OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: XCOMJunkie on November 13, 2017, 05:35:56 pm

Title: Stuff I'd love to see in XPiratez!
Post by: XCOMJunkie on November 13, 2017, 05:35:56 pm
I've recently been reading through some of the older posts about suggestions for the mod and I've got to say I'm impressed by how many of those things have been implemented in a fun way by Dioxine and the rest of the modding community here. Great work all of you!

I also got to thinking that maybe we can brainstorm more suggestions here for modders to comb over... maybe they'll see something they find fun and interesting that they would like to implement too. Or maybe reading about something will inspire them with thier own cool idea, who knows?

With that in mind, let me share some of the things I'd love to see in the XPiratez mod to start things off:

MISSIONS

1. Find a disabled Aquatoid USO, still crewed and dangerous.
2. Humanist headquarters takedown. Die, future nazis, die!
3. Humanist parade through a mutant street. Maybe the mutant alliance tells us they're being intimidated and want us to wreck the party. Perhaps start on the roofs overlooking the street, like a shooting gallery?
4. Crash an Academy party! Bootypedia says the Exalts and higher get a little freaky together... why not join in for a shock-a-fistingly good time?
5. Smuggler's warehouse raid. Maybe they've got lots of average stuff stockpiled away... or maybe a gem cache?
6. The monster is loose! Research facility studying a live Chrysallid lets it get loose... and we need to get it under control!

Also, having now finally recruited my very own Syn, I'm really loving that the changed stats lead to a new playstyle I hadn't really used before (never really used melee previously... now I can't live without it!). It got me thinking that I'd LOVE to see more extremely rare or one-off units that I might be able to recruit to the team that might have thier own quirks and strengths. Here's some potential ideas:

SPECIAL UNITS

1. Isolated research lab filled with killer droids, protecting an almost completed prototype... the Terminator T-800! Loves leather jackets and sunglasses, good with shotguns, and highly resistant to damage. Can't run though. Go Arnold!
2. Recruit a real Ninja! Outstanding throwing stat and terrible firing stat, natural stealth or invisibility, and maybe a spiffy new throwing star or blowpipe recipe? Could be fun, I don't tend to use a lot of throwing weapons at the moment...maybe this would change that!
3. Fallout's Dogmeat, baby! Nimble, dodgy, and very bitey, great TU and Stamina. Bite attack isn't that powerful, but he can bite a lot!
4. Convert a captured werewolf! HP Regen, high HP pool, solid TU's, strong bite and claws. Can't wear armour maybe?
5. Special archeological dig filled with vampire bats, and at the bottom level a single solid stone coffin containing...Dracula! HP drain attack (a natural blood-ax maybe?), moves as a bat and reforms when stopped, sexy camo cloak (invisible at night?), takes damage during daylight.
6. Rescue a real human mage... Elminster maybe, or Gandalf? great Voodoo stats but crap otherwise, comes with sexy white or grey cloak and a nifty staff!
7. Locate Dr. X's latest Uber hybrid gal and rescue her! Higher stat caps than anyone, but starts extremely low due to isolation and imprisonment.
8. Our own 2x2 Humanist Super Soldier suit! Twice the fun with half the crazy, our upgraded suit could have the same dual gauss weapons and perhaps the same crap TU count. Tanky!
9. Raid a Star God base to find an almost-finished combat robot! Who is it? MegaMan! Could have weapon recipes that unlock after defeating (or researching) certain enemies, like how beating a boss gets you thier weapons in the game.
10. Reticulan's offer us thier latest Mechtoid prototype as a reward for helping forge the Reticulan-Human alliance. Could be something funny, like an animated garbage can or a Magical Girl stuffed in a box like the R2D2 actor. High armour, one hand could be filled with an awesome but unequippable super Mushroom beer?

Anyways, hope there's something in there that you all find interesting. Loving the game, thanks again!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ragshak on November 13, 2017, 06:46:10 pm
11. "Fake" Bootypedia entry about items given by chosen Codex (for sake of stat knowledge of those items). Fake because they would not advance research development.
12.  More VooDoo from the beginning.
13.  Trained Shambler combat unit.
14. Wars between countries and an option to choose  one alliance per continent.
15. Some reasearch boost durning mid game to cut in half overwhelming number of reasearch projects.
16. Codex specific bulding and/or "Contract".
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on November 13, 2017, 07:44:42 pm
Most of these are perfectly possible to make, and also in line with the Piratez lore. The problem is that Dioxine has his hands full with actually critical content (like multiple arcs/endings, high-tear bounty hunts, basically the entire endgame), so I can't see it happening any time soon (until it fits into this obligatory stuff).

Basically, the best chance to see this is make it yourself as a submod and count on adding it to the main mod.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ragshak on November 13, 2017, 11:47:22 pm
Are there any good guides "how to mod" ?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on November 14, 2017, 12:21:41 am
Are there any good guides "how to mod" ?

Sure, it's here:
https://www.ufopaedia.org/index.php/Ruleset_Reference_OpenXcom_Extended_Plus_(OpenXcom)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: XCOMJunkie on November 14, 2017, 11:21:23 am
Sure, it's here:
https://www.ufopaedia.org/index.php/Ruleset_Reference_OpenXcom_Extended_Plus_(OpenXcom)

I followed that link, it's a blank page. Is that the wrong link or is it a joke that there's no reference material for modding available? Not sure which it was...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Marza on November 14, 2017, 01:50:27 pm
Just a broken link; there's a missing close bracket.

https://www.ufopaedia.org/index.php/Ruleset_Reference_OpenXcom_Extended_Plus_(OpenXcom) (https://www.ufopaedia.org/index.php/Ruleset_Reference_OpenXcom_Extended_Plus_(OpenXcom))
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on November 14, 2017, 01:53:01 pm
Sorry, the forum is not parsing some links correctly.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Blood Raven 117 on December 01, 2017, 01:45:36 pm
I'd like to see something more done with the Slave mechanic, perhaps more thorough indoctrination procedures? So Slave Maids become Slave Maidens who I don't know believe in their work so do better? Squires turning into Yeomen is already good, but I'd feel them being more the start for forming you're own spy network or pureblood mercenary organization/front would be cool. And slaves/workers being necessary for certain research and production projects, particularly for building bases, you need X amount of slaves to dig out the base, and perform maintenance and stuff.

Mission critical equipment should also be informed, for example ratmen rodeo should have hammer or pickaxe as "Required" equipment just in case they get stuck behind terrain and cant escape.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on December 01, 2017, 05:42:25 pm
I'd like to see something more done with the Slave mechanic, perhaps more thorough indoctrination procedures? So Slave Maids become Slave Maidens who I don't know believe in their work so do better? Squires turning into Yeomen is already good, but I'd feel them being more the start for forming you're own spy network or pureblood mercenary organization/front would be cool. And slaves/workers being necessary for certain research and production projects, particularly for building bases, you need X amount of slaves to dig out the base, and perform maintenance and stuff.

Mission critical equipment should also be informed, for example ratmen rodeo should have hammer or pickaxe as "Required" equipment just in case they get stuck behind terrain and cant escape.

Slaves can turn into Fans (not the item) and also turn partly into the 'farmhouse' item.
Slave Maids can be Super Maids or Groupies while 1x is needed to build the 'farmhouse' item as well.
The higher-tier slaves could need a further 'upgrade' if that is even neccessary.
Task-Masters and Farmhouses paired with ordinary workers make Vaults a blast from the past. More building space for lux.-barracks and workshops.
Luxury-Spa needs slaves and building a new hideout seems to just cost money (and quite a lot in the early-midgame) I don't see the reason to go for even more expensive expanding.
With every new hideout you've to bring guns and personnel to defend it and that's enough do$h you've to spent already
(unless you guard it with slaves/lokk'nars and dogs until you can get tanks).
Maybe add a 'harem' facility? For 'eating up' slaves and maids it could be an income- 'accommodation-' and 'vault-' facility that only works with a luxury spa build in the base.
Also a 2x2 building or even 3x3.

Blocked/walled-off terrain in general:
You'll always run into situation where the pickaxe/hammer/torch/mining-laser is needed! It's a must-have just like a barrel bomb or high-explosive.
In the mission "Raynerd must survive" you've to bring those tools to get into the prison. A second path would be to have everyone in flying armor and break the bars of the watch-towers to strike from above. 1x Pickaxe can save the day!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 02, 2017, 02:07:58 pm
A hammer "required, critical" for ratmen rodeo, really? Most walls there are so weak they can be destroyed by buckshot or weak pistols. Please, don't ask me to insult players' intelligence like that, because I won't do it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on December 02, 2017, 02:39:34 pm
Probably relatively trivial stuff:

-randomized stat caps not just for freaks, but for everyone, freaks are more extreme
-tamed farbag (perhaps codex locked?)

Lost of work needed as far as I know:

-secure freight type mission for all major factions
-second tier undersea and orbital missions with less trivial oposition
-high end outfits for lokk’naars

Hard to implement I guess:

-minor bonuses to stats (and other things) for condemnations
-tamed chryssalid
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on December 03, 2017, 07:23:37 am
A hammer "required, critical" for ratmen rodeo, really? Most walls there are so weak they can be destroyed by buckshot or weak pistols. Please, don't ask me to insult players' intelligence like that, because I won't do it.
Maybe a little insulting but there is a point to mentioning how really useful terrain breaking is to the new player. I certainly would never send out any craft without one. Like no climate control in your car, not required but certainly makes things better.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 04, 2017, 01:29:05 am
Probably relatively trivial stuff:

-randomized stat caps not just for freaks, but for everyone, freaks are more extreme
-tamed farbag (perhaps codex locked?)
-secure freight type mission for all major factions
-second tier undersea and orbital missions with less trivial oposition
-high end outfits for lokk’naars
-minor bonuses to stats (and other things) for condemnations
-tamed chryssalid

- Impossible and even if it was possible, I don't think it is a good idea.
- No.
- Certainly not freight. You gotta be patient.
- You gotta be more patient.
- You gotta be even more patient. One coming up this version.
- Planned, but you gotta be patient.
- No.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ninawindia on December 13, 2017, 09:46:35 pm
I'd love to see the Mecha Hitler for humanists. (Since you already have doom and Wolfenstein models) even a tamable giant mech like thing like that but I don't think dioxine would go for it. But for real, would love to see the final bosses to the ID factions for their factions... Though, a cyberdemon sounds scary...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on December 14, 2017, 04:30:10 pm
I'd love to see the Mecha Hitler for humanists. (Since you already have doom and Wolfenstein models) even a tamable giant mech like thing like that but I don't think dioxine would go for it. But for real, would love to see the final bosses to the ID factions for their factions... Though, a cyberdemon sounds scary...

The ultimate boss for the Doom-Faction should be John Romero's floating head.
Like the uber-version of a cacodemon shooting explosives projectiles that deal chem-damage and set the area on fire.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 14, 2017, 04:52:30 pm
There cannot be a cyberdemon because of hard unit height limit of 23 pixels. Hitler suit sounds like an obvious choice when we move to higher tier Humanist missions, bah, the current Supersoldier is inspired by exactly that.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on December 14, 2017, 05:38:39 pm
I think I somewhere saw some extra monsters mod for Doom that had legless flying cyberdemon-genie that might fit those 23 pixels.

Anyway, is pain elemental possible to make in OXCE+?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on December 15, 2017, 01:22:25 am
Better yet, what about archviles?  Imagine spending all your ammo killing that lobsterman, only for an archvile to wander by and resurrect it back up.

Hitler suit sounds like an obvious choice when we move to higher tier Humanist missions, bah, the current Supersoldier is inspired by exactly that.

Ooh, now I'm looking forward to fighting a Humanist Fuhrer.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on December 15, 2017, 02:26:27 pm
Imagine spending all your ammo killing that lobsterman, only for an archvile to wander by and resurrect it back up.

Lobstermen are too dumb to use ranged weapons in Piratez. Grav harness + some sword will allways do the job. Honestly would love to see some full lobstermen with sonic weaponry instead of lend lease lobsterman-lite the deep ones get.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 16, 2017, 12:01:01 pm
Looks like you haven't played the new missions yet.

Regarding unit spawn/necromancy, the only thing stopping me is the lack of supporting code in oxc. It is simply impossible to spawn an unit outside of mission gen.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ninawindia on December 21, 2017, 01:15:42 pm
There cannot be a cyberdemon because of hard unit height limit of 23 pixels.

Oh, that sucks. But oh well, looking forward to your next update regardless!  Maybe the 4 tile giant mechanical spider thing from the second or so episode of the original doom game!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on December 23, 2017, 05:24:08 am
Well if not cyberdemons, can we at least have the Doom enemies with their Doom sound effects?  It felt weird killing a cacodemon and hearing its death sound be something else entirely.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ninawindia on December 23, 2017, 09:06:36 am
Cthulhu and tentacle suits! Okay, sorry,the second suggestion sounds just pure hentai.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Hyper2Snyper on December 23, 2017, 09:14:07 am
I'm like
"Man I would really love me a tentacle suit. I could just grab stuff whenever I want with my tentacle suit"
"hey what's that"
"Its me new tentacle suit"
"man where can I get me a tentacle suit"




................ Where was I going with this.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on December 23, 2017, 11:39:56 am
Aside from fetish what purpose should the suit fulfill?
It could have an inbuild 'whip' to hit foes (bio-source (stun)damage).

What kind of stats should it provide? How much inventory? Research-path?
Grabbing and pulling things closer doesn't work with this engine, we're not a Viper from X-Com2.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ninawindia on December 23, 2017, 01:16:34 pm
Aside from fetish what purpose should the suit fulfill?
It could have an inbuild 'whip' to hit foes (bio-source (stun)damage).

What kind of stats should it provide? How much inventory? Research-path?
Grabbing and pulling things closer doesn't work with this engine, we're not a Viper from X-Com2.


Well.... I'd think it can be something along the lines of a ranged good touch bad touch! Combining voodoo and throwing skills together! Controlling living tentacles and all.. and I'd think for it to have the targeting system like blaster launchers. As for stats, idk.. and I'd think there shouldn't be too much inv space being... Tentacles. Should definitely cost morale if you're using voodoo with it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on December 23, 2017, 02:15:49 pm
I'm highly against any kind of spawning units (if the engine is ever possible to do so).

If you can spawn bullet-sponges on demand the player can abuse this feature to no end causing the A.I. to waste TUs onto shooting those spawned units leaving the gals free reign of disposing the opposition.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ninawindia on December 24, 2017, 09:20:11 am
Who said anything about spawning units.. I might have messed up my wording there... Lol
Title: Re: Stuff I'd love to see in XPiratez!
Post by: chaosshade on December 25, 2017, 02:03:40 am
If this counts weapons, how about the full suite of Liandri Corp weapons from the latest incarnation of Unreal?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on December 25, 2017, 03:37:30 am
Can the tech tree viewer be updated?  It'd be nice if it showed which tech allows you to build and purchase certain items so you can plan ahead better, like knowing how Inspect Machinery tells you about the Armored Vaults but not actually allowing its construction (that's actually done by Heavy-Duty Construction) and how Prize: Saya lets you buy Reticulan Elders so you can finally progress despite the complete lack of imperial probes landing on Sectoid bunkers.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ragshak on January 10, 2018, 06:00:13 pm
Would like to see in bootypedia screenshots of transport craft layouts to know what to expect.

Edit:
More...
Energy cost of using each weapon at bootypedia and as number next to weapon on inventory screen (like 2h indicator).
Moving gives information how much TU will be left with each step. It would be cool to add another number showing how much energy will be left.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: unarmed drifter on April 16, 2018, 04:44:18 pm
Some real boarding action in the air, with grappling hooks and stuff. But i don't know if the game engine can create a battlefield from two ship floorplanes.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on April 16, 2018, 05:52:38 pm
Running out of stamina and exact number crunching for this is only relevant early where such things can lead to certain doom.
If you lack stamina and stamina-recover armor, drink some atom beer or moonshine to get juice back.

You can see how many TU's it will take to move objects in the inventory if you pick it up with left click. The most expensive move is pulling items out of your backpack (20).
Picking items up costs around 14(?) TUs to place them into a handslot. The game considers to pick items up over the handslot before it slides into the belt or any spare slot the item can fit in.

Ship to ship battles:
A special map designed like the inside of the enemy boarded ship should be possible. A map including the inside of your own craft and the enemy vessel will cause problems since so many different ships exist and they have very different sizes and even multi-staged maps to begin with. In the future maybe but right now, too much headache for profit.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on April 17, 2018, 05:28:59 am
What about a possibility to do multiple pages on a topic in the bootypedia?  Not like we currently have for enemies and their actual stats, but an option to switch to a new page within the topic. For example, first page on the Airbus shows information on it, while second shows layout.  Maybe we'd get more pages of stuff based on information we've gotten about the topic.

If this is a possibility, it ought to cut down on random topics and should allow you to find information on a particular one in one place.

I hope this actually makes sense, it was surprisingly hard to describe.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Blood Raven 117 on April 24, 2018, 09:19:08 am
Unfortunately Khade, I don't think its possible with the game engine to do what you suggest. There's already a search function for just about everything anyways, so adding on god knows how much work and reworking to try and get the idea in is just not profitable. Not saying i wouldn't want more text space for stuff cause I love the story in just about every entry, but I'm fine with hitting the Q button to search.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on April 24, 2018, 01:51:59 pm
Flavor-text makes the game more round and complete.
Gameplay-wise you'll find yourself searching for the ability-scaling and other traits.
It's the complete package that counts.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on April 24, 2018, 11:58:13 pm
Obviously the extra flavor would be later tabs in that topic.  Mostly I'm just looking for a workaround for the character limit that we have per page, though extra information, if you care to look at it, would be useful, such as an actual floorplan of your aircraft.

But if it's impractical, or if people don't actually want it, I'm OK with that.

Honestly though, if we can have the stats for nerds page, we might be able to set this thing up.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on April 28, 2018, 12:39:35 pm
Probably not time profitable for the mod as a whole, but i wouldn't mind a way to cross-link articles. It's only from long experience with the mod that i don't find the present formatting painful to navigate when I'm trying to find something.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ninawindia on May 11, 2018, 01:01:34 am
I kind of want to see Ruby's scythe/sniper in the game.. it'd be a cool idea. But mainly, I'd love to see a scythe that has a range of 2.. possibly make it part of the magic melee weapons?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on May 29, 2018, 09:32:37 pm
AIRCRAFTS:



"BATTLE-, MID-RANGE,  ATTACK -AIRCRAFTs :

what about add 1 helicopter, - for example,

RAH66-Comanche ?  as mid range, attack "vehicle", for slow very small, small, - to medium ufos (respectively, planes..) ?

V-22 Osprey, as medium lifter, transport & (close-air)support plane, tiltrotor, VTOL -aircraft...



HEAVY-TRANSPORTers (STRAT.BOMBERS) :

..and 1 really heavy, HUGE lifter, ultra big transport plane -

 - Mrija, /An-225,

or B-380, /C-5 Galaxy, /B-52 - B-70 Stratofortress



SPACE-PLANES:

..and you just MUST add the experimental, prototype,

TR-3B "flying-saucer", you know, (google!)

that with anti-grav, superconductive, supercooled "ring", -gravitic, mass.less effects, by *Skunk Works team"
- her role in Piratez ranks of *planes - as one of the fastest fighters from mod, - if not hte ultimate "very *most FASTEST" ( 8 000 - 16000+++++ mph, - and also space -flights capable, of course...  (so, antigrav.engine, drived...)

strongly recommend :p - it is "must-have" for "UFO game[/i]"! hehe :P :D :p

https://www.google.sk/search?q=tr-3b&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwjHotuFzqvbAhWEJlAKHRBmBJQQsAQIJg&biw=1440&bih=741#imgrc=ddmR57JotvrhrM:

(yep, supercooled, && superconducting "ring", resp. toroid )







BUILDINGS:

also, few new suggestions, to new Rooms, into buildings :

Garden, (Farm) /Hydroponics Room,
 
fully equipped Hospital

un-conquerable Fortress, /Bunker (*Tresor, - smthng like *Panic Room* ), extremely good, versatile, and strong heavy armed, and tought locked..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: bouchacha on May 31, 2018, 01:52:16 am
It would be neat to be able to execute demons in the manufacturing screens. Sometimes you get those suckers alive and you need corpses for certain items (e.g. blood ax).

Also, not sure if this is a bug but the tiers of purchasable components seems off. Currently, I can't buy optronics (even though I researched optronic smuggling?) but I can buy slave AIs and disassemble those. I can't buy integrated devices either, but I can make those out of optronics. Similarly, you can't buy heavy power couplings but you can buy reticulan fusion drives and disassemble those. And so on. If this is intended, it adds busy work for no real discernable reason ("why did I make 200 optronics again?").
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on May 31, 2018, 03:45:33 pm
Also, not sure if this is a bug but the tiers of purchasable components seems off. Currently, I can't buy optronics (even though I researched optronic smuggling?) but I can buy slave AIs and disassemble those. I can't buy integrated devices either, but I can make those out of optronics. Similarly, you can't buy heavy power couplings but you can buy reticulan fusion drives and disassemble those. And so on. If this is intended, it adds busy work for no real discernable reason ("why did I make 200 optronics again?").
Optronic Parts require Market of Wishing (very late end-game tech).
Integrated Devices and Heavy Power Couplings are never available for direct buying.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on June 05, 2018, 12:24:12 am
..any little cameo role of Roland, Jack, and his "ka-tet,

as also "taheens, "low men in yellow coats"

and others visitors from the Dark Tower Worlds, would be cool 8) :8 8=) ;p
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on June 06, 2018, 10:50:07 am
@dioxine - another idea, suggestion - do you know Siri, from Albion (1996 rpg) ? the race name is Iskai, - what about make from them, (and /or according them, the Lok´´Nars villagers (mostly female ones)

..consider Lok´Nars females based upon the Iskai race (for example, as Siri )



edit:  yap, it get on mind, -bcos your current design, visual draft of Lokn´Nars is way very similar like females of Iskai. alot lok-alike..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Bartojan on June 17, 2018, 09:42:19 pm
Weird gun inspiration: The Enouy Revolver (http://firearmshistory.blogspot.com/2014/03/the-enouy-revolver.html) for 48 shots. Reload time - infinite. ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on June 18, 2018, 12:09:48 am
Okay that's impressively weird. Not in the least practical in any way. 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on July 19, 2018, 10:11:45 pm
pls, - what about implementing the force shields ? (various types :

- for ships (vessels, and vehicles)

- big ones - for whole bases, (even whole planet)

- and smalls, personals - for persons, 4 gals & soldiers, npc´s..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on July 19, 2018, 10:13:41 pm
pls, - what about implementing the force shields ? (various types :
- for ships (vessels, and vehicles)

Already done.

- big ones - for whole bases, (even whole planet)

Already done.

- and smalls, personals - for persons, 4 gals & soldiers, npc´s..

Already done.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on July 19, 2018, 11:05:55 pm
Already done.

Already done.

Already done.

(https://i.ytimg.com/vi/4Gq0wy3SoIE/hqdefault.jpg)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on July 25, 2018, 11:18:03 pm
..got 1idea,  - whaz about designing (in a some kind of joint-venture, of some major factions, and builded in xPiratez´base (containing) only with (big) factory in) 

.. - a serious, really serious, big, ultimate top warship - in-style, /of class of like Enterprise, Voyager, /Defiant,
or uss Daedalos, /Icaros,
or, simple just like those "big one ships,
ship´class like UNN-Verner von Braun & unn Rickenbacker (from System Shock I, II rpg) ,
or those big ships from Aliens movies,
or from films like Avatar,   /  Passengers,  and such sci-fi movies


* (yap, and back-story behind it - naturally (r)evolution (of developing, designing) of recently ships (currently in use in game),  as also (and although last, but not least, amybe, in contrary, amybe most important thing, peak in whole plot-arc, in whole big story, in (of) Piratez, - slowly, but surely developing, and crystallization of evolution, developments of relationships (and overal accordance) between various major, relatively most poweful f(r)actions on Earth, - who, which finally, after almost six centuries (after the Fall, Occupation, /*Annschluss" of Earth - finally starting to thinking about liberate yourself, and become, "grownfull, to respectful, equivalent, full-fledget member, (planet, - /Solar System), member of "that unknown, distant, far-far away, stars´Empire..

