OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Zharkov on October 30, 2015, 06:10:02 pm

Title: optional stuff for Piratez Extended 0.95c
Post by: Zharkov on October 30, 2015, 06:10:02 pm
Adds a Voodoo Rod that is independent from the costumes like in the previous versions of piratez - I like the flexibility too much to discard these. For balancing it has reduced range and increased stun.
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: DracoGriffin on October 30, 2015, 09:14:06 pm
I think it's best to keep all your stuff in one thread and just indicate what version is what made for (so if people try to download it for earlier or later versions, they are aware it may not work).
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Zharkov on November 02, 2015, 07:53:18 pm
Usually it is easier to take these from a dead body, but the gals do not like us killing the cyclopses after they put so much effort into catching them alive. So we shave the plates off with an angle grinder. The cyclopses do not seem to mind and after the procedure is done they are whisked away to the endless faux tea party in hanger 1 where they are fed dog biscuits by the gals. Sry, we still have no clue why the gals treat the cyclopses like dolls or pets. Clearly more research is needed in this area!

Adds a way to separate needed resources from a living cyclops without the gals freaking out.

Edit: Okay, to shave the Cyclops Guards, you need the newest Version 02. Sry!
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Cristao on November 04, 2015, 12:56:28 pm
What are cyclops and why havent I seen them? Instead i am getting massive church, mercs and reticulan attacks.
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: doctor medic on November 04, 2015, 02:52:32 pm
Cyclops are the escorts of star gods.Its easy to find them as there is only 1 race of star gods in general and that they almost always have them
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: DracoGriffin on November 04, 2015, 05:23:27 pm
What are cyclops and why havent I seen them? Instead i am getting massive church, mercs and reticulan attacks.

You will eventually. Each month factions are RNG'd; unfortunately sometimes a faction will be repeated for a few months.
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Alex_D on November 05, 2015, 05:02:18 am
Adds a Voodoo Rod that is independent from the costumes like in the previous versions of piratez - I like the flexibility too much to discard these. For balancing it has reduced range and increased stun.

Is this thread only for mods made by, or anyone can posts their optional stuff here as well?  :)
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Zharkov on November 05, 2015, 10:07:39 am
Is this thread only for mods made by, or anyone can posts their optional stuff here as well?  :)

No! Yes! Go ahead! Post your stuff here!
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Alex_D on November 05, 2015, 10:23:32 am
The Star God Coordinator is very elusive, as no show up in several in-game years.

So I made a reskin of the "Ethereal Commander". All other properties remain the same.

The mod has been tested with X-Piratez version 0.95c. Please reports any bugs you may find.

With apologies to Dioxine  ;D

Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Meridian on November 05, 2015, 10:38:20 am
Lol, this is too good :D I want it!

Edit: the death ray seems to be commented out in the ruleset... is that OK?
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Alex_D on November 05, 2015, 10:59:29 am
Lol, this is too good :D I want it!

Edit: the death ray seems to be commented out in the ruleset... is that OK?

I wanted for the SGC to have a "secondary" weapon as all the ethereals have a built-in weapon as main weapon. But I couldn't make it work as such, I tested it as a primary replacement, so the sounds and damage are working.

At the end, since the mod is just a re-skin, I left it out. Maybe I'll put it back once I figure it out how.
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Cristao on November 05, 2015, 03:26:52 pm
Finally saw Cyclops. We are getting closer ...
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Dioxine on November 06, 2015, 09:25:52 am
With apologies to Dioxine  ;D

LOL! Awesome! You've figured her out! Have you actually seen the movie? :)

Also you can't make the AI to use 2 weapons, unless it's 1 melee + 1 ranged. If you have 2 ranged or 2 melee, the AI will use the one which cost the least TUs to use.

Also I might add some other way to procure Coordinator's codes.... This elusiveness is needlessly prolonging the campaign...
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Alex_D on November 06, 2015, 10:19:28 am
LOL! Awesome! You've figured her out! Have you actually seen the movie? :)

Yes, I saw the movie. Actually, the Bootypedia image is one capture I made when Nyah leaves the flying saucer for the first time.

I saw the movie on the internet, right after a quick reverse image search from someone's avatar :)

I like the movie, it has the good epoch feelings for the B sci fi movies of the mid 50s. As a bonus, Patricia Laffan, the actress that portrays Nyah is still alive (in her mid 90s) after more than 60 years since the move came out.
One link for "Devil Girl From Mars" is:
https://vimeo.com/20281651

Also you can't make the AI to use 2 weapons, unless it's 1 melee + 1 ranged. If you have 2 ranged or 2 melee, the AI will use the one which cost the least TUs to use.

