recently proposed here, plus some late-game tech tree changes. Used some more Ryskeliini's awesome pixel art.

LOL! And I was just going on about the SSRL in my video I recorded today saying that it was too hard a sell, in comparison with the RPG. ;)
Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 15, 2015, 06:47:10 am
LOL! And I was just going on about the SSRL in my video I recorded today saying that it was too hard a sell, in comparison with the RPG. ;)
Cheers!

Yeah it sucked pretty bad, but now, 120 HE + new awesome graphics might tempt someone into buying it :) One way or another, a good LP is also a great beta-test. Oh and I like that Roland music very much, seemingly the same as vanilla yet so much richer.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: ivandogovich on April 15, 2015, 07:10:41 am
Yeah it sucked pretty bad, but now, 120 HE + new awesome graphics might tempt someone into buying it :) One way or another, a good LP is also a great beta-test. Oh and I like that Roland music very much, seemingly the same as vanilla yet so much richer.

LOL!  I also just created a new custom music set for the game. :)  Ep 9 will debut it! ;)
I do like the Roland music too, but it feels very XCOM, and not as much PirateZ. ;)
Can't wait to show it off!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Alex_D on April 15, 2015, 08:29:24 am
Boo for the hammer! :)
By the way, the text that pops up when one tries to use an alien weapon that was not researched is not very pirate-y.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 15, 2015, 09:53:14 am
Boo for the hammer! :)
By the way, the text that pops up when one tries to use an alien weapon that was not researched is not very pirate-y.

Damn! You keep doing things you're not supposed to! Which is very good, fixed that :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Vesparco on April 15, 2015, 10:42:19 am
I've been trying the mod since last Friday. The experience in a few words:

1.- I spent Friday laughing at each bootypedia page I uncovered. Post apocalyptic cuisine made me fell down to the floor. They get you quickly into the pirate mood. I woke up saturday with pain in the ribs.
2.- I manage to learn the "game mechanics" by burning my hand repeatedly (totally Xcom spirit xd). I've been impressed by rework of the game mechanics (goverment and faction mechanics).
3.- I built up a team of fighters from flintlock, knifes and rum to a bluish assault team with smartweapons, savaged lasers, cool melee weapons. They preserved their booze's smell though.
4.- I am starting to see the light at the end of the tunnel by churning booze (now red chips) from my Casino Exports base. Once the flow of money is somewhat stabilize you feel a little bit less flat-footed.
5.- Armored beastmaster took me hard with its ablative cover XD.

Said this, congratulations, your piratez mod is an impressive work of art. I would say is quite an approach to the unborn project of the one after TFTD. It remakes the whole game into a fun and entertaining experience :D.

Said this, I would like to state some thoughts on the progress and suggestions so far in the game (sorry for being those kind of people who hassle and then begs xd):

- My supply of damaged grav units has decreased considerable due to the later enemy pools in the game. Could they be considered to be crafted from electronics and/or other components?

- Seeing the approach of "organic" harvesting and taming, I had the thought of "breeding" them. You could use soylent or slaves to perform such breeding (in order to control the gold mine). Also in case of fearing tank spamming they could generate a lesser element that only servers for harvest ("young reaper", although maybe it could double as an improved attack dog xd). Of course the same approach could be made with the celatid and crysalid creatures (a plank directly into the crysalid's pit) xd.

Then more weirder ideas:
- Beastmaster's weapon : A cannon that shoots crysalid's eggs (acid damage/zombification). It would be a nasty weapon during terror mission and during fightings with this unit.



Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Solarius Scorch on April 15, 2015, 10:55:29 am
LOL!  I also just created a new custom music set for the game. :)  Ep 9 will debut it! ;)
I do like the Roland music too, but it feels very XCOM, and not as much PirateZ. ;)
Can't wait to show it off!

That's exciting. I wonder, if it's cool with you (and cool in itself), maybe it could be added to the mod? I agree vanilla music is not as fitting as it should be.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 15, 2015, 11:10:39 am
Said this, congratulations, your piratez mod is an impressive work of art. I would say is quite an approach to the unborn project of the one after TFTD. It remakes the whole game into a fun and entertaining experience :D.

Thank you so much! It's good people have fun playing this... the difficulty is there to ward off those who are easily bored anyway :)

- My supply of damaged grav units has decreased considerable due to the later enemy pools in the game. Could they be considered to be crafted from electronics and/or other components?

Hmmm.... Maybe, not sure if it'd be a good design decision - limited access to what you like forces you to seek alternatives. Possible as a late-game advance. In my current playthrough, its early Feb 2601 and I'm sitting on literrally like 200 Grav Units. Want more grav, wait for enemies who wear it :)

- Seeing the approach of "organic" harvesting and taming, I had the thought of "breeding" them. You could use soylent or slaves to perform such breeding (in order to control the gold mine). Also in case of fearing tank spamming they could generate a lesser element that only servers for harvest ("young reaper", although maybe it could double as an improved attack dog xd). Of course the same approach could be made with the celatid and crysalid creatures (a plank directly into the crysalid's pit) xd.

No tamed Chryssalids, forget about it :) As for the rest, I might think about it, but I'm not sure if Reapers are worth such an effort... I consider them pretty useless but since there was popular demand, and it was logical you could have them...

- Beastmaster's weapon : A cannon that shoots crysalid's eggs (acid damage/zombification). It would be a nasty weapon during terror mission and during fightings with this unit.

No can do. Weapons are deployed on per-mission, not per-faction basis. Basically I could only add such a weapon to Church Only missions (so far, they have just a single one - Conversion). The weapon idea itself, is, naturally, interesting. Evil. Very evil. I like it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Vesparco on April 15, 2015, 01:29:33 pm
No tamed Chryssalids, forget about it :) As for the rest, I might think about it, but I'm not sure if Reapers are worth such an effort... I consider them pretty useless but since there was popular demand, and it was logical you could have them...

No of course, I meant the possibility of "feeding" the creature (silacoid/crysalid) for generating spoils. Nevertheless I understand that the xeno armor and the gauntlet claws are quite top tier so forget about that suggestion (at least for those two).


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: ivandogovich on April 15, 2015, 03:06:00 pm
That's exciting. I wonder, if it's cool with you (and cool in itself), maybe it could be added to the mod? I agree vanilla music is not as fitting as it should be.

Yeah, that is one of the things I'm not sure about legally.  All the music I'm using, I downloaded from SoundCloud.   I'd feel comfortable packaging it and uploading it to the mod site with explicit permission from the artist(s), but I don't know how hard that would be to get.  I also don't know if I'm being overly paranoid.   Because this is a mod to an opensource game, it isn't really commercial re-use, so it maybe acceptable.  I just don't know all the legalities of it enough.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: clownagent on April 15, 2015, 09:51:11 pm
I use a small name list with some exotic pirate names in addition to the original list. Maybe someone wants to use it.

I think there are no doubles with the original List.

 
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 16, 2015, 01:26:40 am
I use a small name list with some exotic pirate names in addition to the original list. Maybe someone wants to use it.

I think there are no doubles with the original List.

 

Are you kidding? I'm pulling it into the main list pronto, and you into the credits! Great stuff & thanks! :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: ivandogovich on April 16, 2015, 04:00:13 pm
WAD?  I just setup 9.e.  And scanned the BootyPedia.

I saw the TacVest in the list.  In a previous version, this did not show up until after I had researched armor parts.  So is the knowledge now available from the start?

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 16, 2015, 04:45:35 pm
I'm pretty sure it showed up... if not, it should have, since you could always buy them from day 1, $25k apiece. Research just allows you to manufacture them at a much lower cost (and opens up the "green-blue" armor route)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: cjones on April 17, 2015, 05:50:25 pm
Hey, im about to try .9e and was hoping someone could recommended a nightly that is still available for this?  I see it says mar 31st but oldest nightly I see in downloads is april 3rd.  Does anyone know if newer nightly is compatible or have a link to the older nightly as recommended for this mod?

Thanks so much, cant wait to try the new piratez. 

Keep up the GREAT work dioxine!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: ivandogovich on April 17, 2015, 06:02:31 pm
Hey, im about to try .9e and was hoping someone could recommended a nightly that is still available for this?  I see it says mar 31st but oldest nightly I see in downloads is april 3rd.  Does anyone know if newer nightly is compatible or have a link to the older nightly as recommended for this mod?

Thanks so much, cant wait to try the new piratez. 

Keep up the GREAT work dioxine!

I'm running April 7th nightly with no trouble so far. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.c - 6 Apr - Base Defense experimental
Post by: Roxis231 on April 18, 2015, 06:51:12 am
 Dioxine, I've got some more Helmet-less Inventory Images for you, this time Body's 26 and 35

As before feel free to add them to the mod

To install them, just unzip them into data\Resources\Piratez\Body_26 or Body_35

Still working on two others.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 18, 2015, 08:47:57 am
Nicely done, I'll be definitely adding them as 'Alternate Armor' :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Roxis231 on April 18, 2015, 09:28:32 am
Thanks Dioxine.

If you could please possably send me the base files from which you made the inventory images, it might help with the changes to the last two - the helmeted tack armour and the Xeno armour.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: GratuitousLurking on April 18, 2015, 10:36:55 am
Anyone got the link for the required Nightly? I tried it in Vanilla and one of the packs didn't install correctly so I didn't try it :S
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 18, 2015, 10:43:05 am
@Roxis
Hmm actually I don't have them, I'm not this orderly :) I only have "empty" armor sprites which I use to apply on an unclothed doll, but I don't know how much helpful it'd be.

@GratuitousLurking
Just use the latest one, it should work (Openxcom.org -> Downloads -> Nightlies) - I think Ivan was using 12 April Nightly with no problems.
These problems will end soon, as I'll be moving onto OXCom Extended so the .exe will be contained within the mod itself :P

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Roxis231 on April 18, 2015, 10:59:57 am
Hmm actually I don't have them, I'm not this orderly :) I only have "empty" armor sprites which I use to apply on an unclothed doll, but I don't know how much helpful it'd be.

Actually that might just be what I need, even if their not what I think they are.  Can you PM or Email them to me please.  I'll be on line for the next hour or so, other wise I'll pick them up tomorow morning.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 18, 2015, 11:11:14 am
I couldn't get these to attach files, so I'll just put the stuff here (and the doll itself will be posted tomorrow, when I have the time to make SFW version - it'd help to make a version of it with bent arm, so it wouldn't be neccessary to do this all over again for each helmeted armor):
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: clownagent on April 18, 2015, 11:26:54 am
Small question:

With the newest version I never retrieve any nuclear fuel from any UFO, no matter how many intact ship engines are present.

Is this intended?
And if yes, how can it be changed in the ruleset or maps?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 18, 2015, 01:00:22 pm
Of course that is not intended. Not every ship class carries a recoverable engine (ex. Raiders do not), but if they do, you should be getting 50 Nuclear Fuel out of each. I can only say that on the version I have here (31 March Nightly) recovery works just fine (and Apr 7 Ivan is using - you can see it with your own eyes on his LP).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: clownagent on April 18, 2015, 03:20:25 pm
Of course that is not intended. Not every ship class carries a recoverable engine (ex. Raiders do not), but if they do, you should be getting 50 Nuclear Fuel out of each. I can only say that on the version I have here (31 March Nightly) recovery works just fine (and Apr 7 Ivan is using - you can see it with your own eyes on his LP).

Hmm... strange.
I also tried the nightly from Apr 7, but still the same problem.  ???
The "no-elerium" problem is also specific to PirateZ. I tested vanilla UFO ruleset and retriviel works as usual. Both tested with the medium scout map, so it should not be a MAP problem.
Reinstalling and deleting options.cfg also does not help...  ???

 EDIT
Elerium retrieval from ship engines works for me only for PirateZ 0.9c and not for PirateZ 0.9d and 0.9e. ???
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 18, 2015, 04:49:18 pm
Which is even more stranger since Piratez mod does nothing with these ships, they've been left alone. The only thing added in 0.9.d that could remotely affect anything are landing lights spawned on all pirate crafts' maps. Possibly the game doesn't spawn any Elerium if it spawns anything else? If so, the engine is rather unstable and I will have to find a workaround.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: clownagent on April 18, 2015, 04:58:04 pm
Which is even more stranger since Piratez mod does nothing with these ships, they've been left alone. The only thing added in 0.9.d that could remotely affect anything are landing lights spawned on all pirate crafts' maps. Possibly the game doesn't spawn any Elerium if it spawns anything else? If so, the engine is rather unstable and I will have to find a workaround.

Yup, quickly tested it and removing the landing lights from the landing craft solves the problem.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: ivandogovich on April 18, 2015, 05:21:08 pm
Yup.  I can confirm that with 9e I also got no elerium at the end of Ep 12. Just finished recording it.  I'll probably mod the save, to get the 50 fuel.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 18, 2015, 06:52:01 pm
Manually adding Elerium to all ship maps will solve this problem, while keeping the landing lights. Man, this is bothersome. I will release the fix in a couple of days.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: ivandogovich on April 19, 2015, 06:34:02 am
Anyone got the link for the required Nightly? I tried it in Vanilla and one of the packs didn't install correctly so I didn't try it :S


I know the Mar 31 nightly is hard to come by.  I still had a local copy, I'm uploading it to Google Drive, for those that want it.

https://drive.google.com/file/d/0B3LA7DXD41YYaUF5UWJtOEFjLWs/view?usp=sharing

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Yankes on April 19, 2015, 05:50:04 pm
I have interesting idea for feature when you migrate to my Extended version. I have option for that buy menu items can require research to be available.
This allow you to made some traders have information about some "hidden" shops that you can't access until you interrogate them.
I think this would great fit theme of your mod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Ridаn on April 19, 2015, 06:01:28 pm
I have interesting idea for feature when you migrate to my Extended version. I have option for that buy menu items can require research to be available.
This allow you to made some traders have information about some "hidden" shops that you can't access until you interrogate them.
I think this would great fit theme of your mod.

It is already implemented, developing contacts with some countries unlocks those country specific items on Black Market.
It is definitely a very cool mechanic.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Yankes on April 19, 2015, 06:16:37 pm
Right, I see, OXC allow something like that but weapon can't be used, but my branch separate buy requirements and use requirements.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 19, 2015, 08:47:55 pm
This one has been solved by the weapons simply not appearing anywhere outside of the shops :) Your no-buy-until-research streamlines this a lot, but there are tons of features in your build that are much, much more interesting :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: pilot00 on April 19, 2015, 10:48:01 pm
Man this mod is awesome hard as f@%^ but really awesome. I am also impressed with lore behind the factions (I kinda abused the system so I got them all just to peek on them) and you put some real work on your world in there. Kudos sir and thanks for the awesome mod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Vesparco on April 20, 2015, 01:17:48 pm
Just to inform of some stagnancy in the progress of the game.

I've reached advanced laser weaponry, fight some of the star gods and found more or less all the major factions (even smugglers and some ratmen).

I've managed to bust a base from the church and repelled several attacks from the traders (grasping some nice guildmasters in the progress). The factory is churning money so fuel and other supplies aren't on shortage (although academy's booty seems kind of scarce in comparison to the other ones).

I've broken some engineers, the rep, the esper, the reverent and the guildmaster. The provost from the accademy has not been seen in the game (even in a cruiser from the academy).

Also I assume I cannot break the cardinal from the church as the option is not enabled.

The research is blocked without being able to research plasma, gauss weaponry (I can disassemble but nothing more I think) and heavier crafts. Aircraft laser weaponry is stuck at lascannon, rockets are all available and the cannon reached the obliterator.

In terms of ships I reached the sabre and the dragon (last one through the cardinal). The armors reached are the assault and revenant  and I believe I'm not missing anything more relevant

Which can be the elements I am missing to access the final mission and more end game stuff?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Ridаn on April 20, 2015, 02:20:19 pm
In addition to Provost you need to interrogate Mercenaries (for best armours) and Star Gods Guardian/Public Enemy (to start interrogating Star Gods).
You may also capture some placeholder Dark Ones for quite powerful demonic weapons. Then there is a custom Deep Ones mission.
No custom gauss weapons are in game yet, only placeholder Assault Railgun.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 20, 2015, 02:43:34 pm
Faction leader on a cruiser/base is guaranteed only on the highest level of difficulty.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Balbinator on April 20, 2015, 09:39:20 pm
Faction leader on a cruiser/base is guaranteed only on the highest level of difficulty.


Guaranteed only on the highest, but possible on others too?

I`ve managed to develop craft weapons BTW. Loaded save from 2 months ago, and interrogated all prisoners again and voila ;)
Is it possible to have strings of bad luck in research tree/ projects results?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.e - 15 Apr - Poisons
Post by: Dioxine on April 20, 2015, 10:05:16 pm
These research problems might've been caused by changed requirements over many versions of the mod; sorry for that but this is rather unavoidable :) Namely, if something you've already researched causes an (specific type of) "unlock" in a new version of the mod (but didn't in the old version), you won't get that unlock by upgrading the version. No bad research paths exist if you play same version start-to-end (all 0.9 can be considered as a single version, and research tree changes in the future should be minimal - again, sorry for your lost time).

As for the highest leaders, yes, every hideout assault, Cruiser and enemy secret base should spawn a faction's commander, eventually. As for the Church Cardinal, no extra unlock is needed, you only need to interrogate him once (in the old-fashioned way). Interrogating Star Gods requires an unlock first, but it's been the same since almost a year I think, so no worries about missing it out. Mercenary Commanders & Govt Generals are unneccessary to finish the game.

EDIT: 0.9.f uploaded, with nuclear fuel recovery fix, some minor improvements & a little extra hidden cool stuff. Enjoy.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Alex_D on April 21, 2015, 08:36:47 am
It seems I have researched all it but
a broken Star God Operative
.
In the mean time, I just installed 0.9f and intercepted a Trader's cruiser, and found a rather amusing crew (see screenshot).
Is the cruiser now a pleasure ship? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Vesparco on April 21, 2015, 09:49:31 am
Is the cruiser now a pleasure ship? :)

Seems they're enjoying the elerium sauna from the reactor leakage XD.

Also I think I will stop a second the testing as I updated some of the versions in the current gameplay and I don't want to spoil too much the fun experience I am having (I'll restart eventually. Before that I would say that the mod has been amazing so far, with the  its content and flavours unique and refreshing. I'll be looking to a later release and in the meantime I'll try to craft some mods :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 21, 2015, 12:44:37 pm
@Alex_D: There is no such thing. If you have interrogated this guy once, you only need their Coordinator (commander-rank). Indeed he might be a bit hard to come by, try to provoke their Crackdown :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Ridаn on April 21, 2015, 01:08:51 pm
Just found out that Chinese Dragon blast radius is larger than effective range it might be used on.
Now I consider going Cydonia.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 21, 2015, 01:33:15 pm
Waking the Chinese Dragon isn't a safe thing to do :) Still I plan to up the damage a bit to get the "firestorm" effect on the battlefield (if you go over 510 damage, everything will burn. Even the things that are immune to fire).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Alex_D on April 21, 2015, 07:20:25 pm
Just found out that Chinese Dragon blast radius is larger than effective range it might be used on.
Now I consider going Cydonia.
I "tested" firing it inside the Bonny, and it really blew up everyone inside it and anyone in the rear and front cones ... except the two gals on the second level, which were left undamaged. The little mezzanine acted as a blast shield (explosion setting of 2). That little ship is really sturdy  ;)

@Alex_D: There is no such thing. If you have interrogated this guy once, you only need their Coordinator (commander-rank). Indeed he might be a bit hard to come by, try to provoke their Crackdown :)

I see. I think I blew up my chance (pun intended) a few in-game months ago, when they attacked one of my factory bases. Not much of a defense team (only shotguns, about to be upgraded), only 10 swabbie gals and three battletanks and dogs. The defense was a messy success as all girls were trained in the Voodoo arts, albeit there were only two VRods and they have to share it.  I guess I have to wait for another in-game year for another chance.

Playing this game has been an amazing adventure.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: ivandogovich on April 21, 2015, 07:31:51 pm
So...  I'm still trying to understand the whole slavery thing.

Trd Eng:
0/2/3

zero armor parts.
2 booty (Trader's Booty? - not worth too much, or can you get other things here?)
3 non uniques ( like wire or soylent, etc )

Does it make economic sense to slave them? or just interrogate more of them? or Ransom them?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 21, 2015, 07:52:53 pm
So...  I'm still trying to understand the whole slavery thing.

Trd Eng:
0/2/3

zero armor parts.
2 booty (Trader's Booty? - not worth too much, or can you get other things here?)
3 non uniques ( like wire or soylent, etc )

Does it make economic sense to slave them? or just interrogate more of them? or Ransom them?

You're reading this correctly (Trader's Booty, yes). As for the economic sense, all three options are different yet about equally viable - depends if you need tech, cash or resources :P As the Bootypedia says, slaves increase your storage space (plus can be sold, albeit at much less than ransoming them). More on this, I am not saying - discover stuff for yourself :)

EDIT: Decided to add 1-2 crew to fighters, for RP purposes only (and maybe later on, with OXCom Extended, actual use of pilots). For now they all will be using a generic map, here's the project:
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: eatthepath on April 22, 2015, 05:41:06 am
I've been playing this mod quite a bit the last few days, as have many of my friends. I really love it! My instinct is just to call it a game, not a mod, that's how impressive it is. Some of the artistic direction is not exactly to my liking, but I'm not the sort to get the pitchforks out over that. My only real gripe was some of the map design.

That was, until this fateful small ship showed up and landed. I don't get many landed UFOs for whatever reason, a chance to score big! Little did I realize I was stepping into catgirl hell.

Theatrics aside, fighting smugglers was really, incredibly frustrating. Searching here indicates that the behavior of the catgirls and ethereal only being visible from certain angles is intentional? I find it very hard to accept. Only with intense savescumming(something I haven't done for any other mission in this run) was I able to salvage this mission. I'm okay with hard missions, missions you should run away from, but having invisible people moving through my squad, slicing them up, one of them alternating between lightsabering and mind-controlling people... for a little while I was convinced that the game was glitching. It wasn't until my third or fourth attempt that I even knew the ethereal was there, and only through desperate cheesy time travel that I was able to research a catgirl and learn of their allergy to smoke before returning to the mission.

Getting a finally survivable outcome didn't feel like an achievement, it was just finally over. It doesn't really feel like having better troops or gear would even help deal with it, my only recourse is just to hug the left side of the map until I'm certain there aren't any more meleeists left. It was so intensely frustrating that it motivated me to register and post!  ;D

It hasn't put me off the game, though. Still playing. Just afraid of the next smuggler ship.

P.S. I noticed there was a big chunk of the smuggler UFO I couldn't reach. I was puzzled by this until I realized that it's a smuggling ship! Hidden compartments and all! Great touch.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 22, 2015, 09:11:31 am
Thanks for the praise! And more so I'm happy for the fact that the Public Enemy secret mission gave you trouble (it wasn't your everyday Smuggler ship, my friend), I've been afraid it's going to be too routine - still IMO it's nothing a liberal use of grenades can't handle... Catgirls are kinda hard to tackle with guns, but they can be easily killed by the other 2/3rds of your arguments - melee & explosives (Bootypedia, Pinup #10: "Diversify your weapons"). I'm actually happy for them that the poor, weak things managed to give someone a fight. And MC is MC, VooDoo is no joke, you either brave it or flee. The guy is strong in magic, but he's only a single one (and the standard Star God weapon is way more dangerous than a humble lightsaber). However the notion that best troops & gear wouldn't help tells me simply you have no idea how the best gear looks like :) Maybe the early-game got too easy on the player over the versions, and you went there not toughened-up enough for something like this - I can accept my fault here :)

So in a nutshell, no mission was designed to let you win. These guys are supposed to fight for their lives, and in a mission like this, which turned almost impossible to win, you should have aborted. There is so much easier loot flying around.


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: eatthepath on April 22, 2015, 09:53:27 am
Oh, I definitely ought to have aborted. I did a few times, but the mystery of both these enemies and trying to figure out the mechanic kept pulling me back. To say that no gear could have helped me was admittedly a bit of an exaggeration, but when a thing I can't see kills two soldiers a turn... it's not the difficulty, it's the sheer lack of information. Start on the wrong side of the map, and you don't know there's an exceptional threat until the invisible bastard starts mindcontrolling or knifing people.

I felt like I was fighting a bug. I know you said earlier on that catgirls are working as intended, but let me describe my experiences in some detail just to be sure.

Catgirl and the Public Enemy were both very hard to spot, only visible from certain angles. I didn't pin it down exactly for the cats, which seemed more generous, but for the PE he was only visible to people standing on the diagonal line leading directly to the left and only left of it. If a soldier couldn't see them, they couldn't shoot or melee them, even with clear line of fire. I tried force-firing on the location a few times, and shots passed through the target without impacting. Carpet bombing might have helped, but without a considerable portion of luck I wouldn't have had any clue where to toss.

I'm not asking for this mission to be easily winnable, or even winnable at all. I don't think you have to worry about the early game being too easy on the player either. I've had to be careful and pick my battles. Hunger for exploring the tech tree pushes me to capture everything possible, but threats have from time to time made me pass that up in favor of safety.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 22, 2015, 12:00:39 pm
Nah, not a bug, just an abuse - let's be honest here, if the player abuses every mechanic he can, why should AI be forbidden to do so? I love how they're actually invisible, so the player can't break the rules - you can only see what your soldiers see! Just test-played that mission - yup, the guy is hardcore, and can scare the living sh*t out of someone who didn't met him before - just as planned. Felt great, like re-creation of the movie Predator, the way I had to spread out and franticly look in all directions, and set everything on fire to hopefully mark the invisible units. Catgirls are actually easier to find since they often have ranged weapons, but indeed I found the Public Enemy the moment he killed one of my squad :) Ironically, he was finally killed by a blast created by one of his mind-control puppets :D Daamn, I have to make a Predator-homage mission now, since this mechanic works so good! :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: pilot00 on April 23, 2015, 01:37:53 am
So...  I'm still trying to understand the whole slavery thing.

Trd Eng:
0/2/3

zero armor parts.
2 booty (Trader's Booty? - not worth too much, or can you get other things here?)
3 non uniques ( like wire or soylent, etc )

Does it make economic sense to slave them? or just interrogate more of them? or Ransom them?

My take on this (personal experience only Veteran difficulty, whats the name blackbeard?Third one) is that unless you need the storage space (AND YOU GONNA NEED IT) and you dont need to unlock their pedia entries, sell them right away. Once the Guilds large ships start to appear, have the bonny tail them till they land. You will get a crap ton of the common stuff. Now special things and super conductive wires are another matter (you can get the latter dissasembling certain weapons).

Speaking of slavery and interrogation can I place a request? I dont know if its possible to be made, if its not oh well, Ignore me, if it can be made it would solve a bit of a hassle though: Can we get a message of what we just got once we interrogate/enslave someone? Etc 2 x armor parts, 1 soy.

Now who do I have to pay to tell me how on earth do I get to design craft weapons?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: eatthepath on April 23, 2015, 05:28:28 am
I do dig the idea and effects of low visibility enemies, but this particular implementation is... very unsatisfying for me. I'll not make a war of it, though.

I did run into another snag though. My current game is in a state where the AI consistently launches a terror mission(at Witchave) that crashes when I try to land at it. "Map block is not the size specified in maps/area51base81.map is 20x20 , expected: 10x10"
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 23, 2015, 08:57:48 am
Speaking of slavery and interrogation can I place a request? I dont know if its possible to be made, if its not oh well, Ignore me, if it can be made it would solve a bit of a hassle though: Can we get a message of what we just got once we interrogate/enslave someone? Etc 2 x armor parts, 1 soy.

If it was possible, you would have it from day one :) I could put in the Pedia but I'm hesitatant to make so many articles... Maybe once you have all the members of a faction + slavery researched you'd get a detailed article?

Now who do I have to pay to tell me how on earth do I get to design craft weapons?

The hurdle is: you need to find & research some cannons (ex. Heavy Cannon). If you can't find the actual weapon, try Data Discs and gun magazines until you get lucky.

I do dig the idea and effects of low visibility enemies, but this particular implementation is... very unsatisfying for me. I'll not make a war of it, though.

You don't have to play Smuggler missions. Invisible enemies in Cydonia haven't been implemented yet, and maybe they won't be.

I did run into another snag though. My current game is in a state where the AI consistently launches a terror mission(at Witchave) that crashes when I try to land at it. "Map block is not the size specified in maps/area51base81.map is 20x20 , expected: 10x10"

Whoops, map problem. Thankfully it's easy to fix: open up the Piratez_Planet.rul, find area51base81, change width and length to 20, try landing again, and be warned, this terrain is hard (but has some goodies placed on it - if you're lucky :) ). Good thing you've posted the full error message.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: pilot00 on April 23, 2015, 01:40:50 pm
If it was possible, you would have it from day one :) I could put in the Pedia but I'm hesitatant to make so many articles... Maybe once you have all the members of a faction + slavery researched you'd get a detailed article?

I thought so, but I thought of posting this in case you missed it. With so many details to fix/create/update a minor thingie might have slept from your mind.
Well I do not think there needs to be a pedia entry for it cause it will mess up the place really bad.

Regarding the craft weapon: I even regret for asking it. Seems a bit logical if you think about it: Just scale the damn thing up. I kinda thought of it but I was sure I would get something by researching automatics and the subsequent unlocks. It didnt cross my mind about the cannon, because I mostly never used them in vanilla.

EDIT: BTW there seems to be no research for the drone(?) wrecks and an innablility to recover them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 23, 2015, 09:02:18 pm
EDIT: BTW there seems to be no research for the drone(?) wrecks and an innablility to recover them.

Nah if you wreck it, the only thing of value left is a damaged grav unit (which IS recovered, just check your stores). There are two ways of getting a Pedia entry on them, the non-obvious one is Academy Engineer. :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Phoenix7786 on April 23, 2015, 10:00:46 pm
Heya Diox. I just made a vanilla back-up of openXcom, dumped your mod's contents into the clean openXcom's data folder, loaded the 4 .rul's and got:

Mod failed to load. piratez_planet
yamll-cpp: error at line 0, column 0: bad conversion

What went wrong?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 23, 2015, 10:07:22 pm
No idea at all. You sure you've copied everything - terrains, maps, routes? Also what operating system, what Nightly?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Phoenix7786 on April 23, 2015, 10:34:23 pm
Windows 7, 64-bit. I downloaded the openXcom milestone version about 10 days or so ago from https://openxcom.org/downloads-milestones/. I have not fiddled with any of the nightlies so I assume my download would have been version 1.0. I have your piratez version 0.9f.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 23, 2015, 10:38:59 pm
It won't work then. Please read the install instructions. It is clearly stated that the Piratez mod needs 31 March nightly (newer nightlies will almost certainly work with it too), so you need to install a nightly first (it's easy, just dump the contents of the nightly archive onto the copy of OXCom folder you've created for Piratez). Also don't forget to delete SoldierName folder and replace it with the one contained in the mod if you want to have pirate names rather than your gals being named, for example, John O'Connor.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Phoenix7786 on April 24, 2015, 12:03:31 am
Haha you knew what I was going to ask (how to install a Nightly) without me having to ask :P I keep a vanilla archive of OpenXcom just for mods or for a clean start in case something horribly goes wrong.

I re-read your install instructions:

1.Rename your Data/SoldierName folder to something else.
2.Backup your original data, just in case. This mod will modify a lot of maps etc.
3.If you already have previous Piratez version, delete resources/pirates to get rid of any no longer used stuff
4.Dump the contents of the archive into the Data folder.
5.Enable Piratez, Piratez_Factions, Piratez_Planet and Piratez_lang .rul files (the last file contains all language data, ALL are required).
6.Compatible with Luke83's Extra Ufos: https://openxcom.org/forum/index.php?topic=2007.msg19079#msg19079 (although this makes the challenge easier due to better access to some rare ship components).

7. There is an alternate paperdoll for mask-less Smokey armor available in Piratez Alternate Armor folder. Just write it over same files in the Piratez folder if you want it.

I actually don't see anywhere where it says to download a certain nightly. Since this is just text and you can't hear my tone please don't think I'm getting bitchy or snappy. I just wanted to clarify that I don't see where it said to install a certain nightly and that was where I got astray.

EDIT: Ah wait the culprit is your piratez mod page on https://www.openxcom.com/mod/piratez doesn't list the nightly requirement. It's probably best to update that page then. I see it now on your piratez forum page.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: pilot00 on April 24, 2015, 02:44:52 am
Nah if you wreck it, the only thing of value left is a damaged grav unit (which IS recovered, just check your stores). There are two ways of getting a Pedia entry on them, the non-obvious one is Academy Engineer. :P

Figured it as much when I unlocked the cyberdisc and I saw the drones in their base.I just thought you could use the wreck as autopsy matterial as with the other things.

BTW I managed to beat the shit outa a boomasaurus with fistycuffs. How awesome is that?
(yeah I needed to brag about it).

Oh and something else. Has anyone tried to hit a window with a hammer? For maximum hilarity try it with a soldier standing 3-4 squares on the opposite direction 2-3 floors lower  ::)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: icefox on April 24, 2015, 06:42:32 am
Amazing mod.  Sketchy as heck, but I can have flying power armored doom soldiers running around loaded to the gills with explosives, carrying a stun pistol in one hand and a tricked out auto-aiming magnum in the other with my entire operation being funded by illegal booze sales, so, I'll roll with it.

And the tech tree.  My gods, the tech tree.  Holy crap.  How do you do it?  What kind of mind could conceive of such a thing?  What dark force of madness did you make a pact with to make that work?!

Ahem, moving on.  I noticed at one point that I can apparently buy a Deathchaser from the black market for $10,000... then sell it back for $1.65 million.  Doesn't seem like this is the intended behavior; fencing aircraft, while lucrative, usually doesn't quite have those kinds of margins.  I started with version 0.9.d and later upgraded to 0.9.f, if that makes any difference?  Deleted the resources folder before I did the upgrade, though.  A friend of mine reports the same phenomenon.

Also I'm a friend of eatthepath and had to listen to him going through catgirl hell, so I'm curious.  It just seems a very odd mechanic that people can only be seen from one angle; is there no way to make it so you just have to be close to them to see them?  I'm not hating, I didn't have that much trouble with smugglers (partially 'cause I knew what to expect).  But the fact that this proclivity is nowhere mentioned in the bootypedia entries for catgirls or smugglers in general only makes it more mysterious.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Dioxine on April 24, 2015, 09:08:20 am
EDIT: Ah wait the culprit is your piratez mod page on https://www.openxcom.com/mod/piratez doesn't list the nightly requirement. It's probably best to update that page then. I see it now on your piratez forum page.

Dammit, the page asks me on every upload "which version of OXCom is the mod using". I wasn't aware that the page doesn't display than info, what kind of web design is that! Terribly sorry about that, and I will update right away.

BTW I managed to beat the shit outa a boomasaurus with fistycuffs. How awesome is that?

Hehe, it was a good idea to change how these fistycuffs work after all :)

Amazing mod.  Sketchy as heck, but I can have flying power armored doom soldiers running around loaded to the gills with explosives, carrying a stun pistol in one hand and a tricked out auto-aiming magnum in the other with my entire operation being funded by illegal booze sales, so, I'll roll with it.

Welcome to the forum, and thanks. Yeah that was basically the whole idea that started it, seeing a friend storming UFO with Magnum and a knife, booze came along as a natural extension to this Reservoir Dogs-like picture. Then I tried to make a custom sprite & paperdoll,  and thought, hell naw, I'm not doing this sh*t twice, plus 4 heads per gender is not nearly enough, hence the all-girl crew. The rest kinda grew from there.

And the tech tree.  My gods, the tech tree.  Holy crap.  How do you do it?  What kind of mind could conceive of such a thing?  What dark force of madness did you make a pact with to make that work?!

Focus, discipline, lots of playtesting. About the ideas? I have twice as much noted down to be possibly realized at some point. Like that guy from Mythbusters said: kids, what is the difference between science and f*cking around? Noting things down.

Ahem, moving on.  I noticed at one point that I can apparently buy a Deathchaser from the black market for $10,000... then sell it back for $1.65 million.  Doesn't seem like this is the intended behavior; fencing aircraft, while lucrative, usually doesn't quite have those kinds of margins.  I started with version 0.9.d and later upgraded to 0.9.f, if that makes any difference?  Deleted the resources folder before I did the upgrade, though.  A friend of mine reports the same phenomenon.

Whoops, no. It was made this way for testing and obviously I forgot to disable the "buy" option. You're supposed to build these craft. Fixed for 0.9.g

Also I'm a friend of eatthepath and had to listen to him going through catgirl hell, so I'm curious.  It just seems a very odd mechanic that people can only be seen from one angle; is there no way to make it so you just have to be close to them to see them?  I'm not hating, I didn't have that much trouble with smugglers (partially 'cause I knew what to expect).  But the fact that this proclivity is nowhere mentioned in the bootypedia entries for catgirls or smugglers in general only makes it more mysterious.

Even if I could make them visible from close-up (and I can't, the dirty trick I'm using doesn't allow for such control), it'd kinda defeat the whole purpose. They need to attack in melee, else they expose their position by shooting; if they'd be visible from close-up, they'd be intercepted by Reaction fire on the final approach and killed. Just like with B-2 bombers, you need multiple detectors lined up because these things are visible only from certain angles :) Inverse-crescent formation seems to work very well. About the Pedia: if you managed to capture one, you already know what to expect, amirite? :)
Catgirls aren't that dangerous any ways, with how poorly armed they are (unless the Smugglers retaliate with a home invasion, hehehe), he had the very rare misfortune of meeting Public Enemy Obi-One: https://www.youtube.com/watch?v=l58DwSWk3e0
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: icefox on April 24, 2015, 09:37:32 am
Like that guy from Mythbusters said: kids, what is the difference between science and f*cking around? Noting things down.

As a scientist, I salute you sir.

Even if I could make them visible from close-up (and I can't, the dirty trick I'm using doesn't allow for such control), it'd kinda defeat the whole purpose. They need to attack in melee, else they expose their position by shooting; if they'd be visible from close-up, they'd be intercepted by Reaction fire on the final approach and killed. Just like with B-2 bombers, you need multiple detectors lined up because these things are visible only from certain angles :) Inverse-crescent formation seems to work very well. About the Pedia: if you managed to capture one, you already know what to expect, amirite? :)

Catgirls aren't that dangerous any ways, with how poorly armed they are (unless the Smugglers retaliate with a home invasion, hehehe), he had the very rare misfortune of meeting Public Enemy Obi-One: https://www.youtube.com/watch?v=l58DwSWk3e0

That's fair(ish).  I can certainly understand having to deal with dirty tricks.  Another of eatthepath's problems was that he ran into them while still early tier and had them murdering two squad members a turn wholesale.  Meanwhile I was wearing tac armor when I met catgirls and one of my pirates got moderately inconvenienced by a full turn of point-blank attacks.  That's the nature of the game sometimes.  One of the thing that's hard for gamers in general is to know when to retreat, since most games spoonfeed you difficulty increases, XCom included, but there's only so much one can control that.

I mention the pedia entries 'cause they often do tell you useful things about what to expect (like don't try to melee catgirls, explains why it took nine stunrod hits to take one down).  First time I met mercs I got utterly destroyed by them, but managed to capture one and run away...  and researching that one guy told me what they were vulnerable to and made it possible to fight them much more effectively next time.  "Oh by the way these guys are invisible" just seems like a pretty big omission.  But, oh well; I'm nitpicking one entry for one unit.

(Also, yes, fistycuffs are perfect.  Early game, a useful backup if you can't pack a handle or stunrod.  Late game, when Tawny Britches or whoever rounds a corner to come face to face with a cyberdisk, she just smiles and pulls out the knucks...)

Excellent work, and I look forward to what insanity the future holds.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.f - 20 Apr - Nuclear Fuel fixed
Post by: Phoenix7786 on April 24, 2015, 09:47:10 am
Dammit, the page asks me on every upload "which version of OXCom is the mod using". I wasn't aware that the page doesn't display than info, what kind of web design is that! Terribly sorry about that, and I will update right away.

Hey I'm glad to be of help! Glad we figured out where the problem was at.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 24, 2015, 11:39:40 am
Hey, you can't know what resistances the Mercenaries have by simply looking at them. As for the invisibility... :)

Anyways, new version up. Biggest change is adding crew capacity for fighters (which also means new deployment map: so far, one size fits all, though). Some bugfixing & new stuff thrown in for a good measure.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 24, 2015, 05:11:46 pm
Question: Is there a reason why we cant manufacture (after the appropriate research) all shotgun type ammo? I thought making rifle clips is far more complicated than making shotgun shells. And since you can manufacture certain shells (including some really exotic stuff), it seems a little bit oxymoron that you cant manufacture the base ammo.

EDIT: After seeing certain warhammer references in the game PLZ PLZ tell me you have (or plan to add) a researchable end game thunder....erhm I mean elerium powered hammer  8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 24, 2015, 05:36:17 pm
Why would you manufacture buyable ammo?

And yeah there are loose plans for such a weapon, but we needs a Terminator armor first... :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 24, 2015, 06:45:42 pm
Why would you manufacture buyable ammo?

And yeah there are loose plans for such a weapon, but we needs a Terminator armor first... :P

Same reason you do for the flintlocks me thinks, costs reduction. But its not a problem really just thought Id ask.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 24, 2015, 07:20:40 pm
Let's say I don't want to lose my time (AND clutter the manufacture lists) for the odd chance that someone wants to waste workshop time & produce useless ammunition that can be bought quite cheaply anyway :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 24, 2015, 07:26:44 pm
Let's say I don't want to lose my time (AND clutter the manufacture lists) for the odd chance that someone wants to waste workshop time & produce useless ammunition that can be bought quite cheaply anyway :P

As I said np, I just wanted to ask.

Cheers.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: clownagent on April 24, 2015, 11:02:58 pm
I like the diverse melee weapons in this mod, but it feels a bit strange that there are some weapons which do not rely on the melee ability of the wielder. Probably this is a design choice to diversify the arsenal more to have an extra characteristic besides damage amount, damage type, accuracy, strength bonus, weight, size, price.
Its just a small thing, but I think it would be better if all melee weapons should depend on the skill. In comparison, there are also no ranged weapons which do not rely on accuracy.


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 24, 2015, 11:33:31 pm
I have to work with the framework the engine provides. Once the mod moves onto the Extended platform, it will be possible to make weapons which rely on the melee skill in a varying degree. Then, all weapons will rely on the melee skill, but some weapons will rely on it more than the others (and same will be true for some ranged weapons; it will be possible to tie accuracy to ANY skill or combination of skills). As for now, only a binary choice is possible. Therefore, some weapons have been abstracted as "not relying on the skill"; in reality, it should be rather read as "for the melee skill range available to these warriors, chances to hit with such an unrefined weapon don't vary too much".
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 24, 2015, 11:36:49 pm
I like the diverse melee weapons in this mod, but it feels a bit strange that there are some weapons which do not rely on the melee ability of the wielder. Probably this is a design choice to diversify the arsenal more to have an extra characteristic besides damage amount, damage type, accuracy, strength bonus, weight, size, price.
Its just a small thing, but I think it would be better if all melee weapons should depend on the skill. In comparison, there are also no ranged weapons which do not rely on accuracy.

I think the melee balance is amazing.

From my cheat sheet:
(https://i.imgur.com/iFNYxmo.png)
(K in the "Good for:" column indicates melee ability)

The fact that there are some weapons that don't require melee means that all your troopers can have some chance at being dangerous early on.  I wouldn't change a thing. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: clownagent on April 25, 2015, 12:13:45 am
I have to work with the framework the engine provides. Once the mod moves onto the Extended platform, it will be possible to make weapons which rely on the melee skill in a varying degree. Then, all weapons will rely on the melee skill, but some weapons will rely on it more than the others (and same will be true for some ranged weapons; it will be possible to tie accuracy to ANY skill or combination of skills). As for now, only a binary choice is possible. Therefore, some weapons have been abstracted as "not relying on the skill"; in reality, it should be rather read as "for the melee skill range available to these warriors, chances to hit with such an unrefined weapon don't vary too much".

Yeah, the extended version is surely a great for even more detailed weapon stats.  ;D

One other suggestion
The changed borders and countries on the globe are really good to distinguish the mod from vanilla. I think some kind of terrain change on the globe would be also good. A lot can happen in 600 years alien occupation: maybe something like
- nuclear winter (larger areas of ice, larger continents)
- global warming (more desert areas, smaller continents)
- large wastes in some areas (more desrt, steppe)
- massive vulcanism (additional mountains or islands)   


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 25, 2015, 12:31:11 am
Yeah, the extended version is surely a great for even more detailed weapon stats.  ;D

One other suggestion
The changed borders and countries on the globe are really good to distinguish the mod from vanilla. I think some kind of terrain change on the globe would be also good. A lot can happen in 600 years alien occupation: maybe something like
- nuclear winter (larger areas of ice, larger continents)
- global warming (more desert areas, smaller continents)
- large wastes in some areas (more desrt, steppe)
- massive vulcanism (additional mountains or islands)

I was thinking about this too, but (and without knowing for sure) I belive that for better or worse we are stuck with it, cause of the game engine.
If not, another idea of mine would be to use the terror from the deep palet. Its harsher and given the state of the world (pollution,destruction, mutants etc) the yellowish tint would fit better IMHO. But I doubt its possible.

I think the melee balance is amazing.

I think all the balance swinges Dioxine did are amazing. In X-Com (except in the heavily moded version of Solarius) you pretty much had one set of weapons and a few extras for each phase of the game (early mid late). I never ever thought I would be playing X-com and my soldiers would be carrying three types of different granades just to keep my rear covered. And thats just an example.

BTW Dioxine another question:

I researched the smartpistol and I was wondering if the "augmented" munitions do the same damage as normal ones on purpose, bootypedia mistake, or oversight (I know about the secondary effect, I just wander if its all there is or not).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 25, 2015, 01:20:01 am
Yeah having a modified globe would be great, I agree. Any volunteers to do it? :)

About the "augmented" pistol ammo: yeah no extra damage there. Bootypedia can't be wrong on that since the number is taken directly from weapon stats (and thank God for that). Bigger damage would be contradictory with what the Pedia says on the PS ammo (good for high-velocity piercing ammo because the projectile is tighter, but not much effect on low-velocity 'bludgeoning' ammo since it isn't really more dense/plastic).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 25, 2015, 01:35:09 am
Yeah having a modified globe would be great, I agree. Any volunteers to do it? :)

About the "augmented" pistol ammo: yeah no extra damage there. Bootypedia can't be wrong on that since the number is taken directly from weapon stats (and thank God for that). Bigger damage would be contradictory with what the Pedia says on the PS ammo (good for high-velocity piercing ammo because the projectile is tighter, but not much effect on low-velocity 'bludgeoning' ammo since it isn't really more dense/plastic).

Ah cool, didnt knew the pedia is linked directly to the values of the weapons.

BTW I just met the mercenaries (according to the stunned corpse) and man....what have you created in there? My gals are holed up inside the bony and a couple farm houses, under siege pissing their pants...Scary stuff...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 25, 2015, 02:34:47 am
If you don't have two or four Heavy Lasers, better run :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Alex_D on April 25, 2015, 04:08:35 am
If you don't have two or four Heavy Lasers, better run :P
I'm remember the early game it was a hire and fire towards girls strong enough to carry a hammer. Then rush and gang upon one Merc at the time. The RPGs were crucial to deal with their tanks. At the beginning there was not enough heavy laser ammo available for a sustained campaign. It is not without saying the WIA and KIAs numbers were high.

Now Voodoo, Electro-whip and Heavy plasma dominate the game.