(ha!, write a story, fanfiction, my padavans? ? ;D ;P lůl )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on July 26, 2018, 12:04:58 am
What would a motley pirate group do with a ship that requires hundreds to be manned? Besides, if you can easily down everything up to and including Battleships, you do lose the game balance. :p

P.s.: It's my understanding that the Conqueror, the biggest ship you can build, was nerved because it would imbalance the game too much. An even more powerful ship seems unlikely.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on July 26, 2018, 03:10:26 pm
It wasn't really nerfed, and any balance issue is basically nonexistent at that point since it allows you to end the game anytime. Simply making anything bigger would make no sense to me in this game.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on July 26, 2018, 04:05:31 pm
Imo the conqueror is maybe overbuilt for the task of cydonia. I don't need 36 slots of troops to beat it. but then again i dont play Jack sparrow so maybe one would want it then.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on July 26, 2018, 04:51:15 pm
It is overbuilt, but I wanted to have the "ultimate craft" to be truly ultimate. It might make more sense once diverse endings are implemented.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on July 26, 2018, 05:29:12 pm
Right now those 36 slots are just fine and Cydonia ain't pretty to fight on 2 maps against the most challenging factions.
It's also do or die and regardless of outcome the campaign is done for and the progress made erased from the memory.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on July 28, 2018, 12:28:37 pm
I hope for more space and sea missions. The ones we currently have are trivial. maybe ancient UAC space statio infested with guided missile spaming revenants?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on July 28, 2018, 01:51:09 pm
It is overbuilt, but I wanted to have the "ultimate craft" to be truly ultimate. It might make more sense once diverse endings are implemented.
Well, it's too slow to be used in air combat - most of the powerful ships don't slow down that much. Or maybe I'm just to impatient to wait for it to finally arrive. ;)

Hm, more sea missions sounds good. We need to fill the North/South Atlantic and Pacific with some more life. :D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on July 28, 2018, 02:30:33 pm
More sea missions are surely coming, what with the mention of aquatoids and the fact that sonic rifles and sonic cannons are implemented but don't drop in the main game yet.  It's just a matter of waiting, I mean we did eventually get snakemen.

Who knows, maybe we'll finally get that aquarium and actual examinations for mutant fish and crab.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on July 28, 2018, 02:42:06 pm
More sea missions are surely coming, what with the mention of aquatoids and the fact that sonic rifles and sonic cannons are implemented but don't drop in the main game yet.  It's just a matter of waiting, I mean we did eventually get snakemen.
Sonic Rifles can be gotten in Hell Cruise.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on July 28, 2018, 03:06:03 pm
Not in Blackbeard difficulty, apparently.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on July 28, 2018, 03:52:18 pm
There's enough spawn points, though. The Loberstermen have only a 20% chance to carry them, so maybe you got unlucky?

P.s.: I don't remember how the dQty works, but I assume it's a linear function rounding down. So you should get between 3 and 5 Lobstermen - an average of 4. At 20% drop chance, you'll have a ~59% chance to see at least one Sonic Rifle per mission.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on July 29, 2018, 12:50:57 am
Y'know, I forgot that the lobstermen can actually carry weapons and aren't just limited to their claws.  It doesn't help that they only ever used their claws and nothing else out of all the times I've fought them in Piratez (including this current version), so I thought that they've regressed to being a mere terror unit similar to reapers and chryssalids.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on July 31, 2018, 11:46:23 am
Gunwise

Manufactureable canister launcher ammo (unless I am missing something)
Plasma/Fusion ammo for the AGL and Spitfire
Poison Gas ammo for Spitfire
HVAP ammo for Bossar
EMP rocket for Advanced Launcher or EMP mortar round
That cute chempistol hybrids use in X-Com Files

Armorwise:

more armor types for lokk’naars

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on July 31, 2018, 12:29:19 pm
Armorwise:

more armor types for lokk’naars

Lokk'naar's best use is for piloting sectopods in lategame.
The shadow-armor can only withstand "so much" punishment and the midget remains squishy the entire run resistance and stat-wise.
The best armor is the option to command a sectopod.

The whole purpose of the lokk'nar design for me is stealth and guerilla-tactics (2/3rd of the campaign) together with some good voodoo-exceptions. They lack the toughness of real pirates.
A 'tank' auxillia unit is the Slave Soldier wearing the Testudo-Armor. High stats, not the best resistances.

Only Tanks can beat the annihilator armor but simply lack the utility a crackmarine brings to the table.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: armadilloTank on July 31, 2018, 01:51:59 pm
A menu or pop up that shows:
Things you should have researched.

Apparently a bunch of minor things like live celatids etc I missed researching in the swarm of items you get.

That or a "next step" research items list.

This along with ways to cut down the mission selection late game so you can have more focused/progressive gameplay. I have never seen a baron of hell even though I have been playing on and off for a year+ IRL (with different starts etc). I do like the randomness but it needs to ramp up in difficulty as time goes on and old missions need to disappear for that to happen.

The starting-a-new-mission-surprise experience is my favorite thing in Piratez and OpenXCom in general. Dropping into a mission against threat I've never seen before (literally) is super fun and creates the most chaotic and difficult scenarios.

Other Gripes:
-continued armor options for auxilia or some way for me to turn my spec-ops Loknoids and Peasants into advanced units
-some way to tell if an enemy can see me. It never feels that camouflage is working
-camouflage never seems to work
- Romance option for tornado rocket mortar. Also known as the one weird trick architecture and infantry hate.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on July 31, 2018, 05:26:13 pm
snip
-some way to tell if an enemy can see me. It never feels that camouflage is working
-camouflage never seems to work
snip

Camouflage does work, However that said default spotting in day time is 40 tiles, so 10-12ish off 40 usually mean your seen anyway in most situations. Add in that a not insignificant portion of enemies have SPOT which reduces your camo rateing, and its not that effective for the player during the day.

Night time is better, 4-6ish off 9-25 has a much larger impact, but remember that being in a tile with light level above (9?) is treated as you where in daylight.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: rezaf on August 01, 2018, 10:40:30 pm
A menu or pop up that shows:
Things you should have researched.

Seconded. I would have never thought I'd ever say such a thing, but there's just too much stuff in XCom with XPiratez, much of it of questionable usefulness.
Some guidance on what you should be researching when would be a good start.

Having played in 2016 and now again, I would also like to see some amount of reason return - I DO realize this is probably a pipe dream, though.
Armor values are excessive - WAY better than the tanks you can build - probably much later then when you first encounter such enemies.
Projectile weapons seem utterly pointless now, every enemy has hitscan skills and shoots you across the map with a pistol whilst your gals fumble around helplessly with a sniper rifle. And the only enemies you can kill, even with the very expensive and research intensive later guns, are completely unarmored ones you might easily dispose of with hunting bows.
I'm currently at a point in the game where I encounter mostly the academy, and many missions start with a Marsec Bodyguard with a Nuke launcher in some corner of the map. That's no fun.
In my last mission, I had one run out of ammo or something (at least he ceased shooting) and I took him down with Assault Lasers. He ate 12(!) FULL magazines. There were some misses, but cmon.

Anyway, since that is not going to happen, some guidance on what you should research when would be gravy.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on August 02, 2018, 02:07:33 am
It all about the right tool/damage type for the situation rezaf, getting through the game with only one weapon for all situations is not the way its designed.

Lasers are bad against the academy, pierce is bad against mercenary, dont expect to be able to gas a guy in sealed up power armor, ghouls resist chem, ect

If what you want is single line of progressively better weapons with zero differences besides moar damage go play new xcom titles.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Shawdawg on August 02, 2018, 08:55:37 am
Something I'd like to see implemented at some time, since we have the cthulu monsters, the dark ones from doom, and the humanists, among others, why not implement either the Orks from Warhammer 40k (heck there is already a Kustom Handcannon) or Chaos.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on August 02, 2018, 09:04:51 am
Lasers are bad against the academy,

You mean church. Everything works just fine against the academy, they are the weakest of the major factions.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on August 02, 2018, 09:58:05 am
New Xcom isn't Xcom. It's a result of "let me hold your hand I do the micromanagement for you" and a f*cked up combat system.
The whole thing with "pod-activation" is a huge mess and aliens are just way too powerful to let them live for any turn to fight back at you.

"Xcom 2" is the prime example to plan "alpha-strikes" against everything. Sextoids screw you over from the first mission; "fun"-lancers love to crit and disable soldiers.
You can only deploy 4 people with pee-shooters and poor aim. RNJesus to do decent damage or hit at all. Grenades allways hit because reasons.

Forget what the reboots tries to be and fails doing so. This is the real Xcom.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivansanchez on August 02, 2018, 10:22:34 am
New Xcom isn't Xcom. It's a result of "let me hold your hand I do the micromanagement for you" and a f*cked up combat system.

Those things are not necessarily bad. I mean, when I played UFO:EU back when I was ...counts years... 16, the amount of micromanagement and the UI was brutal for a teenager. Even more so than combat.

What bugs me about x-com 2012 is that the maps are way smaller, the 4-6 people squad limitation, and that the time-limited missions have very few turns. Combine that with the x-com2 thing about "get here in 2 or less turns to get loot or else the alien artifact will self-destroy inexplicably" and you've got yourself a game where you just have to push forward with little thinking. There is very little opportunity to leverage different soldier abilities or equipment.

But I do think that UFO:Aftermath was in a sweet spot. Yes, there is a 7-people limit (but the game overcomes that by providing much better situational awareness for your squad status), a real-time system that I greatly enjoyed (I'm not that nostalgic of turn-based combat, mind you), and the right amount of loadout micromanagement. Major drawback was the "we couldn't figure out how to make doors, so we have teleporters instead" thing :-|

Forget what the reboots tries to be and fails doing so. This is the real Xcom.

I dunno, that sounds like No True Scotsman (https://en.wikipedia.org/wiki/No_true_Scotsman). Different audiences like different kinds of games. But people should realize things like "Ugh, xcom 2012 is too arcadey, I don't like it" or "Ugh, openxcom+xpiratez has too much micromanagement, I don't like it"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on August 02, 2018, 10:36:58 am
I've Xcom EU + EW + Longwar sitting on the drive for a good year untouched. Longwar makes the game more interesting but the core-game doesn't do the mod any favour.
I've Xcom 2 on disk and can't bother myself to pay money for DLC and more stupid fluff for a mediocre game that serves very little replay-value.
Longwar 2 is a "mod" and that's it.

Piratez gives alot of replay-value and I'm a player that loves old-school games. I'm toying around playing Baldur's Gate 1 + 2 Enhanced Edition over and over to dig into various team-compositions and dual-class options to see how hard I can abuse the rulebook.

And with Piratez I can go with 1 out of 4 codexes and have to adjust my strategy depending on the loot found to get to crucial research topics.
I'm currently in april 2601 in my run (JS SM) and had a little surprise crackdown by the academy nurses with 3 drones in the squad. No codex so far, will go green this time (choosen at the start of the campaign with no influence from the boards ;) ) and maybe I can get "back to school" around late may or june. RNG spawned 2 temples on the edge of my airbus-reach so I've lost alot of money that way and my third temple had zombies during a night mission.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: KZad Bhat on August 03, 2018, 10:36:13 am
All this and no discussion yet of Xenonauts? They did manage to keep much of what made the original X-COM so awesome, all while improving a few things that X-COM missed on, or just couldn't do at the time. Half the reason I'm focusing on Original X-COM and OXCE+ is because of XPiratez, in fact. Of course having my video card frequently crashing and restarting doesn't help, either, but if Dioxine ever decides to transfer over to Xenonauts I'll follow for sure.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on August 03, 2018, 10:43:19 am
 He won't switch over to Xenonauts, nor will any other serious modder. Xenonauts are absolutely horrible to mod for many reasons, for example every gun/armour combination requires a full separate sprite set; this is not something you can work around.
Also Xenonauts gameplay was rather disappointing, even at the time before OpenXCom... But that's not really on topic.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Eddie on August 03, 2018, 11:50:27 am
-some way to tell if an enemy can see me. It never feels that camouflage is working
-camouflage never seems to work

"Is-seen-by-enemy" indicator would be too much, but "is-standing-in-darkness" indicator would be good.

The thing about camouflage and darkness is, it gets compleately negated by enemies with sniper/spotter behavior like spartans. If you hit a spotter enabled enemy from perfect cover, your unit is still revealed. For two to three rounds, the enemy has maphack on any spotted/revealed unit and can target them anywhere if there is LoF.
This AI behaviour is very counterintuitive. The AI is, in fact, cheating.

In this case, camouflage is only useful to avoid rection fire.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on August 03, 2018, 12:00:06 pm
Xenonauts had some neat ideas and we do have it to thank for the Academy drone, but the lategame turned into a grind nearly on par with TFTD.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivansanchez on August 03, 2018, 12:11:45 pm
All this and no discussion yet of Xenonauts?

Their map is a platee carrée projection*. That alone disqualifies the game for me, because I'm a map nerd and the UFO:EU geoscape was the best thing ever**.

(* And their game engine doesn't work around that... travelling 45 degrees of longitude in Siberia takes the same amount of time than 45 degrees of longitude at the equator, which is totally wrong.)

(** Except the fact that UFO:EU used compass heading and OpenXCom uses great circles, as it should be.)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on August 03, 2018, 01:06:27 pm
Have Xenonauts on the drive as well. Gosh I can't bother myself to play this game either.
It has 2 seperate games in it. A wanna-be Xcom game and a tactical-dogfight simulator. I can't win those simulations on my own and just went with auto-resolve in case of good odds.

Base-building and management is quite meh and the crackdown missions against you are a pain to defend against with no real choice for choke-point construction.
Soldiers increase slowly in stats and every rookie with poor starting stats (TU and Firing are pretty much the only useful stats) are not worth the money or time to squeeze into your craft.

Later on you can airstrike everything to make your game free-2-win.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivansanchez on August 03, 2018, 01:36:37 pm
"Is-seen-by-enemy" indicator would be too much, but "is-standing-in-darkness" indicator would be good.

Oh, this would be sweet. I don't know if the game engine allows for that, though.

Otherwise, it'd be nice that there is no immediate threshold between "unit in darkness" and "unit in full light". If my memory serves right, any unit on a square with illumination at level 6 or better is considered fully lit. Rather than that, I'd like visibility to increase with the light level.

Something like "at illumination level 5 or worse use night vision range; at illumination level 20 or better use day vision range; and in between those values do a linear interpolation".
Title: Re: Stuff I'd love to see in XPiratez!
Post by: rezaf on August 03, 2018, 01:52:48 pm
It all about the right tool/damage type for the situation rezaf, getting through the game with only one weapon for all situations is not the way its designed.

It's not about wanting to use "one (type of ) weapon". I have a pretty broad range of stuff, starting with Bows and some projectile smallarms (I never use them, really) to Laser Pistols, Rifles and then Assault Lasers, all sorts of grenades and explosives, Mortars and Bazookas, still some Shotguns (the Laslock Shotgun is especially versatile) and a couple of melee and stun weapons (I also hardly ever use)... I trew out most other stuff, because most of it just is pretty useless.
I just mentioned the Assault Laser because at least it CAN bring down those enemies in the end. I would expect specialized weapons to do their job - noone should survive being hit in the face by an anti-tank rifle. Sadly, X-Com has no physics, otherwise the victim should be killed by being thrown around alone, but ... yeah, this weapon is regularly shrugged off by Marsec Bodyguards.
The Heavy Slug Thrower sounds like it should have some oomph, but it reliably underperforms despite massive TU consumption.
Grenades? Mortar fire? Explosives? Specialized projectile weapons? None of that stuff works.
I CAN work my way around it 75% of the time, but it just server to drag out missions.

And this is just one area of the mod. I really love that there's so much stuff in XPiratez (even though not all of it suits my taste), but there should be much more "gating". I should not have the Stone Axe, Javelins, some Musket variant, a Laser Rifle and a Plasma Pistol all available as research projects at the same time. $0.02 and all, sure.

Btw., NuXCom is great for one playthrough and then forgettable. (Xenonauts is just X-Com but not quite as good, and who needs that?)

Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 03, 2018, 03:49:26 pm
Some thoughts:

1) may be the x-grog barrels taken on a missio be refillable like the the canteens? since these are i don't see why not, plus once gals learn to make it, the tradeoff is that is veery unwieldy to handle in battle. I found rather sttange that bandages and medkits cannot be used on the user itself, but whatever☺

2) modify "duplicate" weapons? for instance the six shooter and ol revolver are similar, i'd keep the ol revolver (with sprite of six shooter, i like it) and  reokace the shooter with a xbow pistol, a short version of crossbow that is the opposite (no penslty with close combat). same the snubby and magnum; hiw about to use the sprite in ooenxcom files and replace one of these (snubby) with something original es: with a derringer .22 (https://en.m.wikipedia.org/wiki/Derringer) featured in the game as "lil pistol"? (bit poweeful thatn the hooldout pistol but with more reduced range and only 2 tshots of course)☺

3) some less advanced firearms like the messer may be buyable as soon as researched in the early game? since seems to be commond and not powerful?

4) how about ancient firearms, like a  (https://en.m.wikipedia.org/wiki/Bombard_(weapon)), a possible "early" version of the mortar? may be unlocked with the blaxk market, and supposed to be oitdated when gals learn to manufacture assault cannon? or even a gatling machinegun, an early black market machinegun?

Title: Re: Stuff I'd love to see in XPiratez!
Post by: LouisdeFuines on August 03, 2018, 04:37:31 pm
I`d like to see an option to view pedia entries out of the production screen, when clicking with a mouse button.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on August 03, 2018, 05:59:13 pm
It's not about wanting to use "one (type of ) weapon". I have a pretty broad range of stuff, starting with Bows and some projectile smallarms (I never use them, really) to Laser Pistols, Rifles and then Assault Lasers, all sorts of grenades and explosives, Mortars and Bazookas, still some Shotguns (the Laslock Shotgun is especially versatile) and a couple of melee and stun weapons (I also hardly ever use)... I threw out most other stuff, because most of it just is pretty useless.
I just mentioned the Assault Laser because at least it CAN bring down those enemies in the end. I would expect specialized weapons to do their job - noone should survive being hit in the face by an anti-tank rifle. Sadly, X-Com has no physics, otherwise the victim should be killed by being thrown around alone, but ... yeah, this weapon is regularly shrugged off by Marsec Bodyguards.
The Heavy Slug Thrower sounds like it should have some oomph, but it reliably under performs despite massive TU consumption.
Grenades? Mortar fire? Explosives? Specialized projectile weapons? None of that stuff works.
I CAN work my way around it 75% of the time, but it just server to drag out missions.

And this is just one area of the mod. I really love that there's so much stuff in XPiratez (even though not all of it suits my taste), but there should be much more "gating". I should not have the Stone Axe, Javelins, some Musket variant, a Laser Rifle and a Plasma Pistol all available as research projects at the same time. $0.02 and all, sure.
snip

At least in your example you sound like your expecting to rapidly kill one of the top 15 sturdiest enemy units types with weapons that barely exceed there armor in avg damage. Alot of the more difficult foes take several gals at once or multiple turns to kill. Once everything starts getting armored and shielded your rarely gona one shot anything even with the strongest late game tools. This is by design, if you want one shots and quick tactical battles this is the wrong game for em.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: rezaf on August 03, 2018, 07:36:40 pm
hE
At least in your example you sound like your expecting to rapidly kill one of the top 15 sturdiest enemy units types with weapons that barely exceed there armor in avg damage. Alot of the more difficult foes take several gals at once or multiple turns to kill. Once everything starts getting armored and shielded your rarely gona one shot anything even with the strongest late game tools. This is by design, if you want one shots and quick tactical battles this is the wrong game for em.

Heh, see, this is why I wrote initially I realize it's a pipe dream. There's always people wearing the "deal with it" glasses and no matter how crazy something is, they'll defend it with "go join the other toddlers if it's too much for you".
Do I expect to be able to kill an enemy the game literally throws at me by the dozen in one shot? I certainly do not.
Do I expect him to fall if I use the best tools available to me with a dozen gals, all concentrating fire on that one enemy? I certainly do.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on August 03, 2018, 07:46:41 pm
Pretty much everything should die in 1-2 shots if you hit it with a plasma-destroyer.
Slugthrower rolls 50-150% so it's alot more reliable against soft targets.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on August 03, 2018, 08:17:48 pm
hE
Heh, see, this is why I wrote initially I realize it's a pipe dream. There's always people wearing the "deal with it" glasses and no matter how crazy something is, they'll defend it with "go join the other toddlers if it's too much for you".
Do I expect to be able to kill an enemy the game literally throws at me by the dozen in one shot? I certainly do not.
Do I expect him to fall if I use the best tools available to me with a dozen gals, all concentrating fire on that one enemy? I certainly do.

Not trying to play the "git gud scrub" card Rezaf but needing multiple turns to down difficult foes, before you get to the end game, is one of the balance targets. Your expected to need alot of time/work/risk to beat these foes. I would say your having the expected experience and not to be discouraged or angry. This is a very hard mod compared to vanilla xcom, and i wouldn't call that easy.

Going  back to the Marsec bodyguard example. He is balanced to shrug off basically everything non melee, before lasers, the exceptions are chem because it chews up his armor very quickly, even it does little damage, allowing other weapons to be effective and bio, because nearly all bio weapons ignore 50% or more armor. However the early delivery tools for those damage types are pretty short range so risk is involved. Even more risky but more effective take a hammer or pickax to his backside and he will be dead in a few swings. Melee can kill anything in the game with hardly more then starting tech, but getting into position for it is risky and takes no small amount of practice to make work.

Bodyguard armor analysis bootypedia page screenshots included, in case you dont know what your up against yet.
 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: rezaf on August 03, 2018, 08:43:02 pm
It'd be a-ok if we only saw one of 'em guys once in a new moon, but even medium sized vessels sport half a dozen or more of them.
Conveniently parked in a corner of the map with a cannon that shoots nuclear warheads when turn 1 ends.
Sorry, you just cannot sell this to me as good game design.

I did try this same mod a year and a half ago, but since then difficulty has been dialed up to a point where I have a hard time enjoying the experience. Have the design fundamentals changed since then?

This is not the first and definately not the last mod to go this course. You have a hardcore audience that sticks with the mod all the time, and not just ties it once every two years like I do. For those players, the utter chaos that is research in XPiratez is not an issue, because they have hindsight and know which things are important when. And ridiculous enemies are not that much of an issue either, because chances are there ARE weapons somewhere in the research tree which at lease increase survivability of your own gals, but that does not help at all the new player that is clueless about those things.

That's why the notion of the mod at least telling you what you should be researching or should have researched at certain intervals.
Another option would be to have more gating, i.e. you transition between enemy types only at a time when you are reasonably prepared. The earlier version of XPiratez had a huge issue in that Mutant Progroms would far too often spawn with Star God Guardians, against which you had no chance early on. This time around, I only faced those guys in a single progrom (of about 20 now), and I just legged it. Their psi is also way overpowered, but since these are probably end game enemies, that might be ok. I'm still struggling to get a voodoo infrastructure going and thus cannot say anything about that.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on August 03, 2018, 09:14:42 pm
Dioxine ever decides to transfer over to Xenonauts I'll follow for sure.

Never. Xenonauts are hostile to moding, and pretty much inane code-wise. I modded Xenonauts before moving here. Loss of time and effort.

It'd be a-ok if we only saw one of 'em guys once in a new moon, but even medium sized vessels sport half a dozen or more of them.

That is complete bullshit my friend and you know it. Farming Supply Ships does not count as normal experience.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Eddie on August 04, 2018, 01:42:45 am
Another option would be to have more gating, i.e. you transition between enemy types only at a time when you are reasonably prepared.

I think this is a mentality issue. Most video games today are structured that you will nearly always face a situation that you can solve/win. XCOM is more like an open world game were your level 1 character can actually meet a dragon. The game does not prevent you from biting off more than you can chew. Lasers are meant to defeat personal armor, but not power armor. Gauss would be the tech tier equivalent weapon to power armor.

On research:
We already got the tech tree viewer to improve things. But yeah, you have some valid points there. A new player would not know which tech is crucial for progess and which is not. Maybe some more strategy articles can be added, similar to the "What do?" topic?
For example to get aircombat started, there could be an article like this:

*Shooting down shippings*

Shippings can only be boarded on the ground. Some shippings land on their own in the wild where we can assault them, those that don't can be "persuaded" to land by sending a few missiles and cannon rounds their way. However, our airbus cannot mount any weapons.
To get some airborne firepower, we need to do a few things:
- The car thieves can sell us vehicles that can mount weapons
- The smugglers can sell us missiles
The missiles are quite expensive and should only be used on the right targets. Police patrol ships for example. We are told with missiles, these craft can be shot down without risk and risk of retribution. The point is to loot their 25mm cannons and ammo, which is the best (and cheapest) option to force civilians to land. Shooting missiles at civilians might outright destroy their ship, leaving nothing to be salvaged.

Upon researching this article, an article about the megapol craft could also be added so the player really knows what they look like in the interception window. An argument could also be made that smugglers should sell the 25mm cannon instead of seagulls, and the seagulls should be sold by Krazy Hanna. Would be more newbie friendly that way.