I see. Not only that but when controlled by the player the aux weapon didn't showed at all in the hands of the unit. I tested the mod with the attached savegame.

Also I might add some other way to procure Coordinator's codes.... This elusiveness is needlessly prolonging the campaign...

I made the re-skin (yay! my first mod ever!) as a "cheat" way to easily spot the Coordinator amid the chaos of a head-on fight against a fully Star God crewed vessel.
In spite of downing every single vessel that is being detected by my almost planet-wide radar network, in those in-game years, I met maybe two Cruisers from the SG' s race. And both times the crews were mainly Cyclops. So, I haven't had the time to use it for a real in-game encounter.

I haven't figured out the code behind the chances of "ETHEREAL" crews popping out on vessels with ranks up to SGCs, or even as on a base building scenario, but I have the feeling it may be a bit lower than expected.
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Zharkov on November 06, 2015, 11:26:16 am
So I made a reskin of the "Ethereal Commander". All other properties remain the same.

This is so strangely fitting... pls, Dioxine, can we keep her?
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Dioxine on November 06, 2015, 03:52:01 pm
I see. Not only that but when controlled by the player the aux weapon didn't showed at all in the hands of the unit. I tested the mod with the attached savegame.

It won't show, as a default. There's an OXCE option to force the game to show handob for a fixed weapon:

Code: [Select]
    fixedWeaponShow: true

About the devil girl herself... Yeah I might actually add her to the mod, not as a Coordinator since that makes no sense (why should Ethereals be commanded by humanoids?) but as someone related... and maybe also as someone who unlocks codes. Don't know yet. But naturally it wasn't a random thing to choose such an avatar so I do have some ideas...
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Arthanor on November 06, 2015, 05:11:38 pm
I finally got around to researching power armor and wow! That inventory picture is awesome! Really like it! But on the battlefield, I'm not sure why the gal's armor is all rusty? I didn't like that, so I decided to recolor the sprite and corpse images to a closer match (steel grey/blue).

Only problem is.. for some reason the corpse sprites don't show up and the game still uses the brown/orange ones..?! Couldn't figure it out, so I decided I'd put it up here and see if anyone can fix it! Also attached a pic of the corpse picture, as a preview.
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Cristao on November 11, 2015, 03:42:07 pm
I finally got around to researching power armor and wow! That inventory picture is awesome! Really like it! But on the battlefield, I'm not sure why the gal's armor is all rusty? I didn't like that, so I decided to recolor the sprite and corpse images to a closer match (steel grey/blue).

Only problem is.. for some reason the corpse sprites don't show up and the game still uses the brown/orange ones..?! Couldn't figure it out, so I decided I'd put it up here and see if anyone can fix it! Also attached a pic of the corpse picture, as a preview.

Could you upload the mod used for the alt power armour.
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Arthanor on November 11, 2015, 09:48:31 pm
It's attached in the post just above. Not the png but the .zip file is the alternate armor
Title: Re: optional stuff for Piratez Extended 0.95c
Post by: Roxis231 on November 19, 2015, 02:05:45 am
Here's One from Me - Remember its V0.3-Beta.  If you spot any problems please let me know and I'll see if I can fix it.
Also if anyone has any sugestions for the Bootypedia entrys please send them in.

Shifted this to its own thread here (https://openxcom.org/forum/index.php/topic,4099.0.html)

Slave Upgrade Mod

Version 0.3 Beta

This mod lets you turn not very usefull slaves and maids into Skilled slaves, Managers and Lashers/Gladiatrix's

Creates 3 new research topics:

Really Smart Drugs - Requires Chemistry, Medicine and School Graduation
Aression Boster Thingy - Requires Combat Drugs, Eletronics and School Graduation
Improved Slaves - Both of the above

Adds two items:

Nurotropic Drugs: Made in batches of 5 - used for upgradeing slaves
Adrenalen Boster Implant: Made in batches of 3 - used for upgradeing slaves

Adds four new slave entries: (with the U: prefix to indicate Upgrade)

Slave to Specialist: makes a Slave into a specalist (needs Nurotropic Drugs)
Slave to Lasher: makes a Slave into a Lasher (Adrenalen Boster Implant)
Maid to Taskmaster: makes a Maid into a Manager (needs Nurotropic Drugs)
Maid to Gladiatrix: makes a Maid into a Gladiatrix (Adrenalen Boster Implant)

Just unzip into the mods folder.