Let's say I don't want to lose my time (AND clutter the manufacture lists) for the odd chance that someone wants to waste workshop time & produce useless ammunition that can be bought quite cheaply anyway :P

Do you happen to have in your do-to list to enable the repair of expensive armor from fallen gals at the workshop? I'd love to rebuilt one of my expensive Annihilator suits for the time a gal get killed.  :P


Now to test version 0.9g !

EDIT:
By the way, is the X-sectopod allowed to be manufactured without a Sectopod carcass?

EDIT2: I also got this on a terror mission:
"Map block is not the size specified MAPS/AREA51BASE80.MAP is 20x20, expected 10x10"

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 25, 2015, 01:31:43 pm
I'm remember the early game it was a hire and fire towards girls strong enough to carry a hammer. Then rush and gang upon one Merc at the time. The RPGs were crucial to deal with their tanks. At the beginning there was not enough heavy laser ammo available for a sustained campaign. It is not without saying the WIA and KIAs numbers were high.

Now Voodoo, Electro-whip and Heavy plasma dominate the game.

I am not deep enough into the game for those, I am scratching them though. Ill try the lazers tactic I have 9 heavies. But their tanks are immune to RPGs sort of.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Hobbes on April 25, 2015, 07:12:52 pm
EDIT2: I also got this on a terror mission:
"Map block is not the size specified MAPS/AREA51BASE80.MAP is 20x20, expected 10x10"

Dioxine you need to update the Piratez_Planet.rul and change this (on mapScripts/AREA51URBAN):
Code: [Select]
      blocks: [56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81]
Into this:
Code: [Select]
      blocks: [56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79]
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 25, 2015, 09:41:34 pm
If you don't have two or four Heavy Lasers, better run :P

Heavy lazers be damned! One of those things can

-resist 8 direct hits on its back side from a heavy lazers
-eat at least 3 elerium granades and not even flinch
-I lost count of how many RPG rockets their tank ate to the face and just trolled me (combined with elerium grenades and acid vials

But after a million restarts, blood shed and tears, I finaly found the magic weapon that kicks their asses
gauss
...Well not really cause their stats must be maxed out. But at least you can kill most of them with 4-5 shots. How lucky I was that I raided that academy base as early as I did!
I have a gut feeling that made them also immune to smoke and they can see through it right?

Its been years since a game made feel so desperate. Now I am scared to continue...

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 25, 2015, 09:45:09 pm
Fixed that Sectopod and Area51, thanks guys.

Against tanks, well. Explosives or acid do not work well :) Naturally immune to smoke, they're no puny unarmored humans. No enemies can see through smoke, it is not possible. Yet. :) Nah if you have already experienced the Mercs, nothing much worse can happen. Except the Star Gods.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 25, 2015, 09:47:57 pm
Fixed that Sectopod and Area51, thanks guys.

Against tanks, well. Explosives or acid do not work well :) No enemies can see through smoke, it is not possible. Yet. :)

Well I dont know what the hell happened, but they could draw a bead and snipe me 2 screens away without prior vision, or shooting them myself inside the smoke cloud. I am brutaly traumatized by the experience.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 25, 2015, 09:49:30 pm
They can fly, and smoke usally forms flat ground-level clouds. Brutal, that's their second name.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 25, 2015, 09:58:39 pm
They can fly, and smoke usally forms flat ground-level clouds. Brutal, that's their second name.

It crossed my mind but my snipers were holed up on the bony's roof...which explains again what an idiot I am because they can fly higher:

 #*$)#^@@#@.

You should add psionics on them, its the only thing they are missins.Seriously no pretty please!!!!!!!!!

But seriously now:
two heavy gauss autoshots pointblank and the captain wouldnt go down.

Fistykuffs got him in the end...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 25, 2015, 10:08:23 pm
They're just a bit buffed-up Mutons, and nothing like Hellrazor has created for his Cydonia mission :) Psionics, don't be ridiculous. That's Star Gods' domain (and you better avoid them).

Oh yeah and regarding Annihilator's repair, it gives you a Power Armor corpse :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 25, 2015, 10:11:12 pm
They're just a bit buffed-up Mutons


Yeah a bit buffed-up...I am gonna cry in my corner now....

Psionics, don't be ridiculous. That's Star Gods' domain (and you better avoid them).

After seeing what solarius did to the Etherials on his own cydonia mission I decided to preserve my sanity by playing with LoS psionics. If that doesnt help with your mod too....Well to the asylum with Pilot we go!

But I will finish the damn run or die trying.

OH BTW I got the 001 ancient log entry or somesuch. Tell the artist and the guy that wrote the text in it, that I had my stomach turning in disqust. No not because the text and the image were not good, on the contrary they were perfect in dilivering the message they were supposed to, hense my revulsion.

Is there a way to extract the image without the text from the files?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 25, 2015, 10:51:41 pm
The person who wrote all the text be me (except some faction members texts by Solarius Scorch), and I agree it is a mighty fine picture, not sure where I have it from though. You can access all graphical data in the resources/piratez/ folder (Pedia pictures in the /Pedia subfolder, if you really want to spoil this stuff for yourself) :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 25, 2015, 10:54:32 pm
The person who wrote all the text be me (except some faction members texts by Solarius Scorch), and I agree it is a mighty fine picture, not sure where I have it from though. You can access all graphical data in the resources/piratez/ folder (Pedia pictures in the /Pedia subfolder, if you really want to spoil this stuff for yourself) :)

And mighty fine job ya did Cap'n.
Nah I just want the pic, its awefully decadent. I really cant express it but it disturbs me somehow. Which is what it must do I guess.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 25, 2015, 11:13:18 pm
After seeing what solarius did to the Etherials on his own cydonia mission I decided to preserve my sanity by playing with LoS psionics. If that doesnt help with your mod too....Well to the asylum with Pilot we go!

It will help an awful lot, but I don't care either way - vanilla psionics is broken either way (LoS limitation castrates it but it's only a half-solution, as it makes psionics boring & next to useless), this stuff will be handled properly with OXCom Extended version, for now consider psionics a placeholder... ugh looks like I badly need to move to the extended build soon :) I'm playing with normal psionics rules, just not using psi much myself, the Star Gods aren't any stronger in psi than normal Ethereals (if a bit more killy and fearless), it's just you can't have psi-monsters yourself (Psi Strength is 25-65 instead of 1-100, and Skill is capped at 50, these both can be buffed a bit by some types of armor though).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Alex_D on April 26, 2015, 03:30:58 am
Advancing the mod.
Finally, after of in-game months, I got the elusive Star God Coordinator, from a Cruiser fully staffed by dammed plasma-totting Star Gods units and Sectopods. As the SGC looks the same as any other of his robed brethren, I had to MC each of them. Good thing I was prepared as each of my 10 gals for the mission was a top tier Voodoo Witch.

By the way, I love the CONQUEROR ship. It is really a interplanetary vessel. And a thirsty one :).
But when you have cash reserves close to a billion, buying 2.5K of nuclear fuel is trivial.

Now, I'm sad it's over :) The Brain is dead after a few consecutive blaster bombs and one dragon suicide shot.


Also something to be improved?:
The text for the transition between Mars surface and the brain base ("Mars: The final assault"), kinds of breaks character as I believe still looks like the original text from XCom.

Also, I think something is funny with the Brain level map settings. See pic.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 27, 2015, 09:21:25 am
Thanks for the pointers, these problems have been fixed. Yeah might be a disappointment, but I'm on the fence here, I could make the final mission harder/longer, but on the other hand, the player shouldn't be tormented in that last mission, he deserves better (and he can just shut the game off after landing on Mars anyway, if he knows that the final mission is tedious & long). Ideally I'd want the player to have his hardest battle 'bossfight' earlier, possibly required to get the last crucial tech, but not sure yet how one could do it.

Oh yeah and just asking - how did you get so much money? What your bases looked like at the end? How much time it took?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Ridаn on April 27, 2015, 03:34:09 pm
I suggest addind a Snap shot mode for slow/heavy Sniper Rifles (Sniper Rifle, Custom Snipin Gun, Python) to allow dedicated marksmen reaction shots if set up is right (full TU, proper facing, enemy spent most TU on killing someone else and so on).

Make it over 51% TU cost, may be even equal to Aimed shot TU cost, so said rifles still would be limited to 1 shot per turn.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 27, 2015, 04:09:40 pm
Still not convinced. I don't want half of the squad totting sniper rifles and the lack of snapshot is one of the very few things that makes such a setup unwise, with how powerful & accurate these weapons are. They aren't supposed to be best firearms, just specialized firearms, and adding a snap shot would require a major nerf of the aimed shot to keep balance. After all, assault rifles are mostly good only because they blend a fairy good aimed shot with the ability to fire snap shots & autoshots (with SMGs being usually better for autoshots, but lacking good aimed shot). Such a buff of sniper rifles would make assault rifles obsolete IMO. You want a reaction snapshot on a dedicated sniper? A pistol with a single clip isn't that heavy, is it? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Ridаn on April 27, 2015, 05:08:26 pm
I just want more consistency among "sniper-rifle-tier" weapons and I dont really see a reason why those 3 guns cant be used to reaction fire, while laser sniper/gauss sniper/superheavy 37mm rifle can be (not even mentioning stuff like rocket launchers :) ). When you put an Assassin suit on a gal armed with one of those 3 rifles Reaction boost would be used only offensively, and she, being a sniper, will not be on offence 99% of time - half of suit functionality lost. They are kinda in a "cannon-tier but light" for me, so I just skip them.
Python I used only for its Acid high damage ammo, and Custom Snipin Gun just to check up on that double tap (its pity for such nice gun to not be used really, although it might be just my experience) - I`m just going back for old trusty Commando Rifle for my sniping needs all the time.
If TU cost of Snap shot would be equal to TU cost of Aimed shot, yet snap shot would have a 2/3 accuracy of aimed shot (for example), then Snap shot would be used only for reaction fire.
Assault rifle styled weapon still beats it in "defensive mode" (less TU cost for snap shot, so shoots first and has more reaction shots per round) and "offensive mode" (more options, more shots/damage rolls).

I just feel that this would be more consistent and fun overall, and those weapons would see more usage. From simulationist and narrativist point of view I think it makes sense for muscle girls with superhuman reactions to snipe people who are in front of them, after they spent a turn doing nothing but staring down the scope. From a gamist pov a 70% TU (for example) snap shot wont break much, because you really need a lot of Reactions to fire 70%TU (for example) reaction shot, and enemy really have to waste most TU on doing something nasty or be really unlucky.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 27, 2015, 05:47:06 pm
Yeah good point about consistency, although the Snap Shot on Gauss etc. comes from its advanced sights that track the target for you; normal Sniper Rifle lacks such sights. Still... Maybe with a heavy accurracy loss... I'll think about it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Alex_D on April 27, 2015, 10:49:26 pm
Thanks for the pointers, these problems have been fixed. Yeah might be a disappointment, but I'm on the fence here, I could make the final mission harder/longer, but on the other hand, the player shouldn't be tormented in that last mission, he deserves better (and he can just shut the game off after landing on Mars anyway, if he knows that the final mission is tedious & long). Ideally I'd want the player to have his hardest battle 'bossfight' earlier, possibly required to get the last crucial tech, but not sure yet how one could do it.

The MC helped a lot. The gals were in the Voodoo school for years, had armor that allowed them over 100 TUs, so four MC per turn per gal, multiply them by 10, that's 40 attempts per turn. The tanks were the scouters, and moving slowly and using the MC-ed enemy unit as spotter and to draw enemy fire, it kind of worked.

To get the elusive SGC, I had to wait for months, with all the cash and prime materials fully stocked, it was a game of aerial battle management, to get them down on water, so not to have to recover their vessels. The exceptions were the fighters, which since their crew is four, were used by the other bases' defense teams on board of PROSPECTORS, for training.

At the end game, almost each ground mission (except for the hunt of the SGC)  became just a slave hunt. Between MC, and the electro-whip, I managed to capture almost entire crews of downed vessels, with a handful casualties, mostly by enemy reaction fire. Prisoners were sent to each base for "conditioning" based on each base storage demands, trying to keep them with space to spare.

Oh yeah and just asking - how did you get so much money? What your bases looked like at the end? How much time it took?

I think the money started to pour in based on several factors:
- After the many first months of struggle, the monthly score was consistently between 8000 to 13000. This, in turn scared the provinces so much that their monthly payments were far in excess of my monthly costs. Maybe twice or more than that. Air battles were dominated by SABRE lancer strikes (for range advantage), later switching to plasma beam, for large ammo count, albeit less range.
- The main base, expanded to have room for 15 brainers, 20 gals, and 110 runts, and their appropriate support structures, plus three hangars. Then three more bases with 10 gals and 120 runts. They become my secondary bases and storage bases. Each of these three had a PROSPECTOR to act as a transport and to provide income to offset the base maintenance. When not making ammo or something else they were making rum or chips.
- Four factory bases were built each in sequence as soon as the money was available. From the top of my head, each factory base costs about $17M to build. Each has room for 450 runts, 10 defending gals, one hangar, one storage, one hyperwave decoder, one VooDoo school, three large barracks, four small barracks, and the (3x3) factory. The hangar was at the top left corner, the access lift was on the left side, south of the hangar, south of it was the storage, west of the storage was the HWD, then the four barracks. The factory was on the top right corner  and the three large barracks were on the south. The Voodoo school was in diagonal from the hangar (so no access point). The layout was tested several times by faction assaults. Note that on each base (other than the main) was also three battletanks and three dogs. The CONQUEROR was built on one of the factory bases, after a small remodelation once the storage requirements for the parts become clear (like 160 units).
- Thus again from the top of my head, counterfeit 200$ chips created an income (before operation expenses) of 43.75$/hour/runt. So if my math is correct, (110+120x3+450x4 =) 2270 runts were making (2270x43.75x24x30 =) over 71 milliions a month. Add to this the extortion money minus the operational expenses (30M-18M IIRC), and by the end game, without selling the loot, the income is about 83M/month. This is on the highest difficulty level.

Edit: I'd try to upload my last save game (before going to Cydonia) as soon as I get to my game computer. See attached the last savegame before I sent the ship to Mars.


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 28, 2015, 12:24:52 pm
Thanks for the save! It's awesome help with testing. Now, try to win without cheating (your soldiers all have VooDoo Power of 100, while the cap in this mod is at 60 :P ) Just kidding, it wouldn't change that much except for making Star Gods encounters much more challenging (although you could still get your Coordinator with a heavy use of Mind Probes or carpet stunbombing). Like I said MC is not balanced yet (and it's not your fault I haven't thought that somebody will be using Psi Strength Improve option, much less it won't be working as intended with my mod - this is a valuable information I couldn't get by playtesting by myself; I have PsiStrength in maxStats set to 0, like in Vanilla, which probably tells the engine to default Psi Strength Improve to vanilla value of 100 - or maybe it always improves to 100, I have no idea).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Talhydras on April 28, 2015, 12:42:59 pm
I recently caught the first few episodes of IvanDogovich's PirateZ campaign, was deeply intrigued, then decided to play the game myself. I have now finished my campaign over the course of about a week and a half of realtime.  My feedback's run over the 20000 character limit, so I'm afraid I have to break it up into multiple egregiously long posts.

-Some stats-
Gametime: Completed in mid 2603
Difficulty: 3
Tactical Skill level: Zapp Brannigan
Strategic Skill level: Geoffrey Lebowski
Savescum level: Scumlord Alpha Plus
Starting Location: The eastern shores of the Caspian Sea, hideout "Khutulun's Rest"
Psi Strength Improve On

Overall it's difficult to overstate what an enthralling experience it was. "Mutant anime space pirate babes fighting fascists for profit and booze" is a pretty much bulletproof premise, you could take that to the bank. This is the most cavernous tech tree I think I've ever encountered. How many researches are there? Based on the experience it really felt like it gave Warzone 2100's ~500 researchable techs a run for its money, and I am both impressed and terrified that there's much more planned. Thank you profoundly for making my return to classic Xcom a deeply memorable and utterly fantastic experience.

HIGH POINT: Early Trader pogroms. This was easily the game-defining experience that illustrated both how deep and rewarding PirateZ is, and how different it is from XCom. What's around the corner? Is it a GO with a bottle of booze, some drugs, and a li'l snubby? Or is it fucking Evil Robocop in powered armor with a heavy laser and a boner for murder? I had to maintain a diverse roster, with multiple different types of armor, and use every single underhanded and dirty trick in the book ("Hmm. Page one: Run at guy. Page two: Stab guy repeatedly. Short book.") The ultimate moment was, having exhausted all my heavy munitions to no effect, twelve pirates huddled in a garage while Robocop, the only survivor of his pogrom force, lazily bullseyed snakeladies in the parking lot adjacent. The plan? One pirate hammers a hole in the wall, runs up to Robocop, drops the hammer, dives away. Then every other pirate runs out in a single-file line, picks up the hammer, hits Robocop once, drops it, and makes room for the next to repeat. He goes down on the last soldier. Great enemy diversity, with all enemies being a credible threat to my pirates but demanding dramatically different responses and combined arms.

Addendum: The image of a drunk, high asshole gleefully taking inaccurate potshots at cowering, defenseless mutant civilians is some powerful stuff. I hated these guys, and it wasn't because they were frustrating to fight. I made a point to show up to each pogrom - it didn't matter that the profit margins were low. As the Dude says: "This will not stand, ya know, this aggression will not stand, man."

OTHER WONDERFUL MOMENTS: My pet Reaper, "Mr. Reaps". And storming a Star God Base with three X-sectopods whilst laughing maniacally for about a quarter of an hour.

LOW POINT: Tech bottlenecks. I spent approximately forever (actually about 12 months) awaiting an Academy Engineer. I shot them all during the early Academy Pogroms, and after that the Academy dropped off the face of the earth I had radar coverage of. I did eventually rectify the issue, but the Star God Coordinator was pretty much the first faction leader I was able to capture. Merc pogroms in early 2601 were also pretty rough too, but I had nobody to blame but myself for sticking those out.

OTHER UNWONDERFUL MOMENTS: Realizing only after Disc-o-Deathing the Star God Governator a question that you can sprint for 3 TU 3 energy. Shit. Again, my fault for not looking up exactly WHAT all the special movement options were. But it was definitely making me flashback to all those times I needed a few more Techblade hits to down a mercenary jerk... The first few months, also, felt like shipping was pretty spare on the ground and most of my missions were pogroms


BUGS / CAMPAIGN MYSTERIES :
This section is going to be brief and mostly focus on the things that confused me or seemed very buggy. On reread, maybe describing this section as 'brief' was optimistic...

* Nobody ever blaster bombed me. There were several opportunities to do so, namely on the cruisers I downed and of course in my hideout defenses, but they never seemed to do so. This is a problem because once I developed X-Sectopods, I could use one to mop up an entire hideout assault force.
* Blaster Bomb addendum: What truly weirded me out about the experience with the enemies being blaster launcher shy was that they had no problems doing Suicide Rockets from RPGs on pogroms, or suicide grenading me from time to time. They really seemed to struggle with grenades too, actually - Guild Securities used them VERY effectively in my early months, and then almost everyone entirely forgot to use them ever again for two straight years.
* Similarly, tanks were often gunshy. The first tank I encountered was on a Mercenary Pogrom right next to the Bonaventura and thus in my smoke grenade cloud. I ran out and wailed on it with melee for three straight turns, and all it did was drive around. This was especially odd, as later I encountered one during a Humanist Pogrom that had zero compunctions about shooting me right in my smug face.
* Tank addendum: The humanist tank that was unimpressed additionally did not appear to be traversing its turret. The howitzer shells definitely were coming out of the back of the turret. I really wish I'd kept a savegame of this, because I went from "haha, it's just a silly little tank" to "WAT" at warp speed.
* Rounding out the theme of enemies not doing things, Mercenary Captains seemed extremely shy to deploy their melee attack (which is supposed to be badass and scary according to the ingame bootypedia).
* I encountered significantly more Dark Ones than I did Deep Ones and Smugglers - all of my imperial probe missions were Dark Ones themed, and in early 2603 they started flying crackdown missions and launched several hideout assaults. To be clear: I do not view the low density of Deep Ones and Smugglers as a problem, it just struck me as odd that the Dark Ones were in such high representation compared to those other two factions. In fact, I never had any missions with deep ones and smugglers!
* Academy Explorers seemed to be available to research repeatedly, despite me filling out my Countries list. Is something happening here that I don't understand?
* Many of my >100% shots seemed to miss their targets. This led me to eventually phase out ranged combat almost entirely out of frustration. I noticed this effect increased dramatically with range and as I got further above 100% hit chance. In some cases, I think it was intentional: Star God Coordinators seem to have a very high chance for weapons fire to simply slide off of them, and I'm okay with that, but I was frustrated with things like a pest control manager that just can't be hit no matter how many times I reload with save scum on.
* While I got their research info from a Gun Almanac, I never once encountered an Autorifle. Millions of Machineguns, X-Com Rifles, Battle Rifles, Homefront Rifles, LACCs, CAWS, etc, though.
* I was never able to stun an Armored Beastmaster, they always popped their armor even when I was using exclusively stun damage. I was worried I'd need to somehow capture Armored Beastmasters to preserve their unique armor.
* The blackmarch SMG bootypedia entry describes it as a scarce weapon, yet it is purchasable at will from the black market.
* I'd really appreciate it if the bootypedia entries for each weapon named what each type of ammunition was. Over time it became unclear to me which was which.
* Panzerfausts seemed uneconomical to me in the earlygame.
* My first base raid was an army of ratmen. I think I spotted one other bandit mission. This was actually a problem as I accidentally killed all the academy engineers I met in the earlygame and didn't meet any more until early 2602. Had that been the academy I think I would have finished the game several months earlier.
* Now that sectopod corpses are required to build sectopods, I'd like to point out that it is unclear from the bootypedia entry alone whether robot disassembly gives you a corpse or not.
* I never encountered, up till shipping-600, a Star God Messenger ship. The vast majority of shipping was heavy gunships and cruisers.
* From a lore point of view it's a bit odd that special deep one and dark one missions are spawned by imperial probes, and that the empire itself never seems to launch these probes.
* I'd love to know ammo counts per craft weapon - the single shot Avalanches and three shot Lancers were surprising to me.
* I'd also love to know the TU cost and accuracy of HWP weaponry. The X-Sectopod's amazingly generous 12-tu, long-ranged autoshots only laser took me completely by surprise. Does the HMG cyberdisc have a 90% tu cost on its shot like the soldier version? I dunno without building one!
* How come spears aren't Piercing?
* A gray civilian goomba-stomped me, instantly KOing one of my hands. What? How? Hunh? What?
* I was getting my ass kicked by Sway Local Gov't missions until I went to the UFOpaedia website and learned that what I REALLY needed to be doing was shooting down each of the starting craft, and that doing ground assaults (While profitable in the extreme) on the cruisers afterwards was irrelevant.
* Do Humanists make their Hanabus, or do they contract the Guild to build them? Are the Hanabus using cloaking devices to fly under the radar as well, or are their craft sanctioned in some way? I'm surprised the Humanists never launch Pacification missions.
* The Dragon craft describes itself as being as big as possible to fit in the hangar. But the Conqueror is considerably larger, which makes the earlier comment about the Dragon a bit odd. Also, the Dragon's a tiny, lightning-fast dogfighter in Freespace. It's odd to convert it to a pocket battleship :P
* I've heard reference to a Mercenary Commander being unnecessary to capture to complete the game but never encountered one and couldn't find one in the files. Are these the same as Mercenary Captains?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Talhydras on April 28, 2015, 12:44:08 pm
SUGGESTIONS:
* It'd be nice to know explicitly which weapons can be used 1h without accuracy penalties.
* Slower, accurate alloy halberd after Techblades.
* Inspired by the Suicide RPG guys I mentioned in Pogroms, I'd recommend replacing the RPGs from the Pogrom weapon table with flamethrowers. Think the egg-burning scene in District 9.
* Additionally, thinking about Wikus van der Merwe from District 9 counting up aliens on his clipboard, I strongly feel that Governments should launch pogroms too or have some personnel present on the scene. It's my understanding from the lore that they're partially culpable for the Pogroms (do they provide mutant census data to the Star God regime?), and some more than others might actively relish the opportunity to punish restive Mutant communities. Amusingly a government pogrom would be a lose-lose for the Pirates, and I think this is a good thing. I loved how fucking desperate my early Pogroms were (and became again when the damn Mercs came out), and adding in the occasional government pogrom might be a fun way to add a new dimension of desperation.
* I have no idea how shotgun-style weapons work right now, if spread is something you can control, but I was thinking about the 6+ round autoshots, and wondering if those could be condensed. Imagine if instead of firing 25 rds, the minigun fired 5 5-rd spreads with tight grouping. If this didn't negatively change weapon performance, I think it'd be a nice way to make the long bursts a little less time consuming.
* Increase Gauss projectile speed. It seems a bit odd that the hypervelocity rounds from the gauss weapons travel much less quickly than the Custom Snipin' Gun's projectiles.
* Improve cutting resistance on top-end enemies (tank, mercenary captain, sectopod spring to mind). Once I started pushing up to high base strength values and equipping strength enhancing armor, there seemed to be very little need to deploy anything more powerful than the techblade. Blood axes, electro-swords, and hell-blades all seem to me to be solutions looking for a problem. Once I started laying down 155 power cutting attacks, everything died in short order and I totally phased out firearms.
* In particular, I might recommend introducing some midtier concussive melee weapons beyond the hammer. I did not seem to encounter anything that provided it past the Pipe or the Ballbat. Perhaps an alloy hammer? Maybe the shock-a-fist could be converted from plasma to concussive damage, or lead to a Power Fist? This would go along with increasing armored fighting vehicles' resistance to cutting damage, and perhaps reducing their resistance to concussive slightly so elerium grenades and rockets are more efficient then hitting it with a techblade six times.
* Replace the Machinegun with the Autorifle completely (it's just so pretty!)
* Improve church armor slightly across the board. Their energy resistance is really cool, but they died like chumps to the piercing weapons I was picking up all throughout fighting the raiders and researching slugthrowers. Outside of their lids and one memorable and deadly Bomber mission, they seemed pretty tame as adversaries. I say: more rockets, more fire.
* Improve Dark One fireball strength or add plasma vulnerability to midtier armor. Or, add a melee attack to Cacodemons and Imps so they can still threaten people out of clothing-tier. Demons, Barons of Hell, and the odd zom with a BFG or RPG were scary, the vast majority were impotent.
* Or, up the incidence of UAC plasmaguns and BFGs in their ranks. While it was always fun trying to stun them all to make the COMPLETELY AWESOME demon weapons, they could never hurt me and I never got enough UAC weapon materials to actually ever field a plasma gun or a BFG for more than one, single, mission. So sad :C. Imp wands more than made up for it though, providing me with FAR AND AWAY the best belt-slot item. This kind of ties into my early observation that 45+str cutting damage and +30 str armor on top of experienced hands solved all my problems, leaving the 88+str blood axe and 100+str acid hellblade superfluous statistically.
* I unlocked Advanced Firearms when I was sitting on stocks of ~100 sniper gauss and gauss musket clips, so while they were all really cool weapons, I found them mostly superfluous by the time I got there. I'm not sure exactly HOW I unlocked them, but they came out about 18 months after I got the custom snipin' gun. I think these could really stand to be pushed up a bit, but I think it was through Higher Learning?
* It feels like a lot of firearms get left behind as advanced ammunition comes out. Blackmarch SMG and RCF carbine don't get any PS magazines. CAWS also could stand an upgraded munitions IMO, along with the Assault Grenade Launcher. MAG sniper and Custom Snipin' Gun rounds would be awesome too, as would MAG-piercing rounds for the LACC and CAWS.
* LACC-HE rounds can't break wooden picket fences. I really wanted to embrace such a beautiful weapon, but that seemed like a sign that I really needed to just stick to my techblades.
* There are three craft lasers, and one craft gauss weapon. Right now Gauss in general feels extremely underdeveloped compared to the plethora of laser weaponry and slugthrowers.
* Academy Hazmat suits could stand a few plastasteel inserts to give them some better protection. They look impressive but they're deathtraps. The Academy must go through lots of Explorers.
* I observed four main tiers of enemy armaments: slugthrowers (landed small UFOs, freighters), lasers (some UFOs and pogroms), gauss (most warships, enemy bases), and plasma. I don't know how much control can be exerted here, but I strongly feel like the slugthrower and laser tiers need to improve once the Pirates start fielding advanced armor or those missions become cakewalks I can't mess up. I might humbly recommend reducing under armor to the point where elerium grenades can still offer serious damage, or have them upgrade from slugthrowers entirely to lasers eventually.
* To clarify on the above: Brute Armor and especially Harbinger Armor and Annihilator Armor renders pirates almost invincible. Brute in particular was my go-to suits and only failed under sustained heavy or sniper gauss fire, or plasma rifles+. I'd recommend pushing up the brute armor laser vulnerability as well, though if you add any battle laser or MP-lascannon toting enemies they'll dish out enough damage to keep me afraid. I suppose another option might be increasing the incidence of Canister Launchers.
* More daily business! I got into a weird state where I swear every other ship flying from 2601 to 2602 was a Heavy Gunship.
* What happened to Earth's satellite network? I would assume it's destroyed or defunct, but does anyone in 2600 maintain or operate satellites? Is there still international communication between phone lines? Or is that handled by the Traders?
* The only weapon disassembly components I was ever low on were heavy power couplings. I think there could stand to be a far higher consumption of the other energy weapon components, as I had stocks of 100s and 100s and 100s of them. I didn't do a lot of energy weapon crafting though - When I really wanted to be using nuclear lasers I was totally blocked on research progress (no Acad engineer), and so I worked around that until I got to Discs of Death, and those rendered most ranged weapons outside of a dedicated sniper and a dedicated rocketeer obsolete. Techblades tided me over in the meantime for hard targets like mercs.


SUGGESTIONS (IMPRACTICAL/SIGNIFICANT AMOUNTS OF WORK):
* In the vein of HWP Merc Commandoes and Attack Dogs: Purchaseable Mutant Alliance snakeladies and Apocalypse-style sectoid hybrids. In game they'd be unlocked after making contact with militant parts of the Mutant Alliance - all those pacification missions must be targeting someone after all. The Sectoid hybrids could offer some early or midgame voodoo. The snakemen hybrids are just for fun. Looking at UFOPaedia, they would have good smoke, acid, and fire resistance and perhaps good health. You could introduce a couple of tiers of equipment for them, too, via incremental upgrades akin to the path to building Annihilator armor. For example, Gray M.A. Resistance Psion + Tactical Suit + Laser Pistol = Elite M.A. Resistance Psion, Elite M.A. Resistance Psion + Assault Armor + Laser Rifle = M.A. Resistance Ghost. This suggestion is designed to circumvent the problems with mapping every pirate armor type to the different morphologies of these unique troopers, and that you can't access their inventory.
* In a similar vein, "Mutant Alliance Volunteers" might be recoverable rarely from Terror sites and, in a very long duration workshop project, trained up to the first level of Mutant Alliance troopers.
* This also reinforces the narrative of the recruitable pirates all coming from the fast-improving Uber strain.
* Synthsuit and Brute armored Reapers. I was sad to retire my first HWP, a Reaper imaginatively named "Mr. Reaps", that had about 20 kills and served as an invaluable bullet sponge and mascot for our forces. It'd be impractical and irresponsible in-universe, but is anything too much to ask for such a faithful comrade to serve a little longer in the era of Mercenaries? Besides eating Soylent in the hideout, I mean.
* Add a power-armored Academy Security - perhaps it's based on X-com Flying Armor, but with some plates pulled off so he's not as tough? Academy was extremely nasty to face in the earlygame on Pogroms where they fielded up to four Cyberdiscs, but once I could handle those there wasn't much to fear except the occasional lucky psi attack from (I believe) the Provosts. Another idea might be an extremely up-armored Drone or Cyberdisc. I GREATLY ENJOYED the enemy diversity on Trader Pogroms - the biggest challenge and most exciting missions by far for me in my playthrough were early Trader Pogroms. It could be a pest control manager in the next room, or it could be (as I described them to my friends), a power armored member of the "Fun Police", packing a heavy laser. Once I had advanced armor and a reliable one-shot-kills-anything weapon, and was going up against less diverse factions, the tension of exploring and the surprise of contact was greatly reduced.
* Similarly, I might recommend dedicated Heavy Weapons soldiers for mercs and humanists, Demolitions experts for traders - perhaps called Redecorators or Remodelers? They'd serve a Tank Hunting purpose and have something that can make 90+ armor pirates still feel fear. These would be low reactions, high accuracy troops with good health, stamina, and personal or personal+ armor. MP-lascannons, rocket launchers with antitank warheads, blaster launchers, all with a sidearm if they can be told how to use them.
* To dovetail on the above: The merc roster feels a bit thin, hence the suggestion there. They might also get access to discs for slightly squishier flying shenanigans, or even gauss tanks? Similarly, some rank-and-file purple-faced mutons might be a good choice for expert troops. Perhaps pull in the Berserker from XCom 2012? 100% of merc enemies are super high-HP, accurate sniper bastards. It'd be neat if they had some different threats. I'd love for the mercs to include a few synthsuited sectoids, or perhaps XCom Apocalypse-style sectoid-human hybrids for a little psi support. Or they could bring in snakemen for slightly squishier threats?
* It'd be neat to give Humanists loader-suit troopers to even up their firepower and durability disadvantages inherent with being squishy humans without Star God support. Wolfenstein 3d's Mecha Hitler, perhaps? A mortar or grenadier trooper would be great, too, the Celatid was a unique threat and I'd love to see more indirect-fire enemies.
* The Star Gods should (at a risk of being repetitive) also be a bit more diverse I think. I realize part of the challenge is that they're interchangeable, faceless avatars of an alien god, but it'd be nice for the old wimpy sectoids to come back... and with some major teeth. Extremely potent versions of the Church force field, high power armor-piercing plasma pistols, small launchers with shaped fusion armor-cracking charges... and of course, extra psi.
* If possible, Raiders should hijack government or maybe even guild ships from time to time. It'd be a fun way to diversify from their space winnebagos, and of course depict their raiding shenanigans
* Do Raiders go on Pogroms? I'd justify it as them punishing a rival raiding clan's population.
* Raiders live out in the wilds, perhaps some of them tame various mutant wildlife like Reapers. If there are still any Tasoths, they might be able to team up with some of them.
* Trap/bait missions. On the decoder it looks to be another freighter, it lands and it looks like another freighter, but inside it's twenty chryssalids, or ten Trader power-armor troopers. Or a sectopod and a Star God Guardian serving as an observer to make sure that the Guild or the Academy doesn't squander this generous loan that they've requested to deal with the pirate scourge. To quote monty python: RUN AWAY! RUN AWAY!
* Similar vein to the above: What about a Q-ship? Low-flying, large ship with a freighter's transponder, heavy shielding and armor, and a cargo entirely of powerful weapons. A little FU from the Guild later on. They would figure out pretty quick you're using hyperwave decoders to pick your targets when you refuse to fight all those Heavy Gunships with the Bonaventura, so having them start running false flag ops makes perfect sense to me. Plus this would really help diversify the otherwise repetitive Crackdown missions IMO.
* 37mm Rifle, Precision Laser, Gauss, and eventually proper Plasma Cyberdiscs. The flying chassis makes an ideal platform for sniper weapons - I was quite surprised (and a little disappointed) to never build a proper plasma-armed, Star God-issue cyberdisc.
* In a similar vein, I was surprised at only one variant of Sectopod (and held off on building any for a while in the hopes of unlocking more variants). Gausstopods, Star God-issue superlaser sectopods, and gatling plasma would be fun. Similarly, one armed with a baby Obliterator Cannon would be pretty sweet. I realize this is way, way, way too many HWPs. I just really love discs and sectopods! The X-Sectopod is so awesome it honestly doesn't really need a weapons upgrade. But... sectopods!
* Laser and Gauss variants of the starting Hand Cannon. There's a researchable heavy plasma pistol, and of course the special smuggler pistol, and the ES Laspistol, but the niche of "extra-large 1-hand weapon to kill tough guys I can't sword" niche feels like its dominated by the hand cannon, then the magnum, then the confederate eagle with mag rounds... A pocket lascannon, basically a laser pistol that can burn its battery in a single murderous blast might be a lot of fun. Maybe a pocket Gauss shotgun, designed for high-ranking officials to kill a single charging assailant, by releasing a cloud of hypervelocity flechettes?
* Improved fighter UFOs with long range, high damage weapon that's a missile. This makes it so you can't just plasma beam your way to victory all day erry day and fusion balls have a role.
* Alternate Canister Launcher ammunition. Improved stun, perhaps, or perhaps an extremely strong incendiary effect?


SUGGESTIONS (IRRESPONSIBLE/SILLY):
* Usable Craft Weapons in tactical missions. Let's see that mercenary commando survive the Bonnie's dorsal 50mm cannon!
* Short workshop projects that take one Pirate Armor and one of any other type of armor, and outputs a version of the second armor with a Tricorn. To round off the suggestion with an irresponsible UI upgrade, separate this into Personal Armor Decoration. So you know who the officers are! Who doesn't want to still be wearing a tricorn over their Synthsuit? A poofy shirt might work, too...
* Sectopod turbos! A research that bumps these adorable waddling death monsters up to 80+ TUs!
* Cyberdisc drive improvement! Unlocked by researching Hovertanks to bring Discs up to Hovertank+ speeds, as its a similar drive but without the extra mass of a turret!
* Can explosions be directional like shotgun blasts? If so, Claymore mines!
* And claymore swords!
* A "Neon Sign" building. It is available early and is the opposite of a Mind Shield; it makes it easier for a particular base to be located by Retaliation missions.
* Lids with grav units?
* Fusion proximity mines!
* I personally don't really like the shoulder guns on the X-Sectopod. I much prefer the classic, sleek look. Buuuut, that's just my personal preference.
* Firmly in the category of "Pie in the Sky": It'd be really cool if every shot in a burst was fired more or less at once, with perhaps a .25-.5s delay, so that the sound of the miniguns and so forth would be contiguous. It'd make determining what actually happened during the burst harder, but it was still a wish I had.

Thanks for reading!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 28, 2015, 03:37:57 pm
"* A gray civilian goomba-stomped me, instantly KOing one of my hands. What? How? Hunh? What?"

Its a feature, not a bug.  ;)    - Its actually the way the devs handled two units ending up on the same tile, usually from a falling unit landing on one below.  The player's unit in this situation is knocked out.  (Can even happen to HWPs  :o)

Thanks for the great write up!  I have very little idea of what it all means, but I think I'm quite a bit more scared to death, and just as leery of trying to rely on anything ranged for a long time. ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 28, 2015, 03:46:59 pm
"* A gray civilian goomba-stomped me, instantly KOing one of my hands. What? How? Hunh? What?"

Its a feature, not a bug.  ;)    - Its actually the way the devs handled two units ending up on the same tile, usually from a falling unit landing on one below.  The player's unit in this situation is knocked out.  (Can even happen to HWPs  :o)

Thanks for the great write up!  I have very little idea of what it all means, but I think I'm quite a bit more scared to death, and just as leery of trying to rely on anything ranged for a long time. ;)

I can confirm that too. Its a "loan" from the original not the mod though. I had it happen to me when a sectoid KOed a powerarmored guy of mine like that.

Speaking of civilians and stun. I stunned a snake lady with a fisty kuff, and I got possitive score as a hostage for it, but naturally no captive.

BTW I run into the same "problem" with the >100% accuracy. 145% (base hand accuracy 96 I think or so) with a custom snipper. The target was in a cave entrace and i loaded about 20 times not hitting once. I dont know if its an elevation bug though or due to the guy having extreme cover.

Oh and raiders do go on Pogroms. Its rare though.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 28, 2015, 04:03:18 pm
Wow, such a post. Almost qualifies for a place in the "credits" section. I'm amazed and grateful! 500 techs though, it's too generous, I'm sure I don't have more than maybe 300 research topics :)

I'll try to adress your issues & questions one by one, if possible.
- Blaster impotency: This is an OXCom thing. Can't do anything about it. As a consolation, I might add I was blaster-bombed only once (for 1.5 years of playing OXCom), in a test mission, when the AI unit with Blaster Launcher was presented with a nice group of 3 targets within his DIRECT LOS.
- General enemy grenade/explosives/tanks impotency issues: the root cause for all of these is another OXCom engine thing, and I can't discuss it for political reasons. The gist is, this is not by my design or choice, I can't do anything about it, and you have to live with it, at least for the time being.
- General enemy faction appearances, enemy-related tech bottlenecks, no Raider pogroms etc: Blame/Praise Gods of Random. It's likely be very different on another playthrough, Raider pogroms have actually a quite high chance of happening.
- Not sure what's going on with Academy Explorer research, possibly a minor glitch.
- 100%+ shots missing: they will miss if you fire at impossible angles, this is again caused by how OXCom works. You aim by eyes, but fire from shoulder level. BUT a 100%+ shot with a more or less clear LoS should almost never miss, and it doesn't as far as I can tell from my experience. Unless new Nightly builds changed that.
- All Imperial Probes belong to the Star Gods, is the Pedia entry unclear about it?
- Piercing damage would discount Spear as a melee weapon. There are lots of piercing-res armors, much less cutting-res.
- Goomba Stomp: allowed for AI, disallowed for player-controlled units unless by random panic movement. That's another OXCom thing, we have to live with it.
- Humanists make their own Hanabus just like the player does with his ships. They don't have the resources to regularly fly Pacifications with Bombers and Heavy Gunships (and I don't want them to cut into appearances of Academy so much).
- Merc Commander pertains to Merc Captain.
- Useless research: yeah it happens, precisely because there are few bottlenecks. Advanced Firearms are very good if researched early enough. Same thing for many other techs.
- Weapon handedness vs. accuracy penalties: useless for now, as melee weapons do not take 2-handed acc penalties. Slated for Piratez Extended.
- Govt & Pogroms: Nah the Govts of this age are too concerned with their fight for survival (ie. real wars at hand & other direct threats that force to have a reality-based economy) to make war on their own populations. Wikus could survive in the Trader's Guild (which, just like his corporation, lives mainly off theft), but the struggling and poor Govts have such inefficient people shot or hanged. NONE THE LESS, a 'radical sector' of a Govt launching a Pogrom is passable, but boy, this lose-lose situation would piss off so many players :)
- Flamethrowers are fine & dandy but the AI cannot understand the idea of Maximum Range, hence I don't want to add too many of them.
- Mid-tier hammers? The basic Hammer is already top-tier, borderline OP but I don't want to replace it :)
- General melee weapon awesome power: slated for Piratez Extended, right now there is only so much I can do about it.
- Adding late-game enemies, late game weapons: I would very much like to, but implementation is extremely complicated. I cannot, for example, change Pogrom or Crackdown weapon loadouts at whim, I'd have to design a whole alternate mission, not sure if it will even work etc.
- Hire-able mutants, upgradable tanks/reapers, general tanks extravaganza: planned for the future, work-intesive.
- You can increase the bullet speed from the Options menu if minigun firing etc. takes too long. No, shotgun pellets are meant for shotguns and do not work like autoshots, not at all.
- Trap missions: yeah I have things like these planned, both like you've described and other variants, but I'm concered a bit about players' outrage about it (a bug, they shouted, and unleashed a ragequit).
- Satcom network: sure, a spacefaring civilization has an easy access to satellites. And easy means of shooting them down if non-sanctioned. Not sure what you were aiming at? :)
- Hellblades etc. aren't meant as normally-used weapons, you just were lucky to get them (and used Psi-improvement cheat :) )
- Firearms are phased out in a certain pattern. Good ammo comes for shitty weapons precisely to force you to switch from previously-best weapons when new ammo is researched.

I wasn't able to answer to every question, it'd take too many hours, but everything has been noted. Thanks again, and try the game on Walter Sobczak difficulty level (known as the 'world of pain') :)

Oh and Ivan, I REALLY don't reccomend dumping ranged weapons, I do rely almost exclusively on them, using melee only when ranged would fail. You need top-tier armor to make melee a more or less safe option.

@Pilot00: if you really stunned a civilian, you'd get a double negative score. Not sure what happened there.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 28, 2015, 04:13:00 pm
BTW    Dioxine, since you are full on to it, and I assume it is too time consuming to make this great thing even greater, I cant help with actual modding but if you need any lore, text, ideas, I would be happy to help. It might help lighten the load and it would make feel returning something back as a thank you.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 28, 2015, 04:15:52 pm
Oh thanks but the actual major workload is production of graphic resources (and to a much lesser degree, UFO maps), writing stuff is more of a reward than a problem, and it takes very little time actually.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 28, 2015, 04:28:35 pm
Np, I understand.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: icefox on April 28, 2015, 09:02:22 pm
Well I haven't even finished my playthrough yet, but:

Did another smuggler raid; have much more sympathy for EatThePath now.  If you see Public Enemy, just carpet bomb him with grenades and missiles.  He's not worth the trouble.

Holy crow mercenaries go down like CHUMPS to mind control.  On the one hand I like this, on the other it kind of trivializes one of the more dangerous enemies.  Two half decent voodoo witches had pretty much an entire heavy gunship crew, including the captain, dropping all their weapons and casually sauntering out into the open to be 'processed' by Team Power Mace.

Also I, uh, wrote a thing, so I might as well post it here: https://wiki.alopex.li/TheBattleForBooze (https://wiki.alopex.li/TheBattleForBooze) .  It'll give you a security certificate warning, just click on through it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 28, 2015, 11:10:42 pm
Well I haven't even finished my playthrough yet, but:

Did another smuggler raid; have much more sympathy for EatThePath now.  If you see Public Enemy, just carpet bomb him with grenades and missiles.  He's not worth the trouble.

Holy crow mercenaries go down like CHUMPS to mind control.  On the one hand I like this, on the other it kind of trivializes one of the more dangerous enemies.  Two half decent voodoo witches had pretty much an entire heavy gunship crew, including the captain, dropping all their weapons and casually sauntering out into the open to be 'processed' by Team Power Mace.

Also I, uh, wrote a thing, so I might as well post it here: https://wiki.alopex.li/TheBattleForBooze (https://wiki.alopex.li/TheBattleForBooze) .  It'll give you a security certificate warning, just click on through it.

I run into the "problem enemy" too for three encounters now. Its way more easy to deal with them than carpet bombing everything with explosives:

Solution 1) Smoke granades and heavy armor. If you have access to power suits or heavy tacs once the feline makes her appereance have your girl tank her attacks. On your turn pop a smoke grenade (or stun grenade if you have one). She wont last more than 2-3 rounds if you want a live one. Just captured one as I type this with a smoke grenade. I was lucky since she had some cat paws (whatever that is) as a weapon and though she did a million attacks it cant (it appears) not even chip the paint from power armor.
Solution 2) Blunderbuss with HE ammo. Once you divine her location take a few steps back and CTRL fire her. She wont last more than 2 shots and her parts will fly everywhere.

I admit I crapped my pants a bit when I noticed an invisible thing was hitting me, but then I remember that I had explosive ammo (area of effect) on a low TU cost scatter weapon and that smoke on this mod is OP.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: eatthepath on April 28, 2015, 11:55:41 pm
The cats are relatively small potatos compared to obi-wan, really.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 29, 2015, 02:28:48 am
Also I, uh, wrote a thing, so I might as well post it here: https://wiki.alopex.li/TheBattleForBooze (https://wiki.alopex.li/TheBattleForBooze) .  It'll give you a security certificate warning, just click on through it.


I'm only halfway through reading it ... and it is EPIC!! Thanks so much for sharing!! Would you mind posting it as a FanFic in the Playthroughs forum?? ;)


Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: eatthepath on April 29, 2015, 09:43:23 am
Went to respond to https://i.imgur.com/JWDFsWi.png this small ufo, got the message "Map generator encountered an error: No alien units could be placed on map". Turned on the savescumming to get there anyway, and https://i.imgur.com/iSxnjSo.png is the terrain I'm on when I hit the ground.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 29, 2015, 05:05:27 pm
My head hurts from all those research brances.