Some more thoughts on early air combat:
The air balls tech is a noob trap. The chance to actually down anything with them is very low. You either miss and run out of ammo, or you blow your target to pieces (civie shipping assumed). They are also expensive to make. I know they are supposed to be bad, but maybe not that useless.
Goblin Rokkits are somewhat similar. Total damage is so low you can only go after civilians, but there is still a chance to blow them up or run out of ammo. Also, they are quite expensive to make and require integrated devices. So you need to use a limited item to make a mediocre air weapon, while you can pay a little more to get reliable seagulls for just cash. Seagulls seem the better deal to me.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on August 04, 2018, 09:42:18 am

4) how about ancient firearms, like a  (https://en.m.wikipedia.org/wiki/Bombard_(weapon)), a possible "early" version of the mortar? may be unlocked with the blaxk market, and supposed to be oitdated when gals learn to manufacture assault cannon? or even a gatling machinegun, an early black market machinegun?


Uh, the early mortar kind of required a team of horses to move, I'd estimate it at 600 lbs easily.  If I'm remembering correctly, it wasn't useful for anything beyond removing a castle wall, though admittedly it was pretty good at that.

We do in fact get early access to a gatling, or something similar, it only requires an extractor to build.  Though I can't remember what techs are needed to get it.


On another note:  I'm pretty sure the air balls are more of an emergency weapon, for if you have to get the air game up but haven't had luck with drops.  But I agree that they're not exactly designed to be useful, based on the description, they're literally large grenades thrown out the hatch.  More useful if you are trying to bomb a ground target, but that's not something we generally have to do in this game.  Think early WW1 air combat.


Note the third:  Any attempts at a long war version? where research beyond the very basics take a while and ramping up to frequent crackdowns and mercenary or star god presence is delayed a great deal?  That could allow for the crude early firearms to actually have some time in the sun before being replaced.  Maybe make it harder to get enough trust to actually buy better guns, muskets and pistols seem to be replaced by revolvers almost instantly, despite the lower damage, twice the ammo per unit is just that valuable.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on August 04, 2018, 12:03:40 pm
I thought Piratez already is OpenXcom's Long War.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on August 04, 2018, 12:44:08 pm
Nah, X-Com files is the Long War of OpenXCom.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: rezaf on August 04, 2018, 01:10:35 pm
That is complete bullshit my friend and you know it. Farming Supply Ships does not count as normal experience.

I actually was not aware of this (that I was "farming supply ships") since I have no full hyperwave decoder coverage (getting there), but in an unsurprising turn of events you are correct. Within those constrains, I am still correct, but yeah, not nearly as bad this way.
Kinda funny that there are few (and worse armed) bodyguards in the actual base (I discovered it and took it down meanwhile).
I was also able to took down this guild guard with slugthrower and laslock shotgun fire. Find myself relying on that more and more often now, I gave one to a lot of gals as a sidearm since it's so versatile.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on August 04, 2018, 01:21:28 pm
Well if you farmed supply ships by accident, you're in a minority :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: rezaf on August 04, 2018, 01:55:25 pm
Well if you farmed supply ships by accident, you're in a minority :)

Does it even constitute farming if you have to flee the field most of the time, tail between your legs? I never found a solution to the guy launching a nuke when turn 1 concludes.

I think this is a mentality issue. Most video games today are structured that you will nearly always face a situation that you can solve/win.

Maybe ... then again, I don't feel like I'm falling victim to the tropes of modern video games all that much. Franky, I feel most of them stink.
But what's so bad about having a possible solution when facing a situation? Even in the original X-Com you usually had some means to deal with situations most of the time. Autocannons and especially Heavy Cannons could down Mutons and the likes, and I'm pretty sure orchestrated rocket launcher fire could take down Sectopods. Advancing to flying armor and plasma weaponry was mostly a good thing because it made throwaway battles much easier/faster, whist you still needed to be on your toes in more difficult encounters.
In XPiratez, so much stuff is just useless. And it's gotten much worse. In the 2016 version, I remember going from bows to gyro stabilized smartguns as my mainstay weapon. This time around, by that time projectile weapons are generally outdated and/or there are better alternatives. My main gripe really are the over-armored enemies, Marsec Bodyguards, Hovertanks, Sectopods, Guild Masters, Zombie Troopers. Even gear supposedly specialized to deal with such enemies MASSIVELY underperforms.
Everything else I've seen so far is fine and dandy by my standards, with the possible exception of Star God Guardians and their PSI.

As for tech itself, I agree the tech tree viewer is a tremendous help (once you realize you're supposed to guide your research using it), but there are just sooooo many research opportunities and it's often non-intuitive how to get things.
IIRC ,the 2016 version didn't have the trophies/favors/tokens mechanic, which the game doesn't make clear on how important it is.
I think I already had the deliverator or something by the time I finally got around to unlock the Skyranger. Unlocking Back to School is very intricate.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on August 04, 2018, 02:07:13 pm
Nah, we need more heavily armoured enemies. I propose:

-Marsec Supersoldier (slightly scalled down guildmaster than appears in multiples in the endgame)
-all church units gets except civilians and trainees get at least 1st level shields, the ones already with shields get their shield upgraded by single grade
-Church Crusader (improved zealot in bestmaster armor)
-upgraded cyberdiscs that get 2nd level shields and better armor
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on August 04, 2018, 02:07:43 pm
But what's so bad about having a possible solution when facing a situation?

Not really bad as impossible to provide in the multifaced scope of the game: lots of missions, lots of enemy types, lots of weapons. Also what is impossible for one player, is possible for another. Like, supply ship missions are so absurdly pumped-up as many players routinely farm them. Maybe some stuff underperforms, but it is hard to adress that in general terms (as in, what stuff specifically). Also there is the matter of every playthrough being different.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on August 04, 2018, 02:45:53 pm
I farm supply ships for baby nukes.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on August 04, 2018, 05:29:03 pm
Speaking from the farmer end of the spectrum too. There will always be very underperforming equipment. But what those are is a fluid state as content changes and even campaign to campaign and player to player.

Ive had many discussions over the time ive been here about whats good and isn't. I swear by melee and close range assault, but eschew shotguns entirely. So i lean on SMGs most of the game. No one person is right, since the test is does it work.   
Title: Re: Stuff I'd love to see in XPiratez!
Post by: rezaf on August 05, 2018, 11:51:02 am
Complaints aside, here's one thing I would really like to see but fear is impossible to realize without significant changes to the game code: "Wandering merchants".
That is to say, trading opportunities where you can get stuff not readily available at the global market (which could be scaled down in return).
These merchants would have limited stock (i.e. 3 Anti-Grav Harnesses or 1 Old Fighter Hull or or 57 Bandages) and would only buy certain wares from you.
Their pricing would vary wildly, sometimes being much more expensive and sometimes being much cheaper. They could also have faction allegiances.
Like I said, I would presume this idea to be a non-starter for technical reasons, but I thought I'd still throw it out there.  ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Zippicus on August 06, 2018, 03:48:32 am
If you're concerned about equipment being useless, sell it.  Now it's not useless anymore, it helps fund the operation.  In a less broad sense all the various weapons have strengths and weaknesses, and micromanaging the right weapon into the right gals hand can turn a piece of junk into something pretty badass if you use it against the right target.  The reverse is also true, using the wrong weapon against the wrong target with the wrong gal will make anything seem useless.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivandogovich on August 06, 2018, 04:59:11 pm
But what's so bad about having a possible solution when facing a situation? Even in the original X-Com you usually had some means to deal with situations most of the time.
<snip>

In Piratez there are two extremely reliable solutions to tough problems.  Melee, in the case of those tough nut Bodyguards, try axing them a question.  An ax to the back solves almost every problem.  The second solution is just bug out.  There is no shame in skipping missions in Piratez.  You won't lose the campaign if you fail a few missions like you would in NuCom.  These are two fundamental design approaches that differ from most of the rest of the xcom franchise.  If you play with these in mind, Piratez becomes much more approachable.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on August 07, 2018, 11:05:08 am
I found poisoned dagger to be the most reliable solution to Marsec Bodyguard problem.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on August 07, 2018, 02:37:47 pm
I found poisoned dagger to be the most reliable solution to Marsec Bodyguard problem.

Because BIO-damage ignores personal shields, the dagger has armor-pen and pretty much kills everything without proper bio-resistance.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on August 07, 2018, 02:51:17 pm
Yeah, there isn't a lot that resists bio.  Which is why the impalers that the pink ships can provide are highly sought after, at least by me.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on August 08, 2018, 11:17:49 am
There’s also the toxi-lance which I never used because at the point I got that I have impalers.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 08, 2018, 08:38:55 pm
another ideas:

(tovards) armour, /suits, /clothes

what about add & implementing into game

1.)  "filters-clothes", *StillSuits by Frank Herbert´s Dune (Universe) -

- clothes, suits  designed very straight, very suitable, fitting, very top suits´ clothes´solution, for use in deserts, arid, very hot, almost "hellish", desert enviroments, /planets..

https://www.google.com/search?ei=HSRrW5aKGczewQLXr4S4CQ&q=frank+herbert+dune+filter-clothiers&oq=frank+herbert+Dune+filter-clothe&gs_l=psy-ab.1.1.33i160k1l2.3323.17173.0.21891.21.19.1.1.1.0.260.2093.10j8j1.19.0....0...1c.1.64.psy-ab..0.17.1738...0j0i67k1j0i203k1j0i22i30k1j0i19k1j33i22i29i30k1.0.UjqTbo8OONs




2.)  ..similar - lets´ design similar ultimate, top-tier solution for suits, /armours - for very cold, freeze, frost conditions !

3.) ..similar approach - top tier, ultimate clothes - for "big city -life, urban areas, upper-class, /rich worlds !

4.)   top-tier, ultimate clothes, suits, RESPectively armour - for high-tech anvironments (both for brainers, scientists, and for technicians, engineers -developers ) ---
     4 a)   for laboratories,  -  researchs, developings
     4 41  for BIO-HAZARD level 5., IV. - V virological, diseases bio-dangers..

4 b)  for engineers - technicians..  (lots pockets,  own power-sources ( -==> their own version power-suits, or power-armour even, would be best-fitting..),  their own, big tools-case (kufrík, "vercajch" ;P ;D :p )


5.)  top-tier, ultimate ..yap, cosmo-armour, scafander, -  space-suits, (space-armour) - for outer-space, outer, extra-ships -activities

https://en.wikipedia.org/wiki/Space_suit
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 13, 2018, 04:56:13 pm
I'd also add a laslock rifle or carabine that may complete a weapon tier of primitive laser weapons that may be unlocked along the flinlock pistol/musket balls, or a bit later with the gun emporium contract. May have some more rounds in comparison with flintlocks (4/5) but deal less damage (30?). The sprite may be done by modifying laslock shotgun, otherwise google is our friend  :)

Edit: to "complicate matters" flintlocks should have terrible accuracy (actuslly as of 0.99J4 are rather precise) that would slso make sense to stimulate the player putting more effort in research snd looting/searchin better weapons. On the sprite: also laslock weapons sprites msy be redone, how the hell would be cool a pistol ispired by galaxy express 999 anime (https://en.wikipedia.org/wiki/Galaxy_Express_999)? Man that pistol drives me mad! Also a bit more train involvement in the game may be cool..o was think about a mission named "train robbery"
or "train assault" set in a train station, using some of the TFTD terrains containing railroads should be fine, some train sorites may be found here in this forum (https://openxcom.org/forum/index.php/topic,5097.msg94876.html#msg94876)...#fantasies (https://m.youtube.com/watch?v=Gq-b_iNrQaQ)
(man im reaaally getting old...)

edit: sry by accident i rrmoved the post! here it is but i lost the links!! Recovered samples here,
enjoy! (https://www.google.it/search?client=ms-android-samsung-ga-rev1&biw=360&bih=329&tbm=isch&sa=1&ei=II9xW4HQMLHClwS_gaS4Dw&q=galaxy+999+pistol+and+rifle&oq=galaxy+999+pistol+and+rifle&gs_l=mobile-gws-wiz-img.3...7272.10426..11671...0.0..0.0.0.......0....1.1tstJeT0zwM)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 13, 2018, 05:59:14 pm
how the hell would be cool a pistol ispired by galaxy express 999 anime (https://en.wikipedia.org/wiki/Galaxy_Express_999)? Man that pistol drives me mad! Also a bit more train involvement in the game may be cool..o was think about a mission named "train robbery"
or "train assault" set in a train station, using some of the TFTD terrains containing railroads
should be fine, some train sorites may be found here in this forum (https://openxcom.org/forum/index.php/topic,5097.msg94876.html#msg94876)...#fantasies (https://m.youtube.com/watch?v=Gq-b_iNrQaQ)
(man im reaaally getting old...)

edit: sry by accident i rrmoved the post! here it is but i lost the links!! Recovered samples here,
enjoy! (https://www.google.it/search?client=ms-android-samsung-ga-rev1&biw=360&bih=329&tbm=isch&sa=1&ei=II9xW4HQMLHClwS_gaS4Dw&q=galaxy+999+pistol+and+rifle&oq=galaxy+999+pistol+and+rifle&gs_l=mobile-gws-wiz-img.3...7272.10426..11671...0.0..0.0.0.......0....1.1tstJeT0zwM)


i detect Leiji Matsumoto (https://en.wikipedia.org/wiki/Leiji_Matsumoto)´s Animes & Girls fan !  :D :P 8)

..and pls add into X´Piratez Game also Haarlock, Pirate Captain, & his Miime  ;D 8)

(..and Maetel, too   :-*
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 13, 2018, 06:18:33 pm

i detect Leiji Matsumoto´s Animes & Girls[/i] fan !  :D :P 8)

..and pls add into X´Piratez Game also Haarlock, Pirate Captain, & his Miime  ;D 8)

(..and Maetel, too   :-*

though i was not an eager fan, i enjoyed the tv series broadcasted by italian local tvs in early '90, well actually i thought it would very nicely fit into the game framework/theme :) And yes, also even some Captain Harlock stuff, since he was a pirate!

As for mission: another may be similar to cruise terror ship in TFTD, originally may be named "cruise mahyem" instead of a more generic "ship assault", if you have some suggestion for the goals, please fire at will! May be an infiltration mission? Pick yuor poison.. 8)

Edit: @LytaRyta: actually game already features some stuff from Captsin Harlock saga (http://www.imfdb.org/wiki/Harlock_Saga) and even some.steampunk omes. But the galaxy 999 pistol, heck, is a must! it' named Cosmo Dragoon (http://tokinowa.wikia.com/wiki/Cosmo_Dragoon). Not to mention that some Harlock  characters appear in some galaxy 999 episodes and vice versa..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: HT on August 13, 2018, 08:12:17 pm
I see someone else likes good animes too. However, if we have to add stuff, why not add Monkey Island things (if they aren't already)? Stuff like Swordfighting insults, a three-headed monkey unit and the like, I mean.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 13, 2018, 09:16:44 pm
I see someone else likes good animes too. However, if we have to add stuff, why not add Monkey Island things (if they aren't already)? S :)tuff like Swordfighting insults, a three-headed monkey unit and the like, I mean.

Yes but since that game is more satiric/comic stuff, does not have the "pathos" of the two aforementioned anime, but i don't see much room for it, honestly :-/. And piratez already have some "comic" elements in it  :) for instance see bootypedia description of "Apple"...

Lastly,  since some fallout/mad max/western things are in i think some even steampunk (https://en.wikipedia.org/wiki/Steampunk)/Trigun (https://en.wikipedia.org/wiki/Trigun) stuff is missing the bell but would  play well, for instance a vessel called sand steam (http://trigun.wikia.com/wiki/Sandsteamer)...why not?

Edit: bonus, possible update for musket/flintlock pistol here (http://s3.crackedcdn.com/phpimages/article/1/4/1/121141_v1.jpg) or some futuristic western rifles/carabine  (https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQLsed4GRxLiKvMSDZ8VtHT_kEJVbRLdXVWzaqI48RiT16W8kzW)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 13, 2018, 09:30:23 pm
hej, lets add & implement into Piratez game everyone´s favourite tv-shows, /pc-game, /movie stuffs! :p ;D lůl

so, i strongly recommend add (some of) Babylon5, B5 characters and stuffs - preferably, Lyta! (she would be surely major .."reinforcements to our local *voodoo-strong -piratez! ;d ;P

hey, if the .."common", voodoo-oriented, /skilled gals got their voodoo skills, / powers at value between 15 - 75 (for example), -

Lyta Ascendanta woud, SHOULD has her psionics values (as *Touched by Vorlons*) at, least,  1000 x more grade..   (160 - 360), well, 750 - 3600 - 16 000+++ -  "half-million"





--Spoilers--

(yap, she, (Lyta), is considered (also by herself) as "psionics, telepatics,/tele-pyro-kinetics   ..equivalent of ..last resort armaments, thermonuclear bombs..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 13, 2018, 09:51:53 pm
hej, lets add & implement into Piratez game everyone´s favourite tv-shows, /pc-game, /movie stuffs! :p ;D lůl

Unless it's sbout "pirate" stuff, i'n in :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on August 13, 2018, 11:09:34 pm
hej, lets add & implement into Piratez game everyone´s favourite tv-shows, /pc-game, /movie stuffs! :p ;D lůl

What? Get fukken real...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 13, 2018, 11:13:56 pm
^^ ..it was just joke, abit..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 14, 2018, 01:21:10 pm
Some interesting addictions:

1) Ome or two types of  world war 2/XX century anti aricraft facility unlockable along with the black market at the beginning, to provide a very basic form of defence at least for new hideouts, in "jack sparrow" in an year and half of game had already 4/5 landed base crackdowns (on 2 of 3 bases built), even if aside that a copule more on my main base which i managed to shoot down (avonding to fight) with the armored vaults before they land Here some hint: click (https://en.wikipedia.org/wiki/List_of_anti-aircraft_guns) (on that difficulty level seems to occur betweeen every 3/5 months)

2) a copule of mission more from which player may "obtain" among loot young ubers and/or castway gals to recruit them avoiding the black market; may have stats intermediate between paesants and standard gal and may take 1000/1500$

3) Please make wrench a more common item to be found in early mssions like watchtower, scintific experiments and in urban/industrial missions set in those kind of map (recoverable among the loot)? it took one year to find it, and i was lucky i got it only by ground assaulting  a medium guild ship. It's ctucial since it is resuired go grt an early research topic - "tools & blades" mandatory to advance in the research.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivansanchez on August 14, 2018, 01:58:28 pm
a couple of missions more from which player may "obtain" among loot young ubers and/or castway gals to recruit them avoiding the black market

I don't think one more type of troops is gonna help much.

Actually, I'd like to propose something different:

Remove brainers from the black market. Then put some missions to rescue brany gals, which one could recruit as brainers in the still.

Something like: take the places that spawn castaway gals (STR_LOC_DISTRESS_BUNKER, STR_LOC_BEASTMEN_ALTAR, STR_LOC_RAYNOR and the Ghoul terrain) and replace some of the STR_SISTER_VICTIM item spawns with a new item (e.g. STR_BRAINER_VICTIM). Then make a new workshop recipe so one could turn one STR_BRAINER_VICTIM into one STR_SCIENTIST.

(And don't let the player buy/sell brainers until some mutant alliance milestone is reached.)

Maybe that would slow down gameplay and make research more dependent on RNG (which I wouldn't mind). But that would solve the inconsistency of "I cannot recruit new ubers but I can shell out 200K$ to a tiny nomad camp in the middle of nowhere and get a Uber gal with a gigantic brain which as fas as I know from the bootypedia only live in space stations that they themselves can deorbit".

Oh, and 0-G missions to rescue more brainers from academy space stations would be sweet (get a STR_SCIENTIST and a STR_BRAINER_OUTFIT).



I would also like if Dioxine would consider the three starting brainers to be in the airbus from the beginning, even if that means starting with just three combat gals (and a parrot).

I mean, right now the three starting brainers have successfully triangulated an unknown signal, planned a precise de-orbit maneouver, actually piloted a space station through such a maneouver, survived atmospheric reentry without a reentry vehicle.... but they don't have any starting knowledge about hyperwaves, geography, life support systems or flight aerodynamics?? That very specific part of the xpiratez canon seems bogey to me.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 14, 2018, 02:10:16 pm
@ivanasnchez: intriguing, i like it! Another solution may be to have anyways braiber to be "purchased" but raising up price and salary so rescuing them is more advised by common sense
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on August 14, 2018, 02:23:43 pm
The option to let brainers and runts fight for you during base defence will cause massive problems in the later stages of the game.
A production-base can hold around 400-500 runts. So 400-500 controlable characters sharing available spawning points with your HWPs AUXs and normal gals AND opposition-spawns.
I call this will make the game crash once the spawn-points run out.

Even if it works, you can just body the intruders with your runt-army now.
Locking Brainers to RNG and somewhere deeper into the mutant-alliance bounty-system (aka even more RNG to screw the unlucky over) will bone the unlucky players.
200k $ is a lot of bucks so just give the player the option to invest loot-money to get research going.

3 brainers is an improvement to the former 2 starting brainers but hard-locking the user behind RNG to get more brainers and RNG to spawn rescue missions is nuts.
On higher difficulties (4+) you'll run out of time before the small scientist staff can do breakthrough for important techs to save your bum against random crackdowns.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 14, 2018, 02:38:41 pm
The option to let brainers and runts fight for you during base defence will cause massive problems in the later stages of the game.
A production-base can hold around 400-500 runts. So 400-500 controlable characters sharing available spawning points with your HWPs AUXs and normal gals AND opposition-spawns.
I call this will make the game crash once the spawn-points run out.

Even if it works, you can just body the intruders with your runt-army now.
Locking Brainers to RNG and somewhere deeper into the mutant-alliance bounty-system (aka even more RNG to screw the unlucky over) will bone the unlucky players.
200k $ is a lot of bucks so just give the player the option to invest loot-money to get research going.

3 brainers is an improvement to the former 2 starting brainers but hard-locking the user behind RNG to get more brainers and RNG to spawn rescue missions is nuts.
On higher difficulties (4+) you'll run out of time before the small scientist staff can do breakthrough for important techs to save your bum against random crackdowns.

oh..did not think about it because still not got yet so far in the mod so nevermind, but it msy also depend on playstyle: dont' if having a factory with 400 runts is kinda virtually mandatory.  :) Although about "brainer value" was discussed here (https://openxcom.org/forum/index.php/topic,4034.0.html) but in the end i personally wouldn't removr them from the market, only make their purchese a less convenient solution
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivansanchez on August 14, 2018, 02:47:55 pm
may be also interesting to add an option "brainers and runts fight if base is attached", self explanatory

You mean treating brainers as stackable (as in "they show together in inventory") support units? Hhhmm, might even work. I dunno if the game engine can deal with this in an elegant way, though.

The option to let brainers and 400-500 runts fight for you during base defence will cause massive problems in the later stages of the game.

I must agree with this. Does the game have a way to limit the number of friendly units to spawn in a map?

Locking Brainers to RNG and somewhere deeper into the mutant-alliance bounty-system (aka even more RNG to screw the unlucky over) will bone the unlucky players.

I'm not thinking bounties, I'm thinking plain ol' "research something and you can buy from the black marker" pretty much like unlocking purchasable weapons.

3 brainers is an improvement to the former 2 starting brainers but hard-locking the user behind RNG to get more brainers and RNG to spawn rescue missions is nuts.

I beg to disagree. In my campaign I refused to recruit gals from the market, instead relying on rescues. And while it's slow to build up a set of 15-ish non-wounded gals, it's doable and (IMHO) enjoyable.

And heck, if you don't like RNG to impose a limit on the brainers, another option would be to change the shakeup ceremony so it takes a castaway gal and it spits out a brainer gal. (normal shakeup: your uber hand → escaped lunatic gal; resurrection thing: dead gal → ghost gal; brainer shakeup thing: escaped lunatic gal + money → brainer)

On higher difficulties (4+) you'll run out of time before the small scientist staff can do breakthrough for important techs to save your bum against random crackdowns.

If you excuse me my lack of knowledge of the game internals - are the intensity of the crackdowns defined by time, by score, or by research done? AFAIK research acts as a gateway to bigger enemy ships spawning, so it should be possible to not have big crackdowns until having done mid-game research.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 14, 2018, 03:02:08 pm
You mean treating brainers as stackable (as in "they show together in inventory") support units? Hhhmm, might even work. I dunno if the game engine can deal with this in an elegant way, though.
sry, I meant more an option like "wounded fights if base attacked"

I'm not thinking bounties, I'm thinking plain ol' "research something and you can buy from the black marker" pretty much like unlocking purchasable weapons.
i think im in, won't make game even more harder, provided that it is in the rearch topics right of the start of a new game.

I beg to disagree. In my campaign I refused to recruit gals from the market, instead relying on rescues. And while it's slow to build up a set of 15-ish non-wounded gals, it's doable and (IMHO) enjoyable.
don't know, i always sucked at piratez but personally on jack sparrow for me that would make a game virtually impossible!

And heck, if you don't like RNG to impose a limit on the brainers, another option would be to change the shakeup ceremony so it takes a castaway gal and it spits out a brainer gal. (normal shakeup: your uber hand → escaped lunatic gal; resurrection thing: dead gal → ghost gal; brainer shakeup thing: escaped lunatic gal + money → brainer)

i will not go for it, because one is born gifted, otherwise not ;D

If you excuse me my lack of knowledge of the game internals - are the intensity of the crackdowns defined by time, by score, or by research done? AFAIK research acts as a gateway to bigger enemy ships spawning, so it should be possible to not have big crackdowns until having done mid-game research.

diff level affects them, alongside as far as i've seen to the amount of annoy/damage you inflict to a faction. for instance, the more ratnen rodeos you win, more raise the possibility to get a crackdown from these, more academy ships you ground assault more they get angry..i hope om not wrong

edit: also bolas (https://en.m.wikipedia.org/wiki/Bolas) or a lazo would be nice, as an early version of electric lazo
Title: Re: Stuff I'd love to see in XPiratez!
Post by: sanyaskillpro on August 14, 2018, 04:37:22 pm
Remove brainers from the black market. Then put some missions to rescue brany gals, which one could recruit as brainers in the still.
This would make an early game grind even more mandatory. It's very hard to die to civilian weapons once you get Warrior armor. I'd rather see early missions phase out way more quickly.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on August 14, 2018, 04:42:18 pm
And I like them to train newer gals. :D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on August 14, 2018, 06:21:37 pm
I don't think one more type of troops is gonna help much.

Actually, I'd like to propose something different:

Remove brainers from the black market. Then put some missions to rescue brany gals, which one could recruit as brainers in the still.
.

Not doable.

I would also like if Dioxine would consider the three starting brainers to be in the airbus from the beginning, even if that means starting with just three combat gals (and a parrot).

I mean, right now the three starting brainers have successfully triangulated an unknown signal, planned a precise de-orbit maneouver, actually piloted a space station through such a maneouver, survived atmospheric reentry without a reentry vehicle.... but they don't have any starting knowledge about hyperwaves, geography, life support systems or flight aerodynamics?? That very specific part of the xpiratez canon seems bogey to me.

1. Yes they had, perhaps it wasn't fully unkown to them? Just another enigma.
2. Who said the station was not equipped for emergency landing? And that does include autopilot and re-entry vehicle.
3. They were trained as high class specialists, so ofc they don't know anything except for a very narrow set of skills (plus what they learned from what passes for social media in the 27th century).

What is certain, tho, they couldn't be a part of the starting crew because these weren't taught any "brainer" skills; it is clarified further in the upcoming version, but Dr. X nurtured them to become warriors, not scientists.

Note that I am not dismissive of your argument, and open for discussion. But I don't see anything that can't be explained here. Also note that the game cannot explain this all in a very detailed manner, because constraints on article length (and no, I don't think these constrainst should be removed).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on August 14, 2018, 09:31:42 pm
More chances to get Shadow Orbs. The idea to customize your ships with tools is nice, but right now they drop so rarely that it goes pretty unused.
Of course, what would be really sweet is having equipment slots for aircrafts - so instead of taking up a weapon slot, you get a fifth/sixth slot for STC or other equipment. Probably not supported by the engine, though. :(

And speaking of ship combat - a fast and expensive bullet-sponge would be welcome during mid-game. High HP, high speed, quick repair, and no weapons as trade-off. The more powerful enemy ships tend to be the fastest ones, so it takes forever for a Crab/Kraken (or even a Dragon, for that matter) to catch up — if they manage at all.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RetroJL on August 14, 2018, 09:50:11 pm
I had some thought on an alternate research path but unfortunately don't really have the time to prototype it out between college/etc:

Replacing certain techs (spikey smg/etc/the "homemade" stuff) with having other techs unlock prototype runt project builds.  Mechanically speaking it wouldn't be any different from how bounty prizes work.  Even certain techs like "Test Flight" may even be better suited to a high cost/high time runt project thematically.

Example: Gunsmithing would unlock a project for flintlock rifles.  Build a prototype that takes X days and X resources(either raw mats or even multiple lower tier weapons).  Quick research project gives ability to mass produce(ie: the item made unlocks flintlocks via research similar to Prize: items).   

I mean, yeah it's not exactly game changing, but personally I like to run lean on Brainers(early-mid game) and something like this would let me focus my smaller Brainer pool more on long term goals and NOT have every runt constantly grinding out XGrog/Canteens/etc to sell constantly. 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ridаn on August 14, 2018, 10:02:03 pm
More chances to get Shadow Orbs. The idea to customize your ships with tools is nice, but right now they drop so rarely that it goes pretty unused.
Of course, what would be really sweet is having equipment slots for aircrafts - so instead of taking up a weapon slot, you get a fifth/sixth slot for STC or other equipment. Probably not supported by the engine, though. :(

And speaking of ship combat - a fast and expensive bullet-sponge would be welcome during mid-game. High HP, high speed, quick repair, and no weapons as trade-off. The more powerful enemy ships tend to be the fastest ones, so it takes forever for a Crab/Kraken (or even a Dragon, for that matter) to catch up — if they manage at all.
If you can take on battleship/bombers midgame, than this is not really midgame. Losing 2 out of three fully kitted ships of your own, just to take down dedicated military vessel, would be a sweet spot, imo.
By midgame Im more constricted by engineer hours, rather than money, and it seems fine. Pick your fights, and build up reserves.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 14, 2018, 10:41:39 pm
More chances to get Shadow Orbs. The idea to customize your ships with tools is nice, but right now they drop so rarely that it goes pretty unused.
Of course, what would be really sweet is having equipment slots for aircrafts - so instead of taking up a weapon slot, you get a fifth/sixth slot for STC or other equipment.
Probably not supported by the engine, though. :(

And speaking of ship combat - a fast and expensive bullet-sponge would be welcome during mid-game. High HP, high speed, quick repair, and no weapons as trade-off. The more powerful enemy ships tend to be the fastest ones, so it takes forever for a Crab/Kraken (or even a Dragon, for that matter) to catch up — if they manage at all.


exactly this!

@dioxine pls would it be possible to increase numbers of those aircraft´s slots ? (*sockets")

from 4 to 6, or even 8  :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on August 14, 2018, 10:43:18 pm
If you can take on battleship/bombers midgame, than this is not really midgame. Losing 2 out of three fully kitted ships of your own, just to take down dedicated military vessel, would be a sweet spot, imo.
Given the replacement cost and time for a fighter, I disagree. Cruisers, Destroyes, Corvettes, Frigates, Bombers, Heavy Gunships - you see dedicated military vessels too often to keep up with replacing your downed fighters at that cost.
Also, Bombers aren't that hard to pop: a Kraken with Railguns (assuming you don't die of old age waiting for it to catch up) moves in to draw fire, then comes a Nightmare with Meteor missiles to finish of the shields and finally two more Nightmares with Avalanches for the hull. The waves are of course very close together since the Avalance missiles take forever to reach - shields tend to be down before they arrive. The small fighters should also have Plasma Spitters and Lascannons for addtional carnage/mopping up. All of that is available before Higher Studies, so midgame. :p
Battleships are another matter entirely, though. Good luck taking them on without some really heavy firepower available to you.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: KZad Bhat on August 14, 2018, 11:02:29 pm
A production-base can hold around 400-500 runts. So 400-500 controlable characters sharing available spawning points with your HWPs AUXs and normal gals AND opposition-spawns.
I call this will make the game crash once the spawn-points run out.

The engine at least has you covered there. If it runs out of spawn points with more soldiers to place, it just doesn't place them. We're just not likely to see this in effect in XPiratez . . . so far.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivansanchez on August 14, 2018, 11:04:02 pm
2. Who said the station was not equipped for emergency landing? And that does include autopilot and re-entry vehicle.

Hhhmmm.... the fact that none of the space stations in the 0-G missions seem to have any kind of emergency reentry vehicles?  8)

I must mention that I've been an avid KSP (Kerbal Space Program) player, so I know pretty well that thermal shielding is heavy and thus expensive to put in orbit.

We don't put thermal shielding on everything (much less on ISS modules), so I have my doubts that the traders' guild would make the whole station out of plastasteel as opposed to plain old aluminium. They have to protect their profit margins, you know.



So here's another idea:

The starting brainers were researching a dead, drifting piece of space junk. Suddenly, the STR_MENACING_HULL sparks to life, plots a reentry trajectory, and crash-lands right next to the hideout (probably still attached to parts of the space station/space tug/salvage vehicle they used to reach there). Maybe the brainers were sent into the derelict as guinea pigs.

Cue a scripted mission to rescue the friendly brainers from a tiny band of roving ratmen. This allows to put information in the mission briefing, e.g. "We heard this crash, and the faces of three Uber gals showed up in some of the hideout screens asking for help. They look brainy but not beefy. If we rescue them they might help us understand things around."

Yeah, this would need terrain assets  :( and I don't know if the game engine can spawh a mission right on top of the hideout  :( and every new game would need to grind this :( but this would explain the brainers and the menacing hull much better than a bootypedia article IMHO  ;D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on August 14, 2018, 11:18:40 pm
We don't put thermal shielding on everything (much less on ISS modules), so I have my doubts that the traders' guild would make the whole station out of plastasteel as opposed to plain old aluminium. They have to protect their profit margins, you know.
The Brainers come from an Academy station, not a Guild one. The Academy is prone to overengineering, so let's go with the "they found the emergency re-entry subroutine in the station's control code and triggered it" explanation. ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivansanchez on August 14, 2018, 11:31:29 pm
The Brainers come from an Academy station, not a Guild one. The Academy is prone to overengineering, so let's go with the "they found the emergency re-entry subroutine in the station's control code and triggered it" explanation. ;)

And the academy just happened to leave a perfectly good, functional & overengineered station on the hands of some not-totally-trustable Uber gals, completely unsupervised?  :o  And on top of that, the emergency reentry subroutine is able to calculate a reentry maneouver in order to land in a precise spot? (instead of just applying retrograde thrust and landing wherever is closest to their current orbital path)

It's just hard for me to accept that.  :-\
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on August 14, 2018, 11:42:48 pm
They have star-god tech.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 15, 2018, 12:15:06 am
And the academy just happened to leave a perfectly good, functional & overengineered station on the hands of some not-totally-trustable Uber gals, completely unsupervised?  :o  And on top of that, the emergency reentry subroutine is able to calculate a reentry maneouver in order to land in a precise spot? (instead of just applying retrograde thrust and landing wherever is closest to their current orbital path)

It's just hard for me to accept that.  :-\

Without being technichal, plot says it's an abandoned base! :) Well if we want to be really evil/masochist we may start only with an hangar, a vault and a barracks block, radar and other stuff may need to be researched first. Don't know if Dioxine may agree, maybe...?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivansanchez on August 15, 2018, 01:04:11 am
They have star-god tech.

Ah, I see, a wizard did it (https://www.youtube.com/watch?v=sVgVB3qsySQ)!  ;D ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on August 15, 2018, 02:39:55 am
The engine at least has you covered there. If it runs out of spawn points with more soldiers to place, it just doesn't place them. We're just not likely to see this in effect in XPiratez . . . so far.

*coughZubrincough*
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on August 15, 2018, 02:52:26 am
A while ago I suggested some variant of the Laser Musket from Fallout 4, but mechanically we couldn't seem to get past the recharge bit.  I thought about it some more(IE I totally forgot about it until sometime today), and I have an idea regarding it that might work:


The laser musket would be an upgradable homebrew early laser tech, probably would do around 20-30 damage and have a high number of shots before the generator blows, it's also a heavy and sturdy weapon, so a gunbutt attack is reasonable. 
Problems for the early version would be near musket level accuracy and a very high aimed shot ap cost, with either no snap, the exact same ap cost as aimed, or a high cost snap, to mimic the manual recharge. It would have to be a two hand weapon, can't shoot it if you've got your hands full.

Upgrades I can think of could include lowering the ap cost(better generator), sharply increasing accuracy(better laser focusing), removing the ammo count completely(better generator part 2) and increasing damage(meh, got nothing), also the standard upgrade of melee attack.

Another idea related to this if, if we could have a weapon that requires an action to 'cock' it, the laser musket could have a very cheap aimed attack, for aimed at least) and a good snap, but require an expensive recharge action before it can be fired again, with upgrades lowering recharge time and number of shots before recharge is required.  I think this was the point where this idea fell flat, but I can't remember if the coders ever said if it was possible.  It could be useful for other weapons, cheaper attacks with a cock action before you can start them, semi auto would just need to cock once per clip, and auto weapons wouldn't need it at all.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on August 15, 2018, 05:19:01 am
The starting brainers were researching a dead, drifting piece of space junk. Suddenly, the STR_MENACING_HULL sparks to life, plots a reentry trajectory, and crash-lands right next to the hideout (probably still attached to parts of the space station/space tug/salvage vehicle they used to reach there). Maybe the brainers were sent into the derelict as guinea pigs.

Cue a scripted mission to rescue the friendly brainers from a tiny band of roving ratmen. This allows to put information in the mission briefing, e.g. "We heard this crash, and the faces of three Uber gals showed up in some of the hideout screens asking for help. They look brainy but not beefy. If we rescue them they might help us understand things around."

Yeah, this would need terrain assets  :( and I don't know if the game engine can spawh a mission right on top of the hideout  :( and every new game would need to grind this :( but this would explain the brainers and the menacing hull much better than a bootypedia article IMHO  ;D

Not a bad idea, actually, as it ties nicely together Brainers and the Hull. I might use it. However, 2 things:
1) You cannot disable purchase of Brainers, so they need to appear pre-game start;
2) I wouldn't want a mission a player HAS TO fight every time they start a new game. It'd be too much like the infamous Skyrim's tutorial...

Also... It was an Academy, not Trader station. If they wanted thermal shielding, they got thermal shielding. You're also forgetting that the primitive technology of Kerbal Space Program is a thing of the past... And no "Wizard did it" because the tech in question is used all the time and quite cheap... how much does the Fighter Hull cost, eh...?

Also, "completely unsupervised"? I don't think that's how it is described...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: sanyaskillpro on August 15, 2018, 06:13:59 am
1) You cannot disable purchase of Brainers, so they need to appear pre-game start;
You can set the price to 9999999999 dolaroes or something, if you want to go with recruited-only brainers.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on August 15, 2018, 06:50:33 am
nah just set them to hidden 85% of the player base wont ever know they exist.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on August 15, 2018, 11:53:25 am
It’s not suprising that Brainers escaped considering the Academy is clearly incompetent and corrupt. Remeber these people cut their talent pool by half due to being sexist and run their poorly trained Osiron dropouts along with relatively fragile and highly explosive cyberdiscs.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on August 15, 2018, 12:10:28 pm
They don't even bother to give weapons to the people that are supposed to catch the clearly armed and dangerous escapees, so the teams have to bring their own. That might be infighting though, as they don't really want Dr. X to succeed.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 15, 2018, 12:35:55 pm
They don't even bother to give weapons to the people that are supposed to catch the clearly armed and dangerous escapees, so the teams have to bring their own. That might be infighting though, as they don't really want Dr. X to succeed.

Yes, also because is  more a "scientific" faction (pheraps rather sexist) than a "military" one, so fighting tasks are delegated to Osiron.

Also, would be nice to see an outfit inspiered by drifter, don't know if alreasy exist one, maybe it could be called "wanderer", a casula version between ganger and adventutrer, provided might be room for it, i repat ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LouisdeFuines on August 15, 2018, 09:14:50 pm
I`d like to see a solution about the sewers. It is a pain to search an enemy down there.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: wolfreal on August 15, 2018, 09:17:58 pm
Aye phone, dogs, cats with sense, armor with sense, there are tools. It is a pain, but it is not unsolvable.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 16, 2018, 02:11:10 am
1 idea:  *TS-rays Negater*

(hand) emittor of negative energy (wave-particle beams)

category:  short sidearm weapon, / "pistol", ultimate top-tier

anti-matter /energy beam emitor

size: 2x1  (or 2x2, better)

weight: 8 - 12 kg

dmg:  690 - 900

yap, kind of damage:  (almost) total annihilation /obliteration  (remains only very small heap of hot ashe)

so, type of effect, /principe of function : matter - antimatter ("cold") annihilating reaction, apparently


rounds of "ammo" :  1 - 2 negative energy charges  (anti-matter battery, /capsules)


source: sci-fi novel Kolonia Lambda-Pí, by cz-sk writer Peter Repko :
https://www.google.com/search?biw=1440&bih=790&tbm=isch&sa=1&ei=9610W-eGAsbOwALntbOwDQ&q=Kolonia+Lambda-P%C3%AD&oq=Kolonia+Lambda-P%C3%AD&gs_l=img.3..35i39k1.10216.10675.0.11107.2.2.0.0.0.0.123.189.1j1.2.0....0...1c.1.64.img..0.1.122....0.Z5gG4NMXIVI

https://www.google.com/imgres?imgurl=http%3A%2F%2Fwww.sfd.sfu.sk%2Fdata%2Ffoto%2F342-1.jpg&imgrefurl=https%3A%2F%2Fkyberia.sk%2Fid%2F4794612&docid=-YaRTLGB7oI2yM&tbnid=rFOGgHxzN0dg5M%3A&vet=10ahUKEwj7z_qhkvDcAhXBPFAKHZokAB8QMwhCKAcwBw..i&w=629&h=475&bih=790&biw=1440&q=Kolonia%20Lambda-P%C3%AD&ved=0ahUKEwj7z_qhkvDcAhXBPFAKHZokAB8QMwhCKAcwBw&iact=mrc&uact=8#h=475&imgdii=LRp0GrfwgQJu8M:&vet=10ahUKEwj7z_qhkvDcAhXBPFAKHZokAB8QMwhCKAcwBw..i&w=629

!!!picture: http://1.bp.blogspot.com/-kNztrr06IPU/VlYexpKS8cI/AAAAAAAA7_4/gzbhho_shBs/s1600/image23.jpg
(just to show how it should looks like)

(http://1.bp.blogspot.com/-kNztrr06IPU/VlYexpKS8cI/AAAAAAAA7_4/gzbhho_shBs/s1600/image23.jpg)

Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 16, 2018, 03:10:19 pm
And what about the...chiappa shotgunnnnn!! A possible update on the double barrelled shotgun, dorry i really have to post a video about:


And what about the M1918 BAR (https://en.wikipedia.org/wiki/M1918_Browning_Automatic_Rifle)? Man, why i did not think before?  ;D May be act as a very hearly light machinegun surrogate avaiable near the start at the black market? Or even a flare gun, though i remember once it was added in an old xpiratex version, 0.97 or 0.98, cannot remember if it was removed or not...think about it as some middle ranged flamethrower that procuces less fire...

edit: ah, don't know if some color schemes in the bootypedia are to be changed but pleasemay be avoided certain color combimations like white background on purple text, for instance as is on the current version (0.99J4) on the "what do" research topic? Cause it's not very readable/easy on the eyes
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on August 17, 2018, 02:26:55 am
Ironically the BAR would be a good weapon for the gals, its downside was weight vs performance. Not something gals care to much about.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on August 17, 2018, 03:18:02 am
Indeed, BAR was one of the best guns ever made, with that single downside of weight.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on August 17, 2018, 08:03:35 am
well not just weight, there where a number of mechanical shortcomings, if one did not adhere to correct cleaning procedures. Most notably the gas system was not made of corrosion resistant materials in an era of corrosive powder, and the recoil absorption setup was easy to foul. Both would lead to the gun failing to cycle properly.   
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 17, 2018, 04:26:12 pm
Actually the FG42 (https://en.m.wikipedia.org/wiki/FG_42) seems to be superior to the BAR though it was a different concept, however just posting this only because it may be a new addiction to humanists arsenal (better modyfing the auto rifle sprite replacing it, to save work), carried by instructors or even a new units of theirs (humanist assault trooper) or by military police, instead of that blackmarch smg.

video footage from youtube:


Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on August 17, 2018, 09:16:01 pm
I think the BAR makes more sense to have around then the 42, substantially more units produced and a longer period of military service(WW1 to Vietnam) as well multiple civilian and export versions. 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on August 17, 2018, 10:08:20 pm
Anyhting that competent gunsmith with access to simple tools can manufacture makes sense. Which is why the "homefront rifle" is still around.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 17, 2018, 10:24:22 pm
Quote from: Martin=topic=5821.msg101873#msg101873 date=1534532900
Anyhting that competent gunsmith with access to simple tools can manufacture makes sense. Which is why the "homefront rifle" is still around.

actually i like the idea of old guns in 2601, maybe just some more may have modified to resemble real life counterpart?Aside homefront rifle there are a few example like the rcf carabine (m16) and spraygun(us m3 grease gun), blachmarch smg (mp5 navy) id like to have the smg more "uzi alike", the bigob used in xeno operation mod for the uzi is reallly cooool 8)

edit: and that tommy, top notch!!!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 17, 2018, 11:45:43 pm
actually i like the idea of old guns in 2601 , maybe just some more may have modified to resemble real life counterpart?

heh, anyway, such ..bizzare, weird..

old-times weapons..

just imagine,

old-time, old-fashion´ed "fireguns (palné..), from 19. - 20.century, - still in use, in the year 2603 !  :o ;D :P

in 27.th. Century..

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on August 18, 2018, 11:36:50 am
Why not? Knives and bows are still around. ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 18, 2018, 11:09:35 pm
Anyhting that competent gunsmith with access to simple tools can manufacture makes sense. Which is why the "homefront rifle" is still around.

Yes, expecially from a smuggling/black market prospective, the rich hace access to more good/professional stuff, the rest just go bargain,  but since in history always existed people that tamper with things so old hardware survived...

Closing note: also a lewis gun would be really original, at least from a sprite prospective sice its kinda different from same hundreds of loads of stuumseen in videogames, movies and so on, personally never played any videogame that featured it, i remember only 2003's will rock that featured it :)

Demostration:

Ok the store is closed...forever!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LouisdeFuines on August 20, 2018, 06:47:57 pm
I`d like to see in the training-screen (Dojo), which base the training screen is refering to.

Often the window pops up, keeping telling me, that someone doesn`t have to train anymore, but game doesn`t tell me, which base that does take place.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on August 20, 2018, 09:10:35 pm
Hey, in the new 0.99J5 now temple raids needs to be approached on foot; how about to make all the infiltration missions in such way of engagement? May be interesting. Aldso, the new foot approach sistem requires some high tech travel route? because in the temple raid map there some kind of coin op machine, it may be subject of research?

Edit: How about to sort all items in the drop down menus alphabetically, not only in the manufacturing screen but in all of them?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Zippicus on August 20, 2018, 10:45:33 pm
I`d like to see in the training-screen (Dojo), which base the training screen is refering to.

Often the window pops up, keeping telling me, that someone doesn`t have to train anymore, but game doesn`t tell me, which base that does take place.

You can manipulate the training queue right from that popup, if you make changes right then you don't have to hunt down which base the event happened at.  But yeah the base labels might be nice to have.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LouisdeFuines on August 20, 2018, 11:15:32 pm
The queue is not my problem. I simply don`t know, for what base the window pop ups.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on August 21, 2018, 03:02:26 am
Hey, in the new 0.99J5 now temple raids needs to be approached on foot.

I see, Temple Raids are now always done with a special kind of "craft".  Is this "craft" always in front of the church?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Zippicus on August 21, 2018, 04:47:05 am
The queue is not my problem. I simply don`t know, for what base the window pop ups.

Well the assumption was that you would want to act on this information in some way, the most logical action being to select a new unit for training.  So I was letting you know you could do that from the popup instead of hunting down the base where the event happened.  For a quick fix you could add a number or letter or something at the end of your troops names indicating what base you have them stationed at.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LouisdeFuines on August 22, 2018, 10:48:04 pm
It would be great, if hot areas would inflict less stun damage or even none, when arriving, when it is dark.

In th opposite cold areas could get even more cold, when arriving in the night. but be warmer in daylight.

I`d like to see one more thing:
To see, how many points I get from research and downing a UFO.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on August 27, 2018, 11:25:22 am
It would be great, if hot areas would inflict less stun damage or even none, when arriving, when it is dark.

In th opposite cold areas could get even more cold, when arriving in the night. but be warmer in daylight.

I`d like to see one more thing:
To see, how many points I get from research and downing a UFO.