Seriously man how do you keep track of these?

Impressive job though, I like your late game clip ideas, improves even the shities weapon in the game.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Edrick on April 29, 2015, 05:20:24 pm
The Battle For Booze is the best thing I've read in a very, very long while. Keep up with that awesome stuff!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 29, 2015, 05:26:55 pm
The Battle For Booze is the best thing I've read in a very, very long while. Keep up with that awesome stuff!

+1  Totally Agree!

Also: The "Smoke All the Things" tactic is pretty sweet!!   Passively dropping unarmored enemies rocks!  Just sayin!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 29, 2015, 06:15:01 pm
Hmm... I've been thinking...

I'm wondering about upgrading campaigns in progress and the likelihood of research idiosynchrasies occurring.  One example is the "Quad Launcher" showing up in the Bootypedia during my current LP, when I did no research for it.  I'm not sure of the dependency and if it could have been popped by a G.O. but it seems a little surprising.  Likewise, I've recently spotted a "spikeball" that references a "Wang" that I'm pretty sure I haven't researched directly, etc.

Is there anything I should be doing to manually edit my saves after I upgrade to ensure that I don't get "freebies"?

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 29, 2015, 07:16:21 pm
@Icefox
Wow, somebody wrote a fanfic for my work. It's really cool :)
Also, the psi will be curbed in Piratez Extended. Right now it's just plain OP, as it was designed for vanilla. They will still go down pretty easily... but you'll have to get close.

@Eatthepath
I haven't been able to replicate that 'cannot place units' Hopper crash although I've heard some other modders have a problem with that too... Maybe a save will help?

@pilot
Nah they're more like, mid-game clips at best. Late game you're totting plasma and other energy weapons.

@Ivan
This one was just an accident (a Pedia entry with commented-out requirements), it has been fixed for the newest version. Don't worry too much, I'm keeping my hands off the research tree recently (mostly because the basic structure is finished, and there are only new avenues planned, not any changes to that structure), and even if something leaks out, the research/manufacture tree won't break. And no, you don't have anything you're not supposed to have afaik, everything you have researched so far is WAI (you got that Cooking by the Book opened by the Engineer interrogation) :)

In general, I'd advise you 2 things:
- Don't cancel item research once started, you're losing items that way, they're not refunded (if you have to, edit them back into the save).
- I think melee-only approach only works for heavy-savescumming game. The destructive potential of melee is unmatched, yet often you'll get into no-win scenarios when rushing headlong, like previously unspotted extra enemies or unexpectedly painful reaction fire.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: eatthepath on April 29, 2015, 08:41:01 pm
I have a save file that reliably produces the crash so long as the savescumming option is turned off. I'd be happy to provide it, but I have no idea were OX keeps it's saves.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 29, 2015, 08:52:42 pm
Saves are in the \user\ folder.

On most windows computers this is in
\MyDocuments\openxcom\
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: icefox on April 29, 2015, 10:16:41 pm
- I think melee-only approach only works for heavy-savescumming game. The destructive potential of melee is unmatched, yet often you'll get into no-win scenarios when rushing headlong, like previously unspotted extra enemies or unexpectedly painful reaction fire.

Possibly.  There are things you can do to minimize the danger, which basically amounts to "don't take chances", much like playing the Long War mod for XCom Enemy Within.  Spot an enemy and want to nab him in melee?  Send a scout forward to make sure there's nothing behind them, then have them either run back into safety or pop smoke.  Stage your strike team of 2-4 heavy hitters around a corner near the target.  Wait a turn; honestly, the AI is pretty darn dumb, and the chances they'll wander around the corner and shoot you in the face is low.  Even if they do, they're hitting your front armor, so your odds are decent.  Now that everyone is in place, peek around the corner to make sure they're still within reach, which is usually the case as they seldom wander that far.  Dash out and sword them in the back.

It's hardly foolproof, but boy is it fun.  Even better is when your team is on the other side of a wall, and you sledgehammer through it to ambush someone Kool-Aid Man style.  And of course it can still lead to horrible screw-ups, which is where even more fun happens.  One of the awesome things about PirateZ is it gives you a million and one tools to creatively solve the problems you've gotten yourself into, if only you're crazy enough to use them.  I will have to try a less save-scummy game on a harder difficulty sometime now that I have some clue what I'm doing, and see how it works out.

Of course this only works on maps with corners... the first few merc missions were really painful partially 'cause there were a million of them, on a wide open map, and they're pretty good shots and have good reactions.  Melee really isn't the right tool for that job.  Then I got nuclear lasers and ended up in a similar mission, and cackled gleefully as I mowed all the bastards down.  (Might want to check out the numbers for the Scorchy laser pistol; it always says it has a 40-50% chance to hit, but I don't think I've ever missed a single shot with one.  Anyone else notice this?  I'll do more testing.)

Thanks for all the kind words on the writing!  Any suggestions and/or critiques are welcome, I'll throw it into the fanfic forum when I get the chance..  It's kind of an amalgam of several base defense missions, and has some artistic license --the missions I did were all rookies, but I wanted an experienced hand in the story to contrast "lightning-fast, heavily-armored death machine that slits three guys up without breaking a sweat" versus "rookie who might land a grenade sort of close enough to hurt something maybe".
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Roxis231 on April 30, 2015, 01:37:51 am
Dioxine -  Finaly finished the Images for Body 02

As before feel free to add them to the mod

To install them, just unzip them into data\Resources\Piratez\Body_2

Still working on the others.

Also I have started working an alternate images for most of the other armours - I'll Email them to you as I finish them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Solarius Scorch on April 30, 2015, 08:32:11 am
Icefox, put the story on fanfiction.net and I'll certainly fav you and spread the word! :) (shameless promotion (https://www.fanfiction.net/u/808376/))

Regarding the armours, I think it'd be nice the have helmet-on versions in the inventory and the helmet-off in the Ufopaedia.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 30, 2015, 12:46:08 pm
Icefox, put the story on fanfiction.net and I'll certainly fav you and spread the word! :) (shameless promotion (https://www.fanfiction.net/u/808376/))

Regarding the armours, I think it'd be nice the have helmet-on versions in the inventory and the helmet-off in the Ufopaedia.

Solarius I run a cursury look (work now) and  this is amazing, is the site your doing?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Solarius Scorch on April 30, 2015, 01:54:44 pm
Solarius I run a cursury look (work now) and  this is amazing, is the site your doing?

Oh God no, it's AFAIK the biggest fanfic site out there. :) I just happen to be a member, and wrote a number of (mostly lewd) stories. That's also where I learned about Hobbes years before we met him here, he published an X-Com novel callen Unknown Menace which is just plain gold. Dioxine is there too with a couple good stories.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Talhydras on April 30, 2015, 02:21:59 pm
Hey, I punched each of those imps fair and square to get my superpowered wands! Psi strength improvement went totally unused during the crafting of my strategic wand stockpile. Part of the reason I suggested strengthening Imp fireballs or adding a str-based melee to the imps was that once I had good armor, I could take however long I needed to punch them down and the real challenge was making sure they didn't wake up and wander off as I swept the map. And making sure that there wasn't a pinky demon hanging around, those things can chew right through top drawer armor.

Shame about the explosives impotency issues. Would reducing blast radius, or introducing a 200-piercing guided sabot round for the blaster launcher make it easier for the AI to handle? Additionally, shame about the AI not being able to handle widespread flamers.

The shipping bootypedia entry on the Imperial Probe was crystal clear, it was just odd that I never saw any missions officially run by the Star God faction using that ship. Just seemed to be a gameplay/story disjoint.

Spear piercing was largely a verisimilitude suggestion. If this would devalue the spear as a melee weapon due to increased availability of piercing resistant armor, I guess I'd suggest upping a pierce-spear's damage to compensate. If the spear's in an ideal place right now in terms of balance, by all means leave it be. A strength-adding alloy lance might be fun, but in general I'm a sucker for polearms because I think they look cool.

I can appreciate that with all the factions there currently are (and the need to capture specific units to progress technologically) giving the Humanists more missions would increase the RNG effects. Humanist Bombing/Pacification missions simply seemed to fit their MO.

I've been playing a lot of the Long War mod for XCom 2012, and I'm not entirely sure there'd be a riot over lose-lose terror missions. Broadly speaking, Long War reworked terror missions to always lower your score-analogue, your forces are there only to mitigate damage. As long as Gov't pogroms were explicitly disallowed in the starting two or three months I don't think it could do significant campaign damage. As with the proposed Humanist Bombing missions, though, Gov't pogroms would reduce the number of chances to snag tech-tree critical captures like the engineers, academy medic and esper, etc. Siiiiigh. But it'd be fun and a nice change of pace! Even now I'm wondering if stunning all the gov't terrorists, grabbing all their stuff, and aborting would be the way to maximally profit for minimum score hit...

On that same subject, the LW mod introduces "Trap" missions. Can't take credit for that suggestion, and again just like with the terror missions - the playerbase has adjusted to their existence. I have faith that Piratez players would be able to handle it, but I'm optimistic by nature. The explanation for hypothetical Piratez traps would be simple: "They figured out you're using a hyperwave decoder and laid a trap for you, handle it". It's no different than a first month base assault in terms of "unfair to the player" IMO. Both the landed trap and the aerial Q-ship suggestions were aimed at reducing a sense of complacency and safety that developed once I got advanced armor up, and the noninteractible swarms of Heavy Gunships flying around on Crackdown missions.

I was mentioning satellites mostly out of lore curiosity. There's tons of information in the Bootypedia about what's going on on the surface of Imperial Earth, and much less about whether or not there's anything in orbit. I can imagine orbital factories, or even housing for the elites of the various factions. The Solar Governor bootypedia entry describes Faction facilities on the surface of Mars, but I have no idea if there's a thick layer of surveillance and military satellites, or if Earth's orbit is a relative wasteland.

I don't doubt that hammers are amazing, just as with the spear suggestions this was coming more from a logic/progression point of view. I can imagine a hammer being improved by being made out of sturdier materials, for example, and there's many many improvements to the one-hand melee weapons (longsword, techblade, electro sword, wolverine claws, force blades, the demon weapons, etc) and there's no improvements to the hammers. It seemed like an area with no progression, which feels weird in a game with head-crushing depth to its tech tree. Plus, Discs-o-Death on my synthsuited pirates was basically a range-11 hammer anyways...

Hm. I can see how using ammo to rotate which slughtrowers are in vogue works. My suggestions for more MAG and other ammos was generally from a consistency POV - in-universe, I can't think of any reason why PS blackmarch SMG magazines can't be manufactured, or why MAG or improved HE rounds can't be made for the CAWS. ...Actually, one thing that might be interesting is Contacts: Blackmarch being required to manufacture advanced Blackmarch SMG ammunition, representing developing improved contacts with the manufacturers and getting their insight on improved ammos. Hah! I'll bet they'd be interested in buying those blueprints from the Pirates for a pretty penny too...

I look forward to Piratez Extended!  What, uh, what is Piratez Extended?

I personally found melee an expedient solution to most problems. In the earlygame I did a lot of handcannon + cutlass/axe, then in the midgame I had a smokey-armored lasrifle sniper and RPG launcher that did tons of useful work, as well as a soldier with a Confederate Eagle. I added on a Custom Snipin' Gun sniper too, so by no means was I completely gun-free. By then my rank and file hand was dualwielding a stunrod and a techblade. There were a couple of reasons for this: I needed to be in melee range to stun people, and I needed to stun people to advance my technology and economy. Adding a techblade gave me a lethal option. A ton of my early and midgame missions were pogroms, and most pogroms have urban terrain that makes melee combat way more practical. Power armored Trader Bodyguards make melee almost necessary! There were several months that were literally pogrom -> one UFO -> pogrom and that was it, so I think it's unfair to blame my evolution towards melee solely on my scummy behavior. Terrain, tech-tree paths, bad judgment, and a high number of strong starting rookies all led me towards that composition.

I was also afraid of running out of nuclear laser clips so I was super shy about adopting laser weapons. This turned out to be pretty foolish in the long run, but that fear also pushed me towards the techblade as my source of a reliable kill. By the lategame, the stunrod got replaced with knucks, and the techblade got replaced with the Disc o' Death, and right before the end I replaced the knucks with Imp Wands which on high strength troopers is basically a plasma rifle/super knucks combo.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Solarius Scorch on April 30, 2015, 02:35:29 pm
Uh, regarding improvement on hammers - here's the ultimate version:

(https://sai.heliohost.org/wp/wp-content/uploads/2013/03/Vita-Giant-Form.gif)

:P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 30, 2015, 03:21:33 pm
You got me wrong, Psi Str improvement allowed you to MC Star Gods and easily soak their own attacks, which is a major problem otherwise (and not every other enemy is controllable even with 66 VStr/56 Vskill... but trivially so with 100 VStr). Even the Academy is able to put a dent on your plans if you have psi-untrained soldiers below 50 VStr. The Dark Ones in comparison are controllable even without that cheat, when only you get decent VooDoo users.

Afaik the Blaster impotency is directly linked with the fact it is a homing weapon; an AP round would certainly make the AI a bit more comfortable with using it, but for this, I have another weapon planned :)

I'll think about spear yet, better spear is planned at some point anyway.

Humanists are supposed to be quite rare, and you don't need them for scientific progress at all (a couple of second-rate side techs, yeah, but they're pretty much useless in advancing the main tree). They have their own mission + Pogrom, and quite possibly another mission in the future, and that's enough.

Like I said before, I might add govt 'right sector' Pogrom missions, and I can control them to only happen, say, from Fall 2601 onwards, but I'm not a fan of lose-lose missions, to be honest (such govt op would be using only low-negative, or neutral-score units). That's why I hated how XCom 2012 ended. High difficulty is fine, dirty tricks are even better, but forcing you to go on a lose-lose mission is not what I want. At least when the govt makes a Crackdown, you may lose a lot of points but you come out much, much richer. Plus I'm not fabled firaxis, I don't have the "We Are Legendary Gaming Company" crap to defend my design decisions, I have to be more careful.

I haven't played Long War (the basic campaign did a good work of putting me off) but various traps (trap ships, trap missions & trap enemies) were planned in this mod for a long time... just not implemented yet. I feel more encouraged to do so now :)

What kind of official missions would you expect the Probe to run? Star Gods spying on themselves? What kind of sense would that make? :)

I will add some more world lore in the future, and I will remember your question about orbital infrastructure.

Blackmarch SMG is too weak for such a Contact to make sense. Unless there will be more Blackmarch weapons to use, which isn't out of the question.

Note that in every ammo type description, there is some sort of vague reasoning why only select weapons can benefit from it. For example, BM SMG is not a high-velocity AP weapon and would not benefit from more rigid ammo. Of course you can always say it's load of BS, but it is there. Basically there is no point in adding special ammo which is *never* going to be used (you could have MAG ammo for Assault Pistol, but you'll be only using the Eagle anyway, since the damage difference would be too dramatic to even consider using Assault Pistol). Plus, the fact that each gun can only use 1 or 2 of about 5 existing types of special ammo makes each weapon more unique.

Melee combat is naturally an integral part of this mod and I'm not saying it is bad or anything :) It will be curbed a bit in Piratez Extended - the damage bonus will be closer to 0.5-0.75 Strength score instead of full Strength, and melee attacks will cost some stamina (Imp Wand will be tied to Psi Str instead, and all psi attacks will cost considerable amounts of Stamina). Speaking of Piratez Extended:

At some point I will drop support for basic Piratez and base the mod on Yankes' custom OXCom build. Some of the features that will be enabled by this:

Craft Combat
- Up to 4 weapons per craft
- Varied weapon slots. Ex. fighters will usually carry 2 missile weapons and 1 small cannon, while Bonaventura 2 small & 2 large cannons, etc.
- Non-weapon craft equippables, like extra fuel tanks, improved radars, shields & more.

Night Operations
- Custom night/day vision. Some armors will allow to see in the dark. Not all enemies will be able to see in the dark. Merc Engineers will snipe you from beyond your FoV.

Psi balance
- MC and Panic attacks of your soldiers will have severe range limit (probably 16 tiles).
- Psi attacks will cost a lot of stamina.
- There will be damage-dealing weapons with power based on your VooDoo stats, like Imp Wand.

Fun weapons
- Damage and Acc of some weapons based on exotic stats like Throwing (ex. Fuso Knives are useless now, but in Extended, a maxed-out Throwing Skill soldier will be able to do 100 or so damage with them and strike with unerring accuracy - while they will be even more useless than now for an untalented soldier).
- Fire damage will cause severe Morale losses.

Mecha suits
- No X-Sectopods. They will be replaced with 2x2 armor suits WORN by soldiers, and equipped with custom weapons.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 30, 2015, 05:06:38 pm
I think the whole idea with the probe, was to use it as an 'excuse' of a ufo to follow up and actually find out the hideouts/bases/whatever it is those factions operate without having to add another base raid mission on the map. The stargods (as far as I progressed) have no presence and installations on earth, they only make rare appereances personally.

The 'problem' with melee, is that it is an answer to early problem. That is the lack of good weapons and ammo. Once you get your operations up and running and secure a supply of good munitions, via varius means ranged combat becomes again a priority. That is not to say that you forgoe melee all together, but if the enemy carries top notch gear, and you try to close the distance without reloads....yeah thats gonna end badly.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Arthanor on April 30, 2015, 06:20:24 pm
Hi Dioxine,

Props for the awesome work! I had tried your mod once but gave up after a crash, but Ivan's LP convinced me that I needed to play it. I will just have to remember to treat it sort of like my mod and save often enough to not get screwed if something crashes.

I wanted to check if it is ok to run Piratez on the latest nightly. I know the mod site says 31st of March or Later, but just in case something broke recently.

Thanks!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 30, 2015, 06:44:08 pm
Well then try it and bring back the news :) Also using 15 Apr or later should fix the explosives-related AI dumbness as it has been finally unhardcoded. Just don't come crying when you get blown up on Turn 1, it's As Designed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 30, 2015, 06:54:48 pm

I wanted to check if it is ok to run Piratez on the latest nightly. I know the mod site says 31st of March or Later, but just in case something broke recently.


I'm running it with the 4/7 nightly with out a problem, (its not on the git builds right now, but I do also have a link here in the thread to a copy of the 3/31 nightly if you want to download it. :)

Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 30, 2015, 07:06:21 pm
Found one thing, 15th Apr or later will f**ck up your tanks. I will fix this in 0.9.h release.

EDIT: tanks & boomosauria fixed, but looks like it wrecks Mercenary Commando worse. I need research if such a crazy idea is still possible under the new builds.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 30, 2015, 07:45:42 pm
Per my previous comment, here is the link again for the 3/31/ nightly (it was about 6 pages back)

https://drive.google.com/file/d/0B3LA7DXD41YYaUF5UWJtOEFjLWs/view?usp=sharing


Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: eatthepath on April 30, 2015, 08:03:34 pm
https://dl.dropboxusercontent.com/u/896078/BZ4.sav here's the save that crashes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Arthanor on April 30, 2015, 08:22:04 pm
Alright, I'm using the latest build (just pulled from github this morning) so I'll report bugs as I find them.

Not too worried about the tanks as I barely use them.

Side note: Is there a way to make statstrings with melee skill? I tried "melee: [50, 70]" but it does not work.. For Piratez, that's a pretty important stat!

PS. The names! The names! I don't know how you manage it but.. My first crew has "Shameless Nipple" and "Burning Pants".. Now I've got a gal who can't wear armor and I already know who will have the flamethrower!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on April 30, 2015, 08:36:19 pm

Side note: Is there a way to make statstrings with melee skill? I tried "melee: [50, 70]" but it does not work.. For Piratez, that's a pretty important stat!

Currently no. :(  I manually put it in on my soldiers ("K" for knife)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 30, 2015, 08:50:01 pm
@eatthepath: it's a terrain issue - but I have no idea which terrain out of about a dozen possibilities might be causing that. Requires a lot of blind testing. I will fix this, eventually.

@Arthanor: it ain't my fault, all glory to the Gods of Random :)

@Ivan: I thought "K" was for "Killy" :)

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on April 30, 2015, 08:57:44 pm
Speaking of bugs heres one I just found:

The stairs/floor of the bony dont block fire completely. I just got reaction fired and took the damage from a gauss weapon on the back when my gal stepped on the first step. The round passed through it as if it didnt exist.

Heres the save just move the gal with hammer on the first step ahead of her. You will get reaction fired once by a plasma gunner and then by the gauss behind.
Sometimes the damage passes through, others the armor absorbes it, reload as nessessary. Point is the projectile shouldnt get through the floor/stair.



PS. The names! The names! I don't know how you manage it but.. My first crew has "Shameless Nipple" and "Burning Pans".. Now I've got a gal who can't wear armor and I already know who will have the flamethrower!

And I thought "sneezing ass" was funny.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: icefox on April 30, 2015, 09:00:26 pm
Hey, I ran into a bug, but not sure if it's a bug with this mod or OXcom.  Don't remember exactly how it went, but I had just built a new base and had bought a bunch of gear and shipped more over to it, which filled up all its storage.  I got the "Fence your stuff away!" popup screen like you get when you overflow your storage with loot from a mission, but there was nothing in it, and I could not exit out of it.  Had to quit the game and reload.  I THINK there was some strange interaction that made it say "Oh you're filling up this base's stores too much" even when the base had no gear in it yet.  Tried to reproduce it in a test game and couldn't, though.

Edit: So far my the best/worst name I'd gotten was probably Pussy Fingers...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on April 30, 2015, 09:12:56 pm
@Pilot00
That's Lightning tileset bug, the stairs have (and always had) a hole in it. I could fix this but the mod would have to have a custom Lightning tileset.

@Icefox
No idea, I haven't made any changes to the game code. Try to reproduce this bug on vanilla, bugreport it. First of all, you shouldn't be even allowed to transfer enough stuff to overflow the stores.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Arthanor on May 01, 2015, 04:30:04 am
Well, couldn't stop playing and already reached march! This is fun, and so different. Playing against armoured, low damage enemies makes the game very different. No more one shot kills on either side is nice. Except for one landed craft I happened to assault.. dudes looking like peak xcom from tftd, with gauss and magnetic ion armour that can fly outside of water! the gals didn't last long and we quickly went packing without even getting one :( I wish I could have gotten a corpse at least.. need more explosives!!

Two things I noticed:
- Looks like the Guild hostess doesn't have a listOrder. She shows up at the bottom of the list instead of with the other hostages.
- I haven't had a pogrom yet! What's up? Nobody is really complaining about the increased respect for mutants, but it seems weird.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on May 01, 2015, 06:15:33 am
Except for one landed craft I happened to assault.. dudes looking like peak xcom from tftd, with gauss and magnetic ion armour that can fly outside of water! the gals didn't last long and we quickly went packing without even getting one :( I wish I could have gotten a corpse at least.. need more explosives!!

Hehe I wonder what that was! TFTD technology wasn't lost, it got upgraded :)

- I haven't had a pogrom yet! What's up? Nobody is really complaining about the increased respect for mutants, but it seems weird.

Hurr durr... you should have completed at least two! Especially since you have nothing to deal with Pogrom ships yet. Can I haz a save? It is possible the Pogrom missions are started but something is no longer compatible with the recent mission scripting upgrades...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on May 01, 2015, 12:55:41 pm


- I haven't had a pogrom yet! What's up? Nobody is really complaining about the increased respect for mutants, but it seems weird.

Aha! And I thought its my imagination or something. I had a terror ship fly with a terror mission in mind (decoder) and once it reached spectral 'poof' desapeared. At first I thought it left. But now that I think on it, I didnt get the UFO dissapears pop up.

EDIT: Theres a save Dioxine. I have already launched an interception to keep up to it in case it moves out of radar. It will "land" on a terror site and then simply dissapear with nothing happening.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: evialex87 on May 01, 2015, 01:08:55 pm
Dioxine, would you like to increase chance to met Dark Ones, Deep Ones and Bandits? They're barely noticeable.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Talhydras on May 01, 2015, 01:18:17 pm
Wha? While I may have been able to MC star gods, I never did. While I don't doubt that I benefited MASSIVELY in terms of psi resistance, I've always found psi combat in classic XCom a little cheesy, both as the giver and as the receiver. Making an alien blaster bomb themselves is amusing once, but after that it permanently destroys the sense of tension and obviates practically all other forms of weaponry. I did use it on a few base defenses, but I had a Sectopod present and would have won anyway. Mostly that was to try and capture a Raider Humungous to see what cool stuff that unlocked.

Honestly I sort of think the Dark Ones should be psi immune.

Crap, I forgot to mention an incident that I found fascinating. My first major engagement with the star gods was a pogrom. I rolled out my troops, didn't make a lot of contact, enemy phase I got three troops mind controlled and after that there was nothing left to do but cry a lot. I tried again, and had success with a VERY odd tactic. I ran out just two soldiers - and I had NO idea if they were psi-strong or psi-weak, my voodoo school hadn't gone online at this point. And the Star Gods didn't make psi attacks against anyone in the Thunderhorse. So two soldiers ran across the map, discs-o-death in hand, and went house to house and took out the entire pogrom themselves. While it was a cool moment, I can't help but wonder: is Star God psi-targeting being restricted just like explosive targeting is?

The reason I brought up LW was not to say "LW does this therefore it is obviously the one true path", more that "LW has a large player base that has been able to handle the stress of lose-lose terror missions and trap UFOs". I personally enjoy LW and recommend it to all X-com fans, but that's completely tangential to this thread beyond saying that folks can handle a few missions that don't contain a possibility of total victory.

For the Imperial Probe? Well... considering it looks like a giant mind probe, has an anemic engine, and is unarmed and unarmored, I imagine it is relatively cheap and perhaps a large psionic sensor. Considering the Star Gods hand out cruisers and heavy gunships like party favors to the Factions, they've obviously got a massive industrial base that could support throwing those probes away. My gut says that other Governor-level entities would be using such a device to psionically explore other systems in the Empire for pure entertainment purposes. I'd say it's less "spying on themselves" and more "bored elite members of the stellar empire driving psionic quadcopter". The bootypedia states they're dispatched to survey potential activity sites, so I would expect the Imperial probe to be a precursor to Star God feet touching the Earth. Are they the precursor craft to Messenger landings? I only ever remember Imperial Probes spawning Dark One and Deep One sites. To turn my confusion into a straightforward question: Is it intended behavior that all non-crackdown dark one and deep one activity is spawned by Imperial Probes?

I think the whole idea with the probe, was to use it as an 'excuse' of a ufo to follow up and actually find out the hideouts/bases/whatever it is those factions operate without having to add another base raid mission on the map. The stargods (as far as I progressed) have no presence and installations on earth, they only make rare appereances personally.

The 'problem' with melee, is that it is an answer to early problem. That is the lack of good weapons and ammo. Once you get your operations up and running and secure a supply of good munitions, via varius means ranged combat becomes again a priority. That is not to say that you forgoe melee all together, but if the enemy carries top notch gear, and you try to close the distance without reloads....yeah thats gonna end badly.

Reading Pilot00's comment: Ohhhhhh that makes some sense. It's less that the Dark Ones are operating an Imperial Probe, and more that the Imperial Probe is going to go hover over a Dark One place for sometime? I wonder if their bootypedia entry might be altered to state "The probes themselves are worthless but they may be able to lead us to something the Star Gods consider interesting..."

MAG Assault Pistol vs Eagle: I actually got nowhere near enough Eagles in my campaign to make them a regular sidearm. I think I had four. I did get my first one deliciously early, and appreciated it greatly. I don't at all dispute your point that obsolescence happens in Piratez, merely wanted to say that the invisible hand of RNG precluded your example in my campaign. I'm just arguing for more lategame ammo for pretty weapons like the CAWS and the Autogun and the LACC because I think they're pretty.

Mecha suits
- No X-Sectopods. They will be replaced with 2x2 armor suits WORN by soldiers, and equipped with custom weapons.
Hyperbole Mode: Oooh, HWP Mechasuits sounds totally awesome WAIT NO WHAT

BUT

SECTOPODS NOOOOOO ;_______;  (https://media.giphy.com/media/12XMGIWtrHBl5e/giphy.gif)

Reasonable response: Welllllllll I'll reserve judgment until I see the mechasuits. I'll miss the Sectopods though. It was amazingly fun to get to use many of the classic X-com terror units in my PirateZ run, and I'll be sad to see my favorite of the lot go. I spent many hours of my youth mind controlling all four sections of a Sectopod in the vain hopes I'd get to keep it, and fielding the X-Sectopod in PirateZ was the first time I've been able to realize the dream.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on May 01, 2015, 02:38:11 pm

Reading Pilot00's comment: Ohhhhhh that makes some sense. It's less that the Dark Ones are operating an Imperial Probe, and more that the Imperial Probe is going to go hover over a Dark One place for sometime? I wonder if their bootypedia entry might be altered to state "The probes themselves are worthless but they may be able to lead us to something the Star Gods consider interesting..."

It does already, it tells you that thats exactly what they do with the probe. You just follow it up and find the area the head honchos are spying and take up the oportunity to raid it.

Lore so far is solid, and I like this, because most mods of various games I played had the lore thrown in a trash can. I like the subtle references to events from other X-Com games that did happen in piratez albeit in a different way. Personally I cant wait to see what happened to T'leth in this alternate universe and why the deep ones use the weapons they do. Also I kinda expect a sectoid to pop up somewhere. Cant have X-Com without sectoids.

The only downer if you can call it that, is that so far I have found nothing speaking about X-Com itself. And I think thats a shame. Perhaps there is something that I havent found out. Oh well, I can fantasise that the starting Lab is a leftover of the original X-com base and the girls run on it when they build their hideout or something.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Arthanor on May 01, 2015, 02:51:15 pm
Hurr durr... you should have completed at least two! Especially since you have nothing to deal with Pogrom ships yet. Can I haz a save? It is possible the Pogrom missions are started but something is no longer compatible with the recent mission scripting upgrades...

I've seen some activity around.. but no actual pogrom. Here's the save!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Talhydras on May 01, 2015, 02:57:55 pm
It does already, it tells you that thats exactly what they do with the probe. You just follow it up and find the area the head honchos are spying and take up the oportunity to raid it.

Lore so far is solid, and I like this, because most mods of various games I played had the lore thrown in a trash can. I like the subtle references to events from other X-Com games that did happen in piratez albeit in a different way. Personally I cant wait to see what happened to T'leth in this alternate universe and why the deep ones use the weapons they do. Also I kinda expect a sectoid to pop up somewhere. Cant have X-Com without sectoids.

The only downer if you can call it that, is that so far I have found nothing speaking about X-Com itself. And I think thats a shame. Perhaps there is something that I havent found out. Oh well, I can fantasise that the starting Lab is a leftover of the original X-com base and the girls run on it when they build their hideout or something.

From the pedia: "These small flying things are launched by the Empire to survey potential activity sites"

I think a lot of my confusion is coming from my first reading of this sentence. To me it implies that the Probes are meant to survey potential IMPERIAL activity sites, not that the probes survey sites with unaffiliated activity the Empire finds interesting. Sorry to split this hair infinitesimally!

I can definitely confirm that there is some lore in the pedia that concerns the fate of X-Com. T'leth, I dunno about yet. Mysteries abound!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Ridаn on May 01, 2015, 03:16:49 pm
"Russian Files" research shed some light on last days of Xcom project, and was(?) a prerequisite to Nuclear Powered Lasers technology.
There is a topic on Sectoids accessible through debug mode too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on May 01, 2015, 04:49:40 pm
From the pedia: "These small flying things are launched by the Empire to survey potential activity sites"

I think a lot of my confusion is coming from my first reading of this sentence. To me it implies that the Probes are meant to survey potential IMPERIAL activity sites, not that the probes survey sites with unaffiliated activity the Empire finds interesting. Sorry to split this hair infinitesimally!

I can definitely confirm that there is some lore in the pedia that concerns the fate of X-Com. T'leth, I dunno about yet. Mysteries abound!

Potential activity sites, well is potential activity sites. Why should the empire survey their own activity sites?If they had personel there in the first place?

"Russian Files" research shed some light on last days of Xcom project, and was(?) a prerequisite to Nuclear Powered Lasers technology.
There is a topic on Sectoids accessible through debug mode too.

You mean the Eurasian autonomy entry? I think this was a nudge to the fact that the Russians never got infiltrated in the original :D
Anyhow it is good to know there is something, I havent advanced so far into the game yet.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on May 01, 2015, 05:57:21 pm
Russian Files is an advanced "mystery" topic, it sheds some light on the fate of XCom indeed, and indeed it is needed for Nuclear Lasers (although it is only a single one of many prerequisites). The lab, well, it looks different so it might not be a XCom lab at all, then again it might be with how much time has passed, maybe there should be some research regarding how the lab got there in the first place.

Sectoids aren't in the mod in person, yet, although there already are some pointers in a few places... Same for T'leth, all these Deep Ones must be coming from somewhere, right? These mysteries will be eventually followed upon and solved.

@Tallhydras: my snide remarks about psi str improvement "cheat" weren't aimed specifically at yourself, dude. I'll reiterate it's my fault in the first place for not bothering to check that option out and warn the players about the consequences.

About the probe: if I added the probes to idle Star Gods flybys, it would be the first contact with them for some players, and they could think "it's just an useless craft that can be blown up for a couple of points, following it makes no sense and the Pedia entry is full of crap". The "Flag" info on the Decoder might be misleading, but that's how it works. Real Flag is Star Gods, possibly bored ones, and the "Flag" only says whom they're spying on.

About the lose-lose missions: I just said I don't like the concept too much, personally. If the game is out to kill you, you should at least be given a chance to fall on the field on battle, with your sword in hand, not due to persistently negative score caused by an unlucky string of anally lose-lose missions. Doubly so one has to be careful with Pogroms, as they're the only guaranteed-to-happen missions (well not recently, due to bugs, but I will fix those). So far the only possibility is Govt Crackdown, and it is very unlikely to happen if you don't shoot the govt. Naturally, 2602+ game can become much more nasty since you should be either dead or safely well off by that point.

Oh yeah and @Bandits, Deep Ones & Dark Ones are rare as intended. For the time being.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 01, 2015, 07:44:28 pm
Okay fixed version is up. Danger: contains a bit less timid AI, slightly more cavalier in use of explosives. Hence the red edition.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 01, 2015, 07:52:24 pm
 :'(  I'm such a chicken... I'm scared by the red edition.  :-[
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 01, 2015, 08:03:26 pm
Nah you're rarely halfways through the map by turn 3, you won't notice much difference. Just don't create grenade magnets, the AI still can't really fire beyond direct LoS :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 01, 2015, 08:14:56 pm
Its landing in the dark in the middle of the map with four enemies staring into the back of the Bonny that freaks me out.   One grenade or RPG and half the crew is toast.  I know why the community wanted the feature back, and I understand why you implemented it... I'm just still scared.   More bloodbaths. Red.  Let the LP run Red.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 01, 2015, 10:44:56 pm
Just remember the training and everyone will be fine. One smoke grenade from the corner through the front, one down the hatch, end first turn :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: ivandogovich on May 01, 2015, 10:55:04 pm


Side note: Is there a way to make statstrings with melee skill? I tried "melee: [50, 70]" but it does not work.. For Piratez, that's a pretty important stat!


So I did some digging, found the code, and created a fix.

There is a new Pull Request in to allow Statstrings to report Melee attributes: https://openxcom.org/forum/index.php/topic,3605.0.html

I have a custom .exe that Meridian mastered for me from the 4/30 nightly if anyone is interested.

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: eatthepath on May 01, 2015, 11:17:13 pm
The probe text definitely means what it says, but I'd argue that it isn't as explicit about it as it could be. I present as evidence the fact that Talhydras, Icefox, I, and another friend of ours all got locked into an alternate explanation until coming here and getting it clarified. The idea being that the probe is surveying sights where the stargods might decide to do something, and then they'd show up in some semi-magical fashion rather than riding a conventional spaceship there.

I'm not going to keep picking at it past this post, just thought I'd chip in.

My campaign status: Led an all-melee all-capture raid on a guild base. Flush with that success, I went to the next mutant progrom with the same load. It was the star gods. O_O. I need to get some decoders up.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Arthanor on May 01, 2015, 11:33:24 pm
Big of a mass reply after the quick save upload while at work:

Hehe I wonder what that was! TFTD technology wasn't lost, it got upgraded :)
The continuity with the universe we all know and love is an awesome part of this mod. Great work!

I spent 1 hour playing in the smoke, trying to get a corpse from those guys for research from another landing site. Savannah is not a great terrain for melee gals and my ranged weapons don't seem to do anything.. A guy even tanked 2 high explosives! Had to pull back after, lost a dog and a whole bunch of ammo, but luckily all the gals went home safe (yeah, I'm that careful!). Luckily they don't seem to have explosives, "just" gauss.

Okay fixed version is up. Danger: contains a bit less timid AI, slightly more cavalier in use of explosives. Hence the red edition.
That will be a blast :D Now to decide if I should restart or what.. maybe import the gals back into the game or something.. I got attached to them now.. Burning Pants is murder with her heavy flamer!! And Shameless Nipple has been great at distracting traders. (I did give her armour though.. metal armour is pretty nice!). Taking about her.. is there any use for mutant porn?

I've been holding on to it in case it will tell me something about the society or something, but nothing has come up yet.

Just remember the training and everyone will be fine. One smoke grenade from the corner through the front, one down the hatch, end first turn :)
Then everyone move out! Fast! Because you're all gonna pass out in the smoke :P

So I did some digging, found the code, and created a fix.

There is a new Pull Request in to allow Statstrings to report Melee attributes: https://openxcom.org/forum/index.php/topic,3605.0.html
Nice work! I'll compile a new version over the weekend with that fix.

Otherwise..

Dioxine, did you consider adding the smoke explosion I made for Extra Explosions to Piratez? I noticed you added the stun one already.

Also, which damage rule do you recommend? TftD is nice for reliable damage (and face tanking) but UFO might be more as intended, with highly variable damage making it more adventurous and helping a bit against armored ennemies.

And a random question to finish: how do range 1 "shooting" weapons like the hammer and chainsaw work? With flat or ranged accuracy?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 02, 2015, 01:06:15 am
Dioxine thanks for your work dude.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on May 02, 2015, 01:47:35 pm
The probe text definitely means what it says, but I'd argue that it isn't as explicit about it as it could be. I present as evidence the fact that Talhydras, Icefox, I, and another friend of ours all got locked into an alternate explanation until coming here and getting it clarified. The idea being that the probe is surveying sights where the stargods might decide to do something, and then they'd show up in some semi-magical fashion rather than riding a conventional spaceship there.

There is no magic in X-Com universe, and I want it to stay that way :P
Seriously though, I agree that the probe mechanics is confusing. On the other hand, it is the best way of making Deep Ones/Dark Ones missions possible. I don't want them to fly their own ships (it can happen on a Crackdown, especially with Dark Ones, but that's it), and creating activity sites would be a major pain in the a**, if even possible at all. Moreover, activity sites would give you an instant indication which makes little sense, the only intelligence you can rely on is Mutant Alliance. With a probe, there is a patient hunt element. Having said all that, I'm not even a native English speaker; if you think you can write a better Imperial Probe description, please do so and I will include it in the mod.

Taking about her.. is there any use for mutant porn?
Of course not, don't be ridiculous :) Not from a tactical point of view anyway :)

Dioxine, did you consider adding the smoke explosion I made for Extra Explosions to Piratez? I noticed you added the stun one already.

I did consider and discard. Reason: smoke is released by pyrotechnics, so fire explosion is the proper one for smoke weapons. Thanks again for making the stun explosion! It really looks good. I will probably add some more custom explosions for things like the BFG.

Also, which damage rule do you recommend? TftD is nice for reliable damage (and face tanking) but UFO might be more as intended, with highly variable damage making it more adventurous and helping a bit against armored ennemies.

In this mod, where armored units are the norm, TFTD damage rules would very often result in an unit (either pirate or enemy) being untouchable by certain weapons. They will make heavy armor undefeatable (as it often was designed to be damaged only by 150%-200% damage roll) and light armor pointless. Notice how TFTD authours had to sort of double-back on their own design decision by making armor with atrocious side defence, just to make it defeatable by light Sonic weapons, while in Piratez, side defence is usually in the middle between frontal and back, which is in line with UFO.

And a random question to finish: how do range 1 "shooting" weapons like the hammer and chainsaw work? With flat or ranged accuracy?

Ranged acc, but it makes no difference since you cannot ever miss from 1 tile with a ranged attack.

Final word: some armors are indeed undefeatable by some weapons. That's why you need research said weapons and armor, to see their stats and vulnerabilities. Use some common sense too: do not engage powered armor with small arms, chainsaws and buckshot. Also there is no known enemy in this mod who cannot be killed by a repeated application of HE-pack :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Arthanor on May 02, 2015, 05:11:01 pm
Sounds good. You're very welcome for the stun explosion. I am honored it made it in Piratez. Although I agree that there is some explosive quality to it,  since it does no damage I picture it more as an explosive (in the sense of rapid) release of smoke making little fire or shockwave. So I like smoke grenades having a different animation, but that's easy to tweak on my end!

Once I find out more about the society in Piratez, I'll see if I could design a quick research and UFOpedia entry linked with the item that says something on the mutant/human societies. Something to be gained from reading the articles ;) The flavor text on the new world you designed are an awesome part of the mod.

Thanks for the advice on the damage. I'll change that for my reboot. And now I know hammers are good tools for gals with bad accuracy. They can practice "shooting" it straight in the face of the enemies.

Another thing, regarding firearms especially: I quite like the variety but many are rather difficult to use. For a bunch of the flavor guns, there's not really any source of ammo even after you research rifle bullet manufacturing (which also unlocks ammunition that I don't know goes with which guns). It makes the early game ranged combat quite confusing logistically and, combined with melee being more reliable and greed making me want to capture everything, I ended up going for a few gals with scoped rifles and ignoring almost every other gun, which is a shame.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 02, 2015, 05:24:30 pm
You're welcome to write some stuff, although it will only be included if it fits my vision :)

As for the firearms, remember that many of them are there mainly to add variety to the enemies (I fully realize that the player won't be using almost any of the standard shotguns or pistols). Also: ammunition is grouped with proper weapons on the craft equip screen, fence screen etc, not even mentioning it's kinda, you know, named :P Anyway, enjoy the golden age of melee while it lasts! :)

BTW, has anyone's base been ever attacked by a Boarding Torpedo or an Assault Transport? Or is it all-Cruiser? No idea if the varied-Crackdown setup works at all (the OXCom mission scripting module is still in developement).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 04, 2015, 03:22:21 am
Dioxine, you might want to increase the howitzer tanks shell speed. When it fires the projectile goes in slow motion.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: the_third_curry on May 04, 2015, 04:47:04 am
I remember seeing the aliens (generally mutons) use blasters without line of sight a few times in the PlayStation version of the game, but it usually wasn't pretty. They didn't seem to understand the drift of the blaster bomb and generally ended up nuking themselves.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: eatthepath on May 04, 2015, 07:33:47 am
There is no magic in X-Com universe, and I want it to stay that way :P

Seriously though, I agree that the probe mechanics is confusing. ... I'm not even a native English speaker; if you think you can write a better Imperial Probe description, please do so and I will include it in the mod.

Re magic: Oh of course. I mean magic in the sufficiently advanced technology sense. We do have voodoo, after all.

Re the rest: Well, let me take a crack at it.

"The Empire launches these shiny things to investigate activities their lackeys can't deal with. They're slow enough to follow and might lead us to exciting new booty. But remember cap'n, too much excitement isn't always healthy."

I think it makes it clear that you'll be finding something that's not normal and not the star gods. I tried to inject a bit more pirate flavor, too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on May 04, 2015, 09:00:16 am
Dioxine, you might want to increase the howitzer tanks shell speed. When it fires the projectile goes in slow motion.

It is slo-mo by design.

I remember seeing the aliens (generally mutons) use blasters without line of sight a few times in the PlayStation version of the game, but it usually wasn't pretty. They didn't seem to understand the drift of the blaster bomb and generally ended up nuking themselves.

I'm quite sure the AI in the old game (PC version here) was able to attack out of direct LoS, not only with Blaster but also with grenades and firearms (provided you were seen by some aliens, others could attack you too, even from far away). Volutar says the OXCom AI can do it as well, but I've never seen anything to confirm that (except for psionic attacks).

"The Empire launches these shiny things to investigate activities their lackeys can't deal with. They're slow enough to follow and might lead us to exciting new booty. But remember cap'n, too much excitement isn't always healthy."

I think it makes it clear that you'll be finding something that's not normal and not the star gods. I tried to inject a bit more pirate flavor, too.

Okeee, pulling this in.

EDIT: you wanted it, you have it. You can upgrade your pet Reapers now:
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: pilot00 on May 04, 2015, 01:59:22 pm
It is slo-mo by design.

Can I ask the reason plox? I am currious is all.

EDIT: you wanted it, you have it. You can upgrade your pet Reapers now:

And I was thinking yesterday about been able to make the boomasaurus have different rocket load outs (before training them naturally). Can we have that too if you have spare time?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.g - 24 Apr - Crewed fighters
Post by: Dioxine on May 04, 2015, 02:13:15 pm
Can I ask the reason plox? I am currious is all.

Isn't that obvious. Because it looks cool.

And I was thinking yesterday about been able to make the boomasaurus have different rocket load outs (before training them naturally). Can we have that too if you have spare time?

Pretty much pointless IMO, Boomosaurus is a curiosity, no point in trying to make it a viable combat unit. Especially considering the amount of work required. Maybe some other time.

Also regarding Mutant Alliance volunteers and similar ideas - rendered impossible by recent builds: their weapons would not be displayed on sprite (HWP-style units don't display weapon handobs any longer).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Arthanor on May 04, 2015, 03:22:45 pm
Regarding attacks from outside of Los, I've had a security guy throw a grenade at my gals through smoke (on turn 2! Hehe) because he remembered where they were.

Luckily my gal had skin of steel and survived (although bets are being taken as to if she'll be prettier or uglier when the bandages come off) and the guy was taken care of with liberal application of fisticuffs.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Arthanor on May 04, 2015, 06:37:18 pm
Another thing I should mention.. Ivan's code change works great for melee statstring, so I modified the statstring mod I use for Piratez. I thought I'd share it since maybe some others would like it. There's a screenshot of my gals below, with the statstrings.

By category, badges are:

Overall soldier quality badges:
A - Awesome soldier, good at everything. They're a bit like batman.
a - awesome soldier, good at everything too, but not quite as good. They're the robin to your batman.

B - Balanced soldier, can handle pretty much everything.
b - balanced soldier, doesn't particularly suck at anything.

D - Detritus. This soldier is a waste of money

Notes:
- A soldier can only get one of the above (obviously)
- Awesome soldiers only get special uppercase ability badges for really outstanding scores.
- "a" and "B" soldiers don't get lowercase ability badges, those are a given for being that good.

Specific ability badges:
F - Fighty soldier (of Feisty gal?), great melee accuracy
f - fighty soldier. Will hit.. most of the time?

M - Marksman (or markswoman!), great firing accuracy
m - marksman, not quite a sniper but can be trusted not to waste ammo

Q - Quick soldier. Moves faster than the eye can see. (lots of TUs)
q - quick, but not lightning quick

R - Reactive soldier. You won't surprise them.
r - good reactions. Unlikely to be caught flat-footed, unless you move them too much.

w - weakling. Can barely carry their own weight..

V - Voodoo witch
v - voodoo practitioner
+ - voodoo resistant
- - vulnerable to voodoo
x - designated voodoo target
X - voodoo lightning rod. A liability unless you planned for it.