1. Not doable.
2. This is really too much, just fucking check it YOURSELF on the graphs, or make yourself an excel sheet, jesus man. I could divulge that information in the pedia texts (for extra effort), but it would be retarded to do so. Why are you obsessing over such trivialties? Can't you fucking just play the game? Can't you stop wasting forum space and other people's time with your endless stream of dumb requests?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on August 27, 2018, 12:17:23 pm
It would be interesting if slaves and peasants wouldn't suffer from heat/cold (as much), as they are not dependent on hellerium and should be like our enemies inthat regard. But I doubt that is possible either.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: wolfreal on August 27, 2018, 04:17:56 pm
Gals are more resistant. Slaves and peasants are normal humans. Been in extreme cold/hot is hard for us. It is a little less hard for the gals.

Enemies in extreme climates are prepared for the climate where you found them.

There are protective gears, and consumables.

The stuff about Hellerium is that gal can not live outside hellerium zones too much time. Nothing about climate.

EDIT: Merge.

It would be great, if hot areas would inflict less stun damage or even none, when arriving, when it is dark.

In th opposite cold areas could get even more cold, when arriving in the night. but be warmer in daylight.

I`d like to see one more thing:
To see, how many points I get from research and downing a UFO.

OXCE+ new version have that in ANAL.

Points on research, if take longer, give you more points.. Sorry, I was wrong, there is not.

I like to see lot of data, but I agree, that is too much.




Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on August 27, 2018, 05:58:42 pm
Points on research, if take longer, give you more points.
There's no relation between research length and points awarded.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: wolfreal on August 27, 2018, 10:39:54 pm
Sorry, it is true, there is no relation.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LouisdeFuines on August 31, 2018, 02:55:55 pm
2. This is really too much, just fucking check it YOURSELF on the graphs, or make yourself an excel sheet, jesus man. I could divulge that information in the pedia texts (for extra effort), but it would be retarded to do so. Why are you obsessing over such trivialties? Can't you fucking just play the game? Can't you stop wasting forum space and other people's time with your endless stream of dumb requests?
This is a thread for requests on stuff wanted to be seen in pirates. I`m totally right in possible ideas here. You can ignore my proposal, if you don`t like it.
It`s up to you, if you implement them; it`s up to us, to make proposals.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on September 01, 2018, 02:58:46 am
It would be interesting if slaves and peasants wouldn't suffer from heat/cold (as much), as they are not dependent on hellerium and should be like our enemies inthat regard. But I doubt that is possible either.

Check their respective resistances again, bro.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on September 21, 2018, 12:39:51 pm
..adding the horses, kestrel (hawks), or even dragon would be pretty cool fine ;p

(btw. and what about includes "the panic room" amongs buildings (rooms) of vault ?
yu know, hidden room, safest place in base, 4 gals,
*last stand resort"

--- posts merged. Please stop double posting, I don't want to be merging posts every day ---

♣ *dragon (s) - CWOULD be possible to add into game, bcos there somewghere is already some noticies, some stubbs about dragons (some "page(s)" in UFObootypedia, aand also some article in techtree, too, in researchs

♥ *panic room - safest, "hidden" room in base vault, with (almost) unpenetrable, undestructible walls, (amybe also with some *area -denial, /AAAir-defense, too (but not very heavy, no very strong)

and BUT with limited housing, living capacity of gals - dunno, ~4 - 8 ubers, at maximum

..and also with limitation of lenght of keeping, lenght of living in SafeRoom - at about ~~ 48 - 64 -96 Turns of in Battle phase..
( such 8 gals only after the upgrade the "Panic Room" to *Tresor" ( / *Bunker )


( 8
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Vansi on September 21, 2018, 11:56:29 pm
This is really too much, just fucking check it YOURSELF on the graphs, or make yourself an excel sheet, jesus man. I could divulge that information in the pedia texts (for extra effort), but it would be retarded to do so. Why are you obsessing over such trivialties? Can't you fucking just play the game? Can't you stop wasting forum space and other people's time with your endless stream of dumb requests?

Why so much hostility? This very logical and reasonable request. Graphs section is virtually unchanged since OG. I look there from time to time I and sometimes wildly wonder, why I have 30000+ points? Or -2000 ? It is big enigma. Detailed score points event log with every action that causes gain/loss of points would be nice addition.     
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on September 22, 2018, 07:04:35 am
Because I am so tired of people bitching to me about the original xcom quirks. They should know what they're getting into. I solved/smoothed as much as I could/wanted, but can't solve all, and never meant to. It is XCOM, god dammit. No game is perfect and I have to work with what I have. I'm just a simple modder, not a wish-granting djinni. And frankly, full disclosure of information is simply not my cup of coffee. The day it becomes possible I'm quitting. You want to play the game, or analyze it? Do you start a date with a girl by asking for her full medical record? I refuse to cater to that kind of player. I made enough concessions already.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Vansi on September 22, 2018, 11:44:19 pm
It was request for new feature, and it has nothing to do with bitching about the original xcom quirks. Since scores in order of 30k or 40k were not possible in OG, I am assuming  that you have greatly expanded list of events that cause gain/loss of points. And you are saying that full disclosure of information is simply not your cup of coffee? Really? Why there is ANAL button? Why there is diary of every gal, that allows to track every mission in the game? The Open Xcom already is tracking internally score points, it would be nice to show this in some sort of table.     

And Vikings weren't pirates, despite what name suggest. They were raiders.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Stoddard on September 22, 2018, 11:57:33 pm
And where do you live ? Under the rock?
(https://lxnt.wtf/oxem/builds//cat-popcorn.gif)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on September 23, 2018, 12:03:00 am
It was request for new feature, and it has nothing to do with bitching about the original xcom quirks.

Modders can't add new features, you'll need to ask devs for that.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LouisdeFuines on September 23, 2018, 12:47:54 am
@Vansi,
Thank you for supporting. Why don`t you join us on discord-chat?
Just type "discord" into the search section und you will find us all.

You will find out, that in the chat many things get better communicated. Give it a try!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on September 23, 2018, 02:28:06 am
Why there is ANAL button?

To appease those who were bitching for a bigger disclosure. However appeasement has its limits, as Britain's Chamberlain should have found out. Also, it is a great debug tool.

And Vikings weren't pirates, despite what name suggest. They were raiders.

Maybe the gals are raiders too, despite what name suggests. This is a Science Fiction game after all, not a reenactment of any historical period.

Why there is diary of every gal, that allows to track every mission in the game?

What the diary, of all things, has to do with it? It is just a record of deeds past, not tactical info feed.

Since scores in order of 30k or 40k were not possible in OG,

Completely possible. Just wait for 5 or 10 alien bases to appear and milk them.

I am assuming  that you have greatly expanded list of events that cause gain/loss of points.

Your assumption might be right or wrong depending what you assume. New events? Sure, tons of them, like many types of "terror missions". New kinds of events? No.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Vansi on September 23, 2018, 02:44:13 am
Modders can't add new features, you'll need to ask devs for that.

Well, Dioxine's response suggested, that he is entirely capable of adding such a feature.   

@Vansi,
Thank you for supporting. Why don`t you join us on discord-chat?
Just type "discord" into the search section und you will find us all.

You will find out, that in the chat many things get better communicated. Give it a try!

Thank you for invitation, but I have to respectfully decline. First, my spoken english is rather bad. Second, Discord is a spyware that is recording every voice & text chat, and it is sucking every bit of information from your computer, all this in order to sell it to
highest bidder. My contribution will be limited to the forum only.     

More info about Discord  https://spyware.neocities.org/articles/discord.html

And it is shame, that on Piratez forum there is no "General Disscusion" thread.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on September 23, 2018, 10:01:54 am
Thank you for invitation, but I have to respectfully decline. First, my spoken english is rather bad.

We don't use voice on discord, just chat.

And it is shame, that on Piratez forum there is no "General Disscusion" thread.

https://openxcom.org/forum/index.php/topic,3626.0.html
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Alex_D on September 25, 2018, 08:57:01 am
How hard is to implement the disassembly of some combat units such as tanks?

EDIT. Update:
In version 0.99J7 lots of vehicles (cars and tanks) are manned mostly by peasants or slaves, as "trappings".
Finally a unit can be disassembled and reassembled with other features, like a different turret and such.

Yet some other vehicles remain unmanned, like my favorite: The Howitzer Tank. In this recent version, the aux machine gun was without ammo. Do I need to load MG ammo crates in the craft when using this tank ?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on September 29, 2018, 12:54:00 pm
Yet some other vehicles remain unmanned, like my favorite: The Howitzer Tank. In this recent version, the aux machine gun was without ammo. Do I need to load MG ammo crates in the craft when using this tank ?

It is a transitory phase, as most vehicles will be eventually converted. The machinegun currently doesn't work.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Alex_D on September 29, 2018, 10:49:28 pm
It is a transitory phase, as most vehicles will be eventually converted. The machinegun currently doesn't work.

Thanks! That's what I figured it out they are not done yet. I imagine the round of the Howitzer tank would be similar to the heavy mortar. And it would be a pack of mortar rounds as the source ammo. Can these packs (this one or the MGs) be assembled or disassembled from/into their hand held versions?

I like the current approach of using soldier armors as tanks. Yet some unmanned disposable options (other than critters) would be nice to have at the end, especially for backwater bases. Maybe I'm not that advanced in my research to see all of them.

Something I noted was the Car or Tank armors don't increase the HP of the wearer. And if the unit is injured the soldier is out until recovered. I would imagine some increase is feasible. Mostly to account for some hand weapons that can ignore some armor, which is a mechanic I believe intended to affect soldiers body armor, not these vehicles (think thickness or density). Is it intentional to be that way?

The game mechanics appear to use the soldier's original energy (?) to compute the number of shots the unit can fire. It's very often I shot a couple of times and then the energy is out while there is plenty of TUs left. I use said unit as minelayer, drop previously active choke/stun grenades, or so.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on September 29, 2018, 11:16:38 pm
Something I noted was the Car or Tank armors don't increase the HP of the wearer. And if the unit is injured the soldier is out until recovered. I would imagine some increase is feasible. Mostly to account for some hand weapons that can ignore some armor, which is a mechanic I believe intended to affect soldiers body armor, not these vehicles (think thickness or density). Is it intentional to be that way?

Of course it's intentional. The complete overhaul of tank resistances was due to this.

The game mechanics appear to use the soldier's original energy (?) to compute the number of shots the unit can fire. It's very often I shot a couple of times and then the energy is out while there is plenty of TUs left. I use said unit as minelayer, drop previously active choke/stun grenades, or so.

It doesn't use soldier's original energy. It is one of key features of my vehicle system, just like with the Bike. TU's represent "drive time" while Energy represents "gun time"

Also, regarding the current progress:
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Alex_D on September 30, 2018, 12:05:55 am
Of course it's intentional. The complete overhaul of tank resistances was due to this.

I see. Thanks for the clarification. I have to plan my strategies around this. My original comment was because I had a Tank 85 mm driven by a Lokknar, and she took health damage by a guy firing a SMG (I forgot which one but one that fires bullets that ignore armor a bit). Maybe it was a odd RNG, or it was something else.

It doesn't use soldier's original energy. It is one of key features of my vehicle system, just like with the Bike. TU's represent "drive time" while Energy represents "gun time"

Is there a formula or similar that allows me to estimate how much gun time is left ?

Also, regarding the current progress:

Hohoho! That's going to be fun! Please make it fire also gas rounds (same large radius as the heavy mortar rounds or so).
One of my best rewarding games was a citadel defense against deep ones, where I put two heavy mortar gals on the roof inner patio firing gas rounds blindly all over the map. Oh the screams! Mass carnage after a RL hard day of work  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on September 30, 2018, 01:24:49 am
I see. Thanks for the clarification. I have to plan my strategies around this. My original comment was because I had a Tank 85 mm driven by a Lokknar, and she took health damage by a guy firing a SMG (I forgot which one but one that fires bullets that ignore armor a bit). Maybe it was a odd RNG, or it was something else.

Between high armor and Piercing resistance, how is it even possible?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Alex_D on September 30, 2018, 01:49:25 am
Between high armor and Piercing resistance, how is it even possible?

Now I'm starting to think that maybe there was some other stuff fired at the tank that caused the injury. I don't have the save file of that particular event, thus I cannot confirm.
I remember it was a Spartan Pogrom and there were lots of arms fire on the gal. It is possible that something else cause the injury, and I didn't noticed until the allegedly SMG fired.

Now, my comment is, if it makes sense the wearer of said armors (Car or Tank) should receive a nominal increase in HP (say 20 HP for cars and 40 HP for tanks) to account for machine degradation (not armor) when hit. It's not like when the armored beastmaster loses her armor and stays naked on the battlefield. Although that mechanic: the tank shells dissolves and the pilot is in the middle, all in underwear,  would be fun to see.  :)

How the game mechanics of a battle aftermath would treat the soldier with injuries whose remaining HP still is greater than the original HP?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on September 30, 2018, 09:32:06 am
Now, my comment is, if it makes sense the wearer of said armors (Car or Tank) should receive a nominal increase in HP (say 20 HP for cars and 40 HP for tanks) to account for machine degradation (not armor) when hit. It's not like when the armored beastmaster loses her armor and stays naked on the battlefield. Although that mechanic: the tank shells dissolves and the pilot is in the middle, all in underwear,  would be fun to see.  :)

Well it would be, but it's impossible for 2 key reasons:
1) The original unit counts as killed regardless if a new unit is spawned;
2) The new unit is always hostile.

How the game mechanics of a battle aftermath would treat the soldier with injuries whose remaining HP still is greater than the original HP?

It doesn't matter how many HP were left, only how many HP were lost. So HP increase will end up in longer hospital times. I could increase it by token 10-20, but I am unsure, as it would eg. decrease the advantage in resilience Gals have. Circumventing this healing problem is possible, but is a major pain in the ass and I prefer to keep it simple.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Alex_D on September 30, 2018, 12:32:41 pm
Well it would be, but it's impossible for 2 key reasons:
1) The original unit counts as killed regardless if a new unit is spawned;
2) The new unit is always hostile.

Yes, I imagined there was a game mechanic that would prevent what I described, otherwise you would have implemented it by now. It was more like a long shot wish-list item for the creators of OXCE to add.

It doesn't matter how many HP were left, only how many HP were lost. So HP increase will end up in longer hospital times. I could increase it by token 10-20, but I am unsure, as it would eg. decrease the advantage in resilience Gals have. Circumventing this healing problem is possible, but is a major pain in the ass and I prefer to keep it simple.

Yes, indeed, if it's major PITA it's not worthy.

So, if I understood right, soldiers wearing armor with HP bonuses would get X HP to their stats. If the soldier has a decrease in HP after a battle (say Y HP), the game applies the base hospital time in days equal to the HP lost (Y), and not only when X<Y or by Y-X days. And removing the armor doesn't have any effect on the above.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Vansi on October 02, 2018, 05:45:04 am
I would like to see following techs added:
- Recruit: Peasant
- Recruit: Slave Soldier
- Recruit: Bugeye
So their maximums no longer will be mystery. :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on October 02, 2018, 09:58:41 am
Yup, this would be very nice.

Also I wonder if we ever get late game soldier transformations (the hellerians X wants to make, possibly also uber-vampires)?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on October 03, 2018, 11:49:54 am
Well... Cyborgs on both sides and more "iconic" guns.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on October 21, 2018, 08:11:58 pm
all that active -defensive stuffs and counter-measures, needed for hi-tech (underground) shelter, /bunker base :


AI scanners, securities, & actively self-defenses, and hi-tech, smart Sentry-guns, gatlings, and lasers, /plasmas guarding the Hangars, Entry Hall, corridors

(including the "gas halls, & high-energy elmag defenses.. )

..all such hi-tech securities and effective defense
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on October 21, 2018, 08:59:19 pm
Chill, that's the stuff I'm currently working on.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on October 21, 2018, 11:33:59 pm
yay, thx!

(..but why not also my suggestions for those stilsuits, and various veathers protections clothes (4 into extreme climates)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: IRBaboon on October 22, 2018, 10:37:27 am
I want to add something to the mission ideas XCOMJunkie put up.

But firstly, I wish to thank Dioxin and all the other contributors for the enormous hard work on this fantastically detailed mod. Its scale, story, humor, depth of thought, and vision have taken X-com to a new-level that the original game actually did not contain in the first place.

So by making suggestions, I humbly acknowledge that I have no idea how to mod, and that it is very easy to make content suggestions from the comfort of my arm-chair, while not raising a single finger.

Nonetheless, here is my 5 cents:

1] Take Down the Watchtower >> Take the Outpost...Out? Imagine a remix of the watchtower and the warehouse. Basically the warehouse mission, but the tower is bigger, has slits to shoot out, it has a perimeter fence, and the troops inside are a bit heavier. Imagine they also have a static cannon even. Same idea, different difficulty level.
2] Humanist parade through a mutant street. A sort of terrorist attack organized by the mutant alliance. But an interesting option would be to make it more specialized: perhaps a certain important leader needs to be assassinated, and you only go in with a two-unit team. Add an overwhelming amount of enemies, and the player is forced to rely on camo, the right guns, and the right two snipers. Afterwards, they must hot-tail out to an extraction point.
3] Smuggler's warehouse raid. This would be an interesting alternative to the normal warehouse raid, which gets a bit old the 200th time.

I could add:
4] Tank Hunting Trip: A humanist armor team is on its way to a mutant village. Ambush the tanks and destroy all of them.
By now there is so much interesting anti-armor weapons that it would be a waste not to have a serious chance to use it against a larger pack of tanks. This could be an interesting mission is this regard.

5] A mutant town has been under siege for several weeks, but we got news that the city walls have just fallen. Take a team and break the siege before the citadel is stormed and the surviving mutant civilians are wiped out.

6] Cash-in-transit heist. (Perhaps a low-level mission, used for raising cash in the early days...?) An inside informant has given us solid info about a government convoy carrying taxes. Between moving the cash from the local municipality to the air transport dust-off site, it is hauled by road. This would be a good chance for us to do a bit of "fund-raising" for our ventures. The informant is one of the convoy security team. We agreed to not kill him, but we'll need to take him hostage so that he has a plausible story (if the informant survives the battle, you get a special prisoner who can be processed in a special way, perhaps providing some interesting research topic before being let loose).

7] "And that's how I met your mother, when she invented the trench-gun...". A mission that has a map made of trenches, poison gas, and (don't know if it's possible to deploy them activated...) landmines(?). The ghouls have been attacking the edge of a mutant town for several months, but the fight has ended in a stalemate, and everyone has entrenched themselves quite nicely. If a wet, mud-filled hole full of rats, dead bodies, poison gas and rain can be called "nice". Perhaps this could be the place that leads to the trench-gun being found and researched? It could build on the original blurb.

And here is my final idea:
Can blocks move during battle? I have no idea if this possibility exists within the limits of the open-xcom engine, but if it could, my next question would be: could a set of blocks, let's say for argument's sake, something of the size and structure of the landed airbus, be allowed to be moved and rotated as a controllable vehicle? The idea being that a modest set of blocks, not ridiculously sized, be used to create a small armored vehicle.
Imagine a compact IFV or APC, with a door, gun slits, roof cover, a fake/static block that looks like a driver, another fake who is a gunner, two security cameras on the outside, one little security camera with a machine gun, but best of all, team members can climb inside and be carried around the map. The walls of the vehicle could be specifically chosen to have a certain weakness, some of its tile could be explosive (so a wrong hit might cause the whole thing to explode and burst into flames). The two cameras and gun will be targeted, so it will attract fire.

If this could be done, vehicle's like this would add a whole aspect of compact, street-fighting vehicles to the game, especially changing the nature of urban battle during pogroms. Even simple technicals that provide light cover would be pretty amazing, as the gal standing on it would benefit from cover, and from saving action points, as she would not need to walk, as the vehicle would ferry them into position.

This might be a great idea....that is impossible to implement.
Whadya think?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on October 22, 2018, 11:07:35 am
How about something easy to make such as: "Scion of a noble family ran away from home to join a band of spartans. We located the cave they holed up, thankfully he was too stupid to remove his subdermal locator. Bring the dumb lad back alive, how you deal with the spartan vermin is not our concern." The scion can be a simple recolour if spartan trooper sprite than can be sold for a lot of dosh (or perhaps bounty hunt tokens) if captured but results in significant infamy loss if killed.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on October 23, 2018, 07:35:52 pm

1] Take Down the Watchtower >> Take the Outpost...Out? Imagine a remix of the watchtower and the warehouse. Basically the warehouse mission, but the tower is bigger, has slits to shoot out, it has a perimeter fence, and the troops inside are a bit heavier. Imagine they also have a static cannon even. Same idea, different difficulty level.

May be a mid game mission, an "advsnced" version the watchover ones

6] Cash-in-transit heist. (Perhaps a low-level mission, used for raising cash in the early days...?) An inside informant has given us solid info about a government convoy carrying taxes. Between moving the cash from the local municipality to the air transport dust-off site, it is hauled by road. This would be a good chance for us to do a bit of "fund-raising" for our ventures. The informant is one of the convoy security team. We agreed to not kill him, but we'll need to take him hostage so that he has a plausible story (if the informant survives the battle, you get a special prisoner who can be processed in a special way, perhaps providing some interesting research topic before being let loose).

may be an early mission; no research to unlock it?

The other are somewhat difficult ones! At least may spoera as mid/late game?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on October 23, 2018, 07:54:28 pm
I like the list, most of these missions are doable (though not all).
I also like that while the needed work varies a lot between them, they tend to not be more work intensive than necessary. Overall as good and sober design as possible without knowing the engine.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on October 23, 2018, 07:56:14 pm
If moving map tiles was possible, I'd have done it long time ago...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on October 23, 2018, 07:58:55 pm
The cash mission sounds a bit like the Death and Taxes one introduced recently though.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on October 24, 2018, 10:01:12 pm
1idea: Swiss Knife!

(a multi-tool, such set of survivals, useful (pocket) tools,  -

 - th *Survival Kit!


@IRBaboom: Great Ideas!

especially i like the *tank platoon mission, (humanist parade, /panzers conwoy, and the tax & civilians, /hostages "saving" missions as well
Title: Re: Stuff I'd love to see in XPiratez!
Post by: IRBaboon on October 30, 2018, 09:32:43 am
If moving map tiles was possible, I'd have done it long time ago...

Dioxine, you broke my heart. T_T
I thought it was wishful thinking...

But again. Thanks so much for your awesome work, as well as the others whose stuff has been included.
What fun this mod is...^^
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on November 03, 2018, 10:24:52 pm
just new 1idea:

add new type of mission - *industry espionage (/ "patents theft" :

Taskforce of few gals would infiltrate to (for example) Academy research base, or Experiment´ Camp, or Academy´Research Labolatories,Centre, penetrate to their R-D department, into any of Academy´s Core Developers Section, and steal (copy) from there some key, crucial -needed results, breakthrought of their R & D Projects..

as awards you will get for free (at least) 1, or more, few of new techs..




btw. - real Sabre (/Hotol)

https://www.reactionengines.co.uk/sabre


Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 06, 2018, 02:45:09 am
Wrong. Real Saber:

Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on November 11, 2018, 07:47:43 pm
just another idea:

any mission with fully map of Hight Class, /Imperial Palace, seat of Emperor -

 - just map with huge, Grand Emperor´s House Palace (and its surroundings, palace empire gardens, etc..), of course also with throone, and Emperor himself, (and his family, princess, vikomts, dukes, barons, arch-bishops, Reverend-Mothers, ministers, prinzessins, swordmasters, (and mentat (-assassins) ;D ;P

sorry, yap, im now just reading thet long Dune seria ( ~~20 books totally| )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Abyss on November 11, 2018, 09:39:56 pm
sorry, yap, im now just reading thet long Dune seria ( ~~20 books totally| )

There is, actually, a mod in Dune thematics which was abandoned by a Creator :(
https://openxcom.org/forum/index.php/topic,2957.0.html
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on November 14, 2018, 10:56:30 pm
There is, actually, a mod in Dune thematics which was abandoned by a Creator :(
https://openxcom.org/forum/index.php/topic,2957.0.html

..but last posts, as i can seen, are posted relatively recently (few weeks, well, amybe few months ago..)

anyway, it cwould be very pleasantly, if the creator (developer) of the Dune mod would, will continue on it, to develop it beyond..
*Spice must flown" :p ;D ;P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 15, 2018, 02:29:46 pm
It wasn't ditched, just Clownagent doesn't work on his stuff all the time. He also made some great contributions to piratez, like cats and parrots.

The Dune mod is really neat, as much as I hate Dune in general. Unless I play as Harkonnen, that is :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ewokgod on November 16, 2018, 03:07:31 pm
Can I just float this idea...

If a mission like a Mansion Invasion is supposed to be a heist, it might be cool to have a data-gathering/planning stage beforehand.

Robbing/enslaving high ranking faction members and those peons involved in keeping them safe could drop a piece of loot called [Faction] Mansion Info. (e.g Church Priests and higher ranks, Matrons, Exalts and the Warmaidens that are supposed to keep them safe could drop Church Mansion Info).

Gather enough info on a faction Mansion together and manufacture a "Mansion Heist Plan". Once that is researched, a one-off mission to attack a particular mansion is flagged to happen in the next month. That way, the players get an idea of what kind of enemies they are going to face.

This can be expanded on by offering the players many ways to conduct the Mansion Invasion. Just pulling numbers out of the air here, 10 units of Mansion Info makes a "Sneak,Grab and Run" plan that limits the mission to a small infiltration-equipped team and a strict time limit. 20 units of Mansion Info and a monetary cost (bribes) and the player manufactures a "Sneak, Hold and Run" plan that allows for a larger vessel and more time. 40 units and huge bribes and the brainers have found a way to jam any outgoing signals coming from the mansion (no time limit because the "cavalry" won't arrive) and an approach route for a party fully armed and equipped for war. This way the player has the option to go for many mansion invasions with limits or one big score.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 17, 2018, 08:53:13 am
I don't have time to sink it into this rather large sidequest expansion you're proposing, but you know how it goes... Have an idea, want it to happen, make a mod for it yourself. If it's good, it will be included.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on November 17, 2018, 10:45:21 pm
--- Triple-posting now. Are you trying to test how far you can go before you are banned or something??? ---

Can I just float this idea...

If a mission like a Mansion Invasion is supposed to be a heist, it might be cool to have a data-gathering/planning stage beforehand.

Robbing/enslaving high ranking faction members and those peons involved in keeping them safe could drop a piece of loot called [Faction] Mansion Info. (e.g Church Priests and higher ranks, Matrons, Exalts and the Warmaidens that are supposed to keep them safe could drop Church Mansion Info).

Gather enough info on a faction Mansion together and manufacture a "Mansion Heist Plan". Once that is researched, a one-off mission to attack a particular mansion is flagged to happen in the next month. That way, the players get an idea of what kind of enemies they are going to face.

This can be expanded on by offering the players many ways to conduct the Mansion Invasion. Just pulling numbers out of the air here, 10 units of Mansion Info makes a "Sneak,Grab and Run" plan that limits the mission to a small infiltration-equipped team and a strict time limit. 20 units of Mansion Info and a monetary cost (bribes) and the player manufactures a "Sneak, Hold and Run" plan that allows for a larger vessel and more time. 40 units and huge bribes and the brainers have found a way to jam any outgoing signals coming from the mansion (no time limit because the "cavalry" won't arrive) and an approach route for a party fully armed and equipped for war. This way the player has the option to go for many mansion invasions with limits or one big score.

 8) excellent expansions!,

+1 more idea - there, in grand mansions, /Palaces,  would be, like, ~2, ~~ 5, or ~~10 % chance to find & get a such larger treasure, or at least one, or even more, few, new technologies (to just research, or already "researched" )

..and even another suggestion - distinguish those "mansions (missions) into few categories, few "levels of mansions" :

1. big house,
2. (modern) commercial buildings (Commercial-Entertainments Centres, "Plazas", or bigger airports, /train-stations, etc.. and others bigger public buildings, /instituties..

3. luxury appartments (mezonets), "condominiums"

4. luxury villas
&&
5. palazzio, Mansions,

6. Grand (imperial,/kronung) Palaces,

[posts merged]


I don't have time to sink it into this rather large sidequest expansion you're proposing, but you know how it goes... Have an idea, want it to happen, make a mod for it yourself. If it's good, it will be included.

well, ok,
so i would like to make, idk, at beginning rather smthng little, for example, any small, personal weapon, or aircraft (space fighter) - how to begin,
where (and how) to start ?,
with what, from scratch, or some "frame"


what cwould i take as a "base" (basic) - new, empty "page, "document, -

 - or rather take a similar unit (similar weapon, / vehicle, as like, similar as what i intend design ?

[posts merged]

What about get into, implementing into Piratez a *Psyichohistory"? ?!

https://en.wikipedia.org/wiki/Psychohistory_(fictional)


as a top-tier, end-game technology, for actively, diynamic, and hidden control, secretly,hidden managing and manipulating masses of ..((literally) any) populations, / flow of history, historic´al events, movements, and circumstancies, ....

it would be as hi-tech, end-game top tier tech tree research..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on December 04, 2018, 12:47:07 am
Psychohistory by Asimov just works in a galaxy populated only by humans.
Earth might be too small a population to use psychohistory on.
Psychohistory is used to make predictions about the future of mankind. Any manipulation is an extremly longterm thing, usually only bearing fruits after generations. The ultimate goal was to not let mankind descent into the stone age again and to make another ascent possible. After 5000 or 10000 years, iirc. It is not a tool to control populations, especially not in the short term.


Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on December 12, 2018, 07:52:32 pm
Lisbeth Salander kind, type of such person.. (gal)

or, more generally, any (almost) genial, charismatic, wisdom, clever, cool (still "good-hearted") character, gal,  -  hacker, & technical guru, elektrotechnic master..

(of course, also with appropriate, custom equipments  -  such outfits, as alike Lisbeth had, (with many pockets, and belt, for tools, little, mobile, but-top-performance, state-of-the-art high-mobile workstation (notebook), sophisticated communications´devices, and so on..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on December 12, 2018, 09:36:45 pm
Did anyone mention Zrbite(we have some Zrbite-powered crafts seen crashed underwater) as a high-powered Hellerium substitute? Or something like this.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on December 12, 2018, 11:27:34 pm
Did anyone mention Zrbite(we have some Zrbite-powered crafts seen crashed underwater) as a high-powered Hellerium substitute? Or something like this.

Hard to find a place for Zrbite. It's just elerium equivalent for TFTD which is in fact a reskin of original X-com. If we have hellerium, then why do we need Zrbite? Maybe for sonic weapons, or something. Expect that in future updates (probably).

Maybe hellerium is a combined Zrbite and elerium?

Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on December 13, 2018, 04:46:18 pm
A nice reskin for the harquebus (https://en.m.wikipedia.org/wiki/Arquebus). I'd like to see something like that (https://www.google.com/search?q=Harquebus&client=ms-android-samsung-ga-rev1&source=android-browser&prmd=inv&source=lnms&tbm=isch&sa=X&ved=2ahUKEwi7-Y-dhZ3fAhUtMewKHfE1A4AQ_AUoAXoECAsQAQ&biw=360&bih=564#imgrc=0eO2yUSjsnGQ-M). But, as always, keep in mind that google is our friend (https://www.google.com/search?q=harquebus&tbm=isch&ved=2ahUKEwi46MXFjJ3fAhWJkqQKHaw-DPMQ2-cCegQIABAB&oq=harquebus&gs_l=mobile-gws-wiz-img.3..0i13l5.18620.19547..20525...0.0..0.180.420.0j3......0....1.NT8vAuPMn3E&ei=jHcSXLjyNYmlkgWs_bCYDw&client=ms-android-samsung-ga-rev1&prmd=isvn)  :)

Edit: it may have to be more heavy slow and incaccurate and of cour havin a smsller range in comparison to musket, also shoul not be bayoneted but still have gunbutt attack, while keeping same damage if not a bit less (35-40). By now the former are lighter than the latter, so the whole thing may need some balancing; i'd also remove the blade from the more ancient one, so upgrading to muskets may be more interesting, but whatever! ;)

Edit 2: i'm not sure of the purpose if an "air musket", i did not disciovered so far in the game, but as soon as i googled it the first result was this (https://en.m.wikipedia.org/wiki/Girandoni_air_rifle)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on December 13, 2018, 05:21:24 pm
Hard to find a place for Zrbite. It's just elerium equivalent for TFTD which is in fact a reskin of original X-com. If we have hellerium, then why do we need Zrbite? Maybe for sonic weapons, or something. Expect that in future updates (probably).

Maybe hellerium is a combined Zrbite and elerium?

Elerium = hellerium, same thing, different name.

Zrbite is functionaly a hellerium substitute, but is likely expensive and slow to manufacture, so mining hellerium is preferable. For all we know, hellerium might only occur in places that don’t allow life to arise naturaly, so Star Gods might originaly use Zrbite to achieve interstellar travel before they found natural hellerium deposits and switched to that. T’leth was manufacturing it for war with the surface world because their supply of hellerium ran out millions of years ago. In Piratez timeline, it is likely that T’leth had to surrender much of their supply and make other major concessions to Star Gods to be allowed continued existence as relatively independent entity.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on December 13, 2018, 06:59:31 pm
T'leth and Star Gods relations are very interesting topic and I would like to see "expanded".
All those wrecks in oceans could be shot down by Star Gods themselfs, but they could show interest only in Zrbite, so this might be a reason why they are empty.
I found something interesting in Interceptor timeline (despite Interceptor being a spinoff):
"The search for Elerium continues with little success. All of the UFOs that crashed on land have long since been plundered. Explorations of underwater alien wrecks has revealed an alarming property of Elerium-115: it becomes inert with prolonged exposure to sea water."

"The hope that Zrbite might revive the deep space program which was abandoned in 2010 are dashed when scientists discover that all the Zrbite supplies of the world have become inert. It is theorized that the aliens' molecular control network was the key to releasing the power of the mineral. When the destruction of T'leth caused the molecular control network to fail, all the Zrbite was rendered useless."

Why Star Gods would "attack" earth if T'leth were here from 65 million years? We know that they knew about T'leth.

By the way: Interceptor's backstory is intriguing, some of those things could be implemented (like The Inquisitors fighting with Sirius etc).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 13, 2018, 07:55:51 pm
I did use Interceptor's lore as one of the sources.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on December 13, 2018, 09:06:02 pm
°° ~~ i want Lysbeth as (alike) character in Piratez! :p ;P lôl

´´such person (gal) as Lisbeth

(L.salander, of-course, i mean)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on December 13, 2018, 09:22:47 pm
i want Lysbeth as (alike) character in Piratez!
Why don't you just rename one of your gals? Or even all? You may even change her look by RMB on her when equipping.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on December 13, 2018, 09:59:18 pm
Just a quick though: the ol' family (ol' revolver, ol' shotgun, ol' carabine) seems to be missing of a last one: ol' rifle ;D it may be the current flinlock rifle to be renamed like that? And since the ol' revolver and six-shooter are basically the same weapon, the layter being more accurate, may it be turned it the pistol i suggested here (https://openxcom.org/forum/index.php/topic,5821.msg101522.html#msg101522)? With dmg 27, to put some interest in it :D

Efit: oh and please may the x-bow be a bit faster? '(less TU to fire and reload)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 15, 2018, 11:54:27 am
Just a quick though: the ol' family (ol' revolver, ol' shotgun, ol' carabine) seems to be missing of a last one: ol' rifle ;D it may be the current flinlock rifle to be renamed like that?

No, because it is not old - you produce them.

Efit: oh and please may the x-bow be a bit faster? '(less TU to fire and reload)

No. Also it reloads basically instantaneously already.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on December 15, 2018, 04:17:29 pm
A little suggestion about flintlock guns and black gunpowder - If they all use "self-made black gunpowder", then all "primitive firearms" shots must produce a cloud of smoke at muzzle. So, when a group of gals fires flintlock salvo - they shoul produce some cloud)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ohartenstein23 on December 15, 2018, 04:32:24 pm
A little suggestion about flintlock guns and black gunpowder - If they all use "self-made black gunpowder", then all "primitive firearms" shots must produce a cloud of smoke at muzzle. So, when a group of gals fires flintlock salvo - they shoul produce some cloud)

Dioxine already had this idea, but needs new engine code to support it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 15, 2018, 07:19:42 pm
Well for now we must resign to a conclusion that Uber Wheat just doesn't produce that much smoke :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on December 15, 2018, 08:48:44 pm
Well for now we must resign to a conclusion that Uber Wheat just doesn't produce that much smoke :)
Uber Wed, yeah )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on December 16, 2018, 05:34:53 am
snip
Why Star Gods would "attack" earth if T'leth were here from 65 million years? We know that they knew about T'leth.
snip

I've always thought of T'leth as some sort of semi automated seed ship or the like. Send it out ages in advance of your actual colonists and real forces to make sure there is something compatible to your member species when you get there. Even with gravity manipulation engines intersteller space is still huge. At least here in piratez it would seem that long distance travel is via linked black hole jump gates. Nearest black hole to earth is 3000 light years away. If xcom universe warp cant break the speed of light it is probably a significantly longer time then a mere 3000 years to the nearest jump gate, never mind how long it took to slow boat the parts for the local gate into place at the "local" end. 



Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on December 16, 2018, 05:01:42 pm
thet Lisbeth is just amazing, :o ;P :p

excellent -written StiegLarsson ( & DavidLagengcratz) seria!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on December 17, 2018, 08:47:32 pm
An early.mission based on this (https://m.youtube.com/watch?v=X4bgXH3sJ2Q), defendin some trench/tent/basement against reaper cavalry equipped with no firearms?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on December 21, 2018, 08:38:32 pm
I see, enemy fighters sometimes try to intercept your crafts. Nice ;)

When your craft(especially transport one) passes near some enemy secret base - closer than 500 or 1000 km from it - what if this base launchers this faction's fighter craft to intercept you? yhis means you'll have to travel more carefully(avoid strong fractions base) or provide fighter support to your ground operationd.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on December 21, 2018, 09:01:05 pm
I see, enemy fighters sometimes try to intercept your crafts. Nice ;)

When your craft(especially transport one) passes near some enemy secret base - closer than 500 or 1000 km from it - what if this base launchers this faction's fighter craft to intercept you? yhis means you'll have to travel more carefully(avoid strong fractions base) or provide fighter support to your ground operationd.

hahah  :D :P lôl



(ooh, what about *Lisbeth & HanibalLecter "Meet" * fanfiction ?
heh, those 2 ..strong, (almost) ~~ubermensch, ( .."super-heroes" ), but yet ..classical, "old-school, sharp-strong person meet.. - will they be friend, or enemyies ? (ally, or hostile ? )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on December 22, 2018, 01:00:28 pm
When your craft(especially transport one) passes near some enemy secret base - closer than 500 or 1000 km from it - what if this base launchers this faction's fighter craft to intercept you? this means you'll have to travel more carefully(avoid strong fractions base) or provide fighter support to your ground operations.

While it could be an interesting addition, I see a couple of issues with it.
First, the coding part would have to be done from scratch (if it's at all possible to add 'interception' code to alien base which is essentially a permanent mission).

Second - that would handicap doing alien base missions to the point in game when you can successfully intercept whatever the base throws at you (a Fighter would make the most sense). Not sure how exactly escorting Xcom craft works - does the escorted vessel enters combat along with all escorts at once (gang up), or all vessels one by one. If the latter, you are even more screwed - you'd have to leave all base and supply missions alone until you have a craft that is able to take an enemy fighter 1-on-1.

Thirds - that would limit supply ship 'milking' and that mission is already hard enough. On the other hand - if you can take down a fighter then that could be exploited as well (how often would the base launch interceptors? each time?). A downed fighter is an easy fight and has 1-in-3 chance for at least one of its engines to be intact.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ohartenstein23 on December 22, 2018, 02:19:59 pm
This is already coded in the engine and both the Tech-Comm mod and the 40k mod use it to defend their bases. You can set the hostile interceptors to be completely destroyed instead of just crashing if you want. The issue isn't that this is impossible or couldn't be balanced, it's that it doesn't fit the flavor of the mod - all your craft are either inconspicuous civilian models or carry cloaking devices. Dioxine made the conscious decision that only very few enemy craft would directly attack yours.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on January 06, 2019, 07:37:07 pm
Will we somewhen meet (and capture ;) aquatoids?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on January 06, 2019, 10:46:52 pm
Will we somewhen meet (and capture ;) aquatoids?

There is page for them in "Bootypedia" so I guess the answer is "Yes".
Yet I would like to discuss if T'Leth was even "awakend". In Piratez lore, X-Com lost, they never destroyed that brain under Cydonia, which means signal was never sent. Or maybe it was, but for what purpose? Brain rigged the machine to send the signal after he will be destroyed.
T'Leth and Ethernals didn't like eachother apparently, even I could "risk" to say that they hate eachother and Ethernals don't want "Space Horror" to even be awake.

Judging by the description of Gillman, they were an unaltered species, they didn't need to be created using complex machinery in T'leth. Also their "gear" speaks for this theory. Most of what they have are simple melee weapons they obtained, or those made from Aqua Plastic in a way so crude, it can be considered a waste of such material. Occasionally, they will have few sonic weapons, but very rearly. Judging by the sunken USO's used by T'leth, I think that there was a short war between T'leth and Ethernals (while T'leth was fully functional for some reason for atleast 30 years) and nobody could beat the other side. I guess they made a truce, Ethernals need Earth as this is a source of "manpower" and supplies that was hard earned and they didn't wanted "Space Horror" to destroy that all. So the Gillmans were allowed to freerly roam the coasts as long as T'leth will be shut down.
Aquatoids are either "proto-Sectoids", or "enchanced Sectoids" for underwater operations. Sectoids are already useless for Ethernals, so they have to maintain their population themselfs, while Aquatoids didn't had a time where they could freely explore the earth and gather tech to maintain population. Since T'leth is probably shut down, every last Aquatoid died.
I guess that there could be in future an option to "awake" T'leth for them to help gals beat "Star Gods", or "Solar Governor" sending signal in desperate attempt to do anything against gals.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on January 06, 2019, 11:01:56 pm
In Piratez lore, X-Com lost, they never destroyed that brain under Cydonia, which means signal was never sent.
We do not know exactly. We surely know, that "knights of Cydonia" even reached Mars when "battle was already lost", but what happened there...
During my first play, I anticipated that they("knights") have accepted the brain's proposal and are "ruling" the Solar System alongside with him. In fact, they should be, his mind-controlled "elite spec-ops" vat-grown clones of x-com operatives' bodies.
About aquatoids... maybe, another 600 years on the bottom of the ocean and full-scale nuclear war shattered T'Leth and creatures sleeping inside started to awaken - but only few.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on January 07, 2019, 02:48:10 pm
We do not know exactly. We surely know, that "knights of Cydonia" even reached Mars when "battle was already lost", but what happened there...
During my first play, I anticipated that they("knights") have accepted the brain's proposal and are "ruling" the Solar System alongside with him. In fact, they should be, his mind-controlled "elite spec-ops" vat-grown clones of x-com operatives' bodies.
About aquatoids... maybe, another 600 years on the bottom of the ocean and full-scale nuclear war shattered T'Leth and creatures sleeping inside started to awaken - but only few.

Yeah, but they didn't destroyed the brain, that is what we know for sure. T'Leth needed about 30 years to start their assault, full-scale nuclear war happened not so long after the invasion, while we are playing nearly 600 years after it. I don't remember if Sectoids Elder was a part of original sectoids, or not. If they were, then Aquatoids being not so different from then, would be spotted only in "Elder" state during our gameplay.

Gillmans were living before T'leth arrived. Other creatures were created using sea creatures shortly after T'Leth arrived and also from humans after signal was sent. Aquatoids just like Sectoids were cloned using biomass of creatures that were not "good" enough to be mutated into something like Lobsterman, Xarquid, or Deep-One.

The fact that we indeed see Triscene further approves theory about short war between Ethernals (mainly forces under their command) and T'Leth. T'Leth tech was captured, not all of it, but enough to get dinosaurs.

It would be cool to see bio-drone again, I liked design of this creature. Alien/Human brain in machine. I like cyborgs. And this also gives "Fallout" vibe despite TFTD comming out before first Fallout.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on January 07, 2019, 11:34:24 pm
The fact that we indeed see Triscene further approves theory about short war between Ethernals (mainly forces under their command) and T'Leth. T'Leth tech was captured, not all of it, but enough to get dinosaurs.
I don't think they Will ever fight. They are both on the one side - The Empire. AFAIK, T'leth presents on Earth much longer, than The Martian base. I suppose, this "city" is Just older and obsolete(by Star God's means) conquest-colonisation tool. And its commander is second-in-command to martian brain. So, it activates and starts "conquest procedure" when his supreme commander becomes non-functional.
About the use of T'leth weapons and tech - almost every modern-day country keeps lots of obsolete weapons in reserve storage bases. In case of big war, obsolete firearms will be issued to secondary and tertiary troops, national guard, recruits, old tanks, guns and trucks will see some use. Also, today you can see and sometimes buy not only WW2-era $100 Mosin-Nagant, buy even flintlock muzzle-loaded firearms. So, why shouldn't aliens use old buy good things?
And that'ts the moment when we can see biodrones and tasoths - If you piss off big factions long enough to become "Major disturbance factor", Star Gods may use some more of their power - wake up some operatives and give the command to seek and destroy this nasty pirates.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on January 08, 2019, 08:41:08 am
About the use of T'leth weapons and tech - almost every modern-day country keeps lots of obsolete weapons in reserve storage bases.

We are talking about weapons that are not decades old, but at least centuries old and obsolete by millions of years.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on January 08, 2019, 10:02:30 am
We are talking about weapons that are not decades old, but at least centuries old and obsolete by millions of years.
You have lots of them, good stack of Zrbite ammo and they work almost as good as you - so why should you not use them?
By the way, 6 centuries before the Piratez timeline, Star Gods had the same plasma rifles, Heavy Plasmas and sectopods.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on January 08, 2019, 06:49:39 pm
I wouldn't say that T'Leth tech was obsolete. Way different than Star Gods, but still decent. I bet that what Star Gods had, they got by raiding other races just by their power of psychic abilities. Sectopods, plasma weaponry, Floaters, all of it was probably raided, and/or created by Sectoids.
Looking at T'Leth gear that was invented atleast as early as extintion of dinosaurs. 65 million of years ago. That is a lot of time that passed. What Star Gods Empire achieved during this time? Pretty much nothing far superior to what T'Leth already had.

Biodrone in comparsion to Cyberdisk is only slighty inferior in terms of dmg and accuracy while being smaller. Sonic rifle, cannon and grenades are even more powerfull in raw dmg than Plasma counterpart.
Molecular Control seems to be more potent that psionics since it can control more that organic brain. Zrbite worked only becouse T'Leth were passively M.C'ing it.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Zharkov on January 08, 2019, 07:16:37 pm
Sry, what do you mean by "passively M.C'ing"?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on January 08, 2019, 07:41:31 pm
Sry, what do you mean by "passively M.C'ing"?

https://www.ufopaedia.org/index.php/Recovery_and_Progress_(Timeline)

Be sure to add ")" at the end, becouse link is broken here for some reason.

"The hope that Zrbite might revive the deep space program which was abandoned in 2010 are dashed when scientists discover that all the Zrbite supplies of the world have become inert. It is theorized that the aliens' molecular control network was the key to releasing the power of the
mineral. When the destruction of T'leth caused the molecular control network to fail, all the Zrbite was rendered useless."

It is from Interceptor, but that's all what we have and since Dioxine borrowed some elements from it and I guess even creators didn't thinked about every little single connection in the lore, we could "play" with what is available. Just for fun of theorising.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on January 10, 2019, 05:27:32 am
My personal take is that t'leth was/is a seeder ship, Piratez lore implies that the SG empire primary means of long distance interstellar travel is black hole "gates". Go in one black hole come out another in some other part of reality. Given the need for such assistance it can be presumed that SG grav drive while fast is not capable of high FTL speed. Also the expansion of the gate network probably requires slowboating the parts for another gate to the far end on grav drive alone.

Given the slowboat needs of the gate system the obvious means of expansion is semi autonomous seeder craft. Send out some in your given direction of expansion to build gates and seed worlds with compatible biospheres. For some reason t'leth crashes and while it survives, it no longer has the capacity to remove itself from the seabed, and probably some significant control system damage. What it does have is stocks of biomass, energy and time to spare.

It makes some adaptations to the standard sectoid to handle its new ocean location and sets about slowly trying to do its job, seed a world. Either programing flaws or the damage of the crash render the orders only partly right so it only seeds the deep oceans.  Lack of elerium or some other critical elements prevent its full repair so it makes do with what it can make, Zirbite. A signal for aid is either impossible to send or never sent due damaged/flawed programing. 65 million years pass while it toils, very slowly, unseen beneath the ocean. Aquatoids, Deep ones and the rest come into being.

SG turns up, finally, does there thing, and in the process notices t'leths presence. Salvage or repair is deemed unresonable or technically infeasible for something hugely antiquated. But its not useless either, it holds sway over some 70% of the surface area of the planet and doing something moderately productive. So they dont shut it down.

Then the divergence on if X-com wins or not. If they do win the dying brain sends it's revenge commands to tl'eth. T'leth acts on these new instructions and musters up a war against the surface. X-com failure on the other hand leads to it doing the same things its been doing for 65 million years, populating the deeps.