Note2: Sometimes OpenXCom goes stupid and repeats some strings. Reloading the mod (go to the mod screen, deselect it, reselect it) seems to fix it. No idea why it happens.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 04, 2015, 06:43:14 pm
Looks really good, Arthanor.  I've been trying to figure out my scheme too. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 04, 2015, 07:15:22 pm
Just wondering... would it be possible to add a "zap" sound when a stun rod hits?  Better feedback for the player that they have or have not hit.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 04, 2015, 07:29:15 pm
Arthanor how does it exactly work? They get the designation automatically or as they level so to speak?
Also you can remove those manually if you want?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 04, 2015, 07:40:03 pm
Cool statstrings! A note though: Quick soldiers are useless if their stamina is low, so there should be a conditional for this too (Q should require about 65 Stamina, while q - 55). As for voodoo, about 50 Power is a watermark I divine from my experience - these won't be MC'ed by anyone less than a Star God Operative and he has to be close, pretty much immune to all other psi enemies (well, can get panicked sometimes). Below 40 it's where the dangerous territory starts (susceptibility to Academy Esper attacks, and they're by far most abundant psi enemies).

@Ivan: Tried to fix the stunrod sound but it's not responding to ruleset commands, some hardcoded behaviour maybe? I probably should add a differently named item that is a cloned stunrod, and it would probably work, but such a change equals the loss of stunrods a player has bought already.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 04, 2015, 08:16:56 pm
Arthanor how does it exactly work? They get the designation automatically or as they level so to speak?
Also you can remove those manually if you want?

Statstrings reads the current stats of the soldier from the save file, iirc (actually, it probably reads from the soldier stats cached in memory).  It will definitely grow with the soldier.  You can remove entries from the ruleset and it won't report them, but you can't just click on the soldier name to remove it, etc.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Arthanor on May 04, 2015, 08:38:16 pm
@pilot & Ivan: Indeed, the strings reflect the actual current raw stats of the soldier. Note that they are stats before wearing armor, so sometimes it seems to be working wonky but isn't. I spent 20 minutes trying to debug a gal in runt armor being "erroneously" labelled a markswoman before realizing that she would deserve the badge if only I took the armor away...

@Dioxine: That's a pretty good point on stamina. The reason it was not a prerequisite is that other actions take TUs as well. Ex.: A quick soldier with low stamina can walk a bit and then take a few shots (even more relevant with walking up to a trader and punching him since that's a fixed cost), whereas a slow one can't. Requiring some stamina is a good idea though, I added (slightly smaller) requirements to the Q/q badges but not to the quality ones.

The previous "Voodoo" stats were just copied from my statstring for vanilla. I hadn't realized the stats were so different in Piratez. Thanks for the info :) I fixed that!

Re: stunrod
I had noticed the lack of a hit sound previously and it makes the stun rod a bit more annoying to use. I'd support making a clone that works as intended.

If you set the stun rod's "costBuy" to 0, you can prevent players from buying more of them. Meanwhile, you can replace it with your own new "Zapping Rod" in the market and on enemies. That should phase out stun rods without making those bought from previous versions obsolete since the resources still exist. It's just unavailable anywhere.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 05, 2015, 12:03:23 am
So just to make things clear, maybe I'll write down the stat ranges here. (min/max/cap)
TUs: 60/80/100
Stamina: 30/80/140
Health: 30/50/80
Bravery: 10/80/100
Reactions: 40/70/100
Firing: 40/70/120
Throwing: 40/90/130
Strength: 10/50/80
Melee: 50/100/140
VooDoo Power: 25/60
VooDoo Skill: cap at 50

So maybe we should tweak the big A to Reactions 60+ (not hiring anyone with lower Reactions once I have the money), but lower Firing prerequisite to 65+? 70 is the very peak and it happens very rarely :) Conversely, I consider only melee 90+ to be awesome enough :)

I should make the new release soon, I need to experiment on that stun rod first though. As a teaser, Roxis231 messed around with some armors (big thanks!) and below is the result (each gal will wear a bit different Pirate outfit, later there will be more personalized outfits)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Arthanor on May 05, 2015, 02:44:30 am
Oh wow! Those stats are rather different from vanilla. I was going to play along and tweak it, but since I shared something, I should have looked. Thanks for putting the stats in such an easy format.

I am thinking of making these changes to better reflect the starting ranges from Piratez:
Overall, it reflects most of what you said:
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: eatthepath on May 05, 2015, 03:17:15 am
@pilot & Ivan: Indeed, the strings reflect the actual current raw stats of the soldier. Note that they are stats before wearing armor, so sometimes it seems to be working wonky but isn't. I spent 20 minutes trying to debug a gal in runt armor being "erroneously" labelled a markswoman before realizing that she would deserve the badge if only I took the armor away...

I downloaded and enabled the mod from this post on a current save, and I got this...

(https://i.imgur.com/OqdqeU5l.png) (https://imgur.com/OqdqeU5)

Something seems a bit off here...

Edit: ack, too used to forums with auto-resize

Edit 2: Oh, reading comprehension. This probably needs a newer nightly than 04-12
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 05, 2015, 03:43:42 am
I downloaded and enabled the mod from this post on a current save, and I got this...

Something seems a bit off here...

You will also need the custom executable that exposed the melee attribute, or you should comment those values out of Arthanor's ruleset.  I don't know if Warboy will pull that feature into the nightly or not.  I've mentioned it to him a couple times, but he doesn't seem keen on it.

Here is the link for the custom .exe that Meridian mastered for me. https://www.dropbox.com/s/8qyoj1lgk2hump6/openxcom_git_master_2015_04_30_0720-ivan-melee.zip?dl=0

This will work with any build mod or even vanilla nightly OpenXcom that are compatible with the 4/30 nightly.

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: eatthepath on May 05, 2015, 03:55:45 am
(https://i.imgur.com/UDBl60Fl.png) (https://imgur.com/UDBl60F)

That's a lot better. Thanks.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: eatthepath on May 05, 2015, 07:00:05 am
Okay. I don't know for sure, since I don't know how the landing sites are generated, but this one seems a bit... off.

(https://i.imgur.com/reVC0Tml.png) (https://imgur.com/reVC0Tm)

Need to take the rum away from the pilots maybe.

Edit: Yeah, I can walk off the ramp, but not back into the ship. Guess this is an all-or-nothing mission.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Arthanor on May 05, 2015, 07:04:44 am
I hope you get good use out of it. I'll get a new version up in a few days at most. I was busy tonight fighting off Pest Control (?!?) and getting maimed trying to save some poor mutants. Caught a guild rep though :D Now.. do I ransom her (enough for a brainer!) or question her... Damn!

The mod indeed only works if you have the melee executable. I sort of forgot to mention that. Otherwise, you will get most things doubled since the melee checks are voided. Because I don't want lowercase ability badges to show up for "B" or better pirates, (or uppercase for "A" ones), it needs to check for melee for pretty much everything.

@eatthepath: that's pretty funny! Throw an explosive down the ramp? Seems like a map block that was erroneously labelled as a landing site.

@Dioxine: When I first landed on the pogrom (which work fine now! Thanks for the fix :)), the game crashed to desktop. It was the train track map the 2nd time I generated (I'm not 100% sure if terrains are random for a given pogrom), in "Doom Harbor" or something, East Coast of the US.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 05, 2015, 07:48:51 am
Hehehe, some of these maps are a bit... iffy. But you have Hobbes to thank for bug-squashing, all these cool terrain are his (although I think Solar did most basic work on the Railyard, and I also have Civilian's extra farms).

As for the Crate Problem - Hobbes never intended this terrain for a normal Terror, so I guess it's my fault. BUT! To get back to the ship, simply squash these crates (barrels?) that ended up underneath the stairs, or rather, underneath Bonaventura's tiles that are next to the ramp. If HE Pack is too risky... well don't tell me you don't have any hammers or chainsaws? :)

Terrains are random but if you have savescumming: off, the same terrain will be generated each time you retry a Pogrom (or any mission for that matter). However, they're not tied to cities, any of about 10 possible terrains can spawn in any city.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 05, 2015, 05:22:30 pm
Just found a small thingie that doesnt create any problems but I thought Ill report it:

If you for whatever reason you try to ship from one base to another cred chips when you click on the arrow to move them all instead of getting a 0 remaining you get a number like -232435436 something. The transfer proceeds normally though.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 05, 2015, 05:25:17 pm
Question about Dynamite:

Researched Cooking by the Book
now I can Manufacture Dynamite,
but I don't know anything about it and have to research it to get a bootypedia entry.

Shouldn't the manufacture be reliant on the Dynamite research?

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 05, 2015, 06:29:36 pm
@Pilot00
That's because they take 0 space, looks like the engine is going haywire. Maybe I should make them take non-zero space again.

@Ivan
You got the Cooking through an Engineer, so you don't know the Dynamite's stats. You can research it after making some :P (sorry it had to be done like this, Dynamite itself cannot be unlocked by the Cooking research because there has to be an option to research Dynamite if you find some directly).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 05, 2015, 07:00:24 pm
Aha!  I get it!   Thanks. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Solarius Scorch on May 05, 2015, 08:48:09 pm
You got the Cooking through an Engineer, so you don't know the Dynamite's stats. You can research it after making some :P (sorry it had to be done like this, Dynamite itself cannot be unlocked by the Cooking research because there has to be an option to research Dynamite if you find some directly).

Can't Dynamite be linked to CbtB via getOneFree?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 05, 2015, 08:51:58 pm
Naturally not, since it'd make the CtbB accessible to research without prerequisites (if a tech has GetOneFree entry defined, game ignores any and all of its prerequisites and allows to research it from day one, unless it's blocked by NeedsItem - but this can be only applied to techs which require a physical item, or require no research at all - ie. being granted through other breakthroughs through LookUp or GetOneFree). Sorry if it sounds complex but that's how it works :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Solarius Scorch on May 05, 2015, 09:03:52 pm
Er, I meant the other way around, so that researching CbtB instantly gives you Dynamite. :) This has its own issues though, too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 05, 2015, 09:11:09 pm
Yes, that's exactly what I meant ??? Reiterating: I can't make CbtB to give anything through getOneFree since it'd make the game to ignore CbtB dependencies and make CbtB researchable from day one.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Solarius Scorch on May 05, 2015, 09:15:00 pm
Yes, that's exactly what I meant ??? Reiterating: I can't make CbtB to give anything through getOneFree since it'd make the game to ignore CbtB dependencies and make CbtB researchable from day one.

Oh... Right...

Okay.

(https://33.media.tumblr.com/ade55849168fba6a2b4e87b91fb5ac7f/tumblr_mir0puPMG81rjvyh0o1_r1_250.gif)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 06, 2015, 01:01:24 am
Indeed it looks like something is "hard" about STR_STUN_ROD, because a clone named STR_CATTLE_PROD plays the hit sound no problem. I'd like it to have a custom sprite eventually (similar to the stun rod, but a bit different), anyone has any good sprites spotted? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: ivandogovich on May 06, 2015, 01:37:17 am
I have a Zapper  in my Up Close mod.

https://openxcom.org/forum/index.php/topic,2725.msg28755.html#msg28755
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 06, 2015, 01:43:01 am
Hey chief, I found a small problem you might want to look at.

Apparently in one of my bases I cant equip small launchers. I can load them into the transport but when the inventory screens to equip come I only have the ammo but the weapon is mysteriously absent. The sentral base can equip one (though I have more).

Same thing happened with molotovs immediately after I updated to the new version, but I kinda forgot about it.

Heres a save the base with the problem its D.R. Caves (I am open to good names for a Pacific Australian base)



Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 06, 2015, 02:12:43 am
Hmm, after loading your save, I can't equip Small Launchers, nor their ammo, at all - which isn't strange since you haven't researched them...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 06, 2015, 02:29:19 am
Hmm, after loading your save, I can't equip Small Launchers, nor their ammo, at all - which isn't strange since you haven't researched them...

Whaaaaaaaaaaaaaa?

EDIT: I have the article and interrogated the medic just checked.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 06, 2015, 02:38:51 am
Well, not on the save you have provided. You don't have the Broken Academy Medic researched (Mysteries -> Academy Medical Knowledge article not present), which is the last prerequisite missing to be able to research the Small Launcher. The Small Launcher itself isn't researched either.  Maybe it's wrong save?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 06, 2015, 02:46:20 am
Well, not on the save you have provided. You don't have the Broken Academy Medic researched (Mysteries -> Academy Medical Knowledge article not present), which is the last prerequisite missing to be able to research the Small Launcher. The Small Launcher itself isn't researched either.  Maybe it's wrong save?

Yes I see that but 2 things:

a)I have 3 medics and a broken medic in my second base (Puebla), and even though he is broken but he cant be researched. I broke him and gathered as many because I didnt knew if I can get anything out of them and the one I have is the second that I had forgetten I even have.
b)Another point of why I have the launchers researched is that when I did researched (the medic), it unlocked plasma weapon dissasembly as well which (as far as I know) I cant currently take from another source. So it might be something else.

EDIT: Try this save.
EDIT2: Broke one of the spares still no research. And bootypedia does show the damn thing.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 06, 2015, 03:03:02 am
Well... you don't. You have 1 unbroken Medic at the 2nd base and that's it. And you can't have Plasma Weapons Disassembly on that save, since you haven't even started researching Lasers, much less Gauss. Plasma Disassembly is Gauss Disassembly + Small Launcher. Just to check, I've shipped that Medic to 1st base (no Workshop at the 2nd base), Interrogated, researched, got Small Launcher research opened up.

Seriously, we have to be talking about a different save.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 06, 2015, 03:06:02 am
Yeah my mistake I got you a new one in my previous post.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Dioxine on May 06, 2015, 03:08:04 am
Yeah this one fits your description. Your 'missing' Small Launcher is in yer backpack, dood :)

Also the article you get after researching a broken Acd. Medic specifically says "there is no need to break any more Academy Medics for interrogation puproses".
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: pilot00 on May 06, 2015, 03:12:28 am
Yeah this one fits your description. Your 'missing' Small Launcher is in yer backpack, dood :)

Also the article you get after researching a broken Acd. Medic specifically says "there is no need to break any more Academy Medics for interrogation puproses".

In the back....OH ffs...I thought if you remove them from.....FUCK. SORRY I AM A BIG IDIOT.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 06, 2015, 04:16:38 am
Have an upgrade then :) 0.9.i is up with a host of updates, like lots of new gfx, new tanks (including improved Reaper) and a couple of fun times for those who were whining that late game was too easy. More to come, probably :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 06, 2015, 06:29:46 am
I'll try it tomorrow! Just when my game is picking up. Got a big fat slow ship landed full of traders :D Should have built more vaults! But them brainers are so costly!

Your mod is a treat to play. You can guess where things are going in any variation of the original EU, but this? Pff! No guessing (see dynamite: I have to build it and then research it?!) Great work!

I'll work some more soon on the statstring, if I can resist the urge to plunder one more of 'em shipping!

One thing I noticed: In the cells, the button says "Execute!" but if you use it, you actually get your ransom money. I was very sad that my cells were overflowing and had to kill a bunch of hostages, but then found out that the gals actually just kicked them out and pocketed the money 8)

Maybe saying "Ransom!" would be better? It doesn't fit with the vanilla behaviour, but Piratez is intended to be played with selling live "aliens", so it would work better with the intended use.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: ivandogovich on May 06, 2015, 06:34:39 am
Great idea, Arthanor!  I love the idea of the "Ransom" button! Sweet!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 06, 2015, 07:12:21 am
One thing I noticed: In the cells, the button says "Execute!" but if you use it, you actually get your ransom money. I was very sad that my cells were overflowing and had to kill a bunch of hostages, but then found out that the gals actually just kicked them out and pocketed the money 8)

Maybe saying "Ransom!" would be better? It doesn't fit with the vanilla behaviour, but Piratez is intended to be played with selling live "aliens", so it would work better with the intended use.

Frankly I had no idea what happens when this button is pushed, other than that the cells are emptied. So I went with a "neutral" Execute! wording (as in, Execute Orders! as well :) ) So you just get the money for selling 'em, and no booty?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 06, 2015, 05:23:01 pm
Long post ahead!

Frankly I had no idea what happens when this button is pushed, other than that the cells are emptied. So I went with a "neutral" Execute! wording (as in, Execute Orders! as well :) ) So you just get the money for selling 'em, and no booty?

I'd have to double check, but I don't think you get booty, no (I am awfully short on traders' booty.. although hopefully when I am done plundering that big ship I'll have more  ;D). I was thinking that ransom was better than slaving (vaults aren't that expensive, a few G.O.s and you can build a new one), but I guess the goods you get out of the conversion might make it more worth it. I'll have to recheck.

You don't get booty (or anything but money) when you sell off your captures from the "Fence" menu either, right? I think that screen sells the captive if that option is enabled, otherwise it kills them and you'd get a body (although I'm not sure what a G.O. body would be good for, besides making soylent.  :o

More feedback:
Another word of praise: I think the idea of capturing and ransoming + slavery is great. It keeps "easy" enemies like G.O.s and Hostesses relevant and challenging after you can kill them easily, because now you try to catch them instead, which is a bit more risky than throwing a black powder bomb (which is AWESOME btw, probably my favorite Piratez weapon).

On the stats topic, I haven't made any progress on the statstring mod yet (too busy plundering), but I have a few more gals who made it to the 70s for firing accuracy. I was using the hammer on inaccurate melee soldiers (since you don't need melee accuracy) who happened to have decent shooting stats (but I own no good gun, so they get a pistol in the other hand for reaction training pot shots) and it boosts your firing accuracy rather well. Smash a few spines with a hammer and suddenly you can hit bullseye with a sniper rifle.

Speaking of which: The sniper rifle is REALLY accurate, and even better now that it gained a snap shot. I liked the idea before that the huge accuracy came at the cost of snap shots. It represented the required careful aiming to get that huge bonus. It made a good weapon to hang back and hit at long range where not having a snap shot for reactions did not matter since nothing would come within 20 tiles any ways. Now it completely overshadows scoped rifles for moving up with the gals since it can provide reaction shots and relatively accurate move & shoot as well. It now also works as what I understand a DMR is.

Maybe give it a minRange of ~15 to represent the careful aiming required? If something is too close, it's angular velocity relative to you is too large to really take advantage of the scope with the sniper rifle, so the accuracy would drop to something more similar to other rifles. I personally prefer sniper rifles to be rather high damage (to represent hits on vulnerable areas) rather than huge accuracy bonuses. Getting a sniper rifle doesn't make one a sniper, you need to be a really good shot first and then the rifle allows you to take full advantage of your skills by shooting people in the face from very far.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 06, 2015, 05:47:53 pm
@Arthanor

If you want test subjects for really high accuracy and melee (100+) try the save I uploaded on the top of this page. Its a save scumming run I had been fidling with to learn a bit about the game, and its two years in with no casualties.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 06, 2015, 06:44:26 pm
Dammit, I guess I cannot placate everyone :/ The sniper rifle *does* have a minRange of 15, but the accuracy drop isn't that significant it seems... :/ I will have to drop Snap Acc for all sniper rifles, or make them cost >50% TUs (not including scoped rifles).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 06, 2015, 06:57:17 pm
Did the bonny just turned green?

And there goes my plan to farm some crysalids :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 06, 2015, 07:13:10 pm
@pilot: Thanks, I might take a look at it to check the strings.

@Dioxine: Sorry, I have not yet played with the sniper rifle since the update. I restarted my game since I had missed pogroms and the only sniper rifle I have encountered so far has been destroyed by the brainers so I could get a scoped rifles. I just looked at their report and was surprised to see the snap shot.

For sniper rifles, I think two philosophies work:
- No snap shot, high accuracy bonus: It's a weapon that requires careful aiming and positioning. This incarnation is bad for NPCs though, since they don't shoot from outside of sight range which means they lose out on the main aimed shot benefit, and they don't have snap shots for reactions which means you can rush them without fear.

- Snap shot, min range with heavy penalty and either aimed shot with really high accuracy or high damage. If you tweak snapRange, you can create a band in which the rifle is effective. The hunting and scoped rifles could have lower min range, but slightly lower snap ranges too, whereas the sniper rifle could get a higher values, so both are effective at different things. For the sniper rifles, I think it is possible to go further than even 20 for min and snap ranges. It allows reaction shots while still not being great at it because you can only react within 20 tiles.

Also, it's ok if the sniper rifle is a better weapon than a scoped rifle since it is a more advanced weapon. But in this incarnation it is pretty much the best early gun. Good damage to hurt even targets in personal armor, ability to react, impressive accuracy as well and light to carry too (unlike say, the boarding gun which I also use often).

In general, I tend to dislike the large accuracy bonus idea because it makes every soldier off the street a decent shot and sniper should be a niche role. However, I think your previous sniper rifle was pretty much perfect for the first sniper philosophy and it was the first time I saw the large accuracy bonus and did not think it was a bad thing.

Even a 50% accuracy soldier gets a quite reliable 75% to hit when aiming which is quite good if they can still move around, but was compensated by the fact you were left totally exposed on the enemy turn. In vanilla XCom, shotguns and autoshot weapons at close range should be the guns for the rookies. Unfortunately in Piratez close range fire is hard to balance against melee and giving hammers is usually the best solution (except when the enemy is flying! As I discovered in my first pogrom, you can only swing that hammer so high).

Anyhow.. you did a great job with the weapons in general (especially differentiating all the melee options, which are all conceptually so similar). I'm sure you will find a good solution. Just some thoughts I had from working on the XAE with both laser and gauss rifle.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 06, 2015, 07:18:11 pm
Snip

Very vallid points indeed. But I have a question out of curriosity: How many snipper rifles have you looted thus far? In my experimental run I havent found more than 3-4 in 2 years(in game). Which limits a bit manufacturing.

@Dioxine
You have the faction leaders inside downed cruisers to spawn next to blown up engines so they end up dead or is it RNG going haywire at me?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 06, 2015, 07:35:23 pm
You don't find many of them, true, but you don't need that many anyway. Unless you want to arm the whole squad, there you will have a serious problem. Anyway, I've tried rebalancing with increasing Snap Shot costs to like, 10% TUs less than the Aimed shot, and further increasing the low range penalty (I can't go overboard with this since it works both ways - lowers accuracy at low ranges AND high ranges, and I want to keep the Snap range advantage for marksmen rifles, so I can't really increase Snap range on sniper rifles past 15, maybe 18). However you will have to wait till next version to test it out :)

@Pilot00
1. Not only the Bonny turned green, actually most of your ships have the proper colors (as seen in the Base sprite) :)
2. The behaviour you've described shouldn't normally happen. If it does, I can only say the ship you're mentioning is perfectly vanilla and no changes have been made to it whatsoever, including the deployment (except for increasing the crew size).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 06, 2015, 07:47:27 pm

@Pilot00
2. The behaviour you've described shouldn't normally happen. If it does, I can only say the ship you're mentioning is perfectly vanilla and no changes have been made to it whatsoever, including the deployment (except for increasing the crew size).

Hm....Seems rather Odd. I had both
The revereds and the Cardinals spawn on the bottom engine rooms, of frigates with natually the engines bleown up, i found just the corpses there 2 times, and once again on an academy ship where I found no Provost, I assmume he was dead too. Cant remember what happens in vanilla but I dont remember having this kind of problem....Strange. Will look for more of them. BTW it only happens only on downed vessels (naturally)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Ridаn on May 06, 2015, 07:58:35 pm
I had Reps spawn next to engines in Battleships too, they just love to hang around there, hiding behind engines and jumpscare you with longswords. It never bothered me though - its pretty easy to get a couple of those from Pogroms, and, by the time you can shoot down Battleships, ransom sum isnt all that impressive.

edit: about execute order from Prison screen: I had the impression that you do not get anything at all for executed prisoners. I think in vanilla you get a corpse, so getting a single booty as equivalent might be nice, if its even possible.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 06, 2015, 08:15:06 pm
I had Reps spawn next to engines in Battleships too, they just love to hang around there, hiding behind engines and jumpscare you with longswords. It never bothered me though - its pretty easy to get a couple of those from Pogroms, and, by the time you can shoot down Battleships, ransom sum isnt all that impressive.

By your post I can assume that you had the same problem as me but perhaps didnt realise it. The Guild Rep is not the higher ranking one in there. The guild master is. However those dont spawn on terror missions. But the whole mess is not when the engine is ok, its when you shoot down the UFO and they spawn dead next to it. So far I had it happen 3/3 times so I asked here, in case it was my bad luck or something. Simply put its the faction leaders that are automatically (or so it seems) spawn dead in frigate crash sites.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 06, 2015, 08:38:37 pm
Sounds like those guys should be on the bridge, that's weird..

Back to snipers: I have found a few sniper rifles in the early months, on G.O.s when I clean up some of the small crafts. I wouldn't be able to tell if they are scarce later as I have only gotten to March so far.

I reported this in the terrain pack thread, but Hobbes told me it's not in his mod anymore.. so I guess it goes here now?

Hi Hobbes,

I had a weird thing happen yesterday during a pogrom in what I think is this terrain:
https://www.openxcom.com/content/modimages/thumb_PKIGIIUK090620140722.png (https://www.openxcom.com/content/modimages/thumb_PKIGIIUK090620140722.png)

The glass doors that slide open (there is one in the south-east corner of the top building in the pic above), when blown up, become impassable. I resorted to smashing surrounding walls with hammers so I could get through.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 06, 2015, 10:37:52 pm
I hate this terror map. On one side its so detailed and beutifull and on the other side it get so much convulted it ends up been cruise liner MK2.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 07, 2015, 12:59:07 am
Guys I did some more Cruisers and all of them have the same "problem" I mentioned above. Could it be there is a spawn area mess up? Maybe the fact that the church doesnt have engineers is making the cardinals spawn down there all the time? Dunno...but looks like something is amiss.

EDIT: Current cruiser count 4/4 of church and 2/2 of traders confirmed with the same issue.

Heres a save for anyone interested in seeing what I mean. Send the bonny to land, save scumming is on so it will be a different ship each time and every time the cardinal will be dead in one of the 4 engines.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Roxis231 on May 07, 2015, 02:27:28 am
Dioxine

Just played a Progrom this morning, found a graphics problem with the large muton-like civilians, when they move there is an obivious gap between their top and bottom halves. It's only one pixel wide but still...

For the record, I'm not using any scalers on the graphics. Has anyone else encounted this? or is it new?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 07, 2015, 10:54:43 am
@Pilot00:
What can I say? Deal with it :) The deployments are just fine, not sure why they don't spawn where they're supposed to. Try to get an undamaged Cruiser next time :) I will look into it if more of such strange behaviour pops up.

Roxis:
There was that problem with muton drawing routine, not sure if it's still the case or my spritesheets are mismatched. It's definitely not user-end problem. I will look into this anyway, Mercs and Humongous Raiders might be affected too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 07, 2015, 01:30:16 pm
@Pilot00:
What can I say? Deal with it :) The deployments are just fine, not sure why they don't spawn where they're supposed to. Try to get an undamaged Cruiser next time :) I will look into it if more of such strange behaviour pops up.

Mostly I wanted to ask wheather someone else except me has encountered it, but I am certain this must be the case cause it was not an issolated insident. Its not a big deal (I hope).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 07, 2015, 03:55:22 pm
Well, was taking the Bony for a spin with her new green paintjob and.. CTD  :'( Apparently I was not due to see it.

After looking around, I noticed that all the new PCK, MCD and TAB files you provided for it are actually pck, mcd and tab, which are different as far as linux is concerned. So I got an invisible Bony!

I've renamed them for myself for now, but it would be nice to fix them for the next release too.

Also, I noticed something about dynamite:
150 work hours, takes 5 chemicals, costs 2500, produces 5 dynamite sticks. So everything is divisible by 5, which makes the batch production rather pointless. Given that the big barrels I got in my last raid were 1 chemicals each, it seems like maybe the intention was for it to require 1 chemical for 5 dynamite instead?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 07, 2015, 04:56:38 pm
About the dynamite and without knowing Dioxines PoV, I believe it was made as a feature, since everything thats not a weapon armor or medkit is been produced in batches.

Another thing I noticed about the bony: If you jump down in the sides to the small ramps (for a lack of better word) below the hatch and the opposite you cant move left and right by directly giving commands to go there. The game treats it as wall or something. You can jump on the tile from above normally though just not directly give a go order to it. I think this was not the case before.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 07, 2015, 05:54:29 pm
Never again to trust standard-issue vanilla mcds... I might try to recover the updated versions I was using before, but I don't know these small wall issues are worth the effort...

As for linux-compatibility, I had no idea that the OXCom engine would be so clumsy (you don't declare the MCDs directly, engine pulls them for you), especially since these small-lettered versions are default MCDEdit output. I will fix them for the next release.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 07, 2015, 06:03:17 pm
My understanding is that OpenXCom asks for X.MCD and the OS handles the request. Windows is case-insensitive so it returns X.mcd and everything works. Linux looks, doesn't find X.MCD because it thinks X.mcd is something different, and returns an error.

It's not really OpenXCom which is doing things wrong (looking for X.y if X.Y is missing might be doable, but it is more work for a feature that is mostly not needed), it's the different OS that are weird.

Also, I guess pilot00 was right on your opinion of the Dynamite? It seems odd since black powder bombs and molotovs are made individually.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 07, 2015, 06:19:43 pm
Got a new one. I got all the encrypted data disk entries researched so I could research no more naturally I fenced them. I got a new one from a corpse and it poped up in my R&D. I tried it and ofc it crashes the game when its complete.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 07, 2015, 07:16:20 pm
Whoops. Find STR_ALIEN_HABITAT in the Piratez.rul, under Research, add # in front of the line. This will take care of the crash (I forgot to add assets). Reload to before you started researching the disk, and you should get access to any remaining datadisk researches (if there are any left).

As for the dynamite & other batch production:
The number of resources vs. number of produced is actually irrelevant. What it is important, is time, convenience and some sort of realism. Sure, nothing is perfect, but batch production disallows to finish a single instance of an item within a blink; you need to start for example 10 items and wait 10x longer.

Making dynamite, ammo etc. takes time, requires usage of machines, so it'd be impractical to produce them one item at a time. Molotovs and Bombs are an exception: they're not manufactured on any machines, they're hand-made, so you can give each runt some resources, order them to make this stuff and they will. That's why they can be manufactured apiece and thus so quickly. On the other side of the spectrum, with guns and armor, the pirate enterprise simply doesn't have required assembly lines, so they have to be hand-made one item at the time as well.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 07, 2015, 07:29:56 pm
Man.. the amount of thoughts you put into this is impressive.

I've kind of dissociated logic and gaming elements for XCom because many things are done to make the game a game. You have made the game a simulator where everything actually makes some coherent sense, that makes Piratez an even more crazy (good!) mod than I thought of before :D

Thanks for the ruleset fix too btw.
@pilot00: You got all of those topics?! There's so many! I tried not to look because of spoilers but my brain can't contain it all any ways..

Now I'm off enjoying the plunder of yet another trader freighter. Those ships are awesome money makers! (Filled the vaults already with the first one.. I had to sell pretty much everything for the 2nd which made millions! and now I've got a 3rd one in sight 8))
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 07, 2015, 07:35:20 pm
Man.. the amount of thoughts you put into this is impressive.

I've kind of dissociated logic and gaming elements for XCom because many things are done to make the game a game. You have made the game a simulator where everything actually makes some coherent sense, that makes Piratez an even more crazy (good!) mod than I thought of before :D

Thanks for the ruleset fix too btw.
@pilot00: You got all of those topics?! There's so many! I tried not to look because of spoilers but my brain can't contain it all any ways..

Now I'm off enjoying the plunder of yet another trader freighter. Those ships are awesome money makers! (Filled the vaults already with the first one.. I had to sell pretty much everything for the 2nd which made millions! and now I've got a 3rd one in sight 8))

Just dont get used to the money, I had exactly the same thoughts about it, when the freighters came about. But the pace of R&D and the requirements the enemy puts...yeah you wont keep those millions for long :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Mr. Quiet on May 07, 2015, 07:51:35 pm
Love the name of this update hehehe. "Und" doesn't mean "and", right?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 07, 2015, 08:24:30 pm
Yeah.. but a pirate lives in the moment, right? ;D

I've saved some money from the last (2nd) one, but also used it to make my 2nd hideout; the first mostly went into filling the vaults with plastasteel and nuclear fuel, and hiring a few more brainers (I am not looking forward to my maintenance bill now...). I wish I had more storage to keep some bits of the 3rd one, but it'll probably all be sold as well, and go to a 3rd hideout/outpost (~1 million) and the rest will be saved again.

I've found ransoms to be quite a money maker, even if it is just G.O.s. The main problem I have now is radar & interceptor coverage.. I'm thinking of interceptor outposts + a zeppelin deployed wherever the action seems to be according to the graphs.

@Mr. Quiet: "und" means "and" in German. I assume that's what it was meant as here since we got improved tanks and more fashionable pirates and rides.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 07, 2015, 08:55:42 pm
Yeah.. but a pirate lives in the moment, right? ;D

I've saved some money from the last (2nd) one, but also used it to make my 2nd hideout; the first mostly went into filling the vaults with plastasteel and nuclear fuel, and hiring a few more brainers (I am not looking forward to my maintenance bill now...). I wish I had more storage to keep some bits of the 3rd one, but it'll probably all be sold as well, and go to a 3rd hideout/outpost (~1 million) and the rest will be saved again.

I've found ransoms to be quite a money maker, even if it is just G.O.s. The main problem I have now is radar & interceptor coverage.. I'm thinking of interceptor outposts + a zeppelin deployed wherever the action seems to be according to the graphs.

@Mr. Quiet: "und" means "and" in German. I assume that's what it was meant as here since we got improved tanks and more fashionable pirates and rides.

Same thing I did as well. Maintenance will be negative for a loooong time. Just make sure you have enough to get by. Radar coverage, well is not as hard as it sounds. The large radar system covers a huge swath, I havent tried zepelins. Dont have the space to waste a hangar for it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Arthanor on May 07, 2015, 10:34:47 pm
I like the idea of zeppelins, but they need to be used along with interceptor bases. My idea is to build cheap interceptor hideouts with lift + hangar + outpost (for all in one radar, storage and garrison in case I think it's needed), then have one hangar in my main base with a zeppelin. Every month when the new mission is launched, relocate the zeppelin to go keep a lookout there. When it spots a UFO, scramble the closest interceptor.

We'll see how the plans turns out.. It'll probably be a failure but it sounds good right now and I like zeppelins! ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Alex_D on May 08, 2015, 07:26:19 am
PROSPECTOR ships are really good at offsetting costs for maintenance. They have positive maintenance, or they bring money in instead of spending. One of these per base and the whole hideout is an asset instead of a liability. Expand for runts for a rum/chips factory and the economics of the game are not longer a problem.

Also a ZEPPELIN are great for delaying a pogrom mission until day-time  ;)

After that these ships are great to close holes of radar coverage within bases.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Roxis231 on May 08, 2015, 10:06:30 am
Dioxine

Just to let you know, if you update to the latest nightly, the mod will now use the basic game names - not the Piratez names.

Is this hardcoded or can we change it in the rulesets?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 08, 2015, 01:01:08 pm
PROSPECTOR ships are really good at offsetting costs for maintenance. They have positive maintenance, or they bring money in instead of spending. One of these per base and the whole hideout is an asset instead of a liability. Expand for runts for a rum/chips factory and the economics of the game are not longer a problem.

Also a ZEPPELIN are great for delaying a pogrom mission until day-time  ;)

After that these ships are great to close holes of radar coverage within bases.

Wow, great ideas, I havent thought of the zeppelin one with the progrom  :o

I can build a prospector already but truth be told I havent enslaved enough people nor wanted to since I noticed that the stats of vault storage dont change. How much of income are we talking about?

And yeah manufacturing rum and chips is a good way to stay afloat in the early game, but by mid-late my main income comes from loot. My runts were always busy building guns ammo and armor. One should also not underestimate the gains to be had from leather armors and cooking too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 08, 2015, 02:07:21 pm
Dioxine

Just to let you know, if you update to the latest nightly, the mod will now use the basic game names - not the Piratez names.

Is this hardcoded or can we change it in the rulesets?

New nightly comes with big changes to how mods are handled, upgrading is not recommended until I will prepare a version that works with it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: ivandogovich on May 08, 2015, 03:01:46 pm
I havent enslaved enough people nor wanted to since I noticed that the stats of vault storage dont change.

So the Vault storage doesn't increase when you get a slave.  What happens is that the amount of storage used, actually decreased.  The slave takes up -1.5 space.  So it acts like a small bit of free storage.  17 slaves = one outpost's worth of storage, or 50 to make up for a  whole vault.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 08, 2015, 03:06:42 pm
So the Vault storage doesn't increase when you get a slave.  What happens is that the amount of storage used, actually decreased.  The slave takes up -1.5 space.  So it acts like a small bit of free storage.  17 slaves = one outpost's worth of storage, or 50 to make up for a  whole vault.

Aha, good catch. I was under the assumption that there was something I didnt understand in this. But still so far I think I found a better use than keeping many slaves around.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 08, 2015, 04:24:18 pm
Another thing I noticed about the bony: If you jump down in the sides to the small ramps (for a lack of better word) below the hatch and the opposite you cant move left and right by directly giving commands to go there. The game treats it as wall or something. You can jump on the tile from above normally though just not directly give a go order to it. I think this was not the case before.

This has been fixed thanks to Hobbes' help, all the new ship tilesets will behave just like the old times with tomorrow's update.

As for the zeppelins, I use them a lot, they're way cheaper than new bases and in the early-mid game, I have a lot of unused hangar space anyway.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 08, 2015, 05:23:09 pm
This has been fixed thanks to Hobbes' help, all the new ship tilesets will behave just like the old times with tomorrow's update.

As for the zeppelins, I use them a lot, they're way cheaper than new bases and in the early-mid game, I have a lot of unused hangar space anyway.

Meh I am not building hangars I dont plan to use as fast as possible, too much maintenance. Then again its play style so to eachs its own :)

You think the morrows version might fix the deployment issue too as a side effect?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 08, 2015, 05:44:31 pm
You think the morrows version might fix the deployment issue too as a side effect?

No. This is an unrelated issue.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: ivandogovich on May 08, 2015, 05:48:39 pm
Gah! So many updates!   :o I hardly play one or two episodes on each one! ;)

Thats cool though! Means lots of progress! Thanks Dioxine! :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: eatthepath on May 08, 2015, 09:16:13 pm
I haven't upgraded to 0.9.i yet, but I don't see any relevant patch notes so.... I don't know what part of the deep one you make a pie out of, and neither does the game. I get STR_DEEP_ONE_MEAT as the item name instead.

Also, pipes of doom? You crazy crazy man.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: ivandogovich on May 09, 2015, 01:58:21 am
Hey Dioxine, good news for handobs. :) 

The #1000 or 125 item limit is gone for "Master" mods.  As a total conversion, I completely believe that PirateZ qualifies as a master.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 09, 2015, 02:05:23 am
Making it a master would require merging it with all the basic rulesets. If you have ever merged huge text files with one another you'll know that's an enormous amount of work, and better suited for a monkey than a human at that. PLUS updating everything every time the basic rulesets are changed, which is basically every other nightly. Ridiculous. There is a loophole that allows exceeding 1000 limit for a non-master though, so worry not.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: ivandogovich on May 09, 2015, 02:20:37 am
I'm pretty sure, in the new schema, you wouldn't have to merge them.  They just go in folders. 

But, I have just a tiny idea of how vast your mod is and you have far more experience that I in these matters, so I'll assume you certainly know of what you speak. :)

I considered an additional handobs rule to start a new run of 125, but again, you are the Jedi. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: ivandogovich on May 09, 2015, 04:11:38 am
S+  ??  What does this mean?

(https://i.imgur.com/qaImKMZ.png)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Roxis231 on May 09, 2015, 04:54:38 am
S+  ??  What does this mean?

(https://i.imgur.com/qaImKMZ.png)

It's one of the ways Dioxine uses to show the diffrence between the types of Slave.  s=maid, S=Slave, S+=Specalist and S*=Magic Girl - I think? not to sure, I don't really keep track of it in my games.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 09, 2015, 04:55:40 pm
I have lost a bit track of the versions so I dont remember if the 0.9i is pre or after the new nightly any tips?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: Dioxine on May 09, 2015, 04:59:59 pm
Tips are in the first post.
To reiterate: this and the next version to be released today requires about 20th-30th April nightly and is probably incompatible with anything later.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: pilot00 on May 09, 2015, 05:10:45 pm
Tips are in the first post.
To reiterate: this and the next version to be released today requires about 20th-30th April nightly and is probably incompatible with anything later.

Well ok, Ill have to wait it seems, or....I have a scratching feeling I might just try anyway...dunno cant decide.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 09, 2015, 05:32:40 pm
All right, 0.9.j is up, fixing stuff that was broken, rebalancing the sniper rifles, and adding a few minor extras.

EDIT: Ooops, a mistake. If somebody already DL-ed, please do so again, I've replaced the file with a fixed version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
Post by: myk002 on May 09, 2015, 06:28:35 pm
Making it a master would require merging it with all the basic rulesets.
I was able to make a few changes, so this isn't true anymore.  All you'd have to do is unify the sprite numbers amongst your rulesets and declare xcom1 as a master of your master.  This would be your metadata.yml file:
Code: [Select]
name: "Piratez"
version: "0.9j"
description: "The year is 2600. You run a gang of mutant pirates. Rob aliens and their human proxies for fun, profit and power."
author: "Dioxine"
id: piratez
isMaster: true
master: xcom1
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 09, 2015, 06:35:02 pm
Oh, that is cool! It fixes a major hurdle in one fell swoop.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 09, 2015, 07:18:56 pm
Experiment complete (short off).

New version seems to be running (at least on the geoscape everything seems stable) with the new nightly.

Ill fiddle with it a bit more :D

DISCLAIMER: I Dont suggest anyone to try this, I do it because I am crazy.

EDIT: DIoxine remember the deployment problem? Either the new nightly or your new version fixed that. I reloaded a bit back, and now its not standard to have them spawn near the engines. They will at times but not as everytime as before.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 09, 2015, 11:27:59 pm
I've done nothing so it was probably some Nightly issue, glad that's gone now.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 10, 2015, 01:12:54 am
Well yeah, it doesnt compile as good as I would have hoped though. It does fix that but (predictably) creates a lot of other errors that seem minor (wrong graphics and icons etc). But there is a major thing: You cant interrogate certain people. So waiting the extended version now.

Havent tried the extended mod, I hear it gives much more freedom to add things to the game, but I fear it might deviate too much. Well time will tell :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Phoenix7786 on May 10, 2015, 02:30:45 am
Hey Diox is this version compatible with the OpenXcom overhaul or should I still use my old back-up'd version of OXC?

EDIT: I saw the post about this version being obsolete from here on in.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 10, 2015, 03:00:12 am
Hey Diox is this version compatible with the OpenXcom overhaul or should I still use my old back-up'd version of OXC?

It kinda works as I tested it but kinda is the key word. You will get a lot of messed up icons in the booty pedia for example (boomasorus faces or corpses insted of the dagger icon etc), and I was unable to interrogate high level captives, those are a few of the issues I encountered.

Would be better to wait for the next version IRC.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 10, 2015, 03:54:02 am
Kind of a brief message this time, another linux case crash to report: There is a while bunch of .map instead of .MAP for some of the new terrain. Industrial, madurban and porturban.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: myk002 on May 10, 2015, 04:41:12 am
fyi, with the new mod system, case mismatch errors go away.  no more will windows case insensitivity plague the struggling Linux user!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 10, 2015, 09:32:58 am
Kind of a brief message this time, another linux case crash to report: There is a while bunch of .map instead of .MAP for some of the new terrain. Industrial, madurban and porturban.

What. These maps are anything but new, how comes no-one has noticed this for more than a year. Also please report this to Hobbes (but since the new mod engine is taking care of it now anyway, it's probably needless).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 10, 2015, 06:17:58 pm
fyi, with the new mod system, case mismatch errors go away.  no more will windows case insensitivity plague the struggling Linux user!
That is awesome news! Will have to update sooner than later.

@Dioxine: I just checked in my old compilation with the Terrain Pack (my current one for Piratez doesn't use it) and the problem is not there. All the maps are .MAP. It seems like it is a Piratez issue.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 10, 2015, 07:50:34 pm
Well I haven't touched any of these maps, recently or ever, but the map selection provided is not updated to Hobbes' latest either.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 11, 2015, 04:05:35 pm
 :'(

Its a very sad day, when an enemy grenade sails into the Bonny before you've even had a chance to step out. 

Smoke on the ramp didn't stop the enemy from tossing it, when we landed where he could see inside.  This may mean that the player has to abort any mission where the map placement is such that any enemy can see into the back of the Bonny. 

One suggestion, borrowed from Terror from the Deep's Triton, is craft doors on the back ramp that would automatically close at the end of the turn.  Something to consider.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 11, 2015, 04:19:52 pm
But those cost TUs to open every turn! Bleh..

I agree that it's a sad day when it happens though.. my answer is to have the gals at the ramp pack bombs or pre-primed explosives. Who said piracy was a safe occupation? The solution is not more defenses capt'n! We gotta blow 'em up before they blow us up!

(Also an argument in favor of guns instead of melee relative to the other thread: Shoot them from inside the Bonny. It's something I do in vanilla xcom too. My second group of soldiers on the skyranger packs a rocket launcher and sniper rifle to take out immediate threats to disembarkation. RPGs are not cheap in Piratez but still affordable. If they take out a dude who would have thrown a grenade in the Bonny, then that was 1000% worth it)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 11, 2015, 04:34:00 pm
But those cost TUs to open every turn! Bleh..

LOL. 6 Tus is a small price to pay imo. ;)

Yeah. Moar offense. I guess that is the only way you can play now.  Trying to play safe probably no longer works. 

It feels like it might be nice to have both tactics viable.  Its always nice to have more than one solution to a problem.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 11, 2015, 04:44:10 pm
Just 6? It felt like it was more.. but that's probably because I am impatient.

I agree about having multiple solutions. I'd say Piratez should have more offensive solutions but a few defensive ones help too.

Ramp and doors though? I would be interested to see how Dioxine's creative genius reconciles those.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 11, 2015, 04:49:49 pm
What is the deal with stun rods now?

I'm still on version 9i

I have some still around, but Cattle Prods are the new version.  I can't get a bootypedia entry on the stunrod to see if its still useful relative to the cattleprod.  Is it just a mystery weapon?  Are they totally useless?  Should I just sell them all?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 11, 2015, 05:25:19 pm
@Oh GOsh these guys actually grenaded me inside my ship!

I think you take the Bonaventura for what it most certainly isn't: a defensive bunker. It was designed as a 100% offensive craft and ought be used as one. Enemies in front of you should be immediately killed, if that proves impossible, smoke the inside and disperse. And pray. Well, it's a hazardous job. On the other hand, it offers you best chance to quickly dispatch enemies around you; that was the source of my greviance with "no explosives until turn 3" mode, since by turn 3, oftentimes I've managed to kill more than half of the enemies on the map and cause panic amongst the rest. I can't put a door on the back end of Bonaventura, since the opening is 2x2 for ease of throwing grenades outside & possibility of shooting from the perch. If I put a door there, I'd have to wall the upper half of the opening. Plus the annoying TU loss to open the door, you might need these 6 TUs for offense :)
If you want a defensive craft, sell the Bonaventura and buy a Pachyderm. Or wait until more advanced craft are available (Deliverator is fairly easy to develop, and it's also fairly defensive).

@Cattle prods
Sell the stun rods, buy cattle prods. Stun rods are left so the guys who still own them can sell them for a full price. To anybody else, they're invisible and unobtainable. They still work if you really want to use them, but they're weaker. And, the main reason why Cattle Prods were introduced: it is possible to put a melee hit sound on them, while it is seemingly impossible with stun rods for some reason.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 11, 2015, 05:50:17 pm
Okay.  Thanks for the tips on how to play offensive gents!   I agree that it is the only current solution in the game. 

I'm pretty sure I can't buy a Pachyderm or build any craft nor will that be possible for months.  I don't know the tech tree or even the costs involved, so I'm probably completely wrong.

Some ruminations on Turn 1 vs Turn 3 explosives.  Turn one punishes a player for landing packed into a sardine can.  The ai never spawns in such tight clusters, so the player is an at immediate disadvantage.   The player must then rush through reaction fire to get out of the killzone that they immediately land in.  I'd guess that one in four landings would give them a breather, where the back of the Bonny would be close to the map edge and they could dismount deliberately.  But the "smoke the ramp, let them reduce their reaction capability" tactic definitely looks extinct at this point.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 11, 2015, 06:07:38 pm
It is natural that the attacker should be at an disadvantage. It is always so in any armed conflict, unless the attacker has sufficiently superior artillery support. But aside that, the most important reason for disabling the turn 3 cheat: on the battlefield, player and AI should compete at equal terms. That's the point of the whole thing. By equal terms I mean, the AI soldiers should be given the right to defend their lives with any weapon at their disposal, and any tactic and trick that the player can use. Anything else is just disturbing.

Also bear in mind that smokescreens are initially flat. So they're not infallible. Also you've been provided with smoke grenades for the GL if you need smoke IMMEDIATELY.

I'm pretty sure I can't buy a Pachyderm or build any craft nor will that be possible for months.  I don't know the tech tree or even the costs involved, so I'm probably completely wrong.

Bonaventura sells for $2.5M, while a Pachyderm costs $1.25M or so to purchase. I wouldn't suggest an unrealistic option :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 11, 2015, 06:20:31 pm
Yep, I agree that the footing was unequal.   One thought I didn't finish in my previous point is that maybe cutting back to turn two, would allow for the defensive tactics that I've grown used to.   

I know now that its beside the point.  I've been playing wrong, because I haven't learned to storm out of the craft.  I'll just have to adjust. 

As far as a Pachyderm goes, there is no incentive for a player to sell the only craft they know and go for a complete unknown.  Even with your explanation, I still won't gamble on it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 11, 2015, 07:18:41 pm
Yeah sorry for bringing that Pachyderm up, you're naturally right a new player wouldn't gamble for it, and it is as designed - all the alternate buyable crafts were always intended for experienced players who want a challenge or simply something different. Don't be depressed, everyone who played Piratez seem to write that they only learnt to survive through being repeatedly whacked :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: trinibwoy on May 11, 2015, 07:38:53 pm
Yeah sorry for bringing that Pachyderm up, you're naturally right a new player wouldn't gamble for it, and it is as designed - all the alternate buyable crafts were always intended for experienced players who want a challenge or simply something different. Don't be depressed, everyone who played Piratez seem to write that they only learnt to survive through being repeatedly whacked :)

This mod sounds pretty awesome. I think most of us only learnt to survive even vanilla Xcom through being repeatedly whacked. lol.
Will definitely be trying this soon :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 12, 2015, 12:21:00 am
Yeah sorry for bringing that Pachyderm up, you're naturally right a new player wouldn't gamble for it, and it is as designed - all the alternate buyable crafts were always intended for experienced players who want a challenge or simply something different. Don't be depressed, everyone who played Piratez seem to write that they only learnt to survive through being repeatedly whacked :)

Lets be honestly blunt about it here, thats not its use is it? With the space it provides and the price tag, its a more of a :"You lost the bonny, and your research is not in place to replace it yet. Sell everything (your mother included) and go on practically suicide runs if you dont want to restart. And mayyyyybeeeee you will pull through."

Same with the library. Or at least thats the vibe I got out of those two options. Nothings bad with that, it fits the lore and the game, but there are practically 0 reasons to swap the bonny voluntarily for a pachyderm.

Except if you are a sadist that is :D

This mod sounds pretty awesome. I think most of us only learnt to survive even vanilla Xcom through being repeatedly whacked. lol.
Will definitely be trying this soon :)

Dioxine worked hard to make sure, X-COM training is covering the bare basics of survival on Piratez. Its a whole different league.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 12, 2015, 04:17:04 am
True with the Library (it's also useful later on, when you have loads of cash), but Pachyderm is rather sort of: "You hard enough to tackle tactical missions with just 8 soldiers? Here you go, 1.25M in cash to invest in your base plus a ship that is fast enough to track most enemy craft to their landing". I did my last run starting with the sale of Ventura, was flying on a Pachyderm until I upgraded to Deliverator around October 2601 (a Hopper was required and it kept eluding me).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 12, 2015, 04:22:31 am
Piratez definitely changes the game and makes it a lot more offensive. I 100% agree on the first turn explosives since we can use them too and I often do. Clearing the landing zone is one time where taking hostages is a far second in my priorities, after making sure I get a "safe" situation. You also have the advantage of having 18 units with full TUs packed in there ready for murder, with their hands full of pre-primed explosives and black powder bombs. Think of it as boarding a ship.

On the flip side, in Piratez, your gals can take a few conventional pistol and rifle (maybe shotgun) shots before they drop, even when running naked. In XCom, rookies in pajamas die as soon as an alien sneezes plasma in their general direction. I have had a lot more wounded in my game of Piratez, but a lot less dead. This, in turns, leads to better gals since they don't die and don't have to be replaced by green swabbies.

An interesting twist of the higher smoke damage is also that your gals are likely to drop stunned from taking a hit (their health drops below the applied stun damage), which means that the enemy will stop shooting at them. Passing out from being fired at has saved a fair few of my gals from otherwise certain death situation. Then you just need to yell "MEDIC!!!" and rush someone with rum or a surgery kit to them.

In short, Piratez must be played in character. You are a pirate, aggressive, ruthless and out for money! And all the hands a babes! It's awesome! ;D (but the tech tree on a first, blind, playthrough is really full. I'm in June now, finally able to supply more than starting guns, the game is a changing!)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 12, 2015, 03:55:41 pm
True with the Library (it's also useful later on, when you have loads of cash), but Pachyderm is rather sort of: "You hard enough to tackle tactical missions with just 8 soldiers? Here you go, 1.25M in cash to invest in your base plus a ship that is fast enough to track most enemy craft to their landing". I did my last run starting with the sale of Ventura, was flying on a Pachyderm until I upgraded to Deliverator around October 2601 (a Hopper was required and it kept eluding me).

Yes about the library, though I felt like a hooker been hit and raped by her pimp in order to give him her cash, I had to build 5 of those, because the lab itself and its space simply cant keep up.

Didnt even build the delivirator because by the time I start my flight research, I usually unlock the craft by succession and as soon as I saw the thunderhorse pic, I knew what it was from the FMP and I build that instead. Though the discription of the dev is epic :)

How do you feel about the prospect of either reducing their price tag (not significantly just a bit) or allow space for a second brainer?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 12, 2015, 04:56:02 pm
How do you feel about the prospect of either reducing their price tag (not significantly just a bit) or allow space for a second brainer?

There will be progress to that, not a Library itself, but some sort of a more advanced building in this vein (that has to be researched first). About the Library, I'm on the fence. I was planning to drop the price by 100-200k but then I saw your 5 Libraries and decided, if that guy is able to do it so early, then it is properly balanced (especially since it shows that you had to postpone other expansions to afford them) :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 12, 2015, 05:11:52 pm
There will be progress to that, not a Library itself, but some sort of a more advanced building in this vein (that has to be researched first). About the Library, I'm on the fence. I was planning to drop the price by 100-200k but then I saw your 5 Libraries and decided, if that guy is able to do it so early, then it is properly balanced (especially since it shows that you had to postpone other expansions to afford them) :)

2 years in the game is early? I feel the chills up my spine now. Also note its not superhuman but the veteran (cant remember the name) difficulty in my current run.
Yeah it delayed me, on many other things (mainly base expansion) but I decided tracking every damn UFO if I cant do nothing about it, its not that worth it. So moar research.

Speaking of Research:

I backtracked a bit on my saves and I noticed that after upgrading to the latest, I cant brake a Cardinal and after researching the sectopod wreck I cant research the start God operatives.
Are those changes or something is wrong in my game?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 12, 2015, 05:59:36 pm
I backtracked a bit on my saves and I noticed that after upgrading to the latest, I cant brake a Cardinal and after researching the sectopod wreck I cant research the start God operatives.
Are those changes or something is wrong in my game?

It was never possible to break the Cardinal, you just need to interrogate him normally and that's it. As for the Star God Operative, you need VooDoo and Star God Guardian - do you have those? Because I can't spot any error in that research that could've been introduced by recent changes...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 12, 2015, 06:19:33 pm
It was never possible to break the Cardinal, you just need to interrogate him normally and that's it. As for the Star God Operative, you need VooDoo and Star God Guardian - do you have those? Because I can't spot any error in that research that could've been introduced by recent changes...

Oh ok, its a missperception on my part. On the first time I got them, I had the Guardian unlocked after finishing the sectopod so it went that way. No currently i dont have one, so theres that.

EDIT: Holy cows, the cash on the cardinal!!!!!!!!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 13, 2015, 10:27:01 pm
A few questions for you Dioxine:

1- I finally am making progress with craft weapons. I have discovered the 50mm cannon and can make it, but I can't find where to get more ammo for it. I'm starting to run low on the starting stash too, so I am getting a bit worried. On the other hand, discovering the 30mm cannon allowed me to build both the cannon and its ammo. Is there something special needed for the 50mm? (Just say yes if that's the case, I don't want spoilers!)

2- I got "Old Earth Books" by interrogating a Guild Hostess (she must have been the daughter of a rich dude I guess?). It feels like I "broke the game" because I am concurrently researching basic tech like the craft cannons or ammo, but at the same time researching superconductive wires and industrial tools. My brainers are a century behind on weapons compared to general tech?!

3- After researching the Slave AI, I got Improved and Heavy interceptors at once. I suspect one is supposed to be more high tech than the other, would it make more sense if they came in succession or is this as intended?

4- I think I shot down a probe like Ivan did (I discovered that reading his LP comments) and I'm pretty disappointed. Are all very small scouts imperial probes for fancy missions? Is there a way to know besides having already played the mod, luckily getting the right mission fluff piece from interrogations or read spoilers? If the player isn't likely to know beforehand, maybe reducing their interception time so they run away before getting destroyed would be good. Then the player would chase the probe to the site and after finding it, we would know to follow the probes instead of shooting them down. Being technically a Star God craft (I think), it would make sense for it to have good evasive maneuvers.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 13, 2015, 11:36:23 pm
A few questions for you Dioxine:

1- I finally am making progress with craft weapons. I have discovered the 50mm cannon and can make it, but I can't find where to get more ammo for it. I'm starting to run low on the starting stash too, so I am getting a bit worried. On the other hand, discovering the 30mm cannon allowed me to build both the cannon and its ammo. Is there something special needed for the 50mm? (Just say yes if that's the case, I don't want spoilers!)

2- I got "Old Earth Books" by interrogating a Guild Hostess (she must have been the daughter of a rich dude I guess?). It feels like I "broke the game" because I am concurrently researching basic tech like the craft cannons or ammo, but at the same time researching superconductive wires and industrial tools. My brainers are a century behind on weapons compared to general tech?!

3- After researching the Slave AI, I got Improved and Heavy interceptors at once. I suspect one is supposed to be more high tech than the other, would it make more sense if they came in succession or is this as intended?

4- I think I shot down a probe like Ivan did (I discovered that reading his LP comments) and I'm pretty disappointed. Are all very small scouts imperial probes for fancy missions? Is there a way to know besides having already played the mod, luckily getting the right mission fluff piece from interrogations or read spoilers? If the player isn't likely to know beforehand, maybe reducing their interception time so they run away before getting destroyed would be good. Then the player would chase the probe to the site and after finding it, we would know to follow the probes instead of shooting them down. Being technically a Star God craft (I think), it would make sense for it to have good evasive maneuvers.

1. Hmm there's slight discrepancy there indeed. You should not generally be able to get the cannon before its ammo, but there is indeed a loophole and you've managed to find it. No there is nothing very "special" needed, just a bit more gun-related research.

2. Schizotech world. Your science is not progressing linerarly; you're discovering bits and pieces. Sometimes you invent, sometimes retroengineer, sometimes you just find how-to manuals. Superconductive wire is actually not that hard to use once you have it and once you've read certain manuals (after all, you don't have to know HOW it is made or how it was DISCOVERED). On the other hand, getting to the "basic" tech of craft weapons required from your brainers to invent a lot of stuff, since there are no manuals available on "how to build an industrial capacity to make big guns". The tech level might seem all over the place but... well, it is: you're in a world that's very, very advanced but with restriced access to tech. It's not that hard to tweak very advanced tech if you don't go too deep inside it. As for the Industrial Tools breakthrough, you simply had all the other bases covered already - 4 varied requirements in total, one of them having those "useless" power tools laying around - the books were just the last piece of the puzzle :)

3. H.I. IS a tiny bit more hi-tech, but looks like not for you - you got the other prerequisites earlier on. But there is no inter-dependence, since each of these two craft is something different, with a different combat role and profile; they're alternatives, even if the I. I. indeed is a bit more basic.

4. Well learning through trying. It was never supposed to be a give-away or delivered on a silver plater. Some players would always rather trail a very slow, strange-looking craft to find out what's the deal with it. Other players just shoot everything down. This mission is a reward to these former players, as their risk-taking behaviour generally makes them getting burned more often.
About the evasive behaviour - this fragile little thing would never outrun a damned F-4 Phantom, much less the Bonaventura :)

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 14, 2015, 02:36:37 am
Alright! Thanks for the answers :) It is a peculiar thing to get used to that the mod is not built to play in a certain order or deliver you all the goods. I am discovering that that was very much ingrained in me by the original.

New game indeed :D Hopefully I get time to play more tonight!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 15, 2015, 02:37:57 pm
Dioxine I think you said you will release a final version for the pre update before you move it to extended right?
Is it worth the wait (I torn between reinstalling the game or waititng for extended version) for the update, or should I wait for extended version?
I assume the saves wont be combatible on the extended yes?
Title: Something is wrong!
Post by: Zharkov on May 15, 2015, 02:45:33 pm
I am very sorry for this hazy bug report, but the game keeps crashing after a few turns on this map fighting these guys.

There is no error message and nothing is added to openxcom.log
Title: Re: Something is wrong!
Post by: pilot00 on May 15, 2015, 03:24:21 pm
I am very sorry for this hazy bug report, but the game keeps crashing after a few turns on this map fighting these guys.

There is no error message and nothing is added to openxcom.log

3 Turns? I had this too, but it was not on this map.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 15, 2015, 08:44:29 pm
The current Nightly cannot support Piratez due to 1000 items-per-mod limit, hence there is little sense in trying to repair the mod before these issues are fixed. I'm waiting for some kind of stability to emerge before I'll try to release a new playable version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Phoenix7786 on May 16, 2015, 06:33:07 am
Heya Diox out of curiosity your mod page still has the directions to place Piratez into the data folder. I assume this is intentional since Piratez doesn't seem fully functional on the pre-TFDT OXC revision?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 16, 2015, 07:11:26 am
Yes it is incompatible with the new mod system. And for a good reason, since it can't work with the new mod system, not until 1000 items limit problem is resolved anyway.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Phoenix7786 on May 16, 2015, 07:35:56 am
Ok that's what I assume. I'm holding off on your mod until then. Please correct me if I'm wrong but I think you are more interested in the Piratez extended version for future development?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 16, 2015, 08:05:23 am
Yes that is correct. Though it might take weeks before I can release it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Galwail on May 17, 2015, 05:26:14 pm
Hi

First of all, the Piratez mod is awesome, thank you for all the time and effort you put into it  :)
Unfortunately I have a technical problem with one of the pogrom missions. No matter what I do, I get a CTD every time during the enemy turn.
Don't know if this is a mod issue or openxcom issue. I am using the openxcom_git_master_2015_05_04_1846 version of the game and latest version of the mod.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 17, 2015, 05:37:30 pm
Dioxine,

As the mod is not currently compatible with Nightlies beyond April 30th, and the https://openxcom.org/git-builds/ no longer has this build available, do you want to link the copy that I have in the Opening Post?

https://www.dropbox.com/s/0x474ahe188iece/openxcom_git_master_2015_04_30_0720.zip?dl=0

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Galwail on May 17, 2015, 05:51:43 pm
So the 2015_04_30_0720 build should be more stable? Maybe I will just start a new game then...
Title: another repeatable ctd
Post by: Zharkov on May 17, 2015, 06:32:49 pm
I have another reapeatable ctd. This time, when I end the first turn, the tank fires, a mutant screams, and crash. This has a strange aesthetic, but I'd like to continue the game...

Btw, I found this beginner's guide to pirate language: https://www.thepirateking.com/terminology/terminology_pirate_fun.htm
I wonder, when Dioxine will implement the parrots.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 17, 2015, 07:44:13 pm
So the 2015_04_30_0720 build should be more stable? Maybe I will just start a new game then...

Your problems are probably not related to the Nightly build, but to the specific mapset, with possibly buggy tiles.  Pogroms can be pretty finicky because of this, in my experience.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Phoenix7786 on May 17, 2015, 08:35:07 pm
So the 2015_04_30_0720 build should be more stable? Maybe I will just start a new game then...

A more updated nightly should be fully compatible with your current saves. Going backwards to an older nightly though I have no clue.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 17, 2015, 09:44:43 pm
Save structure is kept mostly unchanged, so changing Nightlies won't invalidate your saves, or upset campaign in progress in any way.

BUT I'm going to re-iterate, if you're using a Nightly with the new mod structure, you WILL be getting crashes.  I think the last viable nightly is 2015_04_30_0720, like Ivan said (and preferred one is from around 15th-20th April).

It might also be a map crash, but those are rare. Grab the latest Hobbes' Terrain Pack and overwrite Terrains, Maps and Routes with what you find there. If the crash persists, I guess there is no other choice than loading your game from before the landing and re-playing the mission. Also make sure Savescumming is enabled so a different terrain will be spawned.
Title: Re: another repeatable ctd
Post by: Zharkov on May 17, 2015, 11:08:40 pm
I have another reapeatable ctd. This time, when I end the first turn, the tank fires, a mutant screams, and crash. This has a strange aesthetic, but I'd like to continue the game...


Arg, after eliminating civies 1000019 to 1000023 from the save game file the game does not Crash on turn 1:

Code: [Select]
    - id: 1000019
      faction: 2
      soldierId: 1000019
      genUnitType: MALE_CIVILIAN
      genUnitArmor: CIV_ARMOR_M1
      name: ""
      status: 0
      position:
        - 41
        - 55
        - 0
      direction: 4
      directionTurret: 4
      tu: 35
      health: 40
      stunlevel: 0
      energy: 65
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 15
        - 15
        - 15
        - 15
        - 15
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: true
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
      recolor:
        -
          - 160
          - 84
    - id: 1000020
      faction: 2
      soldierId: 1000020
      genUnitType: CIVILIAN_MUT_5
      genUnitArmor: CIV_ARMOR_MUT_5
      name: ""
      status: 0
      position:
        - 4
        - 22
        - 0
      direction: 4
      directionTurret: 4
      tu: 30
      health: 80
      stunlevel: 0
      energy: 60
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 20
        - 20
        - 20
        - 20
        - 20
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: false
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
      recolor:
        -
          - 160
          - 144
        -
          - 144
          - 160
    - id: 1000021
      faction: 2
      soldierId: 1000021
      genUnitType: MALE_CIVILIAN
      genUnitArmor: CIV_ARMOR_M1
      name: ""
      status: 0
      position:
        - 53
        - 28
        - 0
      direction: 2
      directionTurret: 2
      tu: 35
      health: 40
      stunlevel: 0
      energy: 65
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 15
        - 15
        - 15
        - 15
        - 15
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: false
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
      recolor:
        -
          - 160
          - 244
    - id: 1000022
      faction: 2
      soldierId: 1000022
      genUnitType: CIVILIAN_MUT_4
      genUnitArmor: CIV_ARMOR_MUT_4
      name: ""
      status: 0
      position:
        - 3
        - 8
        - 0
      direction: 7
      directionTurret: 7
      tu: 30
      health: 70
      stunlevel: 0
      energy: 60
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 12
        - 12
        - 12
        - 12
        - 12
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: false
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
    - id: 1000023
      faction: 2
      soldierId: 1000023
      genUnitType: CIVILIAN_MUT_5
      genUnitArmor: CIV_ARMOR_MUT_5
      name: ""
      status: 0
      position:
        - 9
        - 34
        - 0
      direction: 0
      directionTurret: 0
      tu: 30
      health: 80
      stunlevel: 0
      energy: 60
      morale: 100
      kneeled: false
      floating: false
      armor:
        - 20
        - 20
        - 20
        - 20
        - 20
      fatalWounds:
        - 0
        - 0
        - 0
        - 0
        - 0
        - 0
      fire: 0
      expBravery: 0
      expReactions: 0
      expFiring: 0
      expThrowing: 0
      expPsiSkill: 0
      expPsiStrength: 0
      expMelee: 0
      turretType: -1
      visible: false
      turnsSinceSpotted: 255
      rankInt: -1
      moraleRestored: 0
      AI:
        fromNode: -1
        toNode: -1
        AIMode: 0
      killedBy: 2
      motionPoints: 0
      respawn: false
      activeHand: STR_RIGHT_HAND
      recolor:
        -
          - 160
          - 253
        -
          - 144
          - 251

Beats me, what's wrong with those guys...


 >:( ...just to crash a few turns later! Is there a way to log what is happening? Debug Mode doesn't seem to have its own logging.

It might also be a map crash, but those are rare. Grab the latest Hobbes' Terrain Pack and overwrite Terrains, Maps and Routes with what you find there. If the crash persists, I guess there is no other choice than loading your game from before the landing and re-playing the mission. Also make sure Savescumming is enabled so a different terrain will be spawned.

Thanks for the advice. I tried this, too, but it did not help. You might be right though - seems that Hobbes' has deactivated the railyard Terrain ftb, because of too many pathfinding bugs - surprise - causing ctds!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 18, 2015, 07:00:20 pm
Terrains that might cause crashes like this (occassionally, but still) are: Commercial, Railyard, Farm, Urban. The last 2 contain non-Hobbes made custom maps. Sooner or later I'll have to tackle those, but I don't want to 'fix' Hobbes' maps...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Galwail on May 20, 2015, 04:44:59 pm
So I ended up re-rolling the mission with save scumming enabled. I have to tell you, those pogroms are so nasty compared to the early small and medium ships. I had to buy some serious explosive firepower to deal with all those discs.

Also how fast is the enemy progression in this mod? How important is it to research fast for better weapons and armors? I feel kind of bad for wasting research time on interrogations instead of new weapons and armors. Is it important to get more brainers than 15? It is really expensive to get more than that.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 20, 2015, 05:01:11 pm
So I ended up re-rolling the mission with save scumming enabled. I have to tell you, those pogroms are so nasty compared to the early small and medium ships. I had to buy some serious explosive firepower to deal with all those discs.

Also how fast is the enemy progression in this mod? How important is it to research fast for better weapons and armors? I feel kind of bad for wasting research time on interrogations instead of new weapons and armors. Is it important to get more brainers than 15? It gets really expensive to get more than that.

Regarding the brainers, it can be done but there are some requirements, such as a second base and a large amount of capital to be stored, because those gals be expensive and libraries be more expensive. That said, I have 5 of them in my current run. But you need to stabalise financially first. Have workshops churning out money, have a constant possitive score (translation: Payment increases) and equalise income vs expenditure.

TLDR: Not before 2 years in the game IMHO and even that is debatable on how well you did those years.

Regarding the enemy progression, well lets say that for the most part you are outgunned and outarmored. So research on those areas is critical.
Rule of thumb regarding interrogations: Interrogating faction engineers is a priority as is Faction Leaders and Commanders (or equivalent rank, they are not named as such).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 20, 2015, 05:03:49 pm
So I ended up re-rolling the mission with save scumming enabled. I have to tell you, those pogroms are so nasty compared to the early small and medium ships. I had to buy some serious explosive firepower to deal with all those discs.

Also how fast is the enemy progression in this mod? How important is it to research fast for better weapons and armors? I feel kind of bad for wasting research time on interrogations instead of new weapons and armors. Is it important to get more brainers than 15? It is really expensive to get more than that.

I think I will answer all these in one. There is basically little enemy progression per se. New, stronger races appear in late 2601 - early 2602, but they never take a majority (and you can meet them from Day 1, only very rarely). Enemy missions increase from 2 to 3 per month from mid-2601 onwards, since it's (still) hardcoded. Enemy weapons do not get any better. Basically you have all the time in the world to get on your feet (well, in 99 cases out of 100 - you CAN get raided by an out-of-depth enemy, but the chances are close to nil) - you just have to survive (so pick your fights wisely). But it seems you've crossed an important watermark - defeating a Pogrom - so you should be good.

About the research - research projects do get more expensive over time, but the Hyper-Wave Decoder is basically almost as hard as it gets. Most of even late-game projects are 2-3 times less expensive. More Brainers naturally mean faster progress, but you can win the game with 15 no problem. It will only take a lot of time (but then again, several key advances needed to win the game are based on rare/randomly appearing loot - so in all likeness, you're looking at 1.5-2 year campaign here AT LEAST). More Brainers will be also eventually needed if you intend to research EVERYTHING (which is not really needed to finish the game either) :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 20, 2015, 05:35:01 pm
The pacing of Piratez is very different. It is much more of a "only bite what you can chew, it's ok to run" game than vanilla, where you have to get an advantage fast otherwise the progression of alien races and tech combined means that you are doomed in august.

Piratez looks like it takes a LOT longer to get through, and it feels like you get more UFOs per month as well, so it makes the game feel even longer since you spend more time in battlescape.. Pogroms are nasty, with the laser weapons being handed out to everyone, plus cyberdiscs or tanks or power armors. Having lots of explosives and strong gals to throw them is a must, along with some way to deal with smoke damage so you can screen yourself without passing out (smoke armor at the beginning is good, then combat drugs help a lot with stun damage and loss of energy both).

I've been compiling a google spreadsheet (https://docs.google.com/spreadsheets/d/1Cq96-N1qHYyvKlPDTx1b8cHffur5zx0TwwACaWfzlp8/edit?usp=sharing) of craft weapons that I have discovered so far, to look into dps, total damage and $/damage of the weapons I know of now (all 7 of 'em.. after 8 months?). Stingrays look really good, even when you buy nuclear fuel and consider the opportunity cost of not selling slave AIs (and most likely you will loot those like any good pirate would). Otherwise 30 and 50mm cannons are next, 30mm is a bit more costly for a bit more dps but at shorter range.

On the other hand, spike rockets are really standing out for their cost. Lowest average total damage (dmg*accuracy*max # of shots, they are ~half of the next worst one), twice as expensive for a full load as my next most expensive, best dps so far, but not that much better than 105mm rockets or stingrays. They end up with ~10 times the cost per average total damage of other weapons!

Having done the analysis, I can't see a reason to use them. High dps/low total damage is good for taking out small targets that are either nasty or skittish. However, the range is so small that you're wasting lots of time closing in, which means you're likely to either get blown up or run out of time any ways. It's ok if it's intended as a "bad starting weapon" or a "trap" for players who don't run the numbers. Otherwise, maybe lowering the price a bit for what is just a house made rocket might be good? Or is there a way for the runts to make some that I haven't discovered yet?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 20, 2015, 05:53:40 pm
Otherwise 30 and 50mm cannons are next, 30mm is a bit more costly for a bit more dps but at shorter range.

Did you have any success on downing anything classed as a military vessel with those? Most sorties I had with those equiped ended with my vessel barely making it out of combat gimping or lost. I believe the Stting rays are a necessity till you develop the more advanced guns. But I want to hear opinions cause I might do something wrong here.

Also a request to anyone able: Can somebody, upload here or give me a link to the April nightly? I did the mistake of not backing up this and I need it :(
As far as I can see the site has them removed.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 20, 2015, 06:17:54 pm

Also a request to anyone able: Can somebody, upload here or give me a link to the April nightly? I did the mistake of not backing up this and I need it :(
As far as I can see the site has them removed.

https://openxcom.org/forum/index.php/topic,1898.msg45061.html#msg45061

I asked Dioxine to link this in the Opening Post, but I don't think he did.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Galwail on May 20, 2015, 06:26:45 pm
Thank you for all your advice, it seems 15 brainers is enough for now.

Another thing that surprised me was, that most of the starting weapons are really inefficient. I ended up using only axes, cattle prods, grenades, grenade launchers, heavy machine guns and Panzerfausts. Are there any other early game weapons you use?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 20, 2015, 06:34:51 pm
Thank you for all your advice, it seems 15 brainers is enough for now.

Another thing that surprised me was, that most of the starting weapons are really inefficient. I ended up using only axes, cattle prods, grenades, grenade launchers, heavy machine guns and Panzerfausts. Are there any other early game weapons you use?

Hammers are awesome for busting through walls, also, good at killin' ;).  Chainsaw will do the same.
Black Powder Bombs are awesome!!.
Smoke Grenades can be OP, because you can knock out your enemies without ever seeing them.  I like smoke ops gear for that reason.
I also like molotovs, but I'm not sure that they are terribly effective.  I still don't understand fire damage well enough.
I hear the flamethrowers can be amazing so I'm trying to test them a bit more.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 20, 2015, 06:39:43 pm
Thank you for all your advice, it seems 15 brainers is enough for now.

Another thing that surprised me was, that most of the starting weapons are really inefficient. I ended up using only axes, cattle prods, grenades, grenade launchers, heavy machine guns and Panzerfausts. Are there any other early game weapons you use?

Hammers for strong gals as Ivan said.
Blunderbusses. Those go way into the mid game, if you research the proper munitions for them and your gals have the stats. Boarding guns can double tap as snipper/heavy guns too but they require exceptional stats.  Cutlass also is a staple for the not so strong/fast gals. And Rapiers/shovels for the weak ones. Also the military shotgun becomes quite viable with the right ammo, so you might stock a number as you loot those. Oh and the mortar, cant go wrong with that, if you can afford it that is. Generally speaking you must have a mix of ranged/melee and a good number of throwables.

https://openxcom.org/forum/index.php/topic,1898.msg45061.html#msg45061

I asked Dioxine to link this in the Opening Post, but I don't think he did.

Merci. Maybe Dioxine forgot. It would be good to have this on the first post, till the new version becomes viable.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 20, 2015, 07:13:06 pm
@pilot00: I'm not sure what you mean by "classed as a military vessel"? I have downed UFOs with those. In fact, currently I have the Bonny with 50mm + Charger laser and a hunter killer with 30mm + 25mm. The hunter killer can down large scouts by itself.

I have used both together to take out some more shooty stuff. Usually use the bonny to go first, soak up some damage, disengage at ~50% and let the hunter-killer finish the job. It's a risky thing to do though and a streak of hits can lead to disaster. Losing the bonny, the gals and their equipment is not something you can really recover from. But what's pirate life without some risks? 8)

I am now making stingrays for the hunter-killer. I am also about to start building another interceptor, can't remember which though (either heavy or improved.. I got them at the same time and I can't tell them apart from memory), which will get rockets or cannons, or whatever the tech I am researching now turns out to be if that's better than what I have. I'll eventually make another 50mm for the Bonny, to take out small crafts, but it will increasingly be a transport since risking the gals is not a good thing to do.

@Galwail: 15 brainers indeed seems like enough until later in the game. They are not cheap and sustaining them depends on getting valuable shipping. I've been lucky with freighters one month, and now shrine ships, but on months where all you get are raiders or gunships, it's can be hard to cover their cost.

Panzerfaust are too expensive for my taste. High explosive packs do the job fine (I've blown up both cyberdiscs and humanist tanks with HE packs, boomosaurus and reapers are even easier), dynamite is almost as good as a HE pack and cheaper. RPGs are decent and you can loot some and make your own after some research too.

Otherwise, I've had a fair amount of luck with flamethrowers too, and sniper rifles are handy (especially with plastasteel ammo). I used to use the boarding gun as a high powered support rifle. Submachine guns (for reaction and accuracy training, and damage once you get acid clips) are good, confederate eagle and magnum (acid clips) work well with some higher accuracy troopers, and BlackMarch SMGs are not bad. Oh, and dart rifles with stun clips you loot, to grab some unarmored targets that are just far enough away you can't melee them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 20, 2015, 07:26:23 pm
The link to the proper Nightly is in the opening post now. I have indeed forgot, sorry! :)

I'll add to what has been said that the Dart Gun is also pretty powerful, you can try stunning Personal Armored guys with it no problem - only it's cumbersome with high TU costs and lamentable accuracy past 15-20 tiles.

Military-class vessels mean Gunships, Heavy Gunships, Fighters etc. Indeed it is nigh-impossible to tackle them with the Arthanor has, MAYBE if he sent the Heavy Fighter with a cannon first (it's good at soaking damage), and backed it up with his Bonny & HK, all armed with the best DPS he has.

Spike Rockets cannot really get any less expensive if there is to be any price logic on the market (they are larger than personal-use rockets, they have to be more expensive). I might consider buffing them up a bit, though. In theory, their great DPS was meant to be their selling point, but the total damage potential and low range make them of little use as of right now. They might see more use in Extended version, as the Bonny will have 4 weapon slots, and nothing but Spikes to mount on 2 of them for a long time.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 20, 2015, 07:47:13 pm
I've dropped some small shooty-ish UFOs.. but I don't know the name. One was flown by raiders. Nothing medium sized though. As for spike being useful as "the only thing in the slot", it feels like it'd be even more of a "fool you out of your money" thing that way. In most situations either you didn't need to launch them or it's not enough to down the craft any ways, but if you forgot to disable them you lost up to 288k pretty fast in rockets.

They are a rather tricky thing to balance and I think keeping the market sensible is indeed important. Maybe the spikes could be loaded with lots of crappy & cheap explosives, so they are large and heavy and only useable on crafts, compared to personal use rockets which have to remain small and light so are built and loaded with high quality expensive stuff? This way they could be close in price despite their differences. Or have the runts find a way to make 'em, like some other stuff, and save on labour?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 20, 2015, 08:13:59 pm
Upping the damage might be one option. As for runts being able to manufacture them - nah, when you get the relevant tech, you get the 105mm missiles as well, and they're superior in all aspects.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 20, 2015, 10:52:10 pm
@pilot00: I'm not sure what you mean by "classed as a military vessel"? I have downed UFOs with those. In fact, currently I have the Bonny with 50mm + Charger laser and a hunter killer with 30mm + 25mm. The hunter killer can down large scouts by itself.

I mean not the freighters or scouts, or jumpers, but Gunships, Ordinators, Cruisers,Shrines, Bombers and the like. The game does make a distinction between them, usually a miltary vessel (Gunships,fighters, Heavy Gunships etc), have way more range and do way more damage. Thats what I meant. THe small stuff you can down with the starting craft but there is no hope of pitting the bonny against a military class ufo. The range alone is enough to blow you to smithereens with a cannon and given my experience I thought Id ask.

Personally I completely dissarmed the bonny and only tracked UFOs. If they landed I raided them for much time since I got the first researchable interceptor. And lost it when I mounted the cannons. Then I build Nightmares & up and mounted Stingrays on them. I got some of my dignity back that way but still you need multiple interceptors to be on the safe side. Now I have dragons with rail cannons and I am producing oblitorators.

Generally speaking I believe that the biggest problem is not the damage output but the range of several weapon systems. There are weapons (like the hammermite) that do a ton of damage but there is no chance for them to be fired due to range limitations, forcing you to use hunter pack tactics.

They might see more use in Extended version, as the Bonny will have 4 weapon slots, and nothing but Spikes to mount on 2 of them for a long time.

You will tackle with the UFOs too I assume yes? Else having interceptors or even the bonny been able to mount 4 Avalnces even with them been one shot will be overkill. Or at least relegate some weapons to special slots?

EDIT: BTW I got a gunboat with the gold mission but when I shot it down I got no gold after I raided it. Are they there as escorts for freighters? Because the hyper wave got no freighter, what gives? Bad luck ot I missed something?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 20, 2015, 11:46:00 pm
I think I got a gunship (is that the "small" one? a two storey, long and narrow thing that you see front first). I still don't have a hyper-wave (somehow guessed it would take forever and decided to go for something else more needed). It did fire much earlier than I did, and put a lot of damage on the bonny, but proper timing of disengage allowed her to do some damage and enable the hunter-killer to finish it off (but also take some damage). Not something I would necessarily recommend, especially for raiders since they don't have much loot, but it was a month where there was very little activity anywhere and I was getting desperate. I was using spikes on one of the craft that time too, which is an occasion where being able to deal damage fast is very relevant.

Range is indeed the main issue in allowing you to tackle many UFOs, but using packs with designated tanks (and even multiple engagements over which different crafts tank damage) makes it feel like you are a primitive pirate trying to measure up to real armed folks and having to gang up on them. It is a LOT more interesting than vanilla interceptions and also forces you to manage damaged ships.

I try to learn patterns of the different ships and missions, like shrines and freighters mostly land so no need to engage, but will also shoot them down if I see they are just flying around. For shipping I can take on with the HK, I like to follow with both my HK and the Bonny, and if the Bonny loses it I know it is speeding up, then I engage the HK and make it crash before it goes away.

Does the time it takes to close the distance depend on something? If it did depend on, say, acceleration, it could allow for fast closing crafts to be equipped with high damage / low range weapons and come in after a tankier craft has attracted the fire. Would be a neat mechanic and allow for a wider range of weapons to be used. In general, it works better if shorter range weapons have higher dps and total damage, so it compensates for the time spent moving in. Then if you're going to be taking fire, might as well take it up close and deal more damage. Changes in reload times with stances are also very important (and not in the spreadsheet I have because they are not really displayed and I don't want to look at the ruleset).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 21, 2015, 12:13:57 am
Range is indeed the main issue in allowing you to tackle many UFOs, but using packs with designated tanks (and even multiple engagements over which different crafts tank damage) makes it feel like you are a primitive pirate trying to measure up to real armed folks and having to gang up on them. It is a LOT more interesting than vanilla interceptions and also forces you to manage damaged ships.

Yeh, designated tanks are mandatory. The big problem is that the researchable early craft that is for that purpose, is slower than a crippled old lady trying to walk on a stick. Also the even funnier thing that a couple of researchable transports do its job way better, since they can tank and take weapons too, while not been as slow.

As to vanilla there was nothing of interest to say in there. Equip the interceptors with plasma beams, have a firestorm and an avenger (or even better two avengers) to tank the big ones and it was over.

I wonder if someone experimented by using the Avalances.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 21, 2015, 01:03:10 am
You will tackle with the UFOs too I assume yes? Else having interceptors or even the bonny been able to mount 4 Avalnces even with them been one shot will be overkill. Or at least relegate some weapons to special slots?

EDIT: BTW I got a gunboat with the gold mission but when I shot it down I got no gold after I raided it. Are they there as escorts for freighters? Because the hyper wave got no freighter, what gives? Bad luck ot I missed something?

1. Weapons will be divided in 3 classes: Light, Heavy, Missile (with Spikes and 105mm being early Heavies, counter-intuitively maybe; 50mm and 30mm being Light, while Naval Gun, Railgun etc. being Heavy, and full-fledged missiles, like Stingray, being, well, Missiles). Bonaventura will be able to mount 2 Light & 2 Heavy weapons, while HK (and other "balanced" fighters) will take 2 Light & 2 Missiles, with more exotic craft having different loadouts.

2. You shot down an escort ship. The gold is hauled by a Freighter. Just a single one, so it's easy to miss.

I think I got a gunship (is that the "small" one? a two storey, long and narrow thing that you see front first). I still don't have a hyper-wave (somehow guessed it would take forever and decided to go for something else more needed). It did fire much earlier than I did, and put a lot of damage on the bonny, but proper timing of disengage allowed her to do some damage and enable the hunter-killer to finish it off (but also take some damage). Not something I would necessarily recommend, especially for raiders since they don't have much loot, but it was a month where there was very little activity anywhere and I was getting desperate. I was using spikes on one of the craft that time too, which is an occasion where being able to deal damage fast is very relevant.

No, from your description, that was a Raider, mostly harmless compared to a Gunship.

Does the time it takes to close the distance depend on something? If it did depend on, say, acceleration, it could allow for fast closing crafts to be equipped with high damage / low range weapons and come in after a tankier craft has attracted the fire. Would be a neat mechanic and allow for a wider range of weapons to be used. In general, it works better if shorter range weapons have higher dps and total damage, so it compensates for the time spent moving in. Then if you're going to be taking fire, might as well take it up close and deal more damage. Changes in reload times with stances are also very important (and not in the spreadsheet I have because they are not really displayed and I don't want to look at the ruleset).

The closing speed can be affected only indirectly. Sometimes during the developement, the dev team doubled reload times on all weapons (yours and UFOs), and halved the approach speed. All my weapons stayed with old values, based on vanilla XCom, so the balance was severely shifted, naturally.

I am thinking about this. In the days of yore, the balance was shifted towards rapid-firing weapons, missiles were almost superflous, especially considering their cost. Now it is the other way around, missiles rule the day (at least until you get really long-range guns, like Obliterator or Plasma Beam). Maybe upping the reload rates on everything by about 50% would allow to strike some form of balance? This will translate in taking much less damage during approach. I might also try adding Dodge parameter to fighters, to increase their longevity (your ships ARE tiny compared to what the enemies fly, hence they have so little Health - but maybe the small size should also get you some bonuses).

Now about adding all this info - like re-arm time or Dodge if it becomes a thing - I'm not against it, but notice how little space there is to go about in both Crafts & Craft Weapon pedia articles... Especially after I added weapon loadouts to Craft descriptions, and Type & Ammo count to Craft Weapon descriptions... Yes it will be possible to cram more stats in, but at the price of obscuring more of the pictures / shortening the fluff decriptions.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 21, 2015, 01:22:16 am
No, from your description, that was a Raider, mostly harmless compared to a Gunship.
Ah, hum.. well, that is very possible. It did shoot a lot more than scouts, but I have encountered stuff that could blow my crafts up in barely a few shots too which looked similar, those must be the real gunships.

Quote
The closing speed can be affected only indirectly. Sometimes during the developement, the dev team doubled reload times on all weapons (yours and UFOs), and halved the approach speed. All my weapons stayed with old values, based on vanilla XCom, so the balance was severely shifted, naturally.
I am thinking about this. In the days of yore, the balance was shifted towards rapid-firing weapons, missiles were almost superflous, especially considering their cost. Now it is the other way around, missiles rule the day (at least until you get really long-range guns, like Obliterator or Plasma Beam). Maybe upping the reload rates on everything by about 50% would allow to strike some form of balance? This will translate in taking much less damage during approach. I might also try adding Dodge parameter to fighters, to increase their longevity (your ships ARE tiny compared to what the enemies fly, hence they have so little Health - but maybe the small size should also get you some bonuses).
Tweaking reload rates would be a nice way to boost the short range weapons. As long as the interception timers are changed to reflect that (so if it takes 50% longer to shoot, you also get 50% more time to shoot at it), it sounds like a good thing to me.

Quote
Now about adding all this info - like re-arm time or Dodge if it becomes a thing - I'm not against it, but notice how little space there is to go about in both Crafts & Craft Weapon pedia articles... Especially after I added weapon loadouts to Craft descriptions, and Type & Ammo count to Craft Weapon descriptions... Yes it will be possible to cram more stats in, but at the price of obscuring more of the pictures / shortening the fluff decriptions.
Yeah, I know.. I had the same issue with the XAE craft weapons. The space is tiny! Maybe a new feature that shows the multiple timers in the weapon's stats if they depend on stance? That would be a rather clean way of displaying the info, take advantage of the UI.. I'll post it in suggestions (https://openxcom.org/forum/index.php/topic,3645.msg45264.html#msg45264).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 21, 2015, 01:26:07 am
Yeah, I know.. I had the same issue with the XAE craft weapons. The space is tiny! Maybe a new feature that shows the multiple timers in the weapon's stats if they depend on stance? That would be a rather clean way of displaying the info, take advantage of the UI.. I'll post it in suggestions.

I've seen that done in one mod. With smaller font, it'd be possible to add Agrressive reload time (Cautious is defunct - there is no point whatsoever of making Cautious attacks now when you can disable weapons in battle), Ammo count and Rearm rate to the list of automatically displayed weapon features, freeing up the text space at the bottom. We'll see if Yankes decides to make such an upgrade :) Just don't count on such a feature to make it to the main build...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 21, 2015, 02:57:44 am
I just saw what you did there with the dark ones :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 21, 2015, 03:19:23 am
Man! I want to fight something special too! I'm stuck with crazy church goers with laser rifles..

Sort of on that note: Most faction seem to have something interesting to get when you fight them.

Traders have lots of loot and good ransom for an easy fight
- The Academy has voodoo and lots to research
- The church is full of lasers, got some voodoo and good ransoms
- Humanists.. not sure, I only saw a few.. but tanks at the very least..
- Mercenaries (or whoever the dudes with TftD armor are) have crazy tech

but raiders have been a bit.. lacking so far. They have starting pirate gear, are not worth much of a ransom, don't seem to know much except about some guns I've never seen (and stone hatchets!) and their ships don't even have nuclear fuel and little plastasteel to loot.

Seeing how they're robust healthy mutants, maybe they should make good slaves? Then the goal when fighting them could be to capture and enslave them, making you a mutant warlord. This would taint the otherwise rather nice vibe of fighting against the corrupt establishment and defending the innocents from pogroms? Plus it seems like the slavery system is a bit undervalued for such an innovative feature. Most of the time, ransoming captives is much more profitable than enslaving them. You can build a whole vault from ransoming a few GOs who would otherwise only net you 1.5 storage space each.

@Dioxine: You saw a mod that did it? Or a different game?

By now, I don't really mind what cool feature makes it or not in the main build. I'm on linux which means that if I want something else than 1.0 I need to compile it myself, so I need the code any ways. Although I can't code in C++, I am developping enough knowledge of git to apply patches that I like before compiling. Right now I have manufacturing profit, Ivan's melee statstring and Warboy's alien containment fix. Even though the last two were put in the main build later than what is compatible with Piratez, I applied them to the April 28th version and it worked like a charm.

If I ever have time to learn some C++, I'll probably work on tweaking the code as well. But for now, being a Pirate is my hobby, not coding! :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 21, 2015, 07:04:58 am
I just saw what you did there with the dark ones :D

How comes? You didn't see the .rul file yet, unless you speak of that minor change of disabling the bleeding (Demons and Fatal Wounds? Come on). I might even add some hp regen/turn for them... :)

but raiders have been a bit.. lacking so far. They have starting pirate gear, are not worth much of a ransom, don't seem to know much except about some guns I've never seen (and stone hatchets!) and their ships don't even have nuclear fuel and little plastasteel to loot.

Seeing how they're robust healthy mutants, maybe they should make good slaves? Then the goal when fighting them could be to capture and enslave them, making you a mutant warlord. This would taint the otherwise rather nice vibe of fighting against the corrupt establishment and defending the innocents from pogroms? Plus it seems like the slavery system is a bit undervalued for such an innovative feature. Most of the time, ransoming captives is much more profitable than enslaving them. You can build a whole vault from ransoming a few GOs who would otherwise only net you 1.5 storage space each.

Why, the main purpose of any enemy is to ruin your day, period :) I agree they're a bit boring, though, and more will be added at some point...