600 years pass, the lack of tleth never getting war orders results in the slow spread of the deep ones eventually coming into conflict with the surfacers on there own with little direct influence, everybody needs space when things get crowed, so they go looking for the neighbors spot. Being almost exclusively underwater civilization leads to some significant environmental influences on there tech base. Gunpowder, explosives, and basic electronics don't do so well in fathoms of saltwater. Your also limited in your materials ability, no hot forging down here, unless you wanna stick your face in a volcanic vent. Muscle power and beasts of burden/war still do work however. So they have muscle powered weapons, some nasty pets, and a few sonic gifts/relics from the dreaming city.

Piratez deep ones are the barbarian fringes of the t'leth civilization come looking for greener pastures. Raiders but from an aquatic/wet tech base.
 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on January 10, 2019, 02:27:29 pm
Could be it.

Yet 65 million of years is a lot of time. Probably even for "Ethernals". Management could change. Since there are no Ethernals in T'leth this could mean T'leth was/is a servant of race that ruled before Star Gods. "Space Horror" could be an example of that race. In this case Molecular Control is inferior "version" of Psychic powers. It would make sense since MC controls what you are doing despite what you want while Psychic controls what you want.

It's hard to belive it took 65 million years to recover from crush, but only 40 years after getting signal to build army and wage war.
It's like T'leth was supposed to persist dormant deep in the oceans. "Space Horror" was designed after Cthulu, so "sea features" are intentional.
T'leth not being dependend on anything that isn't available on the planet and the fact that they pollute the planet in case of their defeat gives me an idea that they were something like "insurance" for Star Gods. SG couldn't predict how fast each race could develop their technology. One could faster, one could slower. If case when SG appeared too late and they would be unable to fight/enslave species that were occupying the planet, they would turn "on" their "dogs of war" to soften them up. In case of original X-Com lore, SG underestimated humans, they lost this battle, but they couldn't let anyone else to keep their tech, or whole Empire would be at risk. Interceptor confirms that, humanity started to fight territorial war with success. T'leth was activated as attempt to stop humanity. This failed also and even T'leth had "failsafe" which was self-destructing on the surface, polluting the air.

Now in Piratez, Earth after victory of Pirate Gals over Solar Governor means nothing. T'leth was still dormant, probably in the process of being decommissioned, but it's not sure. Deeps of oceans are still a mystery for everyone besides Star Gods. Signal of reactivation was probably sent, no X-Com to stop it.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on January 19, 2019, 09:55:32 pm
Just a technical wish: i hope gonna be included in xpiratez some other music tracks from FG's music pack (https://openxcom.org/forum/index.php/topic,6712.0.html#new). Actuslly some of these, along with ambient sound mod made by him, were included in past versions; i really hooe we may get the rest :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on January 20, 2019, 01:11:08 pm
The pieces from this pack which I liked are already included.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on January 21, 2019, 01:44:30 pm
The pieces from this pack which I liked are already included.
Gotit, i don't lose any hope to see a couple more tracks; for bith geoscape and battlescape mode. Over and out  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on January 30, 2019, 10:38:28 pm
just 1quick & sudden idea - that *Professor Moriarty´s   "sniper rifle",  from Sherlock Holmes, (mostly from thet 1986 -tv-series, today´s time.s already older tv-show.. )

the powerful air gun with extended barrel, a silenced air rifle

https://www.google.com/search?q=professor+moriarty%C2%B4s+sniper+rifle

https://www.google.com/search?q=professor+moriarty%C2%B4s+sniper+rifle&tbm=isch&source=hp&sa=X&ved=2ahUKEwi41Kz97ZjgAhWCPFAKHdkEDgoQsAR6BAgGEAE&biw=1440&bih=745

In "The Empty House", Holmes states that Moriarty had commissioned a powerful air gun with extended barrel, a silenced air rifle that fired revolver bullets from a blind German mechanic surnamed von Herder, which was used by Moriarty's employee/acolyte Colonel Moran. It closely resembled a cane, allowing for easy concealment, was capable of firing revolver bullets at long range, and made very little noise when fired, making it ideal for sniping.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on January 30, 2019, 11:12:59 pm
just 1quick & sudden idea - that *Professor Moriarty´s   "sniper rifle,  from Sherlock Holmes, (mostly from the, today already older,  1986 -tv-series )

How is it different from other sniper rifles?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on January 31, 2019, 10:35:32 pm
the powerful air gun with extended barrel, a silenced air rifle

https://www.google.com/search?q=professor+moriarty%C2%B4s+sniper+rifle

https://www.google.com/search?q=professor+moriarty%C2%B4s+sniper+rifle&tbm=isch&source=hp&sa=X&ved=2ahUKEwi41Kz97ZjgAhWCPFAKHdkEDgoQsAR6BAgGEAE&biw=1440&bih=745

In "The Empty House", Holmes states that Moriarty had commissioned a powerful air gun with extended barrel, a silenced air rifle that fired revolver bullets from a blind German mechanic surnamed von Herder, which was used by Moriarty's employee/acolyte Colonel Moran. It closely resembled a cane, allowing for easy concealment, was capable of firing revolver bullets at long range, and made very little noise when fired, making it ideal for sniping.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on January 31, 2019, 10:55:29 pm
Hmmm... In Piratez it would probably work underwater... :o
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on February 01, 2019, 08:22:20 am
I have an odd desire to battle Inklings from Splatoon. They'll even have their Splattershots, which now inflict Acid damage. Even have a Bootypedia entry for them.

Interrogation
"These diminutive humanoids were brought to Earth by the Stellar Empire, as low ranking servants and warriors. However, one day, they discovered the gift of music, which caused them to turn on the Star Gods. They now attempt to acclimate to Earth culture, spreading their music and trendy fashion sense. They arm themselves largely with the Splattershot, a weapon of their own design, though finding an Inkling with surplus Plasma weaponry from their time with the Stellar Empire is not unheard of."

Autopsy
"The Inkling is a semi-gelatinous being, having no bones and few vital organs. Its body is made of some sort of strange multicolored goop that is immensely toxic to all living things. It could theoretically assume any form it wants but only exhibits two in battle, a squid form for rapid movement, and a humanoid form for the use of weaponry. The goop comprising it's body could be harvested for all sorts of purposes, such as ammunition for their Splattershot weapons.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 01, 2019, 04:34:44 pm
Let recruit such Miimey!  ; p


Google ~~\\Images ;;

http://www.google.com/search?q=meemey+harlock

http://www.google.com/search?q=miime+harlock

http://www.google.com/search?q=miime+harlock&client=ms-android-samsung&prmd=ivn&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiB8cSf3pvgAhUBWBoKHbviDvsQ_AUoAXoECAsQAQ&biw=320&bih=508&dpr=1.5

( add option, possibiity to hire some true alien gals too )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 01, 2019, 05:56:14 pm
Personally, I'd like more ways to mess with your slave soldiers, specially now you can get them from the start. I feel that there's not much point to use them atm other than avoiding large costs with soldier ranks. Right now the very best thing you can get out of using slave soldiers is the testudo armor, which is amazing, but mostly a late game kind of thing, and the extra psi strenght isn't that substantial. While you can mess with gals to turn them into repentia and whatnot, maybe you could use zombie juice to turn slave soldiers into zombie troopers, pump them full of chems and engineered biomass to turn them into massive musclebound monsters (possibly using the brute sprite), turn them into strong psi wizards that literally explode upon death, etc.

Would be cool to recruit slave beastmen, too, if just to watch their brains explode the second a star god looks at them funny.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Zharkov on February 02, 2019, 11:41:50 am
https://www.youtube.com/watch?v=a94mNfmZ1gc
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 02, 2019, 06:10:59 pm
https://www.youtube.com/watch?v=a94mNfmZ1gc

A sling (http://Sling (weapon)) may be a good idea; basically a bow with less range and concussion damage!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 03, 2019, 12:32:25 am
another idea ~~ (thermo)nuclear, /respectively fussion reactor -

- big one, for whole base..

-small enought, (very) mobile, - for ships, tanks, vehicles,


!!! -- or even thats biggest, top-tier power-armor!  !!!
!!!

( -~~> https://cdr.cz/clanek/americka-armada-chce-male-mobilni-jaderne-reaktory-prepravi-je-obri-letoun-c-17  hehe

it seems all my ideas are based on such webzines articles, from,/about technics, sciencies, /technologiies.. ;P :d  lôl  )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Zharkov on February 03, 2019, 01:49:08 am
Those look like they have crawled  right out of T'leth.

https://openxcom.org/forum/index.php?action=dlattach;topic=6630.0;attach=40369;image
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 07, 2019, 11:14:57 pm
..and what about give to Gals the motorbike? (motorcycle)?,
as such light "vehicle's

heh, it is such "hard~rockish, alike ^Lisbeth Salander'

motorbike ~ ligh, such Kawasaki,
or amybe heavy Harley~Davidson..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 08, 2019, 08:45:09 pm
If everybody agree; some sprites may be lent from the 40k mod, for instance here, in the second screenshot, the first brown one from the right on the ground i think is a really nice one, may be used for a laslock musket? (https://openxcom.org/forum/index.php/topic,5026.msg108828.html#msg108828)(a more economics version of jack's self-loading laser rifle, but with 5 shots 32 damage - less than the laslock pistol - but with wider range; although it resembles me a b.a.r.  (https://en.m.wikipedia.org/wiki/M1918_Browning_Automatic_Rifle)).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on February 09, 2019, 09:35:59 am
Some weapon ideas I had.

Lucky Star (bounty prize, likely from Zaxx)
1x2, Wt 6/9
Snap, 27% TUs, 77% accuracy

Star Clip (1x1), 7 rounds, 14 Piercing damage
Star Gold Clip (1x1), 7 rounds, 20 Piercing damage (requires research, Gemcraft, and Alchemy?)

Inflicts 0-1000% of the ammo's listed damage.

"The weapon of choice for high stakes gamblers, who, not coincidentally, are among the only people capable of affording it. Despite firing low powered ammunition, it has been known to kill Power Armored soldiers in a single hit."

Splattershot (Pilfered from enemies)
2x2, Wt 8/12
Snap, 25% TUs, 75% accuracy
Aimed, 55% TUs, 110% accuracy
Auto (x5), 50% TUs, 45% accuracy

Ink Tank (1x2), 20 rounds, 50 poison damage
Venom Ink Tank (1x2), 20 rounds, 85 poison damage (must be researched)
Hypervenom Ink Tank (1x2), 20 rounds, 140 poison damage (needs more research than the Venom Ink Tank)

"This weapon was built by (and is used almost exclusively by) the Inkling race, it fires highly toxic blobs of ink at enemies. Inflicts massive damage against unprotected flesh, but has difficulty penetrating armor (Enemy armor is 150% of its normal strength against this weapon), and is completely useless against tanks or other robotic life forms.

Pack Laser (Built and researched by the Pirates, early energy weapon)
1x3, Wt 20/50/25
Snap, 30% TUs, 72% accuracy
Aimed, 65% TUs, 105% accuracy

Pack Laser Backpack (2x3), 255 rounds, 48 Laser damage
Pack Laser Battery (1x2), 25 rounds, 48 laser damage (requires Laser Weapon Batteries)

"We know how those fancy laser weapons are built, but not how to build them ourselves. We figured we would change that. The Pack Laser employs minimal use of exotic components, although this does come at the cost of making the gun large and quite bulky. The biggest hurdle (and namesake of the weapon), was figuring out how to power it. All attempts at developing a battery for this weapon have failed, so instead, we effectively made a Small Ship Engine into a backpack and hooked the Pack Laser up to it. It weighs a ton, but on the bright side, you don't have to worry about carrying spare ammunition."
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 09, 2019, 01:20:24 pm
Excellent idea!,
but rather weight [20, 85, 25], ~as "80" is for big Laser Backpack "Battery" (respectively little enhanced reactor), made from that improved (and yet down-sized) Small ship engine (reactor)


thus; ~

Laser^pack @Backpack :  size (3x4),   360 rounds,  56 dmg per pulse

or:

480 rounds, @ 48 damage  (more rounds (pulses), less damage per 1round)
or
250 rounds @ 68 dmg  (avice´versa, - less rounds, at abit more dmg per 1pulse)


Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 09, 2019, 04:34:46 pm
.. & also, pls make also some power-armor powered with such down-sized, reduced Small (ship) *BackPack mini-reactor

´´at least, 1 such prototype of such (literally exactly) Power-armor, or, better, whole development linie  ( = "celú vývojovú radu" )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 09, 2019, 04:36:04 pm
Some weapon ideas I had.

Lucky Star (bounty prize, likely from Zaxx)
1x2, Wt 6/9
Snap, 27% TUs, 77% accuracy

Star Clip (1x1), 7 rounds, 14 Piercing damage
Star Gold Clip (1x1), 7 rounds, 20 Piercing damage (requires research, Gemcraft, and Alchemy?)

Inflicts 0-1000% of the ammo's listed damage.

"The weapon of choice for high stakes gamblers, who, not coincidentally, are among the only people capable of affording it. Despite firing low powered ammunition, it has been known to kill Power Armored soldiers in a single hit."

Splattershot (Pilfered from enemies)
2x2, Wt 8/12
Snap, 25% TUs, 75% accuracy
Aimed, 55% TUs, 110% accuracy
Auto (x5), 50% TUs, 45% accuracy

Ink Tank (1x2), 20 rounds, 50 poison damage
Venom Ink Tank (1x2), 20 rounds, 85 poison damage (must be researched)
Hypervenom Ink Tank (1x2), 20 rounds, 140 poison damage (needs more research than the Venom Ink Tank)

"This weapon was built by (and is used almost exclusively by) the Inkling race, it fires highly toxic blobs of ink at enemies. Inflicts massive damage against unprotected flesh, but has difficulty penetrating armor (Enemy armor is 150% of its normal strength against this weapon), and is completely useless against tanks or other robotic life forms.

Pack Laser (Built and researched by the Pirates, early energy weapon)
1x3, Wt 20/50/25
Snap, 30% TUs, 72% accuracy
Aimed, 65% TUs, 105% accuracy

Pack Laser Backpack (2x3), 255 rounds, 48 Laser damage
Pack Laser Battery (1x2), 25 rounds, 48 laser damage (requires Laser Weapon Batteries)

"We know how those fancy laser weapons are built, but not how to build them ourselves. We figured we would change that. The Pack Laser employs minimal use of exotic components, although this does come at the cost of making the gun large and quite bulky. The biggest hurdle (and namesake of the weapon), was figuring out how to power it. All attempts at developing a battery for this weapon have failed, so instead, we effectively made a Small Ship Engine into a backpack and hooked the Pack Laser up to it. It weighs a ton, but on the bright side, you don't have to worry about carrying spare ammunition."

Agree on that!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on February 09, 2019, 08:38:28 pm
Excellent idea!,
but rather weight [20, 85, 25], ~as "80" is for big Laser Backpack "Battery" (respectively little enhanced reactor), made from that improved (and yet down-sized) Small ship engine (reactor)


thus; ~

Laser^pack @Backpack :  size (3x4),   360 rounds,  56 dmg per pulse
or:

480 rounds,  @ 48 damage /
/250 rounds @ 68 dmg

I like that idea, and it would probably need to be stronger if it did weigh 80 pounds. Like the 68 damage version, maybe a bit like a laser version of the 37mm gun. Probably wouldn't need an actual ship battery as a building component, but it would be a research prerequisite. A ship battery as a building component would be way too expensive.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 10, 2019, 05:51:05 am
<Small Ship Engine >  ~~~ {down-sizing, & enhancing, improving} ===>  "Personal BackPacked Battery Power'Pack" (Reactor) ~~ aka  *Personnel  BackPack ~Wearable mini-Reactor*

(
"fuelled" by Ellerium~128,
Half~life: "1,69 year"
stable, constant power~output:  16 ~ 19 kW
*Peak ~power output: 24 ~25 kW


Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 10, 2019, 10:28:59 pm
Another lil' idea: as th current version - that is to say 0.99J11  researchng "logistics" gives the "convoy", whle in bootypedia is displayed like a military truck in battlescpe like a couple  of APCs (https://en.wikipedia.org/wiki/Armoured_personnel_carrier) instead; therefore my suggestion is: make a military truck as the attached image and in battlescape be displayed a single one, acceleration may remain the same, while crew may be half of the "expedition" (12 instead of the actual 24)  8)

Edit: moreover, guild security should be carring RCF carabines, instead they got UAC carabines, assault machineguns and blackmarch smgs, i suggest to replace the UAC with the RCF, those formers  should be wielded by the dark ones troopers, along the UAC weaponry, as of now on in games i've seen only Spartans use those RCFs  :o  a new sound effect for RCFs and/or ramshackle rifles would be cool tool; in closing regarding the b17 (https://openxcom.org/forum/index.php/topic,4102.msg109967.html#msg109967) please make them more common at least in early game? Ancient tech should be way more common, till the midgame, maybe :)

Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 10, 2019, 11:02:07 pm
^^ Tatras! :p

( ~~==  Tatrovky  :D 8) ]
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Stoddard on February 11, 2019, 12:03:03 am
^^ Tatras! :p


Praga V3S for the win

Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 11, 2019, 12:14:18 am

Praga V3S for the win

Actually i prefer the tatras ones, those v36 are somewhat small, but i may be wrong :) And how about to rename ramshakle rifle to ol' rifle, so that the family is complete? Also tacking out that rust on it and making with a brighter palette; also the RCF carabine may need to be more light-colored :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on February 11, 2019, 02:27:56 am
You're really boring, Linux.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 11, 2019, 09:28:28 pm
*OICW"

( https://en.wikipedia.org/wiki/Objective_Individual_Combat_Weapon )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 11, 2019, 09:57:42 pm
How about some stoner 63 (https://www.youtube.com/watch?v=8LVWNGRjD0g)? IE that one weird 556 weapon the navy seals adopted and came with different barrels, allowing it to be employed as a bren gun thing, carbine and machine gun? After researching it, you could have different projects to change it into its different versions, with the carbine acting like a more accurate but slightly less powerful version of the battle rifle, the machine gun variant working like a more precise (but again, less powerful) AMG that can effectively be used without kneeling, and the bren gun one working like... Idk, some bren gun thing. All with plasteel munitions as an option once you get the tech
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on February 12, 2019, 02:07:22 pm
Piratez need a lot of things but another basic bitch firearm with slighly different stats is not one of them. Hell, some of the high end Marsec guns don’t even show in the game, despite them having code and sprites and everythign since forever.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 12, 2019, 03:04:45 pm
It'd be cool to see the eurosyndicate more developed and fleshed out in the future versions. Fighting cyborg corporate agents using high tech weapons ala Syndicate and Syndicate wars would be great, and it wouldn't take that much new stuff to make it happen, since there's already a healthy dose of eurosyndicate weapons in the game. It could work as an alternate way to get your hand on eurosyndicate weapons, other than the contract.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on February 12, 2019, 06:58:52 pm
That would take a lot of stuff to make it happen, dude. Like said eurosyndicate agents, missions, terrains for the mission etc etc. Also some enemies do use ES weapons sometimes.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Kharim on February 12, 2019, 07:57:50 pm
How about the Marsec Minilauncher from XCOM:Apocalypse? This one handed low power missile launcher used to be one of my dual wielding weapons of choice.

Sent with my ZAX 1.2

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on February 12, 2019, 08:30:43 pm
We already have a few minilaunchers, for example the shoulder launcher.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: sanyaskillpro on February 12, 2019, 10:17:21 pm
It'd be cool to see the eurosyndicate more developed and fleshed out in the future versions. Fighting cyborg corporate agents using high tech weapons ala Syndicate and Syndicate wars would be great, and it wouldn't take that much new stuff to make it happen, since there's already a healthy dose of eurosyndicate weapons in the game. It could work as an alternate way to get your hand on eurosyndicate weapons, other than the contract.
Why even take the deal if you get markslaser just for contacts. Lock it up behind the deal.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 13, 2019, 03:51:21 pm
Piratez need a lot of things but another basic bitch firearm with slighly different stats is not one of them. Hell, some of the high end Marsec guns don’t even show in the game, despite them having code and sprites and everythign since forever.

Agree, for some more of such "realism" there is openxcom files :)

It'd be cool to see the eurosyndicate more developed and fleshed out in the future versions. Fighting cyborg corporate agents using high tech weapons ala Syndicate and Syndicate wars would be great, and it wouldn't take that much new stuff to make it happen, since there's already a healthy dose of eurosyndicate weapons in the game. It could work as an alternate way to get your hand on eurosyndicate weapons, other than the contract.

I'd tell the same for the laslock coporation, pheraphs a couple of bootypedia articles would be fine  8)

Why even take the deal if you get markslaser just for contacts. Lock it up behind the deal.

laslock marklaser may be a suitable name for a laslock musket.  :)

You're really boring, Linux.

Tha't my trademark! Jockes aside, a nice alternative sprite for the ramshackle rifle i made here (https://openxcom.org/forum/index.php/topic,3934.msg110003.html#msg110003), pheraps needs some modifications.

*OICW"

( https://en.wikipedia.org/wiki/Objective_Individual_Combat_Weapon )

I would reeeally suit very very well :)

Alternatively, as new ramshackle sprite rifle, a good idea may be to modify the Galil AR sprite on openxocm file forum (https://openxcom.org/forum/index.php/topic,6893.msg110059.html#msg110059)  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 13, 2019, 05:20:43 pm
As much as I like ideas like the OICW and rifles with grenade launchers, I don't think there's a good way to add them to openxcom, since its essentialy one gun with two different kinds of shots, and AFAIK, there's no way to use two different kinds of ammo on the same weapon.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on February 13, 2019, 06:55:19 pm
As much as I like ideas like the OICW and rifles with grenade launchers, I don't think there's a good way to add them to openxcom, since its essentialy one gun with two different kinds of shots, and AFAIK, there's no way to use two different kinds of ammo on the same weapon.

It's possible with OXCE, but kinda wonky GUI-wise and therefore it's not used in Piratez.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 15, 2019, 07:07:17 pm
As much as I like ideas like the OICW and rifles with grenade launchers, I don't think there's a good way to add them to openxcom, since its essentialy one gun with two different kinds of shots, and AFAIK, there's no way to use two different kinds of ammo on the same weapon.

Well a lookalike weapon like OICW may fine; it has a very futuristic look, and who says that it has to have a grenade launcher attached? ;)

As for suitable convoy battlescape sprites substitutes, please look here (https://openxcom.org/forum/index.php/topic,5134.0.html), especially the second page (https://openxcom.org/forum/index.php?topic=5134.15) yummy!!!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 15, 2019, 10:58:11 pm
http://www.google.com/search?client=ms-android-samsung&tbm=isch&q=Ninth+Gate&chips=q:ninth+gate,online_chips:engravings&sa=X&ved=0ahUKEwiQkK3kzL7gAhUR26QKHTzeDYQQ4lYILigA&biw=320&bih=508&dpr=1.5

..definately xPiratez need (would be fitting into whole UfoXCom universe) some mystery, devil'ish,  occult,  diabolo, still smart ~~  *Ninth Gate*  theme, and such Quest...

http://fidcal.com/Ninth%20Gate/  ~~  *Ninth Gate*  theme, and i suggest exactly same  such .."Quest...,  as was Iin that movie (and Arturo~Perez~Reverte'  book, novel  ~~ search, and find 1 or few rare books, (or litographies),  which will be then needed, as necessary prerequisities, for "conjuring, invoke the "demon"
( "conjuring the Kreegan(s)" )

https://youtu.be/6HRQkXvw2I4


..also,  whole that occult things, topic w. Devil resembles me a bit ~~ yap!, Kreegans, aliens evils race, from Might&Magic^ classic old-school rpg-Serie' "Kreegans", aliens, abit aggressive, conquering race.. from very distant stars..


                               
                                                                     
       
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 16, 2019, 10:07:36 pm
I'd humbly ask; a it more of coherence: crackdowns on piratez base should be lead by enemies player he had dealt before and/or have hurt, not factions that were not encountered before, that would be nice especially for the dark ones, unless player has researhed/done something to activate their presence; and i've noticed they always are more numerous than he other attackers, as in "nightmare" difficult in real doom!!? :o
Title: Re: Stuff I'd love to see in XPiratez!
Post by: wolfreal on February 16, 2019, 11:30:29 pm
I'd humbly ask; a it more of coherence: crackdowns on piratez base should be lead by enemies player he had dealt before and/or have hurt, not factions that were not encountered before, that would be nice especially for the dark ones, unless player has researhed/done something to activate their presence; and i've noticed they always are more numerous than he other attackers, as in "nightmare" difficult in real doom!!? :o

That just happens (On the first 18-24 months) with the major factions. The minors ones, like dark ones, ratman, etc, tend to be marauders, and as such, they are looking for places to plunder. I think is kind of coherent right now. Major factions should not bother with another band of outlaws, but minors are all the time trying to find a place to take advantage of it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 17, 2019, 11:16:59 am
That just happens (On the first 18-24 months) with the major factions. The minors ones, like dark ones, ratman, etc, tend to be marauders, and as such, they are looking for places to plunder. I think is kind of coherent right now. Major factions should not bother with another band of outlaws, but minors are all the time trying to find a place to take advantage of it.