But seriously, there are a few problems with your following statement:
1. They might be strong and healthy, but they have an attitude, kinda levelling this one out. Sure it wouldn't matter if you worked them to death, but this is obviously not the case here - the slavery model the gals indulge in seems closer to the Greek/Egyptian (yes I do love ancient Egypt) one, than the Roman one...
2. JUST a mutant warlord? What a lack of ambition, dude :) Star Gods would love if you became just another mutant warlord. Which is ultimately just another cog in their system. You need to play this one to the ending :) EDIT: man this really calls for an alternate ending... If that was only possible...
3. Well... there is just this much I can do with the game limitation. The main boon (and the underlying reason) of slavery is extra loot you get from enslaving captives. Storage space is just a little extra (and sometimes, you really lack building space for that 10th Vault...). Rob & Execute alternative seemed too Dwarf Fortress, AND too wasteful. If you have any ideas on making slavery more fun, go ahead - so far I haven't come up with anything better, but I'm always open to good ideas.
4. Why taint what little good vibe there is? You're still building an empire on a mountain of corpses, any positive aspect is welcome :) Also with so much boobs in this mod (boobs = optimism), making this TOO grimdarkish would make the message... well... somehow deviated, uncool, unhealthy.

@Dioxine: You saw a mod that did it? Or a different game?

Yeah it was in a mod, don't remember whose, though - Hellrazor's? Not sure. C++ isn't that hard if you have any programming experience. Loops, variables and conditionals make all languages equal. All it takes is a lot of commitment and online manuals. However, even though you'd be able to compile an improved executable for yourself, the problem is the standard - everyone who DL's this mod should get the same features. Although if you make a piece of a code, the chances of it being included in any mainstream build do indeed increase a lot :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 21, 2015, 01:58:05 pm
How comes? You didn't see the .rul file yet, unless you speak of that minor change of disabling the bleeding (Demons and Fatal Wounds? Come on). I might even add some hp regen/turn for them... :)

No. I just encountered them for the first time. I am not speaking about the extended modifications.
I grabbed a few and I got the researches...I mean blood for the blood god. Even from Doom....  ;)
I already have two outfited terminator gals, now it seems I have to oufit some Khorne Berserkers as well.

The only thing that should be done immediately regarding this, is to make them have different ranks, cause it gets confusing in the research tabs.

Man! I want to fight something special too! I'm stuck with crazy church goers with laser rifles..

Dissasemble them, they are God send trust me. You will need many.

I have the feeling that my entire campaign turned upside down: First I had an Academy base on the first two months. Then the mercs came in Huge numbers and build 2-3 bases. After blood sweat tears and spitting teeth,I got teched up, I got my first raiders...I had power armor and railguns and I got raiders....Then Humanists.....And now that I have psi gals this....Eh well....It was relaxing at least and I was getting pissed off not getting any probes. Now I want a Pyramid of pain mission.

3. Well... there is just this much I can do with the game limitation. The main boon (and the underlying reason) of slavery is extra loot you get from enslaving captives. Storage space is just a little extra (and sometimes, you really lack building space for that 10th Vault...). Rob & Execute alternative seemed too Dwarf Fortress, AND too wasteful. If you have any ideas on making slavery more fun, go ahead - so far I haven't come up with anything better, but I'm always open to good ideas.

Well one avenue could be coding a small % (like 5%?) that you could make them see the light and turn over to you? That might be usefull to get some Runts or Brainers or even soldiers. But ofc not everyone should be liable to it. I was thinking something like: Academy Medics -> Brainer, Female Raiders (Buzzards and Scouts) -> Soldier, and one the faction Engineers as Runts, well there are no female engineers in them so.... OR even something like: The voodo, school requires an enslaved  Esper/Cardinal/Provost except the money to be build, supposedly you enslaved the bastard/bitch and now teaches your bitches voodo.

But on the other hand, it might get too much. Still 5% is low enough and having those are prerequisites my get the difficulty more upwards for no reason at all....Dunno really.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 21, 2015, 04:47:30 pm
Well one avenue could be coding a small % (like 5%?) that you could make them see the light and turn over to you? That might be usefull to get some Runts or Brainers or even soldiers. But ofc not everyone should be liable to it. I was thinking something like: Academy Medics -> Brainer, Female Raiders (Buzzards and Scouts) -> Soldier, and one the faction Engineers as Runts, well there are no female engineers in them so.... OR even something like: The voodo, school requires an enslaved  Esper/Cardinal/Provost except the money to be build, supposedly you enslaved the bastard/bitch and now teaches your bitches voodo.

But on the other hand, it might get too much. Still 5% is low enough and having those are prerequisites my get the difficulty more upwards for no reason at all....Dunno really.

Great idea, sadly impossible to implement without a very invasive code surgery that I won't even dare to ask :) One possibily would be say processing 20 slaves into a single loyal combatant - but it would have to be a HWP-type unit, and those are sort of borken since the mid-April HWP code fixes (weapon handobs for Fixed weapons aren't displayed since then).
Another idea was for EVERY slave to be a HWP-type unit, with absolutely minimal Bravery (and in most cases, Psi Str as well), so having many slaves would be really a mixed blessing in the case of a base defense... :)

And also a new idea appeared today - for every enemy vessel to have some craft ammo as a random loot; that way you could replenish your Spike missiles and other crappy weapons (and even better ones, if you take down a better ship) without resorting to the black market too much.

EDIT: I simply had to share. Blaster Launchers - unsafe on any setting. And the only setting they have at Academy is Extended Suicide setting. That had to be the multikill of the year - I bet even Hellrazor would be hard pressed to one-top it. :)
Setting normal, "ironman with saves (because testing)", random base defence, AI Turn 1.

EDIT2: It wasn't a suicide... the shooter was an Academy Provost. And she survived the blast. And people tell me their bosses are bad...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 21, 2015, 06:10:57 pm
Great idea, sadly impossible to implement without a very invasive code surgery that I won't even dare to ask :) One possibily would be say processing 20 slaves into a single loyal combatant - but it would have to be a HWP-type unit, and those are sort of borken since the mid-April HWP code fixes (weapon handobs for Fixed weapons aren't displayed since then).
Another idea was for EVERY slave to be a HWP-type unit, with absolutely minimal Bravery (and in most cases, Psi Str as well), so having many slaves would be really a mixed blessing in the case of a base defense... :)

Perhaps you can combine this with an "Arena" building to do the processing that will have the added effect of giving some bonuses to the gals akin to a training building: Assign the gals, assign the slaves. They duke it out at the end of the month, the Gals get some random minor stat boosts. And either all the slaves are dead, or you get a soldier/HWP? But I believe this will be MORE difficult to implement. Ideas I have galore, skill to implement them? Tottal 0.


And also a new idea appeared today - for every enemy vessel to have some craft ammo as a random loot; that way you could replenish your Spike missiles and other crappy weapons (and even better ones, if you take down a better ship) without resorting to the black market too much.

But they dont have / use this kind of weapons do they? Or the extended allows you to change their weapons type? Personally I would slightly increase the probability of Freighter spawns, decrease the score damage they do if they succeed at their mission, and load the craft munitions on them as extra cargo.
But that might be a bit too complex...

BTW has anyone had any trouble with Trader Cruisers? After I shot them down I seem to get crashes every time I start the mission and its only when on Traders for some reason, other factions work ok.


EDIT: I simply had to share. Blaster Launchers - unsafe on any setting. And the only setting they have at Academy is Extended Suicide setting. That had to be the multikill of the year - I bet even Hellrazor would be hard pressed to one-top it. :)
Setting normal, "ironman with saves (because testing)", random base defence, AI Turn 1.

Can confirm. They 90% of the time suicide, though I ate a rocket in the face twice.

I am starting to believe the hideout shroud is too OP, since so far I had no raids.Then again everything with the word: Crackdown gets blasted to hell but still....
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 21, 2015, 06:58:46 pm
@pilot: I did research some, and maybe even the disassembly.. but didn't push further. Too much to research!!

@Dioxine: I agree with most of your statements. I think the ambition to be a mutant warlord is what you get at the beginning when you are just a wannabe pirate (I'm still at that stage). Once you become the warlord, of course you want more! But I'm not there yet :P

Every enemy is supposed to be a pain, of course, but there should be a reward as well. Otherwise what's the point? You don't go get your gals killed for nothing. It's either loot/money/ransom, tech or points (ex.: pogrom). But the raiders don't really give any. They don't even have nuclear fuel?!

Great idea, sadly impossible to implement without a very invasive code surgery that I won't even dare to ask :)
Didn't Yankes just add the possibility of buildings to require items? I could swear I saw that.. Needing broken trader engineers to build fancy workshops or an "enslaved voddo witch" for the voodoo stuff could be cool and represent that they are needed to supervise building and running the facilities since the gals don't really know what they are doing.

Quote
One possibily would be say processing 20 slaves into a single loyal combatant - but it would have to be a HWP-type unit, and those are sort of borken since the mid-April HWP code fixes (weapon handobs for Fixed weapons aren't displayed since then).
Another idea was for EVERY slave to be a HWP-type unit, with absolutely minimal Bravery (and in most cases, Psi Str as well), so having many slaves would be really a mixed blessing in the case of a base defense... :)
The "gladiator" slave conversion is interesting. Take 20 slaves, have them fight to death and end up with a HWP warrior. Or even an actual dedicated ammo runt/servitor with great carrying capacity but not much else. Do you lose weapons equiped by HWPs at the end of the mission or recover then? If you don't lose the items, it could be possible to have a "HWP-soldier" with no weapons, that you have to equip just like everyone else.

The "soldier slave swarm" idea could be flavourful, but if they become too much of a liability they might just get sold too.

Quote
And also a new idea appeared today - for every enemy vessel to have some craft ammo as a random loot; that way you could replenish your Spike missiles and other crappy weapons (and even better ones, if you take down a better ship) without resorting to the black market too much.
Recovering ammo (or even craft weapons? or craft weapon components) would be a great thing to add. The more looting the happier a pirate I will be :D

Re: Blaster Launcher: That's NUTS. Good thing the hideout is built with strong walls and doors..!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 21, 2015, 10:41:15 pm
Every enemy is supposed to be a pain, of course, but there should be a reward as well. Otherwise what's the point? You don't go get your gals killed for nothing. It's either loot/money/ransom, tech or points (ex.: pogrom). But the raiders don't really give any. They don't even have nuclear fuel?!

Whoa whoa, dude, hold your horses there. There are some crucial tech you need Raiders for. The fact fighting their Raider ships doesn't shower you with endless loot? Yeah well, you don't have to fight them. While I agree they aren't meaty enough yet, you're asking the impossible. Not every ship has Nuclear Fuel, else you'll be swimming in it. You still do. Not every mission will pay off; it cannot else the game would run out of rewards to give really soon, and Piratez are meant to be a long campaign. Risk to reward assesment is your choice.

Didn't Yankes just add the possibility of buildings to require items? I could swear I saw that.. Needing broken trader engineers to build fancy workshops or an "enslaved voddo witch" for the voodoo stuff could be cool and represent that they are needed to supervise building and running the facilities since the gals don't really know what they are doing.

Well yeah maybe, but once you starting to get slaves, you get them by the dozen. Also this would, indeed, make an impression that the pirate gals are dumb bitches who need help with everything. No. They are not. This would go against one of the axioms of the design here.

The "gladiator" slave conversion is interesting. Take 20 slaves, have them fight to death and end up with a HWP warrior. Or even an actual dedicated ammo runt/servitor with great carrying capacity but not much else. Do you lose weapons equiped by HWPs at the end of the mission or recover then? If you don't lose the items, it could be possible to have a "HWP-soldier" with no weapons, that you have to equip just like everyone else.

Umm... gladiatorial pit would only produce a random survivor who is anything but loyal, and more likely than not a poor soldier, with no skill at team play and no courage  :) I was rather thinking, you know, about giving them the choice of freedom or brotherhood - to go back to work & worry, or joining the crew for guns & glory :)

Sadly you lose these weapons... And really I prefer the "black box" HWP for the design reasons - so the focus is on the gals, and you customize the squad by getting certain types of Aux units, instead of arming them up. Well. Dogs work differently, a bit, but dogs be dogs :) And I didn't mean this as an absolute, either.

The "soldier slave swarm" idea could be flavourful, but if they become too much of a liability they might just get sold too.

A wild idea that is. Sort of an anti-spamming measure. I probably won't use this.

Recovering ammo (or even craft weapons? or craft weapon components) would be a great thing to add. The more looting the happier a pirate I will be :D

Well, as Pilot said, the enemy vessels seem to be using... a generic some-sort of a plasma weapon or something. So adding primitive ammo as loot might raise questions. On the other hand, it cannot be like, everyone has plasma all the time. And loot is cool. Might be a thing to make, for example, Raider ships to be less boring...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 21, 2015, 11:09:49 pm
Also this would, indeed, make an impression that the pirate gals are dumb bitches who need help with everything.

Had a good laugh at that :D

Whoa whoa, dude, hold your horses there. There are some crucial tech you need Raiders for. The fact fighting their Raider ships doesn't shower you with endless loot? Yeah well, you don't have to fight them. While I agree they aren't meaty enough yet, you're asking the impossible. Not every ship has Nuclear Fuel, else you'll be swimming in it. You still do. Not every mission will pay off; it cannot else the game would run out of rewards to give really soon, and Piratez are meant to be a long campaign. Risk to reward assesment is your choice.

Dont be squimish :P He probably didnt get the memo, or probably didnt do the proper research :)

Also I dont think, raider ships are boring or not worth the loot. As I see it (and assuming RNG graces you right) they are your punching bags to train your gals. A few years in and they sport some tasty guns and become quite a danger if you are not carefull.

The only faction that hasnt impressed me so far, are the guys Ivan run on his LP. But then I havent met them in a Progom.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 21, 2015, 11:40:38 pm
The only faction that hasnt impressed me so far, are the guys Ivan run on his LP. But then I havent met them in a Progom.

Well their own ships are meh. But on Pogroms, it's a cattle of an entirelly different color... them tanks, and them well-armed Stormtroopers who are almost as tough as Power Armor, much faster, more accurate, more numerous and have nigh-unbreakable morale. Well the high-TU, high-Agression, high-Reactions (if completely unarmored) dude who blown up Ivan's ship show they're not a pushover. Still they're even less finished as a faction than Raiders... and aren't the stars of the show either, to be frank.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 21, 2015, 11:44:03 pm
Since I find you here, I just finished a round of tests, deletes and reinstalls and I narrowed down my problem. Apparently all my crashes are caused by something concearning the traders. Everytime I enter a fight with them the game crashes. I made test runs in quick battle too, and its the only faction that causes me crashes.

Any ideas on what I might do to fix this? Replace files etc?

EDIT: Upped a save in case it helps.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 22, 2015, 04:38:57 am
@pilot: That's weird.. As far as I can tell traders work fine for me (although I haven't seen any in a little while, been fighting other people recently). Maybe later in their tech levels they have something that breaks the game? It's still early in mine..

Whoa whoa, dude, hold your horses there. There are some crucial tech you need Raiders for. The fact fighting their Raider ships doesn't shower you with endless loot? Yeah well, you don't have to fight them. While I agree they aren't meaty enough yet, you're asking the impossible. Not every ship has Nuclear Fuel, else you'll be swimming in it. You still do. Not every mission will pay off; it cannot else the game would run out of rewards to give really soon, and Piratez are meant to be a long campaign. Risk to reward assesment is your choice.
I was merely saying there doesn't seem to be much of a point to fighting them once you stop being impressed by boarding guns. I am not asking to be showered in loot :P

If you tell me there is a point and I missed it, then I did and will keep looking. It is just that the point is less obvious than for other factions which have good loot and/or good ransoms so I haven't found it. Thinking back, I think they gave me the tech and vibro blades, which are indeed well worth it, and maybe powered tools? Can't remember how I got that.

Piratez is a very complex mod and it is easy to miss lots of stuff on a first play through, or do things pretty wrong (ex.: get 15 brainers before you can support them, then "waste" all the research on interrogations for fluff pieces instead of going for tech, which is exactly what I did. I've corrected a few things and now see guns much more favourably for example).

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Well yeah maybe, but once you starting to get slaves, you get them by the dozen. Also this would, indeed, make an impression that the pirate gals are dumb bitches who need help with everything. No. They are not. This would go against one of the axioms of the design here.

Fair enough! I suspect there is a lot more use for booty than I have right now (Raiders' for vibro blades, Traders' for metal armor, and Academy's for my new tech toys). Once booty becomes more relevant, slavery will too as a mean to get more of it.

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Umm... gladiatorial pit would only produce a random survivor who is anything but loyal, and more likely than not a poor soldier, with no skill at team play and no courage  :) I was rather thinking, you know, about giving them the choice of freedom or brotherhood - to go back to work & worry, or joining the crew for guns & glory :)
Haha, I said gladiatorial but I should have said something similar to 40k space marine type recruitment, where most die but you get the best candidates (hopefully?). But I guess we don't have years of psycho-indoctrination to make them be good soldiers. Too bad it's not possible to "manufacture" soldiers, converting raiders or mutants from pogroms would be cool.

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Sadly you lose these weapons... And really I prefer the "black box" HWP for the design reasons - so the focus is on the gals, and you customize the squad by getting certain types of Aux units, instead of arming them up. Well. Dogs work differently, a bit, but dogs be dogs :) And I didn't mean this as an absolute, either.

You're right, as cool as other stuff could be, the gals are the coolest!

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Well, as Pilot said, the enemy vessels seem to be using... a generic some-sort of a plasma weapon or something. So adding primitive ammo as loot might raise questions. On the other hand, it cannot be like, everyone has plasma all the time. And loot is cool. Might be a thing to make, for example, Raider ships to be less boring...

Maybe raiders shoot laser beams instead of plasma beams? I can't tell, but if they're using black powder guns and flying ships that don't need nuclear fuel, they could be running charger lasers like when we start. Getting some components from them, which could be worth money and/or useful to make laser craft weapons (or laser guided craft weapons!) could be cool.

Also I didn't say raiders were boring, did I? I certainly didn't mean to! They are interesting to fight because knowing that they aren't worth ransoming, you can go all out and not worry about the ransom opportunity cost of killing them. This makes for a much faster paced encounter that still isn't easy because mutants are tough and a boarding gun shot to the face still hurts.

On another topic, I did tackle a gunship and figured out through much save scumming that I can take it down with HK with 25&30mm cannons, Bonny with 50mm and a charger laser (~50% odds), but only at the cost of the Bonny getting destroyed and the HK finishing it off.. Obviously not a good deal. With a few stingray launchers it would be different. I am also making a CRAB now for tanking purposes. I'm not sure what pilot meant by slow.. it is almost as fast as a HK and much faster than the Bonny. I am eager to try a 3v1 with some stingrays!

And I'll end with a question: Is there a legend somewhere where I can find out what the s, S, S+, $ stuff actually translates to for slaves? I expect it goes in that order by quality (and probably value)?

Thanks again! I hope you don't mind my spamming your thread.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 22, 2015, 06:30:14 am
On another topic, I did tackle a gunship and figured out through much save scumming that I can take it down with HK with 25&30mm cannons, Bonny with 50mm and a charger laser (~50% odds), but only at the cost of the Bonny getting destroyed and the HK finishing it off.. Obviously not a good deal. With a few stingray launchers it would be different. I am also making a CRAB now for tanking purposes. I'm not sure what pilot meant by slow.. it is almost as fast as a HK and much faster than the Bonny. I am eager to try a 3v1 with some stingrays!

And I'll end with a question: Is there a legend somewhere where I can find out what the s, S, S+, $ stuff actually translates to for slaves? I expect it goes in that order by quality (and probably value)?

Thanks again! I hope you don't mind my spamming your thread.

Absolutely not! This keeps the thread alive and gives me valuable feedback. I'm making a mod I'd like to play myself, for sure, but it often turns out that I make stupid decisions after all. Many changes and improvements were introduced through such discussions.

As for the Space Marine training - yeahhh, you might have the human material, but exactly, it takes years and great training skills. Mortality alone is not enough :)

Pilot probably meant the Kraken which is kinda slow but also tougher than the Crab (and lower tech - generally, it all depends on your luck and order of researches - to get the Kraken, you need to get any warship plans, while for the Crab you need Trader Engineer).

Hmm about the slave types, there is no legend so far as I wanted to keep this as a kind of surprise - for example, you might not even know that such a thing as an $-slave even exists, and whoa! This is something new! On the other hand, info is always good. Maybe I'll add a reference article once you have an access to all possible types of slaves? Or maybe - possiblity to research each slave type, once, for low cost, and get a fluff article with a nice picture and explanation, and a hefty point bonus? Maybe I'll even add some extra tech unlocked by having all the types of slaves researched - better vaults, some human-HWP, maybe the Mining Ship which is so popular? Pirate Queen's Palace? This one I want to do badly but have no idea what it could do - Extended options are still new to me.
Another option regarding human-HWPs would be - you only need a single slave, but some rare loot.

About the enemy ship weapons - well, consider that you are inferior in toughness, but much superior in firepower. It's not inconceivable these weaker crafts are using gunpowder projectile weapons or missiles, only Gunships and better actually using Laser, Plasma and Gauss (possibly tied to the type of weapon you can encounter...) hmm... this could work! Would require a lot of work on my part (and sadly they will all use generic firing anim), but it could work with enough fluff text, believable weapon stats and on-site evidence. Probably most of these weapons would prove to provide major suction compared to your own.

Let's take that Raider - Range 30, which is good; Power 30, yeah, not too bad; Reload - 17sec Accuracy is constant for all UFOs - 60% I think? This would give us a normalized DPS of 1.06. The 50mm Cannon has a normalized DPS of 1.2 - 1.5, depending on engagement tactics, although with a considerably lower range. The small Lascannon has a normalized DPS of 2. 30mm cannon - 1.25. As you can see, the Raider's weapon is kinda lightweight (and only a single one), although with a good range advantage (to kind of make account for the fact that in reality they would try to close the range if being outranged - I don't like one-sided engagements, at all...). Still it is much, much more dangerous than Cutters and other "Scout" types.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 22, 2015, 07:02:22 am

 Or maybe - possiblity to research each slave type, once, for low cost, and get a fluff article with a nice picture and explanation, and a hefty point bonus?


Yes, Yes, Please!! :D

Cheers, Ivan :D
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Solarius Scorch on May 22, 2015, 12:27:18 pm
I'm not 100% sure, but I think OXCE allows for assigning accuracy to individual UFOs. And if it doesn't, should be easy to add.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 22, 2015, 12:33:33 pm
I'm not 100% sure, but I think OXCE allows for assigning accuracy to individual UFOs. And if it doesn't, should be easy to add.

Allows for tweaking it, not setting per se, but it amounts for the same thing. I guess if I added Hit Bonus of -0.5 it'd reduce the acc to 30%? Anyways handling enemy Acc might not be neccessary - maybe it'd be complexity just for the sake of complexity? Maybe just 3 stats - power, range & reload would be enough? The player needs meaningful info, and needs to be able to assess the danger without making a spreadsheet. Then again, it'd make researching enemy vessels more rewarding... at least for a new player.

Excerpt from Ufopedia:

Actual interval between UFO attacks is calculated by subtracting 2 per difficulty level, and randomly increasing resulting value by 0 to 100%. For example, the Battleship on Superhuman will fire on average every 21 gs (14 to 28).

(in OXCom, the value is double of that, so Piratez' untweaked Cruiser is less effective than Gunship). That might also explain why dogfights get so hardcore in Piratez on high difficulty levels - BUT this rule is probably not enforced fully, or at all - else the Raider would fire 17-4*4 = 1, once every 1 second, which is obviously not the case...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 22, 2015, 01:53:01 pm
@pilot: That's weird.. As far as I can tell traders work fine for me (although I haven't seen any in a little while, been fighting other people recently). Maybe later in their tech levels they have something that breaks the game? It's still early in mine..

Well, I dont know...I assume its not that because there are a couple people who finished the game. I will attempt my 10+ delete and reinstall of the game.
In the maintime I was wondering where are the specific files regarding this faction and if I could replace them somehow? It throws no errors at me or anything.

Did my save worked  for you? Its saved before landing on an trader ship with the bony close by. (or if anybody could have a look for that matter).

EDIT: Used a new clean install and still traders crash.


Pilot probably meant the Kraken which is kinda slow but also tougher than the Crab (and lower tech - generally, it all depends on your luck and order of researches - to get the Kraken, you need to get any warship plans, while for the Crab you need Trader Engineer).


Yeah, I didnt actually used the crab, because I dislike the lightning and the fact that it uses only one weapon. The Kraken maybe slow as a snail but the damn thing can take punishment from multiple cruisers. It probably means a month in the repair bay but, at least it does its job. Probelm been for the Ufos to wait for it to catch them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 22, 2015, 04:53:55 pm
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Pilot probably meant the Kraken which is kinda slow but also tougher than the Crab (and lower tech - generally, it all depends on your luck and order of researches - to get the Kraken, you need to get any warship plans, while for the Crab you need Trader Engineer).
Ah! Well, that's good to know.. I haven't encountered any landed warship so far.. Working on getting a squadron that can crash one now :D

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Hmm about the slave types, there is no legend so far as I wanted to keep this as a kind of surprise - for example, you might not even know that such a thing as an $-slave even exists, and whoa! This is something new! On the other hand, info is always good. Maybe I'll add a reference article once you have an access to all possible types of slaves? Or maybe - possiblity to research each slave type, once, for low cost, and get a fluff article with a nice picture and explanation, and a hefty point bonus? Maybe I'll even add some extra tech unlocked by having all the types of slaves researched - better vaults, some human-HWP, maybe the Mining Ship which is so popular? Pirate Queen's Palace? This one I want to do badly but have no idea what it could do - Extended options are still new to me.
Another option regarding human-HWPs would be - you only need a single slave, but some rare loot.
What each slave does is a bit difficult to see at first. I think it stems from the slavery article which claims it increases the storage space. If instead you said that they pack stuff more efficiently and reduce taken up space, that might help.

Knowing what the slaves do would be cool, I second Ivan's support of researching each slave once. The flavour texts are a reward of their own. You've done a great job with them and finding out about the Piratez world is a draw of it's own, kind of like having to fight for every page of a novel. If you want to tie it to advances, improved 1x1 vaults or living quarters could be nice to have, based improvements in organization and housekeeping developed through slavery allowing you to cram more stuff or people into a given space, but at a higher maintenance cost to represent the labour? It would work well as something between the huge facilities that are hard to build, and the relatively inefficient starting barracks and vaults.

Re: Enemy craft weapons.
Tying it to the weapons used by the crews would be neat. Maybe weapons on non-military crafts are not great because they are not intended for craft combat, but as a defense from some animals? Flying monsters released by the aliens, which could be their latest experimentation on reapers/boomosaurus strains. Maybe even possible to encounter them with a funky interception image, generate a crash site with just a recoverable carcass to be studied for more fluff points.

Just throwing crazy ideas out there ;) I think even recovering just various cannon ammo for the more basic crafts would be welcome in the early game. Too bad there isn't a way to equip UFOs and have them engage at their operational ranges. It would remove some of the crazy range advantage too and would allow you to fire earlier, but not without retribution anymore.

@pilot: I'll  take a look at your save over the weekend.

I don't really like the lightning either (and I think it has an even smaller capacity in Piratez, which I won't really use). In vanilla games I have an alternate map and deployment for it that make it more useful.

Having done the test and been able to down some kind of military ship by losing the Bonny to tank makes me confident I could use the crab to take most of the punishment while the Bonny and HK do the job. The 1 weapon doesn't matter much since it has to disengage when too damaged any ways, so its contribution will be small, That'd be a good platform for a high dps, low max damage weapon since it only will be firing for a short period. The repair rate bonus should be handy though!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 22, 2015, 05:38:46 pm
That was my reasoning - you can engage with up to 4 craft at once, so the game must present you with enemy ships that absolutely require such a squadron to be taken down.
And to get the warship plans, you don't need to shoot down one to get them - blueprints do not present any additional advantages over craft articles gained from interrogations. They're just faster to research, that's it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Solarius Scorch on May 22, 2015, 05:40:21 pm
I totally dig flying Overspawn creatures. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 22, 2015, 07:21:09 pm
@Solarius: The steampunk series I was reading had those and they make a colorful addition. Kind of the "sea monsters" of the pirate times. They could have pretty high damage but super short range, making engaging them in the early with crappy weapons game dangerous. And maybe their spawn latches onto them and you fight them at the crash site? :D

Some progress on the interception side: I just unlocked the Kraken, but I think I am happier with the Crab. The speed actually matters a lot when it comes to catching stuff, and 500hp is either enough, or even 900 wouldn't be. Especially with the crab getting repaired 50% faster so you can get more use out of it.

Just encountered my first terror ship: Crab w/ 30mm cannon + HK w/ 2x Stingrays took it down. Crab tanked like a champ and actually finished it off after the HK swooped in, unloaded all its missiles and disengaged again. The Bonny is on its way to the crash site (failed to reach the dogfight, too slow :().

I discovered the Lancer and added it to the spreadsheet. Nice range but the stingray looks better. Not sure what I'd deploy it on.. Maybe the crab if it can't last long enough but that seems ok for now.

I also changed the cost of nuclear fuel and plastasteel to the selling cost (since you're realistically only going to use looted ones). Makes the stingray look like even more of a good value. And the slave AI + Academy Booty requirements work in preventing me from spamming them. I think they will work well on flimsy, fast, "engage, unload, run" crafts like the HK, which can scramble and reach shipping easily to tip the balance when needed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 22, 2015, 10:24:09 pm
Well Stingrays became the staple choice for me for the second mount. The first got a railgun as soon as I discovred them. But now I  am phazing them both out in favour of oblitorators. However building 12 of them reguires 2 months :P

0Some progress on the interception side: I just unlocked the Kraken, but I think I am happier with the Crab. The speed actually matters a lot when it comes to catching stuff, and 500hp is either enough, or even 900 wouldn't be. Especially with the crab getting repaired 50% faster so you can get more use out of it.

Depends on how and against what you want to use it. When a certain faction starts the equilevant of infiltration missions and you must absolutely destroy most of their vessels, the Hull durability does make a huge difference because it has to tank multiple interceptions. In fact that was the only thing that convinced me not to sell it prior to getting the Dragons.

@pilot: I'll  take a look at your save over the weekend.
. Thanks man, appreciate it. I have no idea of coding/debugging to find out what the heck is wrong.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Edrick on May 23, 2015, 05:41:41 pm
After kicking back on Piratez after a few months, I was (again) struck by how amazingly fun and complex it is. Dioxine, you rule.

Just a couple thingies on the Bootypaedia: one, in the Eurosyndicate page, at the beginning of the first sentence, could the article "the" preceding "Europe" be a mistake?  Two, at the end of the eighth line of the Dark Dominion page, there are some odd pixels which could have something to do with the sentence in that line feeling disconnected from the ninth line).

Plus, a couple general questions and suggestions probably more aimed at Piratez Extended: one, would it be possible to get different enemy bases, as the ones from the original game feels like a bunch of rooms thrown together, without any cohesion or usefulness or anything, as opposed to your own bases). Maybe making them more "logical" or adding new textures and models? Also, would it be possible to get different bases between factions?

Then, could we get, as a basic, early-game fire weapon, a spray/aerosol can and lighter set? (I've been playing too much Blood recently) With the newer fire mechanics, maybe it would fit in? And what on more "magical" weapons, depending on Voodoo?

As a last thing, would it be possible to get exact armor numbers (and damage resistances) for units not listed? As in, for example, Provost, Guildmaster, Elite Govt and such getting a short string of numbers at the bottom of their entries (or whole new armor entries)? It is annoying to determine which weapons can hurt some units by having to initiate New Battle, finding one, and using a Mind Probe on them!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Solarius Scorch on May 23, 2015, 06:12:33 pm
Plus, a couple general questions and suggestions probably more aimed at Piratez Extended: one, would it be possible to get different enemy bases, as the ones from the original game feels like a bunch of rooms thrown together, without any cohesion or usefulness or anything, as opposed to your own bases). Maybe making them more "logical" or adding new textures and models? Also, would it be possible to get different bases between factions?

I believe Yankes sort of promised to allow for that. :)

Then, could we get, as a basic, early-game fire weapon, a spray/aerosol can and lighter set? (I've been playing too much Blood recently) With the newer fire mechanics, maybe it would fit in? And what on more "magical" weapons, depending on Voodoo?

We could have a simple fire thrower (melee, fire damage, non-explosive), but I think its only strong point would be auto-hit. Otherwise even knives would be way stronger.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 23, 2015, 06:15:00 pm
But.. there is a flamethrower you can buy from day 1 on the Black Market (and it works rather well too). Why would you use a spray can + lighter over that, or a molotov?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Yankes on May 23, 2015, 06:16:37 pm
I believe Yankes sort of promised to allow for that. :)
And I already did that, now only you need wait for next release :) (that will be today or tomorrow)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 23, 2015, 06:27:40 pm
Then, could we get, as a basic, early-game fire weapon, a spray/aerosol can and lighter set? (I've been playing too much Blood recently)

Memory and nostalgia sense tingling :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Edrick on May 23, 2015, 06:32:57 pm
Wasn't aware of the base thing! You all X-Com developers rule.

Memory and nostalgia sense tingling :)

And new fire mechanics might introduce rebalancing which affects flamethrower (maybe rising in price?), and aerosol doubles as a cheap alternative. And as a weapon to give to "useless" troopers: cheap and with very range-limited burst fire (difficult not to deal any damage at all). Molotovs miss a lot -not so with 5-flame bursts.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 23, 2015, 06:43:49 pm
Wasn't aware of the base thing! You all X-Com developers rule.

And new fire mechanics might introduce rebalancing which affects flamethrower (maybe rising in price?), and aerosol doubles as a cheap alternative. And as a weapon to give to "useless" troopers: cheap and with very range-limited burst fire (difficult not to deal any damage at all). Molotovs miss a lot -not so with 5-flame bursts.

I was refering to blood, I was a young un', when it was released.

Well, IDK the flamers leave me a bit cold (pun not intended) on the matter. I dont use them, I find that the engine is not designed well to deal with damage over time and cannot apply secondary effects. And if I want lights I use my trusty flares, they never fail to deliver. I was delighted by the addition of shotgun(s)/scatter type weapons for close combat and find them better alternatives. But thats just me, to each its own and variety must always exist.

Now for the extended version that might change so adding a cheapskate flamer might be a good thingie. I wonder if a probability of blowing up the cans on your face can be moded? That would be funny.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 23, 2015, 07:02:54 pm
Flamers became a bit more useful when I've added solid Morale damage to all fire weapons... Also remember a flamer is a situational weapon. It is basically only useful in close-quarters Pogrom urban fight, or boarding actions. Maybe clearing the LZ as well. I think flamers are fine and useful.

An areosol can would have some advantages - namely, being very light and small, and the advantage over a Molotov would be higher ammo count. The lack of blast would make it an emergency melee weapon, and if it ate some enemy Reactions, not a suicidal one too. Anyone would present me with a bigob/handob/floorob? :) I didn't find any spritesheets with Blood weapons on the net (those would be welcome too).

However I cannot make the spray to explode. Gotta take molotovs for that :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Edrick on May 23, 2015, 07:11:42 pm
I didn't find any spritesheets with Blood weapons on the net (those would be welcome too).

Is this one good enough? (https://www.spriters-resource.com/pc_computer/blood/sheet/27051/)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 23, 2015, 07:40:37 pm
Yeah no. I have this sheet, notice the lack of floor object sprites, which could be easily converted into big object sprites in XCom. As much beautiful it is, it is also useless (maybe except for custom explosion sprites).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Solarius Scorch on May 23, 2015, 08:09:52 pm
Ho9w about using custom-made graphics of hair spray in a can? It would suit our gals. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 23, 2015, 09:18:09 pm
Be my guest, custom-make it by all means :P

EDIT: Jumped off the Bonaventura. Saw a Cyberdiscs waiting in ambush. Gave it a double dose of Flamer. Cyberdisc gone in a great conflagration. And it wasn't even the Heavy Flamer. Never say a bad word about "useless flamers" again, especially before you pack Heavy Lasers or other hi-tec guns that allow a single soldier can take out a Cyberdisc within a single turn. With 18 soldiers, you can delegate some of them to very specialized roles.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 24, 2015, 03:07:34 am
Indeed, flamethrowers, and especially heavy ones, can be very handy. Once you start hitting often enough, they can pretty reliably take out personal armor dudes and even cyberdiscs (although I like softening those up with a mortar shell, RPG shell or high explosive too!)

I was wondering if you had thought of tweaking the inventory to allow scabbards, Dioxine? Something like detaching one 2x1 side of the belt, making it 3x1 instead, but costing 6 TUs to draw from and 11 to put back to. It would make it sit right between the backpack and the belt in terms of TU costs, so the "quickdraw" of dagger or pistol remains, but it would allow you to have a sword somewhere else than in your backpack which would be very piratey.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 24, 2015, 05:45:34 am
I was wondering if you had thought of tweaking the inventory to allow scabbards, Dioxine? Something like detaching one 2x1 side of the belt, making it 3x1 instead, but costing 6 TUs to draw from and 11 to put back to. It would make it sit right between the backpack and the belt in terms of TU costs, so the "quickdraw" of dagger or pistol remains, but it would allow you to have a sword somewhere else than in your backpack which would be very piratey.

That's not a bad idea, especially with an increased cost, and the cool factor, although I am unsure - because you could also carry a rifle, a rocket, a RPG launcher in there, any 3x1 object... Thus reducing the role of small weapons like pistols or daggers... The current arrangement - wanna fight with a sword, keep it in your hand and have a harder time using a two-handed firearm - seems to work well enough. I am thinking too many exploits are possible, and the scabbard would rarely be used to carry an actual sword (most often a quick-reload rocket, I think - in the Extended version, reload cost is increased by the TU amount it takes to move ammo from the pocket to the hand) - which really undercuts the cool factor as well...

Let's just say these gals weren't raised to carry swords (it takes many years of training, actually, to be able to carry a sword in a scabbard in a way that doesn't hinder your movement), so they prefer Assassin Creed style :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 24, 2015, 05:59:43 am
Yeah.. I thought of all that too :P But I still think it'd be cool. I remember someone mentioning that there was no way to represent rifles on a sling either, which this could double as. Too bad you can't modify inventory slots through research or armors. Certain armors allowing it (pirate outfit, for one!) but not others would be interesting.

It's funny how this system feels limited because we want to push it so much, and then you compare this to the 2012 remake and remember how simplistic things could also be!

Some reports on the interception front: The crab works wonderfully. I am very happy I made one. I am now the proud owner of a mini-fleet (Bonny, HK, Crab, BW, 2x Zeppelins) and it is quite an improvement. Keeping everything supplied is a nightmare though, and I just started building a Thunderhorse too! I ran a small scout clean up mission from the Brave Whaler. 2v1 is a lot more stressful than 18v1!

Also, I just looted my first smuggler vessel. My brain got increasingly more confused looking at their UFO until I got a complete view and then I was blown away! Great job on the map design :D This was awesome!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 24, 2015, 05:15:28 pm
Flamers became a bit more useful when I've added solid Morale damage to all fire weapons... Also remember a flamer is a situational weapon. It is basically only useful in close-quarters Pogrom urban fight, or boarding actions. Maybe clearing the LZ as well. I think flamers are fine and useful.

An areosol can would have some advantages - namely, being very light and small, and the advantage over a Molotov would be higher ammo count. The lack of blast would make it an emergency melee weapon, and if it ate some enemy Reactions, not a suicidal one too. Anyone would present me with a bigob/handob/floorob? :) I didn't find any spritesheets with Blood weapons on the net (those would be welcome too).

However I cannot make the spray to explode. Gotta take molotovs for that :)

I meant to explode on your face, not as a throwable. As I said about the flamers: To each, his own :) even In a progom I find more usefull to use grenades/explosives/acid vials/shotguns/hatchets than flamers but....did I say to each his own? Its a good thing we all dont have the same taste.

Now I have to admit, that Deathrealm fireball thrower did impress me.




Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 24, 2015, 05:52:18 pm
That's funny.. I use flamethrowers outside to get rid of carapace armored dudes and cyberdiscs (especially with some obstacles in between), but never in buildings or UFOs. Too much risk of setting a gal on fire! Also no reaction fire is not great in tight quarters.. Although I am discovering that reactions are more of a defensive stat in Piratez. You rarely take down an enemy on reaction fire (only on melee reactions, really), but it does help avoid reaction fire when running up to something to bash them.

Once I upgrade more gals to heavy suits, I might be a little bit less cautious using fire in close quarters. But slowly watching a gal being burnt alive because you can't heal her or extinguish her is just painful. Had to do it a few times and it is not nice..

I am discovering advanced personal armors now, so I'll wait and see what's there then decide what to do..
Storm Marine armour is cool :D Front armour as good as heavy suit, gives TUs instead of taking them away, and hover to avoid the TU waste of walking on sloped terrain/up the stairs. Looking forward to breaching upper floors of buildings in pogroms instead of slowly clearing from the ground up! Now I'm waiting for the brainers to get Defender and Assassins before upgrading everyone.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 24, 2015, 06:10:13 pm
Wait wait wait what!?!?!?!?!?! What are those two-three things you talk about in the spoiller? How did you get those? Answer either through PM or Spoiler plox.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 24, 2015, 07:00:38 pm
Wait wait wait what!?!?!?!?!?! What are those two-three things you talk about in the spoiller? How did you get those? Answer either through PM or Spoiler plox.

LOL you have a squad in powered armours, so I don't know how useful these will be for you. I only ever got 2 powered armours parts from my first pogrom. One got used for the research, and the other one is still sitting in my vaults. Haven't even bothered researching more since I know I won't be able to make anything until I get more parts.

[spoilers]I have done some research projects that are titled Modern Personal Armors and Advanced Personal Armors. The Advanced one enabled 3 new types of even more advanced personal armors, which is great for me since I don't have powered armors. Storm Marine sounded the coolest and most "generalist", so I did that one first ;) Next up is Defender (which I guess will be higher armor values?), then Assassin (lower armor, but better stat boost?).

As to what is needed for the Advanced Personal Armors project.. I am not sure at all.. I can't remember what popped it, but I suspect it has something to do with the church. Clergy booty mentions that they have more advanced stuff than just ablative layers. Could be that you need to research zealots or beastmasters as well (I am an interrogation freak, my cells are overflowing with people to question). I have also done some work on academy cyberdiscs and drone recently...[/spoilers]

The Piratez tech tree is nuts, and I don't want to look in the ruleset so I can't give you a better answer, unfortunately. If you are willing to, then start at "Advanced Personal Armors" and work your way back. I want to keep some mystery so that when I start over for Piratez Extended, I still don't know exactly what I am doing. I've found that knowing the tech tree takes away too much since you just take a fast route to the best stuff and ignore the rest.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 24, 2015, 11:15:29 pm
Snip

Power armor so far has been a "necessary evil" for me so to speak, so I still look out for alternatives (if they exist that is). I am 100% sure I have researched everything regarding the church.....But didnt have poped this armor topic....Maybe from another faction?The only one I havent captured loads of guys is the humanists. Only soldiers and leaders....I am intrigued now.

Anyway, not that I can do something about it in the meantime....

Try to capture the Power armored guys alive if you can. If you slave them they give parts (I think). Trader military craft (gunships and so on) also have a couple + of these guys, it might worth tacling a bit when you have advanced aircraft and craft weapons in order to farm those. Even though I have the squad parts still a rare prize and I cant get enough of them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 24, 2015, 11:43:24 pm
Well, it's probably not humanists since I only got one pogrom and only managed to get a soldier, a stormtrooper (Or maybe the stormtrooper mattered since they have fancy personal armor, I don't know) and a tank wreck. But I only use tanks in base defense, so I neglected both that and cyberdiscs beyond researching the corpses.

The factions I encountered the most are church and academy, but I got a whole bunch of trader engineers early on and did a fair bit of research on them. I've interrogated guild reps (but only had one, so no broken), trader engineers (broken, and multiple normal ones), academy espers and medics (and broken ones) and church reverend, zealots and beastmasters (can't remember who I broke for these though). I can't say what else.. Research is an interesting mystery! I wish I remembered what popped advanced personal armour though..

I have only ever seen 2 power armoured dudes. In a trader pogrom early in my game, so I hammered them into submission. They weren't in a state to be enslaved after that :P If I meet more, I'll be more careful. I generally try to capture what I can, especially if I haven't interrogated one before (and then take a spare in case it can be broken!). I'll see.. so far armour isn't too much of an issue. My gals tend to survive a hit and a grenade, which is all I require. Air combat was the priority, and I think now it's switched back to guns (time to get lasers or something, although having more LACC and Heavy Cannons and an AutoCannon has been quite an improvement, I want some lazors!).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 24, 2015, 11:55:12 pm
Well, it's probably not humanists since I only got one pogrom and only managed to get a soldier, a stormtrooper

That might be it, no stormtroopers for me yet :(

The damned idiots dont go into Pogroms....]

EDIT: I wonder if I should ignore my technical difficulties and continue the game as is....Hm....lets ask Dioxine:

Hey Dioxine? Can I finish the game without salvaging any more power armor parts and having interrogated but not broken (if you can brake them that is) a guild master?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 25, 2015, 12:47:11 am
Ah, well.. could be.. Sorry for not reporting on your save yet. I swear I will, but there's so many other things to do!

Good luck with getting humanists!

Actually had an idea with that: It would be an interesting feature to unlock after enslaving a bunch of different prisoners: Slave trade research, where you can not only sell you slaves or ransom prisoners, but also buy them! Could cost more than the ransom since you have to pay for shipping on top of it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 25, 2015, 01:42:18 am
Ah, well.. could be.. Sorry for not reporting on your save yet. I swear I will, but there's so many other things to do!

Friend thank you, but dont fret about it ;) Its a game after all, RL has priority over such matters.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 25, 2015, 01:46:37 am
What I apologize for is the times where I devote free time to looting instead of helping my fellow pirate ;)

There are too few of those free times, unfortunately!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 25, 2015, 02:12:00 am
What I apologize for is the times where I devote free time to looting instead of helping my fellow pirate ;)

There are too few of those free times, unfortunately!

Loot to your pirate hearts content my friend. Looting is love looting is life!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 25, 2015, 03:29:57 am
Hey Dioxine? Can I finish the game without salvaging any more power armor parts and having interrogated but not broken (if you can brake them that is) a guild master?

Power armor is irrelevant to finishing the game - I think you need to research the P.A. parts, but that's it. You do need a broken Guildmaster, though. And Provost. And Cardinal (the last one - unbroken is enough). You also need every researchable vessel part, and every booty type except the Human one. Also, Humanists are pretty much irrelevant to the main tech tree, unless you count the tanks (you don't need the tanks, but they're helpful in a pinch). If you have these mysterious Cruiser crashes, provoke Traders into assaulting your base.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 25, 2015, 02:13:03 pm
Power armor is irrelevant to finishing the game - I think you need to research the P.A. parts, but that's it. You do need a broken Guildmaster, though. And Provost. And Cardinal (the last one - unbroken is enough). You also need every researchable vessel part, and every booty type except the Human one. Also, Humanists are pretty much irrelevant to the main tech tree, unless you count the tanks (you don't need the tanks, but they're helpful in a pinch). If you have these mysterious Cruiser crashes, provoke Traders into assaulting your base.

But....When I asked you a few pages back, why I cant broke the Cardinals (have them researched) you said that they cant be broken 0.0
Also the power armor question, I was asking if I need more parts for end game armors (if something better than power armor exists).

Which ofc is irrelevant since I cant get another guild master anyway.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 25, 2015, 02:21:44 pm
Yes, the Cardinals cannot be broken, I thought I've just re-iterated this in the previous statement?

Also I thought you have a problem with Cruisers, that's why you cannot get Guildmasters. Does the base defense bomb out too? As you can witness in Ivan's LP, it ought to be working...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 25, 2015, 02:30:22 pm
Yes, the Cardinals cannot be broken, I thought I've just re-iterated this in the previous statement?

Also I thought you have a problem with Cruisers, that's why you cannot get Guildmasters. Does the base defense bomb out too? As you can witness in Ivan's LP, it ought to be working...

The problem I had with the cruisers was that if I shot it down, it always spawned the higher up (Cardinal/Guild master/etc) near one of the exploded generators and thus dead. After all these reinstalls, I havent checked if it persists. Though I raided a raider cruiser but I saw a couple raider bosses alive. Do they have anything higher?If they have then yes it still persists. The immediate problem is that I cant start on a map on the battlescape that includes the trader faction not even quickbattles. I could circumvent the cruiser problem (if it exists still) by raiding one of their bases (if they ever build a second that is).

I havent suffered a base raid, the shroud is working a bit too well :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 25, 2015, 04:08:14 pm
The problem I had with the cruisers was that if I shot it down, it always spawned the higher up (Cardinal/Guild master/etc) near one of the exploded generators and thus dead. After all these reinstalls, I havent checked if it persists. Though I raided a raider cruiser but I saw a couple raider bosses alive. Do they have anything higher?If they have then yes it still persists. The immediate problem is that I cant start on a map on the battlescape that includes the trader faction not even quickbattles. I could circumvent the cruiser problem (if it exists still) by raiding one of their bases (if they ever build a second that is).

I havent suffered a base raid, the shroud is working a bit too well :P

Raiders do not have anything higher ATM. No idea what's the story with the Traders, hopefully it'll be gone by the time Extended is rolled out :)

Prepare a trap-base then, w/o any shroud and near a city in the middle of a continent. Launch many interceptions from there. Come on, some creativity there (and hope it won't bug out...) :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on May 25, 2015, 07:48:57 pm
Raiders do not have anything higher ATM. No idea what's the story with the Traders, hopefully it'll be gone by the time Extended is rolled out :)

Prepare a trap-base then, w/o any shroud and near a city in the middle of a continent. Launch many interceptions from there. Come on, some creativity there (and hope it won't bug out...) :)

I was considering blowing up the shrouds but I have a gut feeling that there is something in the traders as a faction that causes this. Hm...I ll try it.

EDIT: And yes my guts were right.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on May 26, 2015, 02:59:51 pm
Hi Dioxine and I must say this conversion looks brilliant as I've been following Ivan's LP on youtube and had a troop that did well b4 her untimely demise in the hideout defense of episode 3. Currently in the late stages of a redux game and would like to give piratez a go next but was wondering on 2 points. Firstly the latest version of piratez (0.9j) is just b4 the file changes to installing OPXC and mods, will 0.9j work with nightlies from 05-07-2015 onwards and if so is there any difference in the way u install piratez compared to b4? And secondly I noticed that the commendations mod has been updated (05-25-2015) to the new system. Can u use the commendations with piratez? Thanks in advance.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 26, 2015, 03:22:34 pm
Short answer: check the first post you lazy boy.

Long answer: Requires 30 Apr 2015 Nightly. You will find the link in the first post. This also means it is not updated to the new system; indeed it cannot be updated since the new system enforces 1000 objects/mod limit.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on May 26, 2015, 04:06:55 pm
Woops missed that and ta for the quick response, understand fully, will use either nightly 04-30-2015 0720 or 05-04-2015 1846 when I start a new game if I use v0.9j. Tho piratez extended sounds intriguing and it'll be a while til I hopefully finish redux so maybe piratez extended will be up and going by then.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 26, 2015, 04:36:43 pm
I think the release will be in about 2-3 weeks. Experimental version might become available sooner.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on May 26, 2015, 04:47:46 pm
Well I still haven't done an alien base mission in redux atm and I think I'll have to get @ least 2 base commanders, one being an Ethereal b4 attempting Cydonia so prob still won't have finished redux by then anyway. Looking forward to it tho.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Yankes on May 28, 2015, 07:01:16 pm
Short answer: check the first post you lazy boy.

Long answer: Requires 30 Apr 2015 Nightly. You will find the link in the first post. This also means it is not updated to the new system; indeed it cannot be updated since the new system enforces 1000 objects/mod limit.
AFAIK if your mod is "master" it don't have any limit.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 28, 2015, 07:41:16 pm
AFAIK if your mod is "master" it don't have any limit.

I'd rather not comment on that since I've managed to get it to work on Piratez:Extended and I don't want the solution to be "fixed" away :) Anyhow 1000 item limit is still enforced for masters that have masters themselves.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 29, 2015, 05:51:35 pm
So.... how do snapshots work beyond the LOS limit?

ie.  Scoped Rifle:  "Increased Snapshot Accurate Range (22)

erm... I guess I was thinking reaction fire.  So of course I won't be able to reaction fire with it at that range.  I can only reaction fire to range 20, my sight distance.    But I can use this to snap beyond my LOS on my turn so thats cool.   

Ok. Nevermind the derpy question.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 29, 2015, 06:06:19 pm
These numbers tell you at what range the accuracy dropoff starts (when the litlle% numbers turn yellow and you're losing accuracy with every subsequent tile).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 29, 2015, 06:08:02 pm
Yeah, all it means is that you won't get range accuracy penalties until 22 tiles (instead of the default 15 tiles for snap shots). Some weapons also have increased auto-range, which makes them not take penalties at the default 7 tiles, but further.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on May 29, 2015, 06:24:42 pm
The default for Auto in Piratez is 11 not 7. As for the Snap, it stayed at the default Accuracy Extender value - 14.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 29, 2015, 06:25:42 pm
Oh man.. I've got my numbers all wrong! Thanks for the info :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 30, 2015, 01:16:01 am
Heavy Flamer Love. <3  ;D

(https://i.imgur.com/xsXEN1m.gif)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on May 30, 2015, 01:52:24 am
Flashy, reliable, widespread destruction. What's not to like eh? :D

Told you! ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on May 30, 2015, 02:05:13 am
I'd give it to all of them if they could carry 'em!
Title: mutant porn
Post by: Zharkov on June 01, 2015, 06:08:12 pm
So, I got bored waiting for piratez extended and made "mutant porn" a researchable item. Just copy this file into your \data\ruleset and activate it. There is no extra graphic...yet.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on June 02, 2015, 12:19:30 pm
What does it do when u research it, if that's not obvious? Started a game of piratez, really enjoying it but must be the hardest version of OPXC I've played yet as I had a base defence on the 10th Jan. Was that just bad luck?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 02, 2015, 12:26:55 pm
Base Defense in January is normal for OXC, no matter what mod you're using. Depends mostly on your base's placement. But thanks for praising the difficulty, it has mellowed out since the early days anyway :)
As for Zharkov's mod, it displays some funny text :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 02, 2015, 12:59:14 pm
As for Zharkov's mod, it displays some funny text :)

Not to forget, successfully researching mutant porn also gives you three (3) research points that will make you seem more dangerous in the eyes of your victims and they will pay more protection money!  8)

I was thinking about churning out a mutant porn centered research line that provides a few more or less functional cosplay costumes for the gals borrowed from here:

https://openxcom.org/forum/index.php/topic,3607.0.html

and here:

https://openxcom.org/forum/index.php/topic,2870.msg31200.html

However, as the basic gals in piratez differ from the basic x-com cannon fodder, some changes to the graphic assets would be required. While I am sure the authors' of these mods would give permission to use their assets, editing these is not within my capabilities...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 02, 2015, 04:33:30 pm
Yeah I'm all for cosplay costumes but making sprites and inventory pictures is perhaps the most work-intensive job there is in this business - 4-24 work hours apiece, depending on how much recycling is involved.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Roxis231 on June 03, 2015, 01:25:50 am
Dioxine

I see in the Piratez Extended thread you are working on some more armours.  Will they be added to the normal version or extended only?

P.S. still working on the personalised Inventory Images.  I'm scrapping the scaves/leather strips and adding jewlery instead, Still thinking on the gloves/stockings - any one have any other sugestions?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 03, 2015, 01:43:32 am
Dioxine

I see in the Piratez Extended thread you are working on some more armours.  Will they be added to the normal version or extended only?

P.S. still working on the personalised Inventory Images.  I'm scrapping the scaves/leather strips and adding jewlery instead, Still thinking on the gloves/stockings - any one have any other sugestions?

Eye patches, Mowhawks, tattoos, medals?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Roxis231 on June 03, 2015, 01:54:08 am
Eye patches, Mowhawks, tattoos, medals?

I'm just customising the Inventory images, so Eye patches and Mowhawks might not work. ( Those would have to be added  in to the sprites, and thats far too much work right now )

However Tattoos sounds good, Pictures and sugestions will be gratefully acepted.  Medals? I already have Belt buckels, but any sugestions or Images would be helpfull.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 03, 2015, 04:06:14 am
I'm just customising the Inventory images, so Eye patches and Mowhawks might not work. ( Those would have to be added  in to the sprites, and thats far too much work right now )

However Tattoos sounds good, Pictures and sugestions will be gratefully acepted.  Medals? I already have Belt buckels, but any sugestions or Images would be helpfull.

I was thinking them as an item that would had the distinct effect of adding this on a gal. Consider it as a gimmic, lets say for pirate armor. One in say 10 girls is shown as having an eyepatch etc. Its not necessary to show on the battlescape. And I frankly dont know if it is possible to add this via code. The other thing I dont know how to do, is to make the specific set be set in stone. ETC Gank plank + pirate armor = eye patch. So if you remove and add it again to have the eye patch.
But thats asking too much.

Some interesting Images I found just by googling Pirate tattos and switching to imagies:

https://tatrating.com/wp-content/uploads/2013/08/dutchess-tattoo-pirate.jpg

https://www.tattoobite.com/wp-content/uploads/2014/02/pirate-girl-with-gun-tattoo-design.jpg

https://fc04.deviantart.net/fs70/i/2013/072/b/5/pirate_design_by_illogan-d5xyl5f.jpg

https://www.zhippo.com/LuckieLeopardHOSTED/images/gallery/pirate.jpg

https://fc07.deviantart.net/fs70/f/2012/298/2/a/pirate_pin_up_tattoo_by_malitia_tattoo89-d5ix5et.jpg

Those can serve as an inspiration I reckon. I wish I was an artist myself but....

About medals, again interesting enough there is a google thing about pirate medals too, some suggestions:

https://usroadrunning.com/images/thumbs/01415805864.jpg

https://d65852kwq1u8u.cloudfront.net/uploads/8838_snake_dance_medal_5.jpg

https://www.halfmarathonworld.com/wp-content/uploads/2014/01/Kitty-Hawk-Flying-Pirate-2.jpg

https://www.google.gr/imgres?imgurl=https://members.cox.net/helmric/steampunk%252520pirate%252520collar%252520pin.jpg&imgrefurl=https://www.thesteampunkempire.com/forum/topics/steampunk-medals&h=482&w=468&tbnid=UihgmR81mPm0fM:&zoom=1&docid=6sv8fDpukjC_6M&ei=TVJuVYGmAYmuU-vIgMAL&tbm=isch&ved=0CCAQMygDMAM

Those can be used for belt buckles too easily.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 03, 2015, 07:49:49 am
I see in the Piratez Extended thread you are working on some more armours.  Will they be added to the normal version or extended only?

Nah the normal version is pretty much dead. It is fully playable (if you have the latest nightly) but I'm not coming back to it. However, everything the normal version has, the extended version will have as well. As for the customization - maybe it'll be better to do a specific mod to Piratez, if I tried to add this all to the basic version there would be the problem of selection - some people might like tatoos, some not, so for the basic version, I will be only adding no-brainer customizations - like these knives and buckles for Unarmored sprite. However you can make a mod that declares Piratez as the master mod, and so the extra customizations would be selectable.
Title: Re: mutant porn
Post by: pilot00 on June 03, 2015, 03:18:23 pm
So, I got bored waiting for piratez extended and made "mutant porn" a researchable item. Just copy this file into your \data\ruleset and activate it. There is no extra graphic...yet.

Just throw it in the ruleset file I assume right?
Title: Re: mutant porn
Post by: Zharkov on June 03, 2015, 06:56:55 pm
Just throw it in the ruleset file I assume right?

Just copy the file in the ruleset folder and you should be able to activate it in the ->OPTIONS ->MODS menu exactly as any other mod.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 03, 2015, 07:39:10 pm
Arrr, here comes the brainerz' newest crazy invention: Superslave! The decryption of ancient texts allows you to train your very own Superslave. He shoots laser from his eyes (https://www.youtube.com/watch?v=WBhNHyaoKSM), is hard as steel, and has other ... err ... functions.


Copy both files in your ruleset folder and activate them. Superslave works like a HWP. Needs League of Superheroes (https://www.openxcom.com/mod/league-of-superheroes) installed but not activated to work (sry, I wait for clownagent's permission before I include his assets in a download).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 03, 2015, 09:29:28 pm
Hehehe, I love the humour. Would be a shame not to use this, even if I was reluctant at first! :) However - I have to point out that the super-slave is doing 0 damage :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 03, 2015, 09:36:11 pm
Hehehe, I love the humour. Would be a shame not to use this, even if I was reluctant at first! :) However - I have to point out that the super-slave is doing 0 damage :)

But, but....he has foonktionz....
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 03, 2015, 09:53:28 pm
However - I have to point out that the super-slave is doing 0 damage :)

Oh, my bad. Now he should put his whole awesome strength in every attack!  ;D

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: clownagent on June 03, 2015, 11:04:56 pm
Oh, my bad. Now he should put his whole awesome strength in every attack!  ;D

I made an ufopedia background for the superheroes which you may want to use for the superslave stuff.

(Of course the image is just downloaded from somewhere and I changed the palette and size)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on June 04, 2015, 01:23:29 am
Just noticed these pictures when I went into debug, is the "JAMMED" bit on purpose? I haven't seen anything like this before so was just wondering what was the thinking behind this?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 04, 2015, 02:08:31 am
As far as I know it is, for the supply I am not sure, but the other two yes. If you look at their speeds its theoritically impossible to intercept.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 04, 2015, 02:22:04 am
Indeed. They're stealth ships, hence no visual ident is possible.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on June 04, 2015, 02:24:24 am
Thanks for the information.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 04, 2015, 04:38:08 pm
@Zharkov
I am thinking about making some research topic like Old Earth Culture / Old Earth Heroes with the gfx Clownagent provided, and it'd have Old Earth Books as a prerequisite; this in turn, coupled with Mutant Porn and Slave research, would open up the Superslave research. Would you perhaps be willing to provide some cool text entry for it? I could do that myself, the text would be rather very short not to obstruct the picture anyway and basically informing that some books are less boring that the others since they have little text and a lot of pictures depicting awesome things, and maybe vaguely pointing towards the other preqs for a Superslave.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 04, 2015, 06:09:14 pm
@Zharkov
I am thinking about making some research topic like Old Earth Culture / Old Earth Heroes with the gfx Clownagent provided, and it'd have Old Earth Books as a prerequisite; this in turn, coupled with Mutant Porn and Slave research, would open up the Superslave research. Would you perhaps be willing to provide some cool text entry for it? I could do that myself, the text would be rather very short not to obstruct the picture anyway and basically informing that some books are less boring that the others since they have little text and a lot of pictures depicting awesome things, and maybe vaguely pointing towards the other preqs for a Superslave.

You're planning on putting the Superslave in the extended version of piratez? I was going to wrap it all up in a zip with the graphics as Clownagent has given his okay, but I will skip this step, if it gets included anyway. Then, I could write that text instead this evening.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 04, 2015, 06:16:35 pm
Yeah it is being pulled into the Extended version as we speak (both minimods, no questions asked) and also any follow-ups would be warmly welcomed. It's quality material and perfectly in-line with the overall concept (after some cosmetic tweaking and weaving it in into the research tree... hmm, a tree might not be a good name by this point anymore, considering how tangled it is - research tentacle monster, maybe :) )
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 04, 2015, 06:54:30 pm
@Zharkov
I am thinking about making some research topic like Old Earth Culture / Old Earth Heroes with the gfx Clownagent provided, and it'd have Old Earth Books as a prerequisite; this in turn, coupled with Mutant Porn and Slave research, would open up the Superslave research. Would you perhaps be willing to provide some cool text entry for it? I could do that myself, the text would be rather very short not to obstruct the picture anyway and basically informing that some books are less boring that the others since they have little text and a lot of pictures depicting awesome things, and maybe vaguely pointing towards the other preqs for a Superslave.

And, here comes the text:

Evaluating the worth of these ancient books for our operation is going to be though. Take this one for example. It's titled War and Peace, but while reading it, I couldn't help but notice it is not about peace at all. And the war parts do not provide any useful information on military technology or tactics! Still, a lot of the other brainerz want to read it, too. Well, I guess you cannot judge a book by its cover. Oh, that reminds me why I asked you here cap'n! Some of these thinner books with lots of pictures in them have very intriguing covers. It seems that in ancient times, there was a tribe of mighty voodoo handlers that for some inexplicable reasons wore their underwear on the outside. We should definitely take a closer look at those zines - as we brainerz call them. Maybe we can use their voodoo for our purposes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 04, 2015, 11:06:30 pm
Found a small bug, dont know if its relevant since you already work on the extended edition, but might be worth checking if it replicates there too:

When you try to ship slaves from one base to other (all types of slaves) and you click on the arrow the numbers change to -random number (etc -256) on both columns. If you give the order to proceed you pay the cash but no actuall transfer takes place.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 04, 2015, 11:59:05 pm
Cannot fix that but it's actually good, slaves shouldn't be possible to transfer for a good number of reasons.

@Zharkov:
Spot on. Perfect. 10/10. I'm not changing a word - great speaker's attitude, to-the-point approach, no dishonor to the Captain. And very good jokes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 05, 2015, 02:26:21 pm
Cannot fix that but it's actually good, slaves shouldn't be possible to transfer for a good number of reasons.

Care to elaborate?

It can be done with a small cost / time loss and planning ahead but the process to forcefully do it is...idiotic at best.
Try as I might I cant find a logical explanation for not transfering them the normal way.

Except if the reasons are code issues. Then I rest my case.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 05, 2015, 03:38:19 pm
Cannot fix = code issue. Negative size. Why I don't care? Transferable slaves = huge exploits.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 05, 2015, 08:42:16 pm
Rant of the day, completely irrelevant to the game development, I just want to vent my frustations somewhere.

I want to pull out my hair, I just found out that I hadnt noticed that the guild Reps can be interrogated, hense why I hadnt find out about the Russian files. And If I had these clipless lazers at the time I was supposed to it would have saved me tons of greef...ARGGHHH$)(#&$#)@((*.

BTW The X-sectopod graphics is awesome. Does it come only as a gattling lazer variant?
/rant.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 05, 2015, 08:52:10 pm
So far, yes. At some point these rigs gonna be refubrished into wearable armor with varied weapon loadouts.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 05, 2015, 09:21:29 pm
So far, yes. At some point these rigs gonna be refubrished into wearable armor with varied weapon loadouts.

And I thought my loader loadout was enough to cos play 40k terminator :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 05, 2015, 10:30:04 pm
Tactical-Dreadnought analogue is planned too - the Annihilator armor is basically a pimped-up Space Marine armor analogue.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 05, 2015, 11:06:07 pm
Tactical-Dreadnought analogue is planned too - the Annihilator armor is basically a pimped-up Space Marine armor analogue.

I dont know whats far ahead, I just cranked out the first of these suits out (and I thank my idiocyncrancies that made me a hoard person, the matterials costs are unexpectedly high, as they should all things considered) and they seem to make the gals unstopable.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 06, 2015, 12:51:07 pm
I dont know whats far ahead, I just cranked out the first of these suits out (and I thank my idiocyncrancies that made me a hoard person, the matterials costs are unexpectedly high, as they should all things considered) and they seem to make the gals unstopable.

Whoa, whoa, don't tell Dioxine something is stacked in the players' favour! That will only compel him to make the game even harder!  ::)

[...] any follow-ups would be warmly welcomed.

I am thinking about following this line of research with a few more interesting (i.e., Indiana Jones and the Fate of Atlantis (https://en.wikipedia.org/wiki/Indiana_Jones_and_the_Fate_of_Atlantis) like interesting) attempts to turn slaves into super hereos, until it yields a useful suit of armor for the gals finally. In the meantime the gals' are stuck with their own experiments.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 06, 2015, 01:36:28 pm
Whoa, whoa, don't tell Dioxine something is stacked in the players' favour! That will only compel him to make the game even harder!  ::)

Yeah... well....good luck surviving up to that point. And good luck manufacturing them in the first place :P


Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 06, 2015, 02:07:46 pm
Beware of the Microwave Cookers, they still one-shot you, and the Canister Guns will reduce armor even without scoring a penetration (in Extended), so we're getting there, rest assured. :) But anyway, if you get to the point you can build these suits, you have earned it. Or you're savescumming like's no tomorrow, which kinda counts too (the sheer amount of work...).

@ Zharkov: Yes exactly the kind of experiments I was thinking :) The slave units can be progressively more useful, too (well, we're starting at the rock bottom anyway :) ). I will make sure to fit them in the game balance. Oh yeah and I will probably add bats as enemies quite soon...

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 06, 2015, 06:38:00 pm
Beware of the Microwave Cookers, they still one-shot you, and the Canister Guns will reduce armor even without scoring a penetration (in Extended), so we're getting there, rest assured. :) But anyway, if you get to the point you can build these suits, you have earned it. Or you're savescumming like's no tomorrow, which kinda counts too (the sheer amount of work...).

I have 8-10 of the things? (micorwave cookers) cant research them for some reason. Unless I am missing something else akin to the broken guild Rep, it should a matter of braking a Provost to finish the game. Too bad the only cruiser happy factions are the church and the star gods.

BTW Dioxine Cyclops stop to appear at any time in the star god crews?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 06, 2015, 06:47:23 pm
You're missing
the same thing to be able to research cookers & plasmas

As for the Cyclops, they're a completely separate crew so they never stop to appear. Another crew is one made exclusively of Star Gods.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 06, 2015, 08:16:32 pm
You're missing
the same thing to be able to research cookers & plasmas

As for the Cyclops, they're a completely separate crew so they never stop to appear. Another crew is one made exclusively of Star Gods.

Hm....Interesting, I could swear the first time I saw the Cyclops were in a mixed crew with the gods. As to their appereances it must be bad luck I guess.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 07, 2015, 09:26:52 am
I meant Cyclops + Star God Guardians is a separate crew from Star Gods.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 07, 2015, 04:57:36 pm
Found another thingie with the X-Sectopods. Since you are gonna scrap them, or wont even happen in the extended, it might be of no concearn but, just to be on the safe side here it goes:

When half of the X-Sectopod is standing on craft door (encountered on leviathan transports) tiles and ordered to fire, it shoots just once instead of its 4 shot burst.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on June 07, 2015, 09:26:00 pm
I've noticed this strange occurance as well though in my case it was a mortar tank that only fired 1 of its 5 salvo rocket spread and I was playing redux a few weeks ago.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 07, 2015, 11:11:24 pm
Well, here comes the next stepping stone towards a real superhero armor for the gals. Well, sort of, I encountered a problem with implanting a med-kit in a HWP (https://openxcom.org/forum/index.php/topic,3690.0.html), but found a temporary work around I am not entirely happy with. For anyone who wants to test this with 0.9j, you will need the other parts (https://openxcom.org/forum/index.php/topic,1898.msg46125.html#msg46125), too.

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 07, 2015, 11:29:41 pm
I've noticed this strange occurance as well though in my case it was a mortar tank that only fired 1 of its 5 salvo rocket spread and I was playing redux a few weeks ago.

It might be a nightly thing with the HWPs in general then. I seem to have read somewhere that they had problems. I cant comment on others since I didnt use them in this campaign but I can build anything now, so I can try I guess.

EDIT: Curiously enough, I run into the same bug when using one of my plasma destroyers inside the building in the pyramid of pain map to shot on the level below (from 2 to 3)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on June 08, 2015, 12:04:48 am
I was wondering if it's possible to heal or revive an unconscious attack dog as even tho it's showing on the ground, whenever I have a troop stand over it and try to heal it, it says there's no one there!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 08, 2015, 12:46:54 am
I was wondering if it's possible to heal or revive an unconscious attack dog as even tho it's showing on the ground, whenever I have a troop stand over it and try to heal it, it says there's no one there!

For all intents and purposes they are HWPs hence no.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 08, 2015, 10:32:40 am
I might add extra Stun heal per turn to Dogs to compensate. As for wound healing, it is unneccessary since they never take any Fatal Wounds anyway (because HWPs don't).

I encountered a problem with implanting a med-kit in a HWP

No worries, the Extended supports med-kits as built-in weapons no problemo. At first I thougth it's going to be a medical unit (and thought - meh, there is a dedicated medic outfit coming out soon) - but then realized it's something else entirelly, and I like it (although I might change his 2nd weapon to something else yet - maybe a TU Boost - say by spending 25 TU he boosts TUs of the target by 15?). I might even simplify the first "weapon" by making it simply boost Stamina and Energy of the target, without the medkit screen.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on June 08, 2015, 02:27:54 pm
I'm liking your ideas mentioned in last post. Just done my first mission involving a government gunboat and got a big minus score, is this right and are you to ignore government ships as per attached I got minus scores for killing or stunning the military police.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 08, 2015, 04:12:32 pm
[...] there is a dedicated medic outfit coming out soon [...]

Sexy Nurse? I was always wondering why there was no sexy nurse outfit in this mod!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 08, 2015, 05:07:46 pm
I'm liking your ideas mentioned in last post. Just done my first mission involving a government gunboat and got a big minus score, is this right and are you to ignore government ships as per attached I got minus scores for killing or stunning the military police.

Yep. After all, they're paying you, right? :) Nobody said anything about ignoring them - sometimes loot is more important than score :)

Sexy Nurse? I was always wondering why there was no sexy nurse outfit in this mod!

Because it wasn't drawn yet (and would have little sense in non-Extended ver.). Only 50% or so gfx can be stolen from other mods, the rest has to be drawn and it takes a ton of time :)

Oh one more thing,
I don't 100% like the corpse research txt - one crucial detail: the Cap'n is not an American movie hero and would never use a gun for verbal discussions - a gun drawn is a gun used to kill or terrorize, never to help with words talk.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 08, 2015, 05:22:56 pm

Oh one more thing,
I don't 100% like the corpse research txt - one crucial detail: the Cap'n is not an American movie hero and would never use a gun for verbal discussions - a gun drawn is a gun used to kill or terrorize, never to help with words talk.

Then we cannot have this. I have rewritten the text:

Yes, there was nuclear fuel involved. I never said there wouldn't! I just said there was no need to! So, I did not lie, technically! And this very violent biochemical reaction was unforeseeable. But we think we might be able to harness this energy source somehow. Whud? No, we didn't plan this! The warning label stating that this equipment is prone to explosion, spontaneous combustion and might cause hair loss is routinely attached to everything we design.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 10, 2015, 01:04:46 pm
I've added just this line to the end of your text to kind of have it both ways:

...Can you remove these, uh, ropes now? It's quite... degrading this way, you know.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Edrick on June 10, 2015, 10:44:27 pm
I don't know if this is intentional or not, but once I run out of Gauss clips, I'm only left with a pile of useless weapons that I have to disassemble into Railguns and Rail Drivers in order to make them useful again. Question is, could there be manufacturable clips but with less power and ammo capacity? If it is intentional (true Gauss ammo is a precious resource), would it be possible to 1) up the Assault Railgun's power somewhat -say, to 65 or 67, not enough to make the Python regular ammo useless- and 2) Extend the "poor man's Gauss" line to a pistol: a nailgun pimped up with several Gauss parts and power in the late 50s / early 60s?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on June 10, 2015, 11:14:50 pm
I don't know if this is intentional or not, but once I run out of Gauss clips, I'm only left with a pile of useless weapons that I have to disassemble into Railguns and Rail Drivers in order to make them useful again.

Trust me you can build more blasty things in the future with these parts. The game requires a small sense of hoarding, since you dont know what will be usefull in the future. And once the factions start upgrading their guns you will have a 'season' to collect more than enough clips. But usually by that time they will be good for dissasembly purposes.

Generally once cash stops being an issue I advice on building a storage base and keep whatever junk you can stored there. If you dont need the cash build a stockpile of weapon parts,drugs,anti grav harnesses, armor parts, and crafting matterials etc. You will thank me laters.

EDIT: BTW I started an enemy hideout attack and the unused equipment started on the floor of the base instead of the exit are :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 11, 2015, 12:51:04 am
I don't know if this is intentional or not, but once I run out of Gauss clips, I'm only left with a pile of useless weapons that I have to disassemble into Railguns and Rail Drivers in order to make them useful again. Question is, could there be manufacturable clips but with less power and ammo capacity? If it is intentional (true Gauss ammo is a precious resource), would it be possible to 1) up the Assault Railgun's power somewhat -say, to 65 or 67, not enough to make the Python regular ammo useless- and 2) Extend the "poor man's Gauss" line to a pistol: a nailgun pimped up with several Gauss parts and power in the late 50s / early 60s?

Gauss tech is still WIP. I generally agree with these ideas, but I need to use my head and build a complete and reasonable system. In general, the gauss parts should be more useful in the future, and the production of Gauss ammo isn't ruled out either. Eventually there will be a whole new Gauss line available for production, less powerful but lighter, faster, more accurate (well the dedicated heavy weapons won't be less powerful :) ).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on June 11, 2015, 11:53:35 pm
I must say that this mod gets better all the time, just completed a crashed mercenary terror ship. What a tough mission but completely satisfying, wondering how piratez extended will improve upon this?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Solarius Scorch on June 14, 2015, 11:55:21 am
with Piratez getting more and more popular and Extended just around the corner, I wonder if you people might be able to help here:

https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Piratez

This article was not started by me, but I added some stuff too, and think it would be good to have more contributors.
If you want to help but do not feel comfortable with TV Tropes' syntax, I can add it for you if you give me a notice.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Zharkov on June 14, 2015, 01:27:04 pm
Yo, Batglad (https://www.youtube.com/watch?v=lgwfGcPi0Ec) is done!

And, I made a zip for all interested parties. Just copy the contents in you data Folder. Only Ryskeliinis' stuff (https://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack) is missing and needs to be installed (but not activated), additionally, because I haven't got permission to use his stuff, yet. Seems he's here seldom.

Although, I still didn't get the hand objects right.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on June 16, 2015, 02:59:42 am
This mod gets better all the time, usually towards the end of the first year I'm in a position to do the final mission but not with this one. It's so huge I think it'll take to at least june of the second year to get most of the research done. On a funnier note how did this tank get in here?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: VodkaBear on June 16, 2015, 11:26:10 am
This mod gets better all the time, usually towards the end of the first year I'm in a position to do the final mission but not with this one. It's so huge I think it'll take to at least june of the second year to get most of the research done. On a funnier note how did this tank get in here?
Ever quessed about ships in bottles? :D Actually, it's an old issue, I think Dioxine just have no time right now to fix ufo's and have other tasks(like port it to extended) with higher priority.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Hodgey2 on June 22, 2015, 09:49:06 am
Hi, I registered in order to try this mod. I currently play openxcom on a mac computer, but when trying to install the piratez mod I only have access to an exe file. Is there a way I can manually install the proper mod files without using the exe? If so, what files would I need to install? Thanks, I'm really looking forward to trying out this mod!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on June 22, 2015, 10:30:43 am
Frankly speaking, I have no idea - I've never even seen a Mac from close-up. You do need the XCom Extended exe, as well as all the files from the proper Nightly. My guess is - you'll have to compile an extended executable for Mac, Yankes keeps the source code easily accessible I think - you have to ask him personally, since Extended is his mod (and I'm only using it to be able to run Piratez). Here's his page on the modsite: https://www.openxcom.com/mod/openxcom-extended

Or you can keep using the old Piratez version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Hodgey2 on June 22, 2015, 10:48:39 am
Thanks for the info Dioxine. I guess I'll ask Yankes, but to be honest I wouldn't know how to compile an executable, the most I know how to do is follow a readme on what files to transfer. Ideally I'd like to try the most up-to-date version of your mod, but if it's not possible then I guess I might have to try the older version without the Extended exe. Well I'll ask Yankes and see what he has to say.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: hellrazor on June 22, 2015, 01:26:02 pm
Hi, I registered in order to try this mod. I currently play openxcom on a mac computer, but when trying to install the piratez mod I only have access to an exe file. Is there a way I can manually install the proper mod files without using the exe? If so, what files would I need to install? Thanks, I'm really looking forward to trying out this mod!

Well there is probably only one way to get a Executable binary file for your Mac OS
You can take a look here (https://gist.github.com/digitaljhelms/2931522)

The modified Code for Openxcom Extended is on github here (https://github.com/Yankes/OpenXcom)
Yankes usually is a little bit behind with pulling in new patches from OpenXcom Master branch.

For compiling openXcom under Mac see here (https://www.ufopaedia.org/index.php?title=Compiling_with_Xcode_%28OpenXcom%29)
You probably need to a github client, to pull down the source.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - Ivan's cheat sheets
Post by: ivandogovich on July 03, 2015, 07:35:21 pm
From a discussion on the PirateZ Extended thread, there was a request for any PirateZ Weapons Cheat Sheets. 

I have three that I used in the early game to try to make any sense out of the over whelming array of choices.  It takes hours of BootyPedia time, and time in the inventory screen (for weight) to try to figure out what will work.

In my experience, Strength is the most important characteristic for a Pirate gal.  Strong gals can carry powerful weapons, often impart more damage, and wear armor that will make them more survivable.  Every thing else can be improved over time.  Runt duds are the training wheels for week gals, because it allows them to carry stuff that can be lethal. 

Anyway, back to the sheets.

PirateZ Manufacturing:
https://docs.google.com/spreadsheets/d/1CkPqVsGXP72ncwIMQjk8gW2Qnc3sVNJVW0ZXhAWcKoc/edit?usp=sharing

My early Money calcs.  Handles XGrog and Rum. up to 60 runts.

PirateZ OXC weapon vs armour matrix
https://docs.google.com/spreadsheets/d/1e4grQfUqdXbNl4adXDFfJNmrLieIHhpwXBxA5kz-IHw/edit?usp=sharing

This is a modified spreadsheet that shows possible damage against armor value.  I modified this one from another (I think its on Ufopedia.org), and added two new tabs.  One for PirateZ weapons ( these are mostly early game) and one for Armors.  The Armors is basically to see where the vulnerabilities are.  In this old version, due to the stamina/tu/wt costs, I would never use Tac Armor or Warrior Armor.  The armor values are too low.  Most laser/gauss will one shot them anyway. 
The weapon spreadsheet I have added columns to indicate if it uses Melee Skill (Y/N) and if the damage is increased by strength (y/n).  For those weapons that use strength I added 3 rows beneath to give results for 20/30/40 strength. 
On the end of the sheet I added a set of columns for accuracy calculations for weapons that rely on skill calculations (this could be melee or firing (or throwing in Extended).  These give approximate to hit values for different accuracies (40-100 skill).   It helps to get an approximate idea of how often to expect a hit.  There is also a TU column in the back too.   
Over all its an ugly sheet, but it helped me analyze down to my gameplay cheat sheet.

GamePlay Cheat Sheet
https://docs.google.com/document/d/1yR2O6VtH1quzxc24FW5SCoRvI1KDFSgw65tO9CDm0Ys/edit?usp=sharing

I used this in a OneNote NoteBook.  It breaks down the early Melee weapons.  The "Good for" column indicates who should use it. "K" is my code for melee, so "KK" indicates someone with very high melee skill. k would be average but not horrible skill. +35 Str indicates its better for gals with 35 or higher strength.  Targets is to give an idea of who it might be effective against.  Overall its under developed, and doesn't factory any ranged because I felt like they were all garbage at the beginning.

I've also included my Bonaventura layout diagrams, to help id, where snipers etc should go in the crew list.


Anyway...  I hope that some of these might be useful.  PirateZ is such an awesome mod, it could really use a ufopedia wiki section to for gameplay help like this.   Its something I have thought of doing in the past but have been too busy for.  Also, with Extended, many of these values are out of date, etc.

Cheers, Ivan :D



Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - Ivan's cheat sheets
Post by: DracoGriffin on July 03, 2015, 09:53:27 pm
PirateZ OXC weapon vs armour matrix


This is a modified spreadsheet that shows possible damage against armor value.  I modified this one from another (I think its on Ufopedia.org), and added two new tabs.  One for PirateZ weapons ( these are mostly early game) and one for Armors.  The Armors is basically to see where the vulnerabilities are.  In this old version, due to the stamina/tu/wt costs, I would never use Tac Armor or Warrior Armor.  The armor values are too low.  Most laser/gauss will one shot them anyway. 
The weapon spreadsheet I have added columns to indicate if it uses Melee Skill (Y/N) and if the damage is increased by strength (y/n).  For those weapons that use strength I added 3 rows beneath to give results for 20/30/40 strength. 
On the end of the sheet I added a set of columns for accuracy calculations for weapons that rely on skill calculations (this could be melee or firing (or throwing in Extended).  These give approximate to hit values for different accuracies (40-100 skill).   It helps to get an approximate idea of how often to expect a hit.  There is also a TU column in the back too.   
Over all its an ugly sheet, but it helped me analyze down to my gameplay cheat sheet.


Looks like the link for the weapon/armor spreadsheet is missing?

Gonna secretly attach a spreadsheet I modified. Far from complete but Ivan inspired me!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on July 03, 2015, 10:54:00 pm
Derp.  Sorry about that! Thanks for the catch!  I have updated it. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on July 05, 2015, 02:23:00 am
I must congratulate Dioxine on a superb job with piratez, still playing with v0.9j and it's getting very challenging now in my current game. I'm in December of the 1st year and managed to do a Star gods crashed heavy gunship. The cyclops guards are very challenginging as they take a heck of a beating before they drop. Not looking forward to when Sectopods make an appearance though. I will have to try the extended version on my next run through but that's not going to be any time soon as I can see me getting to the end of the second year at least before the finish. I've already been playing my current game from the 1st of June though the pc was down for over a week. I think that what is making this playthrough different to others is normally by December I would be near enough mind controlling everything in sight. I haven't even got the research topic for psionics yet though it didn't help that in error I killed all the Ethereals on the last mission. I suppose that's what you get for throwing high explosives into unexplored parts of the battlescape. I must also add that even though the range has dropped a bit Avalanche missiles are completely nasty, have ended up blowing more than one ufo to bits with 2 launchers on a craft.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on July 08, 2015, 06:22:02 am
I just had a crash on a mutant pogrom at the end of my first turn. On checking with debug my guess and with a lot of testing/editing of the save file is there's some problem with enemy soldiers (03,12,13,14,17 and 29) as that is when the screen freezes and I have to shut openxcom down. Attached is saves (before and after editing), config file and openxcom log. Thanks in advance for any help in this massive and wholly enjoyable full conversion. In test one A save I've changed the status of the 6 culprits to 7 and given them 200 stun. Could it possibly be where these soldiers spawn?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 09, 2015, 09:04:43 am
Possible map issue. I'm not fixing it since basic Piratez mod is discontinued - all developement goes to the Extended version.
Title: AN UNUSUAL BUG?
Post by: SIMON BAILIE on July 11, 2015, 12:05:09 am
I'm still playing my current game of Piratez v 0.9j and a strange thing just occured, when I finish manufacturing a hover crocodile tank at base 3 and try to ship it to base 1 the tank is nowhere to be found but my money goes up to over $2 billion. Can work around this but I think someone else recently had something similar ie a minus transfer figure showing in the transfer screen. Does anyone know what is causing this? Thanks in advance.
Title: Re: AN UNUSUAL BUG?
Post by: Arthanor on July 11, 2015, 12:55:16 am
Did you define a size for your tank? A transfer time? A transfer cost?

I'd look at those 3 first, if all is well defined, then we can look further into this.

The tank disappearing hints at a missing size or transfer time. The money going stupid hints at a missing transfer cost.
Title: Re: AN UNUSUAL BUG?
Post by: SIMON BAILIE on July 11, 2015, 02:25:51 am
I'm no expert but I used the Piratez.rul and Xcom1.rul files as a guide when I made the crocodile tank and there is a size and transfer time but on looking at those two mentioned files I can't see where there is a transfer cost. Attached is the full crocodile mod, using Soldier Diaries Legacy 2015 04 30 0620+win32 in my current game.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 11, 2015, 10:16:24 am
Your rar file is bugged, dude :)

Transfer cost is, I think, based on item size (make sure it's not negative, make sure for the aux weapon too), but it might have changed in the more recent builds.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on July 11, 2015, 12:56:37 pm
Thanks to everyone, I missed the following line in the items for the hovertank and now it transfers okay.

    size: 12

I had the size in the ordinary version but had missed it in the hover, will update the mod accordingly.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 16, 2015, 12:17:29 pm
I followed the instructions and after i moved the rar file and copied all the files from my openxcom folder including vanila xcom and openxcom files it says that it failed to open directory

I am using the x-piratez version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: nadir-1648 on July 16, 2015, 12:31:43 pm
The X-Piratez version uses OpenXcom Extended, which is a separate .exe

Make sure you use the .exe that came in the package.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 16, 2015, 12:36:35 pm
The X-Piratez version requires OpenXcom Extended, which is a separate .exe
But doesnt x-piratez come with ufoextender?Do i have to download myself in order to fix the cant open directory bug of mine?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: nadir-1648 on July 16, 2015, 12:42:36 pm
If you're trying the .exe it came with, I don't know what to tell you there   :-\
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 16, 2015, 12:43:02 pm
If you're trying the .exe it came with, I don't know what to tell you there   :-\
you can tell me how you installed the mod.Maybe i did something wrong.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: nadir-1648 on July 16, 2015, 12:47:42 pm
Unzipped the folder, put in my UFO folder, then started it withOpenXcomEx.exe
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Meridian on July 16, 2015, 12:50:20 pm
you can tell me how you installed the mod.Maybe i did something wrong.

Here's the installation video: https://youtu.be/fRgA8rDRJGw
Let us know if it helped.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 16, 2015, 12:53:51 pm
Thanks for the help
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 16, 2015, 03:34:28 pm
Base line: you don't put it into any of your existing folders. It's standalone. You only need to add original UFO files (UFO is NOT OXCom; UFO as in 1994 game).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: begri on July 17, 2015, 01:20:05 am
Why I can't apply the clocking device on the craft?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 17, 2015, 01:24:24 am
The cloaking device is already built in the craft. That's why enemy crafts don't attack you :P (ie it's a piece of story equipment that Dioxine uses to justify that UFOs don't engage player crafts in XCom. Presumably once you engage an enemy UFO, you have to break concealment like the klingons in Star Trek, which is why they can fire back). What did you want? Being able to shoot at enemy crafts without being shot at?

When you will build new crafts, the cloaking device is one of the required components, so they can be stealthy too. The Bonaventura already has one built-in.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: begri on July 17, 2015, 01:57:34 pm
Next update? :)

The simple piratez works well some weapons pictures missing. Maybe less weapons would be enough. I am really lost between them.

Great mod!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: begri on July 17, 2015, 04:31:10 pm
The simple piratez works well some weapons pictures missing. Maybe less weapons would be enough. I am really lost between them.
(https://images.tapatalk-cdn.com/15/07/17/6d3171860fe9abcea0324eca3cebc0d3.jpg)(https://images.tapatalk-cdn.com/15/07/17/abd5fec692596be3655ff2397291363b.jpg)(https://images.tapatalk-cdn.com/15/07/17/af839d091f4a954f6d4f1d46cc32d3d5.jpg)(https://images.tapatalk-cdn.com/15/07/17/4e186d8c9de205c0412c1c36fdcdc7cb.jpg)(https://images.tapatalk-cdn.com/15/07/17/61b75b429c4aba9da7379ac5d8aae5bb.jpg)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Meridian on July 17, 2015, 05:15:25 pm
You are using too new version of openxcom... that's why the pictures are incorrect.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 17, 2015, 08:52:07 pm
At the end of the month i dont get any montly pay so what is the best  item to sell apart from x-grog?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on July 17, 2015, 09:51:10 pm
Not 100% for Piratez, but it should be Finely Distilled Rum.

In X-Piratez, there's other options. :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 17, 2015, 11:42:41 pm
Really?Nobody has played long enough to sell the heavy laser tier

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on July 18, 2015, 12:28:44 am
Really?Nobody has played long enough to sell the heavy laser tier

You might discover that the PirateZ tech tree/manufacturing/profitability etc vary just a little bit from the vanilla game. ;)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 18, 2015, 11:58:29 am
At the end of the month i dont get any montly pay

Are you a Greek? :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 18, 2015, 02:25:53 pm
Are you a Greek? :)
I thought if i made a base away from greece they wouldnt notice but the aliens work with merkel and gave her immortality so she can continue to force us to pay her denbts
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 18, 2015, 02:50:57 pm
Grog is basically the only steady income option left, until you can get your Drachmas prints going (or, as someone found out, MPG plasma clips, until new version corrects that). If you want to expand agressively, forget about monthly payments, build up your industry instead.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on July 18, 2015, 08:48:13 pm
Grog is basically the only steady income option left, until you can get your Drachmas prints going (or, as someone found out, MPG plasma clips, until new version corrects that). If you want to expand agressively, forget about monthly payments, build up your industry instead.

"Someone"... :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 19, 2015, 01:21:37 am
how many engineers should have making x-grog?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on July 19, 2015, 01:58:00 am
how many engineers should have making x-grog?

More is always better.

There are some caveats regarding monthly costs (sometimes 30 Runts may be better than say 35 Runts) but generally, the more Runts making X-Grog to Sell, the higher your monthly net profit becomes. However, the soft "cap" is basically 240 Runts (as X-Grog requires 240 Work Hours to make) and the game handles "over-engineering" in weird ways.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: EuchreJack on July 20, 2015, 04:40:14 am
I just had a crash on a mutant pogrom at the end of my first turn. On checking with debug my guess and with a lot of testing/editing of the save file is there's some problem with enemy soldiers (03,12,13,14,17 and 29) as that is when the screen freezes and I have to shut openxcom down. Attached is saves (before and after editing), config file and openxcom log. Thanks in advance for any help in this massive and wholly enjoyable full conversion. In test one A save I've changed the status of the 6 culprits to 7 and given them 200 stun. Could it possibly be where these soldiers spawn?

Possible map issue. I'm not fixing it since basic Piratez mod is discontinued - all developement goes to the Extended version.

Actually, I've encountered the same problem in the Extended version.  Posting in the Extended forum as well.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 20, 2015, 03:23:44 pm
I cant be the only one who spams grenades on anything that isnt an unarmored academician.
Also what is the difirence between carapace and academician armored units.The latter dont have any information so i assume they have the same stats?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on July 20, 2015, 06:46:59 pm
I cant be the only one who spams grenades on anything that isnt an unarmored academician.
Also what is the difirence between carapace and academician armored units.The latter dont have any information so i assume they have the same stats?

The latter should be more akin to the "pureblood"; whereas most "light" armored units should be following the carapace.

Raiders should be the only real caveat as they are considered mutants, so stats should be close to your Gals.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 20, 2015, 07:31:00 pm
So i will assume raiders are the armored academicians or the other kind of people found on terrorist mission.

I wonder if the cyberdisc has the same stats as the vanilla one

and i assume the scout disc  from xenonauts is weak to pierching?

also i would like to know how to use xcomutil day only to x-piratez
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 20, 2015, 08:18:57 pm
Raiders are their own faction. They look like barbarians and use starting pirate weapons.

I don't know if the cyberdisc has changed, but it behaves roughly like in the original: use explosives or flamethrowers for best effect.

If by "scout disc" you mean the small cyberdisc that the academy has, it is actually quite resistant to piercing and acid, not too vulnerable to explosives, but very easy to take out with incendiary.

You'd have to change the mod to use the piratez deployments. But that'd also go against all Dioxine's work in tweaking night vision ranges for both the gals and the enemies...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 21, 2015, 10:58:51 am
i thought it was like vanila were the aliens always had full sight range in night

also when should i stop throwing grenades at everything and has incidineary got a change in this mod?
Title: [Beta][EXPANSION]Hardmode Expansion - v0.88 Release - Testplayers needed
Post by: begri on July 21, 2015, 11:13:56 am
Less weps...

Some weapons example could use only by some factions and you can't buy them or manufacture them, but you can get them through missions against that faction. That would be great. But really the mod have too many unnecessary weps.

The cash question (special raw resources) :

Locate mines, farms, banks, trade houses, bases, outposts, factories (airplane, wep, armor,...), power plant

The map should be full with these bases.

You know falling skies that is a greate serial. A ressistance should work like that.
If the game could manage all of the things from this serial that would be an ultimate mod of the year.

Example: destroying a power plant could cut the mechanical troops on the globe and so on...
Or other interstellar factions with their own base, missions to do together with other factions.

Hunting down the planes is so just pirates, bandits kind of thing...

Oh and less weapons :)
Title: Re: [Beta][EXPANSION]Hardmode Expansion - v0.88 Release - Testplayers needed
Post by: Solarius Scorch on July 21, 2015, 02:26:08 pm
Less weps...

Some weapons example could use only by some factions and you can't buy them or manufacture them, but you can get them through missions against that faction. That would be great.

This is only partially possible, because a given UFO can only have one weapon deployment, regardless on the race that uses them. And while many missions (and therefore UFOs) are shared between factions, they must have the same equipment. But for missions that only use a certain faction we can have unique UFOs with unique weapon deployments, which is exactly what Piratez do.

But really the mod have too many unnecessary weps.

In normal X-Com it would be a valid point, since X-Com armoury is somewhat planned and streamlined. But in Piratez this is not the case; actuall I cannot fathom how you can too many weapons in the mod. Do you mean that lists are cluttered? Is there any other reason? I can't really think of anything. Honestly, this really surprised me as a very odd statement.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 21, 2015, 02:37:37 pm
Is it me or are mutant gulags more frequent than vanilla?I dont remember but i dont think in vanila you had 1 every month.
Title: Re: [Beta][EXPANSION]Hardmode Expansion - v0.88 Release - Testplayers needed
Post by: Dioxine on July 21, 2015, 03:53:13 pm
The cash question (special raw resources) :

Locate mines, farms, banks, trade houses, bases, outposts, factories (airplane, wep, armor,...), power plant

The map should be full with these bases.

You know falling skies that is a greate serial. A ressistance should work like that.
If the game could manage all of the things from this serial that would be an ultimate mod of the year.

Example: destroying a power plant could cut the mechanical troops on the globe and so on...
Or other interstellar factions with their own base, missions to do together with other factions.

Interesting ideas, sadly impossible to introduce as of current...

Oh and less weapons :)

You mean MORE weapons? Don't worry, there will be more weapons. There is no hi-end kinetic SMG yet, for example... Or a two-handed heavy melee weapon... And there will be Reticulans with a few new weapons of their own, too...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: hellrazor on July 21, 2015, 03:56:23 pm
Aeeh thanks for the free advertise.
Maybe edit your topics?
Title: Re: [Beta][EXPANSION]Hardmode Expansion - v0.88 Release - Testplayers needed
Post by: Dioxine on July 21, 2015, 03:56:53 pm
Aeeh thanks for the free advertise.
Maybe edit your topics?

Uhm sorry, I don't get you man :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: hellrazor on July 21, 2015, 04:00:12 pm
Uhm sorry, I don't get you man :)

May i enlighten you:
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 21, 2015, 04:05:42 pm
Ohhh, thanks, but begri is the culprit - I've just clicked 'reply' to his post, without noticing he's changed the topic to the name of your mod :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: begri on July 21, 2015, 08:41:43 pm
About the weps:

In the medieval total war the weps are in category. Every weps.
Now in mtw for third age mod they had rewrite it in sofisticated categories. This was the advertisment. :)

So less is more:

Faction faction faction all the time faction

Faction weps (all the time regardless to mixed faction missions) (lol I am just working to make it playable on android with every option...)
Don't make available every weps for our faction (comoooon you will use just half or 1/4 of those weps in your game)
Categories (if 2 weps have almost same attributes than you have 1 more wep just for waste! )
Examples for upgrades of categories:
- 1 weapon xy amount of different researchable ammo ( the diversity are maded by the ammo and you don't need so many weps)
- 1 weapon upgrade. New wep itself for better attributes but with same xy amount of different ammo

I think this is the best way to keep the diversity and to make every single wep important.

The categories makes the modding simpler :
Same sound for same ammo type
Same color for same ammo type
The ammo type is the category what makes the damage special

Weapon upgrades give better attributes for the weapon. the real difference is the ammo itself . You don't need 10 weapon upgrade just 3-4 for every category of weapon like:
hand gun - mk2 - mk3
Bow - mk2 - mk3
Mortar...
Rifle
Shotgun
Smg
....
Two handed male wep
1 handed male wep
...
And so on

These lot of weps what you have you can attach to the factions so your huge collection will be not wasted.

With the special bases:
I don't think so that it is impossible to make base with 1 lonely building giving him special name like factory or trading post and loot it as we loot an alien base
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 21, 2015, 08:59:26 pm
Faction weps (all the time regardless to mixed faction missions) (lol I am just working to make it playable on android with every option...)
Don't make available every weps for our faction (comoooon you will use just half or 1/4 of those weps in your game)

1/4th weapons... on a single playthrough. This mod was never intended for a single playthrough.

Categories (if 2 weps have almost same attributes than you have 1 more wep just for waste! )
Examples for upgrades of categories:
- 1 weapon xy amount of different researchable ammo ( the diversity are maded by the ammo and you don't need so many weps)
- 1 weapon upgrade. New wep itself for better attributes but with same xy amount of different ammo

This is exactly how it is in Piratez... Many important weapons already have upgrades. More is to come - bayonets for AKs once OXComEx supports gun-melee tweaking, for example...

I think this is the best way to keep the diversity and to make every single wep important.

Not really. You forget about sub-par weapons intended basically for enemy-use only. Also, no. You might have 3 weapons of similar stats, because I want to cater to players' personal preferences. You are hit with at least 3 weapon tiers straight away; but within a single tier, every weapon has some unique advantage. Like, in tier 2, the AK has 3 bursts/round, RCF rifle has highest accuracy, and the assault rifle has highest damage.

With the special bases:
I don't think so that it is impossible to make base with 1 lonely building giving him special name like factory or trading post and loot it as we loot an alien base

You can do it, but there is no control on what will be spawned. The type of the base would be spawned randomly. Only always with the same enemy crew, armed with the same weapons. That's how the engine works.

In general. Less isn't more. Less is less. Overwhelmed? Good. That was the idea. I'm not opposed to the idea of game design austerity (Portal was great!) but this mod represents the polar opposite of this philosophy.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Solarius Scorch on July 21, 2015, 09:03:29 pm
I still don't get your point. Like, at all.

This is probably not my place to answer, it's not my mod, but I happen to like it and honestly these ideas horrify me. Your proposed system is co completely artificial and gamey that it goes completely against the mod, since why would all the factions make a pact of only using weapons that neatly fit into several uniformed tiers etc. That's just insane.

Besides, if a modder made it so that I couldn't use weapons that other humanoid factions can, I'd find him and hang him on his own entrails. :P But seriously, why would I play something this stupid.

All in all, I am certainly not trying to bash you, but these ideas seem so outlandish to me that I don't even know what to think about it. Maybe you could explain it better?

EDIT: Sniped by Dioxine. :P Apparently he understood you better than I. :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 21, 2015, 09:59:50 pm
I think it's a matter of game design philosphy. Modern games tend to be designed so that they don't require thinking and weighting of options. Take XCom 2012 for example. Weapons are in tiers that are obviously better than the previous. There's no thinking, you just go for the next tier (the only exception being the light plasma rifle). Some people enjoy the simplicity and the idea that everything has its use. This works well for organised factions like armies, where the "best" GI weapon is developed and issued to everyone, then the best rocket launcher is designed, etc. It also keeps large scale logistics easier since you only need 100000 of 1 bullet type, instead of traction 10000 of 10 bullet types.

XCom is a small elite organization of specialized soldiers and prototype weaponry, so it is plausible that they would have a wide selection of weapons, like some mods enable, or a limited one like in the original game (since they are "army-types"), you can spin it both ways. The gals in Piratez though, it totally makes sense that there would be a zillion weapons, since they are scavenging tech they don't understand in a world where there probably are no giant weapons manufacturer but a lot of small ones.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 21, 2015, 10:33:50 pm
Exactly... nobody criticized that Fallout 2 has "too many weapons", and for me, it was a major inspiration. Otoh it can be argued that Fallout 3 has too many weapons, even though it hass less than Fallout 2.... Heavy weapons are too weak and too specialized, energetics are too weak compared to rarity of ammo and difficulty in maintenance, basically I've never found anything clearly better than the Combat Shotgun, as far as shooting goes... It was done better in New Vegas but that game had its own share of issues...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 21, 2015, 10:47:45 pm
Exactly... nobody criticized that Fallout 2 has "too many weapons", and for me, it was a major inspiration. Otoh it can be argued that Fallout 3 has too many weapons, even though it hass less than Fallout 2.... Heavy weapons are too weak and too specialized, energetics are too weak compared to rarity of ammo and difficulty in maintenance, basically I've never found anything clearly better than the Combat Shotgun, as far as shooting goes... It was done better in New Vegas but that game had its own share of issues...
atleast the ending and the motivation of the opposing faction isnt one of them

seriously?The protagonist's father fixed a machine that could help milions in the post-apocalypse world and the vilain threaten him because....they wanted it?
althought i dont remembair the story of fallout 3 like the back of my hand and i think that is for the best
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 21, 2015, 11:24:37 pm
atleast the ending and the motivation of the opposing faction isnt one of them

Yes and no. Good dialogue, interesting characters: New Vegas ftw! IN A campaign that ends very, very quickly after it really gets going: f*ck you, New Vegas. I mean, after getting to the interesting part (actually entering the town) all your worries vanish and the game can be finished in 1 hour...
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 21, 2015, 11:36:05 pm
Yes and no. Good dialogue, interesting characters: New Vegas ftw! IN A campaign that ends very, very quickly after it really gets going: f*ck you, New Vegas. I mean, after getting to the interesting part (actually entering the town) all your worries vanish and the game can be finished in 1 hour...
well bethesda games always had a way to complete their games in ridiculously short time
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 21, 2015, 11:44:53 pm
Yes that is their official policy. I've once read an interview with one of their bigwigs. He was saying things to the following effect:
- To create hype, we need official "exclusive" reviews
- The maximum attention span of an exclusive reviewer is about 1 hr, so the whole story has to be possible to finish in about 1hr (assuming a Bethesda helpsperson will guide reviewer's hand).
- The bulk of reviewers has an attention span of 15 minutes, so most of the fun stuff has to BE in these 15 minutes.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: begri on July 22, 2015, 12:02:45 am
Now I understand the philosophy.

But :) on the resistance side, you are scavenger it is ok, but if you would like to be efficient you need to be organized and unitarized.
Not understand to make rare weps and ammo it is ok for a long long time.
You can make better ammo befor you can build example a simple old style rifle. It is ok.
You can use the technology what you don't understand and you can't reproduce (maybe never) ok.
You can buy weps from the times of the lost civilization, perfect.

But as I said if you want take back Earth you need to at least try to be unitarized to keep the maintains on low level.

It is incredible shit that I have just a great tablet and I can't play it on pc... Lol

The game what I can enjoy is a great work, but I feel myself lost between the choices.

You have right with the tier kind of things with the new ufo and the plasma rifle or with GI and so on Arthanor.
But it not works hier
How many categories are already in this mod?
Guns, revolvers, smgs, rifles, shotguns, machine guns, bows, granade launchers, muskets, mortars, rocket launchers,...

Anyway what I really hate is the diversity of melee weps. :( pipe, PIPE... It was really necessary... And I can buy pipe on the market, on the black market, on BLACK MARKET is a pipe so terrible kind of wep in the eyes of the Solar Gods?

It can happen that I am thinking to artificially, but if a single vault (faction) from fallout want to conquer North America (Darkest hour - Doomsday mod) [URL]https://forum.paradoxplaza.com/forum/index.php?threads/fallouts-doomsday-2-0-for-darkest-hour.524685/[URL] they need to be act as an army.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 22, 2015, 12:15:53 am
Good points but there is a hole in your reasoning. The axiom here is: you cannot, repeat, can-not act like an army. If you could, it would require another kind of game altogether (a full hard-on strategy). Reasoning: if you tried, you'd be squashed like a bug. You have maybe a 100 people and a few airplanes. They have tens of thousands of soldiers, strategical missiles, tanks, airplanes, attack craft and the Devil knows what else. And that's only small players, the Star Gods in the Solar System have 2 orders of magnitude greater forces.

Yes you can still win, you can take control of Earth... sort of... I don't want to spoil it, but the ending isn't that simple - because it cannot break that axiom of "you cannot act like an army".
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 22, 2015, 12:23:58 am
You have right with the tier kind of things with the new ufo and the plasma rifle or with GI and so on Arthanor.
But it not works hier
How many categories are already in this mod?
Guns, revolvers, smgs, rifles, shotguns, machine guns, bows, granade launchers, muskets, mortars, rocket launchers,...

Anyway what I really hate is the diversity of melee weps. :( pipe, PIPE... It was really necessary... And I can buy pipe on the market, on the black market, on BLACK MARKET is a pipe so terrible kind of wep in the eyes of the Solar Gods?

The gals have to buy everything on the black market, because they're pirates. They can't really go to the hardware store to get their pipes..

That's the main thing here: the gals are pirates. XCom is an organized specialized pseudo-military unit, so they have specific weapons for specific tasks. The Gals are pirates, so they have whatever they can scavenge or buy on the black market, in a world where a wide variety of weapons is in use. It is not a military unit, it is a bunch of pirates who have limited choices if they want to keep a steady supply chain like you seem to want to do. And the advantage of easy logistics will be offset by missing out on some edge from the weird weapons.

If you want to, you can do well enough by limiting yourself to the black market weapons and selling everything else. You will lose out on some fringe benefits, but your life will be simpler. You will be the pirate captain that can't be bothered by details of logistics and so loses some advantages. I am the pirate captain who tries to get every little benefit he can from the range of weapons and doesn't mind using his time doing that. Different playstyles that Piratez allow. If weapons were streamlined, my playstyle would be diminished whereas in the current situation nothing prevents you from disregarding the weird options. Moreover, you would lose the feel of improvisation that a random assortment of weapons gives, a feel that makes it feel less like an army and more like: pirates!

Pretty much all the melee weapons have their use, but you can also make do with only a small subset of them. You could ask here what.. ~3 melee weapons you need to be able to disregard the others because you don't want to sort them yourself. I'd say shovel -> upgrade to spear, cutlass -> upgrade to tech blade, hammer, handle -> upgrade to fistycuff once gals have enough strength. Is that the best selection? Of course not. It's simplified so it's missing out on some other options.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 22, 2015, 05:21:56 am
The Pipe has a better chance of hitting if a soldier has low Melee; for such a soldier, it would be a more effective weapon than a dagger, especially if that low Melee soldier has good Strength. If you want/wish to squeeze every ounce of performance out of your squad, you will get deep into details like this. But this is not required to win the game. You can easily limit yourself to just a handful of weapons and still be quite effective... but here comes the infamous difficulty. Some missions are going to tax you to the max; some missions are really tenacious. Never unwinnable - you won't be faced with endless waves of monsters that can only be brought down with nukes (skill becomes irrelevant then, you only have to have enough warheads) - but often very hard. Will you be able to prevail without that little extra efficiency...? Who knows? Certainly I don't, and it is for everyone to find out.
*Winnable mission: a mission that can't be won without taking proper tools is still considered winnable, as you should quickly learn what tools you CANNOT omit (some heavy melee, some explosives, some fire, some smoke, never get rid of AP weapons even if you normally use laser/plasma).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 22, 2015, 11:47:00 am
So does incidineary weapons do the amount of damage shown on the bootypedia or are calculated based on fire sprites?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 22, 2015, 05:30:13 pm
X-Piratez (the extended version) might have direct damage incendiary weapons, but as far as I know that doesn't work in the source OpenXCom. Inciendiary should behave like in the original (see here (https://www.ufopaedia.org/index.php?title=Incendiary#Damage))

The flamethrowers, for example, do only a few damage per hits, but they ignore armor values so they are really handy against things that don't have a specific resistance to incendiary. Security guards in personal armor, cyberdiscs and especially reapers are all easy to down with those.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: begri on July 22, 2015, 09:40:43 pm
Which files are affected to make it available to the latest nightly. If somebody could help me I would glad to do this job.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 22, 2015, 10:08:44 pm
So i should use incideniary weapons on heavily armored units.Does the same accounts for willy pete grenades?Are they better at blowing up tanks and cyberdiscs than high explosives.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 22, 2015, 10:23:18 pm
I would expect power armors, tanks and maybe sectopods to have heavy resistances to flames and incendiary weapons. In vanilla XCom, the first two are entirely immune to fire, and although sectopods are not immune to flames, they have a lot of health which would make it tedious to take them out with flames.

Personal armour, cyberdiscs and scout drones (of the academy) all die easily to flamethrowers. The first two require multiple hits, which means willy petes won't work well (they only do one hit), but the drones only require one incendiary hit. If you know you will be fighting the academy, having a few WP to take out drones and a few (heavy) flamethrowers to take out cyberdiscs is a good thing. Flamethrowers especially since you can kill them on your turn, instead of hoping that the HE pack will do the job and dying when it doesn't. (Note that explorators in hazard suits are immune to incendiary, and some church people in similar suits are probably at t he very least resistant to them)

Like everything in Piratez: It varies. There is no one tool for every problem (except maybe the hammer, but a hammer sucks against cyberdiscs since they'll blow up in your face). There are a lot of tools for a lot of problems. Figuring out which tool to apply to which problem is part of what makes you a good captain.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 22, 2015, 11:15:15 pm
So i should stick to spaming panzershreders and high explosives and hammers at tanks or is there a more proficient way?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 22, 2015, 11:22:50 pm
Kill a tank -> research wreck -> answer to all your questions about possible vulnerabilities. Same with power armor and other difficult enemies.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 23, 2015, 09:53:43 am
Kill a tank -> research wreck -> answer to all your questions about possible vulnerabilities. Same with power armor and other difficult enemies.
Well that means i have to kill it first by chucking panzershreds at it first  ::)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 23, 2015, 03:54:19 pm
How is maintance calculeted in this game?I look at the stats trying to figure it out but for some reason i feel like something is changed.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 23, 2015, 05:05:07 pm
Well that means i have to kill it first by chucking panzershreds at it first  ::)
If it's the first time you encounter something, why would you know what it is vulnerable to? Especially if you're a bunch of uneducated pirate gals :P

How is maintance calculeted in this game?I look at the stats trying to figure it out but for some reason i feel like something is changed.
I don't think Dioxine changed anything in how the calculations are done, but I am sure he changed the maintenance cost of pretty much everything.

One thing I noticed is that hiring gals/runts/brainers is twice as expensive as paying their monthly salaries, which means that once you get your staff it's easier to keep them. That threw me off at the beginning since I was budgetting the same cost to keep one as to hire one.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 23, 2015, 10:17:55 pm
I once had -9000 money due to the hunter killer killing my economy so i went back to a previous save and selled it,but when i sold it my economy was barely touched,i know that build craft now also get accounted in maintence but i didnt expect it so much.

i had around 14 gals 70 runts and 4 brainers

also in the logs is the maintence stat that shows an amount of money ex 1200560 the amount i will have remaining or the amount i will lose next month?

those workshops are hard on the maintence side 850.000 my salty ass i dont think x-grog can keep me afloat for too long
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 24, 2015, 01:29:17 am
I once had -9000 money due to the hunter killer killing my economy so i went back to a previous save and selled it,but when i sold it my economy was barely touched,i know that build craft now also get accounted in maintence but i didnt expect it so much.

i had around 14 gals 70 runts and 4 brainers

also in the logs is the maintence stat that shows an amount of money ex 1200560 the amount i will have remaining or the amount i will lose next month?

those workshops are hard on the maintence side 850.000 my salty ass i dont think x-grog can keep me afloat for too long

I'm not sure you're looking at the right numbers. A workshop costs a measly 75000 maintenance, although it is very expensive to build. A hunter-killer is 80k maintenance, which is not negligible but the capability to catch faster UFOs and intercept from another point of the globe is well worth it imo.

Also.. -9000 space pirate bucks is nothing. Stun a GO, ransom him, and bam, 40000 space pirate bucks for you! Some other guys will give you even more moneys. You're a starting pirate, you can't expect to be swimming in money yet. It's not like vanilla XCom where multiple countries in the world are supporting your endeavour with millions.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on July 24, 2015, 02:23:48 am
I once had -9000 money due to the hunter killer killing my economy so i went back to a previous save and selled it,but when i sold it my economy was barely touched,i know that build craft now also get accounted in maintence but i didnt expect it so much.

i had around 14 gals 70 runts and 4 brainers

also in the logs is the maintence stat that shows an amount of money ex 1200560 the amount i will have remaining or the amount i will lose next month?

those workshops are hard on the maintence side 850.000 my salty ass i dont think x-grog can keep me afloat for too long

Build workshops at the beginning of the month; or if you have a good financial situation, middle of the month. Why? If you build late in the month, you're going to get hit twice: once for construction cost, and secondly for the monthly maintenance.

If you build early, you pay for the construction but don't have to pay for maintenance until end of month. Also, if you build a workshop, make sure you have enough Runts to fully staff it; otherwise you are not maximizing your profits.

So far, the good all-around strategy is to focus on maximizing your manufacturing, then work on research (aka, hiring more Brainerz). However, if you know the tree to unlock Finely Distilled Rum and have large enough item supply to manufacture, that can also pay off but much more risky.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on July 24, 2015, 02:34:01 am
I'm not sure you're looking at the right numbers. A workshop costs a measly 75000 maintenance, although it is very expensive to build. A hunter-killer is 80k maintenance, which is not negligible but the capability to catch faster UFOs and intercept from another point of the globe is well worth it imo.

Also.. -9000 space pirate bucks is nothing. Stun a GO, ransom him, and bam, 40000 space pirate bucks for you! Some other guys will give you even more moneys. You're a starting pirate, you can't expect to be swimming in money yet. It's not like vanilla XCom where multiple countries in the world are supporting your endeavour with millions.

Heh, I'm in February of second year with $25mil... mostly due to selling MPG clips; which I believe Dioxine said is a bug.

I haven't tested how long it takes to be able to set up that manufacturing chain but once you can, sky's the limit. You just have to carefully manage a JIT distribution so manufacturing doesn't grind to a halt (MPG requires SC wires), considering 24 hr transfer.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 24, 2015, 05:14:48 am
Well, I was certainly not manufacturing plasma ammo in February in my game (and indeed still wasn't by August or so once I got distracted). Also, if it's a bug, then it's not really something I would use (or recommend) to make a profit..
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on July 24, 2015, 06:41:26 am
Well, I was certainly not manufacturing plasma ammo in February in my game (and indeed still wasn't by August or so once I got distracted). Also, if it's a bug, then it's not really something I would use (or recommend) to make a profit..

After 12 months and you weren't that advanced? I unlocked Revenant armor like 2 or three months back (9 or 10 months from start).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 24, 2015, 09:40:40 am
I am busy researching info and prioritasing research on what the heck is every enemy weak to so i dont have to make black powder bombs every 5 weeks or so,this is the third month so i think my tac vest mistress that got shot in the back by a power suit trader with a assault laser is getting tired of staying in ice.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 24, 2015, 09:42:07 am
I am busy researching info and prioritasing research on what the heck is every enemy weak to so i dont have to make black powder bombs every 5 weeks or so,this is the third month so i think my tac vest mistress that got shot in the back by a power suit trader with a assault laser is getting tired of staying in ice.

Althought i cant shake of the feeling that im runing a challenge run without knowing it
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: pilot00 on July 24, 2015, 03:09:47 pm
The entire research tree is so convulted that you might get something that is killer extremely fast and be on paper armor and vice versa. In my main run I had developed every weapon and armor available except xcom lasers and whatever deviates from that research. All that because I hadnt interogated the right person. Moreover you are a slave to whatever spawns, the sacrifices you make to get them and ultimetely your luck.

So to put it into context: There is no set in stone what you will have in two years time.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 24, 2015, 04:15:06 pm
Do i have to capture a power suit trader.I would really like to see that happen.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 24, 2015, 04:57:51 pm
You don't. It's just quite rewarding to do so.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 24, 2015, 05:57:51 pm
After 12 months and you weren't that advanced? I unlocked Revenant armor like 2 or three months back (9 or 10 months from start).

Err.. To me if you don't mention a year, February is the 2nd month of the game. I doubt there's a way to get plasmas after playing only January (but who knows..).

I put my current game on hold in September or so (or the first year), after spending hours playing against mercs and getting a bit tired of it, so switching to commendations. I'm not sure I'll finish that playthrough now, since X-Piratez looks even better than Piratez!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 24, 2015, 06:00:22 pm
Err.. To me if you don't mention a year, February is the 2nd month of the game. I doubt there's a way to get plasmas after playing only January (but who knows..).

I put my current game on hold in September or so (or the first year), after spending hours playing against mercs and getting a bit tired of it, so switching to commendations. I'm not sure I'll finish that playthrough now, since X-Piratez looks even better than Piratez!

Considering academician security has high stun resistance even against cattle prods from the back i think power suits stun tactics will involve countless of small bombs
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 24, 2015, 06:11:14 pm
The most success I've had, stunning people, was using fistycuffs from gals with really high strength and melee accuracy.

Another trick:
Something is stunned if the amount of stun damage applied is higher than their remaining health. So you can actually hit them with a hammer in the back a few times to lower their health (but don't kill them! Yes, it's tricky :P But it's better to kill him than fail to stun him and then get yourself killed) and then hit them with stun damage. Now you don't have to apply ~50+ hp of stun through their armour, just 1 more damage than however few hit points the guy has left (still through armor, of course).

Once they're stunned, quickly run to them with a bottle of vodka and heal their fatal wounds so they don't die. Vodka is awesome for that since it removes fatal wounds without healing health. That means they stop bleeding but since you didn't heal them, they are sure not to wake up. If you give them rum, then you heal them 5 hp per fatal wound, which will often wake them up too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 24, 2015, 06:16:48 pm
atleast i take comfort in base defense as i have higher chances of the gal with 5 vodkas to be close to the stuned person
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 24, 2015, 06:34:58 pm
Err.. To me if you don't mention a year, February is the 2nd month of the game. I doubt there's a way to get plasmas after playing only January (but who knows..).

It IS definitely possible but it's not quite like you probably imagine :) Yet impossible to have an unlock on vanilla Plasmas that soon.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on July 24, 2015, 06:41:56 pm
lol well.. I'm glad I added that "but who knows.." ;P

Your mod's crazy! (in a good way!) and I'm tracking your progress in extended with very much interest for even more good craziness
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on July 25, 2015, 04:22:40 am
I'm almost at the end of the second year of my current game of pirates but from looking at it in debug I'm missing a lot of research namely plasma weapons and several crucial ones. Am I just being impatient or is there something up with what I've researched so far. I know v0.9j is discontinued now in lieu of the extended version but I was hoping for a few pointers. Attached is a copy of all discovered items in that order from my latest save.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 25, 2015, 12:51:34 pm
Man compiling this into brain-readable form is beyond my capacity :)

You miss plasmas & stuff you say. Make sure you have interrogated the following:
- Broken Academy Provost
- Broken Guildmaster
- Church Cardinal
- Star Gods of all 3 types
- And generally everyone from Academy, Traders and Church, at least once, including Broken if possible.
Also, make sure you have researched all vessel component and all vessel types (interrogate engineers, pilots, keep researching data discs).
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 25, 2015, 02:43:20 pm
In order to make better weapons for my ship i need to interogate engineers and pilots dont i?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on July 25, 2015, 02:56:17 pm
Pilots (and ship schematics in general) for better ships only. Ship weapons are more complex, if overall easier - you need to follow 4 directions:
1. Engineers, naturally, for prerequisites, but not neccesarily many of them (unless to get to know more ship types)
2. Push Personal weaponry forward (you need to get firearm tech to a pretty decent level before you can dream of craft energy weapons)
3. General/Industrial tech breakthroughs, stemming from 1) but also from researching ship components (starting with Nuclear Fuel)
4. You do need to research Academy and Raider booty to complete some basic preqs for the industrial part of the problem

In general, when you see the "Light Craft Weapons" popup, you're on the right track, and you'll probably be able to go all the way to missiles, which are awesome but also quite expensive.

In Extended there is an alternate craft weapon path based on looting enemy craft weapons.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: SIMON BAILIE on July 25, 2015, 03:37:02 pm
Thanks for the pointers, I know now what way to go in research.
Turns out to unlock plasma weapons and the other topics it was a lack of the top ranks from traders, academy and the church. I suppose that's me being afraid to take on too many cruisers or bases. Currently doing a landed church cruiser so hopefully I'll get the cardinal alive.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 25, 2015, 10:59:29 pm
for 5 months i havent  research spring clearing yet how screwed am i?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on July 26, 2015, 10:02:37 am
I used the advisor to examine the tank and it named was in coding language like XTANK_ROCKET_ and of the like
Title: How to make finely distiled rum in xpiratez?
Post by: doctor medic on August 05, 2015, 03:45:54 pm
I have reached nine months without laser weapon being able for manufacturing.I researched spring cleaning last month and the cyclops are really geting in my way.I lost one country and im lost in the research tree.I dont think i will have enough money for to keep my base afloat for too long.
Title: Re: How to make finely distiled rum in xpiratez?
Post by: DracoGriffin on August 05, 2015, 11:13:49 pm
I have reached nine months without laser weapon being able for manufacturing.I researched spring cleaning last month and the cyclops are really geting in my way.I lost one country and im lost in the research tree.I dont think i will have enough money for to keep my base afloat for too long.

Cyclops are very slow; that is, they have very little TUs. They also seem to have low intelligence so smoke-dancing works great. Don't try to trade blow for blow; they will annihilate you. If you are trying to capture one, be ready to have your ENTIRE team have stunning capabilities "just in case". Otherwise, hit 'em, but if they don't go down, back up, drop smokes, throw nades if you have any TUs left.

Secondly, you don't need to manufacture weapons to be able to use them; in fact, you can use regular weapons for a good length of time without ever really needing the "advanced" weaponry but looking into better ammo types is a good research focus.

If you aren't making enough money: A - start selling off salvage you don't use, B - set up some Still bases to manufacture X-Grog/Finely Distilled Rum and auto-sell, C - slow down on your base expansion/manufacturing/etc as you are probably outgrowing your finances too quickly.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 06, 2015, 12:02:19 am
So I'm nine months and I found a mercenary base so do I capture some of then to get the research for rume or should make a second base and ignore rum?I found the improved interceptor but i lacked one item and  had sold my hunter:( so i have no interception now



Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on August 06, 2015, 12:20:10 am
So I'm nine months and I found a mercenary base so do I capture some of then to get the research for rume or should make a second base and ignore rum?I found the improved interceptor but i lacked one item and  had sold my hunter:( so i have no interception now

Bonaventura can still work as an interceptor; albeit very slow. Try to go for grounded missions instead of trying to attack. If you have the soldiers and weapons to attack a base, do it. It'll skyrocket your income and managed appropriately, get you back on the right track.

If you don't know the tech tree to get rum, just focus on selling X-Grog and fixing your financial situation. Just like in vanilla XCOM; specializing bases for manufacturing Laser Cannons (or in this case, Still to sell Grog/Rum) is a mid-game goal; early-game if you know the research trees and luck out on which faction spawns for the first months. (Current game I had 1st/2nd months mostly Govt which destroyed my score since I didn't know what I was doing)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 06, 2015, 01:56:29 am
Got 2 H flamers and 2 heavy cannons AP with some stun bombs and high explosives will lead me to victory

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 06, 2015, 12:12:33 pm
Well i found out that vodka research unlocks something nice.Wait no this isnt piratez so no rum for me "(
Do i get any good research from researching guildmaster?Because im stuck in a stalemate of having my juggernaut tank his shots while the rest of the mercenaries snipe me from across the map
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on August 06, 2015, 06:45:23 pm
Do i get any good research from researching guildmaster?Because im stuck in a stalemate of having my juggernaut tank his shots while the rest of the mercenaries snipe me from across the map

No, there is no point in capturing him. Better to stay in the sticks... forever :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 06, 2015, 08:42:03 pm
Well i captured him and 2 pest controls and 1 engineer.Suprisingly runing with my runt inside the watch tower with power suit man and 4 other minor GO's didnt seem to affect anyone,i cant say the same for guild rep inside the tower thought  ::)
i know that plasma fistycuffs exist from the guildmaster....atleast the spartan luitenant told me about the LACC

I downed a ufo that is literaly a square with 3 floors and some traders with bullet weapons.I just hope the ship isnt filled bullets too.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: kikimoristan on August 07, 2015, 08:23:28 am
holy moly soo much stuff . i need to play this 1 .
i was reading credits saw my name there haha u added ripper and shredder? what's shredder hahaha jk. ur welcome to use everything but i guess that's all that fits in piratez. i like where openxcom is heading. everyone can almost make their own ufo spinoffs . gj .
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 07, 2015, 10:02:10 am
Ufo retaliations wont go on bases that havent sent an aicraft right?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Meridian on August 07, 2015, 10:19:42 am
Of course they will.
When you shoot a UFO down over some region, retaliation mission can/will spawn for that region.
If you happen to have a base in that region, they will eventually find and attack it.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: kikimoristan on August 07, 2015, 06:33:04 pm
So i started playing works fine. I made this metadata.yml same place as the readme and the whole folder is under documents/openxcom/mods

Code: [Select]
# metadata.yaml for Piratez Mod

name: "Piratez Mod"
version: 0.9j
description: "Total conversion of Xcom to piratez mod"
author: Dioxine
id: piratez_mod
isMaster: true
master: xcom1

I started a new battle and noticed you still have some old xcom default things here and there but they don't have a language string like for example STR_AVENGER etc

if you don't want them to show up just make a new rulset for example disable.rul and add something like this

Code: [Select]
#delete crafts
crafts:
  - delete: STR_AVENGER

then do it for all game objects you don't want present

I also noticed you got a few of the same thing like some aliens show up a couple of times i guess you made a few versions of the same unit. you don't really need to do that. you can simply make various ranks with various properties and control what ranks spawn where and what they spawn with etc.

But you probably know all that already :))

Regardless fun mod :) Thank you.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on August 07, 2015, 06:42:51 pm
STR_AVENGER? It has been replaced. I haven't noticed any missing strings. Although the fixes might have been made only for Extended version. Make sure you use en_US language, this is the only one supported.

I also noticed you got a few of the same thing like some aliens show up a couple of times i guess you made a few versions of the same unit. you don't really need to do that. you can simply make various ranks with various properties and control what ranks spawn where and what they spawn with etc.

I don't understand what you're saying. Please elaborate. What aliens? Where? Also you can't control spawning by race, only by ship (this can be overriden with Extended, though, but a full-system overhaul is a major task, considering the sheer number of ships and missions).

Also please note that the support for this mod has been dropped; all fixes and upgrades are made for the Extended version now.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: kikimoristan on August 07, 2015, 07:01:50 pm
Don't worry  I didn't realize this mod has been dropped in favour of the extended version.

STR_SKYRANGER not avenger sorry. But yea you can have a look at the screenshots I provided if you still wanna know what i mean. US english.  even says STR_MISSION. Reason enemy aliens show up a bunch of times is cause you created different variants of the same race like Humanists appear twice you probably needed two types of Humanists . You can avoid this by using ranks .

Since this version is dropped nothing to worry about :)   
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on August 07, 2015, 07:59:44 pm
Yeah these errors are long since fixed.

Reason enemy aliens show up a bunch of times is cause you created different variants of the same race like Humanists appear twice you probably needed two types of Humanists . You can avoid this by using ranks .

Ahhh I understand, you haven't even tried playing the battle before writing about this 'bug' :) My friend, you simply don't know what you're talking about :) This is for the purpose of various compositions for various missions (ex. the Traders have 11 or 12 units ATM, and they're spread around 5 or so various compositions - so ex. you won't have elite Power Armor guards on a standard trade mission etc.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: kikimoristan on August 07, 2015, 08:23:24 pm
im gonna look for the other version of piratez say hello to a few humanists  8)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 07, 2015, 10:16:24 pm
Well i found out how to make rum in xpiratez and it is a little cryptic

if you dont want spoilers then please look away now






------------------------------------------------------------------------------------------------------------------------------------------------------------------------
To make rum you first need to research grog which is allready weird because you most not sell an item that sellls extremely well.then the still and finaly rum it self.Why can you make an item that you dont even have an entry to the bootypedia?You should atleast research it first as to not make rum a secret research like medical supplies which you could atleast buy them and then research them.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: kikimoristan on August 07, 2015, 10:23:33 pm
is practically same thing but you must use openxcomEx to run it
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 07, 2015, 11:31:24 pm
is practically same thing but you must use openxcomEx to run it
Well it is basicaly an updated port of the game with more content.And better one now with extented
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on August 08, 2015, 06:39:57 am
About the "Rum secret research" - that was stupid indeed, I have disabled it for the next version.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 08, 2015, 10:58:11 am
How about we have the still as a starting research (i leave it to you to decide if we can make it in the start) which unlocks xgrog and then vodka unlocks rum?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: DracoGriffin on August 08, 2015, 11:05:20 am
How about we have the still as a starting research (i leave it to you to decide if we can make it in the start) which unlocks xgrog and then vodka unlocks rum?

Could go horribly wrong for players; considering length of research times, construction times, etc... players could have difficult time getting past first month.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: doctor medic on August 08, 2015, 12:36:32 pm
well we can forget about the still and just make xgrog a short research or go back to vodka being the only requirement for rum
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on August 08, 2015, 05:12:45 pm
Not to be rude, but what are you guys doing, talking about stills and weird rum dependencies in the thread of a mod that doesn't have stills and where rum is pretty straightforward?

Please use the Piratez Extended thread (https://openxcom.org/forum/index.php/topic,3626.0.html) for discussion of the Piratez Extended mod, that way we keep things organized.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: niculinux on August 13, 2015, 05:36:10 pm
Since piratez extended and opentftd are in the makin' may i suggest to Dioxine that next relase will be final? A 1.0 mainly bugfixes. A first opentftd mileston is nearly at hand and a whole word of possibilities may be opened! :P
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on August 13, 2015, 07:11:50 pm
Since piratez extended and opentftd are in the makin' may i suggest to Dioxine that next relase will be final? A 1.0 mainly bugfixes. A first opentftd mileston is nearly at hand and a whole word of possibilities may be opened! :P

This version is already final.  Dioxine is no longer working on this version at all as PirateZ has migrated to Piratez Extended or "XPirateZ."  Cheers!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: begri on August 13, 2015, 10:16:34 pm
This version is already final.  Dioxine is no longer working on this version at all as PirateZ has migrated to Piratez Extended or "XPirateZ."  Cheers!
Bad. Very bad. :(

Sent from my SM-T800 using Tapatalk

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on August 13, 2015, 10:18:16 pm
Why? Go play XPiratez! It has everything Piratez had, and SO much more!
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: begri on August 13, 2015, 10:19:10 pm
I wanted to play it on Android...

Sent from my SM-T800 using Tapatalk

Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Arthanor on August 13, 2015, 10:49:43 pm
Well that's a bit more tricky indeed. Still, you have the "feature complete" 0.9j here, which is far from bad.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on August 13, 2015, 11:28:07 pm
If you want to play it on Android then, you will need to ensure that you have an old enough build that it will be compatible with this version of PirateZ.  I believe this will be 2 or 3 months ago.  The correct nightly build is stated in the opening post, and you will have to figure out what Android build is closest to that.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: niculinux on August 16, 2015, 07:28:36 pm
Bad. Very bad. :(

Agree! My very last wish: hope at least Dioxine may want relase anyway a 1.0 whatsoever named version  that sheerly adds compatibility wiith the upcoming 2.0 ver of openxcom..since piratez extended is designed only for windows linux player will cut off!! I know that there's wine, but why linux users are always mistreated and left in the dust?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Yankes on August 18, 2015, 12:53:21 am
Agree! My very last wish: hope at least Dioxine may want relase anyway a 1.0 whatsoever named version  that sheerly adds compatibility wiith the upcoming 2.0 ver of openxcom..since piratez extended is designed only for windows linux player will cut off!! I know that there's wine, but why linux userabare always mistreated and left in the dust? >. <
You are gravely mistaken :> Did you even look on download page of my mod?
Second, linux distros are fully equipped for DIY approach. If some components aren't available on you machine you can easily download it using one command.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: niculinux on August 18, 2015, 12:24:32 pm
You are gravely mistaken :> Did you even look on download page of my mod?
Second, linux distros are fully equipped for DIY approach. If some components aren't available on you machine you can easily download it using one command.

No Sir, sorry, please may you post a link here :? Either i missed it or cannot remember :, (
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Yankes on August 18, 2015, 08:22:23 pm
https://www.openxcom.com/mod/openxcom-extended
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: niculinux on August 18, 2015, 09:35:34 pm
https://www.openxcom.com/mod/openxcom-extended

uh thanks, i was not aware! But sadly, a rare exception ; ( Anyways i relpied in the dedicated thread, asking some questions regarding that mod.

Edit: question is located here (https://openxcom.org/forum/index.php/topic,2915.msg50053.html#msg50053) :)
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: niculinux on August 21, 2015, 11:19:39 pm
Some very last words:

Also please note that the support for this mod has been dropped; all fixes and upgrades are made for the Extended version now.

Time to close the thread, i guess :(
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: LouisdeFuines on August 22, 2015, 03:54:18 pm
Has this be abandoned due to the changes of OXC itself?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Solarius Scorch on August 22, 2015, 04:06:18 pm
Has this be abandoned due to the changes of OXC itself?

No, the Extended version simply offers more options.
The Extended is also updated regularly to follow the main branch anyway.

On a different note, I posted an RPG rulebook for Piratez: https://openxcom.org/forum/index.php/topic,3907.0.html
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: kubica on September 21, 2015, 10:54:51 pm
Hello.
I really love piratez mod its great work. I have one problem in LP piratez by Ivan Dogovich i can hear pirate style music but in my version i have standard ufo music, how turn on pirate music ?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Meridian on September 21, 2015, 11:33:37 pm
Hello.
I really love piratez mod its great work. I have one problem in LP piratez by Ivan Dogovich i can hear pirate style music but in my version i have standard ufo music, how turn on pirate music ?

That music is Ivan's own compilation, you cannot turn it on.

@Ivan: ever thought of releasing it as a mod? or just give us a list of songs maybe...?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: ivandogovich on September 22, 2015, 06:07:51 pm
I can't release as a mod as I don't own the rights to all the music, and don't believe it would be kosher to distribute in that way.   That said, all of the music I used, allowed for the type of use that I made of it, with mostly creative commons licensing provided attribution was made.  I did include a list of all the music that I used in the Piratey Music mod in the description of my videos.

This is the Music list from my last vid:
Code: [Select]
Music from the following Artists: 
(Special thanks to all these amazing artists who make their work available for use in projects like these!!)

Music By: Andre Fnotte (https://soundcloud.com/fnotte)
The Pirates of Elmia - 2007

Music By: City-Hunter (https://soundcloud.com/the-cityhunter)
Underground Resistance
Terror From The Deep
Theora's Hack
Electronic Violation
The Exile
Nightshow
First Blood
Fighting Forever

Music By: Adrian von Ziegler
https://www.youtube.com/user/AdrianvonZiegler
Pirate Theme - Auri Sacra Fames
Pirate Metal - Wolves of the Sea (NOT Alestorm)
Pirate Music - Sinister Shores
Pirate Metal - Carpe Diem
Dark Electronic Music - Tech War
Film Music - Countdown

Music by HydraCuts/Fell Swoop
(https://soundcloud.com/hydracuts)
Rogue Sub

Music By: grim_wizard from Reddit/r/xcom (https://soundcloud.com/gavin-the-magnificent)
The Siege

Music By: Martin Britz
(https://soundcloud.com/Martin-Britz)
Aggressor
Exosphere
Melee

Music by Stormcat
https://soundcloud.com/stormcat
the-looming-battle

Music by Laughing Matter
https://soundcloud.com/laughingmatter
ArmCannons 04
Blistering

Music by WhiteWolf
https://soundcloud.com/whitewolfmusic
Spaceship Variety

Music by GeoMystery
https://soundcloud.com/geomystery
Ancient Alien Healer

Music by yaichino
https://soundcloud.com/yaichino/
the-battle

Music by Walid Feghali
https://soundcloud.com/walidfeghali
UnEarth
The Runaways

Music by  EagleGuard- Fighting the Storm
From https://www.newgrounds.com/audio/listen/556463

Music by IanTheManGod - Space Pirate
https://www.newgrounds.com/audio/listen/572349

Music by Lacifer - Pirate Adventure 
https://www.newgrounds.com/audio/listen/576222

As general information, for the tracks that tend to loop (Geoscape and battlescape) I tried to mix tracks with 3-4 songs, that were up to 10 or so minutes in length.  Most players can finish missions faster that I did while commenting, so I think that length was probably about right.  Shorter tracks in my experience could get a bit repetitive.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: AbuDhabi on January 13, 2016, 12:37:44 am
I require hints.

I'm stuck being unable to go to Cydonia - I've got the Guild, Church, Academy and Star God codes. What I lack is apparently a ship capable of getting there. The Computer Core description implies existence of further education research, but I've been unable to find what triggers that. Everything I could research, I did, right now I'm just farming Encrypted Disks for the collection of fluff and mechanics description research.

Who do I have to kill or take hostage to progress?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: karadoc on April 09, 2016, 01:02:14 pm
Found a small bug, dont know if its relevant since you already work on the extended edition, but might be worth checking if it replicates there too:

When you try to ship slaves from one base to other (all types of slaves) and you click on the arrow the numbers change to -random number (etc -256) on both columns. If you give the order to proceed you pay the cash but no actuall transfer takes place.
Cannot fix that but it's actually good, slaves shouldn't be possible to transfer for a good number of reasons.
As a brief follow up on this: when trying to transfer slaves, the number of slaves being transferred is shown to be negative; and so the cost is also negative. This means that xcom actually gains money when attempting to transfer slaves. As pilot00 points out, the transfer doesn't actually take place, but the player can just keep trying to transfer over and over again to get infinite money. If it can't be fixed, then I guess that's just too bad. I just through I'd raise the issue again because the bug is a bit more harmful (exploitable) than originally described.

By the way, I've only recently discovered this mod, and I think it's really great. Thanks for the good work. :)

[edit]
I just noticed this was the wrong thread.  I didn't realise that there was a different thread for older versions. Sorry about that. I'm playing 0.98B.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Nord on April 28, 2016, 07:42:05 pm
Dear Dioxine, is there any way to create a working Android build with current version of this greatest mod? Or will that be possible someday?
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
Post by: Dioxine on April 28, 2016, 09:31:16 pm
Please ask the OP on this thread:
https://openxcom.org/forum/index.php/topic,4187.0.html

He's most in the know considering code compilation.
Title: Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.h - 1 May - Red Edition
Post by: Meridian on June 27, 2017, 10:20:55 am
Yes, that's exactly what I meant ??? Reiterating: I can't make CbtB to give anything through getOneFree since it'd make the game to ignore CbtB dependencies and make CbtB researchable from day one.

This limitation has been removed in the latest nightly.