I know; but since the dark ones are not just ordinary ones - come from hell or supposedly from another dimension -  their assaults should be more rare; or at least involving some particular actions from the player. That's all :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on February 17, 2019, 11:20:00 am
Why?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 17, 2019, 06:35:06 pm
Why?

Alrady noted https://openxcom.org/forum/index.php/topic,5821.msg110260.html#msg110260 (http://) At least right now seems that Deep Ones are appearing as soon as Sea Transport topic is researched, i really wish im not wrong.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on February 17, 2019, 07:03:21 pm
You don't care about it if you met them before, you just go out and loot and pillage. So why shouldn't others do the same?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 17, 2019, 07:19:02 pm
You don't care about it if you met them before, you just go out and loot and pillage. So why shouldn't others do the same?

BUt daark ones are just a common huma riff-raff, at least i think, they spawn from nowhere; there shoud be something special regarding them :-\
Title: Re: Stuff I'd love to see in XPiratez!
Post by: cc on February 17, 2019, 08:58:29 pm
BUt daark ones are just a common huma riff-raff, at least i think, they spawn from nowhere; there shoud be something special regarding them :-\
They're beings from hell. Their raids make sense both from a lore-perspective as well as from a gameplay one.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on February 17, 2019, 10:12:39 pm
At least right now seems that Deep Ones are appearing as soon as Sea Transport topic is researched, i really wish im not wrong.

You are wrong. And if you weren't it would be dumb, you don't create reality with your research, you confront it out in the field.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 18, 2019, 11:07:35 am
You are wrong. And if you weren't it would be dumb, you don't create reality with your research, you confront it out in the field.

Oh my very very bad impression, the game/mod is huge to explore  ;) Althouhg would be nice to see player's research and activity havin more influence on the game world. May i ask kindly for raider/smugglers and civilian ships landing more frequently, if possible? I rarely was able to ground assault them with the airbus, even in the beginning.  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on February 18, 2019, 11:11:01 am
It does. Some stuff needs the the guild to be angry for example. Missions only appear once you unlock them (because you didn't know where to look beforehand).

But then it is really good that the world keeps turning wether you do something or not. I hate it in games like Oblivion, where everything hinges on you. Those oblivion gates? Well if you don't bother they don't do anything either.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 18, 2019, 03:14:52 pm
Indeed this game was designed to give a hard time! It's really a russian roulette!!! (https://www.youtube.com/watch?v=rY_tWTBEoV8)

As for outfit, some fist of the north star styled outfit (https://www.google.com/search?q=fist+of+the+north+star+outfit+video+game&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjMxYTUrcXgAhXMblAKHeagARYQ_AUIDigB&biw=1536&bih=728), as well as mad max style (https://www.google.com/search?client=firefox-b-d&tbm=isch&q=mad+max+outfit+video+game&spell=1&sa=X&ved=0ahUKEwiB6dGzrsXgAhUSalAKHVwLAO0QBQg8KAA&biw=1536&bih=728&dpr=1.25) may be fine, along with fallout one (https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=pK9qXO-RPI_XwQKB06yQAw&q=fallout++outfit+video+game&oq=fallout++outfit+video+game&gs_l=img.3...53245.54807..54981...0.0..0.83.522.8......0....1..gws-wiz-img.Fyhbr3XxbUA)actually early uber clothing and metal armor are just alike, even some more won't be bad, i guess :) but pheraps some cowbo-fashion is missin', i believe :-\ (it may be called "gunslinger"?) or even a gumshoe alike one (https://www.google.com/search?q=gumshoe+outfit&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj66sOEscXgAhXMfFAKHYhQDUIQ_AUIDigB&biw=1536&bih=728)! Speaking of piratez instead, let's throw also some galaxy 999 (https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=Z7JqXM2DIMyN0gWO_o3wDg&q=galaxy+999+outfit&oq=galaxy+999+outfit&gs_l=img.3...45993.48375..48792...0.0..0.68.689.11......0....1..gws-wiz-img.......0i19j0i7i30i19j0i7i30j0.YN92HDgquVo) and/or  captain harlok (https://www.google.com/search?q=captain+harlock+outfit&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=0ahUKEwje9dnjscXgAhUQmbQKHcYxCcwQ_AUIDigB&biw=1536&bih=728) stuff in!

Edit: this may be more self explanatory: (click here) (https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=tbFqXLmkCMLLwQLI35XQBw&q=futuristic+cowboy++outfit&oq=futuristic+cowboy++outfit&gs_l=img.12...0.0..52598...0.0..0.0.0.......0......gws-wiz-img.mTePg7Diws4)

Edit 2: A slave soldier exclusive may be called "mercenary" (https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=PLRqXMKDKMLNwQKQipP4Cg&q=mercenary+outfit&oq=mercenary+outfit&gs_l=img.3..0i19l4j0i5i30i19l5.4569.4569..4808...0.0..0.76.76.1......0....1..gws-wiz-img.0H8ALLkiWYM) but it could be avaiable also for gals :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 18, 2019, 05:13:45 pm
IMO, the dark ones are fine as they are now, needing only maybe some stuff to make them more flavorful. ATM its said they came due to the teleportation accident in the UAC facilities. Would be cool to have a mission to invade a UAC lab itself, with the caveat being that, if you take the mission, you get loads of UAC equipment (like UAC plasmaguns and maybe an intact BFG), but after that the dark ones basically disappear.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on February 18, 2019, 06:16:08 pm
How hard is it to convert doom sprite into OXCE one? We are still missing mancubus, arachnotron, revenant and lost soul. (the bosses are too large, archvile and pain elemental have powers unsupported by OXCE)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 18, 2019, 09:44:04 pm
I think the resolution differences would require some decent touching up of the sprites for them to look decent. The ones currently in the game look pretty great though, so its probably not that hard. There's some sprite sheets from GZDoom one could adapt.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 20, 2019, 01:31:58 pm
A bounty/early mission (level D) vwere only melee and stun wepaons are allowed. Simple :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Abyss on February 21, 2019, 08:12:08 pm
But after that the dark ones basically disappear.

Lore friendly version is that dark ones are in Earth for centuries, as UAC has gone in the middle (end) of the XXI century.
The strange thing is that Marsec still allows their teleports on the Mars satellites to function if they still function indeed.
This fraction has the unleashed potential of the lore development as they neither related to Star Gods, nor Shadowmasters. I thought the Red Mage plot will continue in that direction, not in the Z-Phases investigation. 

And yeah we really miss some plasmagun spiders, demon mages and archidemons!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 22, 2019, 12:40:16 am
Another lil' idea: armored car - used by ratmen/highwaymen/ghoyls mutant progoms - may become a spartan exclusive - and may be replaced by a sidecar? May be less though, the armore one semms more suitable to spartans because of its military feeling. :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: clownagent on February 22, 2019, 10:09:05 am
How hard is it to convert doom sprite into OXCE one? We are still missing mancubus, arachnotron, revenant and lost soul. (the bosses are too large, archvile and pain elemental have powers unsupported by OXCE)

It is not very hard to do the conversion. Lost Soul is for example attached.

However, to get a nice result you need some time for manually fixing the sprites after conversion.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 22, 2019, 06:21:46 pm
Another lil' idea: armored car - used by ratmen/highwaymen/ghoyls mutant progoms - may become a spartan exclusive - and may be replaced by a sidecar? May be less though, the armore one semms more suitable to spartans because of its military feeling. :)
Erm, don't the ratmen/ghoul bandits already have an armored car? A pretty lame one at that, too, which is totally apropriate IMO.

I do agree that spartans could use some armor on their side, though.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on February 22, 2019, 06:37:21 pm
Would be nice if bandit armoured cars weren’t limited to LMG, but could spawn with all the basic weapon setups (LMG, HMG, 25 mm cannon, quad RPG)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 22, 2019, 08:29:21 pm
Erm, don't the ratmen/ghoul bandits already have an armored car? A pretty lame one at that, too, which is totally apropriate IMO.

I do agree that spartans could use some armor on their side, though.

The idea was to give ratmen some even less armored/techno vehicle😅
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Abyss on February 22, 2019, 09:01:38 pm
The idea was to give ratmen some even less armored/techno vehicle😅

The really shitty vehicle, to be precise. Whereas Spartans could use these Humvees and BMP's (in the middle between). There is actually a mod with a heavy load of tanks.
 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 22, 2019, 09:11:25 pm
The really shitty vehicle, to be precise. Whereas Spartans could use these Humvees and BMP's (in the middle between). There is actually a mod with a heavy load of tanks.

Considering they play a minor part in xpiratez world, and are using low tech weapons and equipment may fit well in balancing and progression
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on February 22, 2019, 11:19:51 pm
The idea was to give ratmen some even less armored/techno vehicle😅

Why? The stuff they get is reasonably low tech already.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 23, 2019, 01:07:35 am
Why? The stuff they get is reasonably low tech already.

A sidecar seems to be more in tune with highwaymen and ghouls, too, because also for the outfit
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 23, 2019, 04:20:27 am
"..There is actually a mod with a heavy load of tanks..."  ~~

~~  which 1,  whadt mod? ?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 23, 2019, 04:33:38 am
Btw. @Nicolinus  ~~ I noticed you also (same as me) are also big fan of Leiji Matsumoto's  anime series
( Galaxy Express 999, & Galaxy Railways,
(and at least ten more others tv-series.., ~~ from, by Leiji..)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 23, 2019, 10:30:29 am
Btw. @Nicolinus  ~~ I noticed you also (same as me) are also big fan of Leiji Matsumoto's  anime series
( Galaxy Express 999, & Galaxy Railways,
(and at least ten more others tv-series..)

Not really a fan; but since in xpiratez there are some tributes to certain videogames, movies and related stuff, i though some galaxy 999 stuff is missing, so why not to add, kinda 😅
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 23, 2019, 03:04:46 pm
*Leiji~verse;  nice article

https://tvtropes.org/pmwiki/pmwiki.php/Anime/Leijiverse

(..heh, *The Ring of Nibelungen", ~ Reiji "borrow" ("lean") also that old, classic Old European, Germanic Saga (legend), too.. ; D :p lol


But I like most both the *Galaxy Railways, and G.Express~999
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Abyss on February 23, 2019, 08:40:50 pm
Lyta, please, it's pretty hard to pull out the precise idea of your messages. And a reminder, once you've got the big red warning from the moderator. 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on February 23, 2019, 09:42:24 pm
ah sorry,
just only small tribute to classic anime series and stuff, and hand-painted anime creator, writer, and regiseur (film-director)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on February 27, 2019, 07:21:06 pm
Some odeas for a space mission onspired by 1994's System Shock? At that time i owned a very basic 486 with no cd rom😭😭 and i regret not to have played that game :'(

Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on February 28, 2019, 09:54:38 am
Some odeas for a space mission onspired by 1994's System Shock? At that time i owned a very basic 486 with no cd rom😭😭 and i regret not to have played that game :'(


Elite Cyborgs would make a pretty good enemy type.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on February 28, 2019, 09:58:19 am
ah sorry,
just only small tribute to classic anime series and stuff, and hand-painted anime creator, writer, and regiseur (film-director)

I mean, probably not the weirdest idea suggested. You're not the one who suggested Inklings as an enemy type.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on March 01, 2019, 04:16:11 pm
*Leiji~verse;  nice article

https://tvtropes.org/pmwiki/pmwiki.php/Anime/Leijiverse

(..heh, *The Ring of Nibelungen", ~ Reiji "borrow" ("lean") also that old, classic Old European, Germanic Saga (legend), too.. ; D :p lol


But I like most both the *Galaxy Railways, and G.Express~999

Actually, Maysha  (https://www.google.com/search?q=galaxy+999+maisha&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjijOzakOHgAhXpShUIHaxhDewQ_AUIDigB&biw=1536&bih=728&dpr=1.25)may provide inspiraiton for a possible outfit. As fore sidecar a couple of draft mdels here (https://www.google.com/imgres?imgurl=https%3A%2F%2Fimage.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-260nw-295755701.jpg&imgrefurl=https%3A%2F%2Fwww.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-vector-295755683&docid=Qv1-jyTwyV7Q3M&tbnid=RmgzQSuM8AKvpM%3A&vet=10ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhiKBQwFA..i&w=260&h=280&client=firefox-b-d&bih=728&biw=1536&q=sidecar%20computer%20graphic%20sprite&ved=0ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhiKBQwFA&iact=mrc&uact=8) and here (https://www.google.com/imgres?imgurl=https%3A%2F%2Fimage.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-450w-295755683.jpg&imgrefurl=https%3A%2F%2Fwww.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-vector-295755683&docid=Qv1-jyTwyV7Q3M&tbnid=zS77AlnBXQIz7M%3A&vet=10ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhEKAMwAw..i&w=450&h=470&client=firefox-b-d&bih=728&biw=1536&q=sidecar%20computer%20graphic%20sprite&ved=0ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhEKAMwAw&iact=mrc&uact=8)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on March 01, 2019, 04:47:11 pm
What about harder undersea mission with better reward? Tentaculats are canonicaly incapable of feeding themselves, so how about when aquatoids want everyone to keep out of some site but don’t want to waste their limited resources guarding it themselves and don6t trust deep ones with it, they place automated feeding bay and some tentaculats at the site, only visiting once in a while to refill and maintain the feeding bay and cull excess tentaculats?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on March 01, 2019, 05:28:56 pm
Actually, Maysha  (https://www.google.com/search?q=galaxy+999+maisha&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjijOzakOHgAhXpShUIHaxhDewQ_AUIDigB&biw=1536&bih=728&dpr=1.25)may provide inspiraiton for a possible outfit. As fore sidecar a couple of draft mdels here (https://www.google.com/imgres?imgurl=https%3A%2F%2Fimage.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-260nw-295755701.jpg&imgrefurl=https%3A%2F%2Fwww.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-vector-295755683&docid=Qv1-jyTwyV7Q3M&tbnid=RmgzQSuM8AKvpM%3A&vet=10ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhiKBQwFA..i&w=260&h=280&client=firefox-b-d&bih=728&biw=1536&q=sidecar%20computer%20graphic%20sprite&ved=0ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhiKBQwFA&iact=mrc&uact=8) and here (https://www.google.com/imgres?imgurl=https%3A%2F%2Fimage.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-450w-295755683.jpg&imgrefurl=https%3A%2F%2Fwww.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-vector-295755683&docid=Qv1-jyTwyV7Q3M&tbnid=zS77AlnBXQIz7M%3A&vet=10ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhEKAMwAw..i&w=450&h=470&client=firefox-b-d&bih=728&biw=1536&q=sidecar%20computer%20graphic%20sprite&ved=0ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhEKAMwAw&iact=mrc&uact=8)

Maisha? ??

You mean Maetel? ?

search for google~images "Maetel" ~ right, exactly that such  Maetel' secession costume, black dress outfit would be   just amazing eye-candy in every ( not only) rpg'genre game.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on March 01, 2019, 06:35:20 pm
http://t0.gstatic.com/images?q=tbn:ANd9GcRdFuUTDQ2mCLkrn55CgbqfzSohHSNvWMCaFatfsyJBxZ--rdjexeV2r2E//t0.gstatic.com/images?q=tbn:ANd9GcRdFuUTDQ2mCLkrn55CgbqfzSohHSNvWMCaFatfsyJBxZ--rdjexeV2r2E

http://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3ac17be3-72eb-43fd-b2a1-e66191372ee7/d6c1aez-e8f9dd03-7b4a-4dd6-96a7-3cf609af2689.png/v1/fill/w_1024,h_630,strp/galaxy_express_999___maetel_legend_by_elclon_d6c1aez-fullview.pngttp://www.google.com/search?q=maetel+galaxy+999

http://www.google.com/search?q=maetel+galaxy+999&client=ms-android-samsung&prmd=ivn&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjL4cTOruHgAhVHxxoKHa_-CCEQ_AUoAXoECA0QAQ&biw=533&bih=295

Maetel 999

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3ac17be3-72eb-43fd-b2a1-e66191372ee7/d6c1aez-e8f9dd03-7b4a-4dd6-96a7-3cf609af2689.png/v1/fill/w_1024,h_630,strp/galaxy_express_999___maetel_legend_by_elclon_d6c1aez-fullview.png)

(http://t0.gstatic.com/images?q=tbn:ANd9GcTzmTe-SgqNSdZPgma_Q0mxDtv_zP4_cJgNvIl0bM8Y6a0PCbv-OF6YROE)

[img]

http://t0.gstatic.com/images?q=tbn:ANd9GcRdFuUTDQ2mCLkrn55CgbqfzSohHSNvWMCaFatfsyJBxZ--rdjexeV2r2E

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3ac17be3-72eb-43fd-b2a1-e66191372ee7/d6c1aez-e8f9dd03-7b4a-4dd6-96a7-3cf609af2689.png/v1/fill/w_1024,h_630,strp/galaxy_express_999___maetel_legend_by_elclon_d6c1aez-fullview.png
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on March 01, 2019, 10:23:18 pm
This looks pretty much like tribal "snow armor". Only this one is black.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on March 02, 2019, 12:53:22 am
The Princess is only one.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: niculinux on March 02, 2019, 01:00:02 pm
The Princess is only one.

Sorry, Maisha it's her name in the italian edition
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on March 03, 2019, 02:50:50 am
Sorry, Maisha it's her name in the italian edition

Did you react, answer to me?

anyway, Maisha is sweet name, for her,
very cute. :p
it sounds et resembles almost as russian *Masha" [Maasssha]
Title: Re: Stuff I'd love to see in XPiratez!
Post by: chaosshade on March 11, 2019, 04:14:45 am
uhh... Nailgun?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on March 11, 2019, 05:44:14 am
There is one that could be lifted from X-com files. I'd be more interested in what the brainers would "upgrade" it too.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on March 11, 2019, 04:30:45 pm
..screwdrivers, pliers, drills, , multitools, etc..

kombinacky, klieste, "francuzsky kluc, mont-paky,
+ matice, sroby, skrutky, klince, atd. etc..

~~ bigger & smaller plasta^steel forming^ tools and machineryies

~~ just  complete *technician pack, and engineering set box

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on March 12, 2019, 12:10:29 pm
A lot of UAC stuff could be picket form X-Com files but IDK if another gun  with slightly different stats that now cannot be used in space because it is a knock off is meaningfull adition.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on March 15, 2019, 09:03:28 pm
ha! i got 1idea!

*Hand of God" ~~~ from Rise of the Triad (RotT, 1996)


https://www.google.com/search?ei=gfiLXKv8DojeaoWFhJAH&q=rise+of+the+triad+hand+of+god&oq=Hand+of+God+Rise+of&gs_l=psy-ab.1.0.0i22i30.12232.61364..64083...14.0..0.185.3254.0j23......0....1..gws-wiz.......0i71j35i39j0j0i203j35i304i39j0i13j0i22i10i30j33i22i29i30j33i160.gSIglT5VEP4

https://www.google.com/search?q=Hand+of+God+Rise+of+the+Triad&tbm=isch&source=hp&sa=X&ved=2ahUKEwi1uoXCjIXhAhUBIVAKHR6rAyUQsAR6BAgFEAE&biw=1440&bih=745

(http://joesiegler.blog/wp-content/uploads/2014/12/godmode.jpg)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on March 20, 2019, 06:10:10 am
How would Cyberspace missions sound? You install a Hacking Deck in your base, and you can send your gals on Cyberspace missions to steal data and money, and also sabotage enemy bases. Maybe the academy has a base full of robots, and you can go on a Cyberspace mission to hack the robots and have them destroy the base.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on March 20, 2019, 07:31:50 pm
That sounds pretty cool actualy. Hacking missions could work like zero g missions, with gals being forced to use a special cyberspace outfit thing, with the only weapons avaliable being the "armor"s special abilities.

One thing I always thought would be cool in xcom games, but that I don't know if its even possible to implement in OXCE: have certain missions have a kind of trigger in them, a kind of condition that once satisfied, would "unlock" a special mission on the map, that wouldn't otherwise normally spawn. Then you could, for example, do a mission with a special condition tied to a kind of switch in the map, that once activated, would give you, say, coordinates to a secret enemy base, which would then spawn as a mission on the map if you activated that trigger.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Alex_D on March 20, 2019, 08:36:36 pm
Those hacking missions sound like the Dreamscape missions that were implemented in XCF, albeit with a different tone.
The mission force a specific outfit for the soldier.  Spawn points for only one soldier are allowed (and I believe single craft pilots, but I can't confirm).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on March 21, 2019, 05:39:21 pm
Quote
One thing I always thought would be cool in xcom games, but that I don't know if its even possible to implement in OXCE: have certain missions have a kind of trigger in them, a kind of condition that once satisfied, would "unlock" a special mission on the map, that wouldn't otherwise normally spawn. Then you could, for example, do a mission with a special condition tied to a kind of switch in the map, that once activated, would give you, say, coordinates to a secret enemy base, which would then spawn as a mission on the map if you activated that trigger.

Piratez does this (in a way - limited by what the engine allows) with special items that are gathered after a mission - for example Siberia Research. Or the entire GDX questline. After you research a given item, mission that gives is removed from spawn pool, so can be considered one-off. Some missions can be repeated until the item is researched, but this is only done to defend against freak accidents. Eg. you somehow - say, too much nukes - destroyed all the research items while actually winning the battle.

The problem with such 'one-time-unlocks' is that custom missions (or missions in general) are time consuming to create and one-offs are a lot of effort for little gain.

Personally, I would consider hacking a bit too 'techy' for piratez, but I guess adventure can be had in different ways.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on March 21, 2019, 11:15:40 pm
Personally, I would consider hacking a bit too 'techy' for piratez, but I guess adventure can be had in different ways.

Computer Hacking? So last millenium. Reality Hacking, that's what you'll be doing. (Eventually).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on March 22, 2019, 12:16:07 am
How would that work? You open a portal in the sky and Megaspawn pop out? Do you create a time rift 600 years into the past and team up with X-Com?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Stoddard on March 22, 2019, 12:40:20 am


It all boils down to computer hacking. Now how the subjects perceive it, well,  that's moddable .
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on March 22, 2019, 01:26:28 am
Idea for a craft weapon.

Hyperdeath Missile (Needs Hellerium Explosives, other missiles, maybe Red Codex exclusive?)

Damage: 10000
Range: 60km
Accuracy: 255%
Reload: 100ms
Shots: 1

"The new definition of overkill. This monstrosity is guaranteed to obliterate any craft we fire it at, no matter how big it is. It leaves behind nothing to salvage, but if you really, really, REALLY need an enemy vessel destroyed, then this is what you want. The range is too short for the attacking craft to escape the blast radius, so they are destroyed as well."
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on March 22, 2019, 02:08:02 am
Funny, but this has even less use case then the red dragon, if in fact you can make it kill the shooting craft. Pilot/craft/mount and missile all for killing a single target sound like an awful trade to me. No capable craft with a missile slot is cheap nuff to warrant use as a suicide bomber. The air speeder is pretty cheap but its also kinda slow compared to the really big warships that you would want to use it on.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on March 22, 2019, 06:05:25 am
Understandable. Maybe it could be a really cheap craft designed specifically to fire the missile?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on March 23, 2019, 09:52:01 pm
Idea for a craft weapon.

Hyperdeath Missile (Needs Hellerium Explosives, other missiles, maybe Red Codex exclusive?)

Damage: 10000
Range: 60km
Accuracy: 255%
Reload: 100ms
Shots: 1

"The new definition of overkill. This monstrosity is guaranteed to obliterate any craft we fire it at, no matter how big it is. It leaves behind nothing to salvage, but if you really, really, REALLY need an enemy vessel destroyed, then this is what you want. The range is too short for the attacking craft to escape the blast radius, so they are destroyed as well."


*Quantum Torpedos*

prerequisities:

{some Codex(es),  some hi-tech technologies, /top-tier stuffs - researchs & items, any of codexes.., alot, HUGE amounts of hEllerium115,  etc.. }

Damage:    ~~6800 °° ~~12k ~~13k000 °°

( various, 3 ~ 5 types of fully programmable, autonomous, (partially strong AI), automatic warheads )


Accurancy:  ~~160 %

( fire & forgot == fully autonomously targets searching, locking, seeker'ing, hyper'maneuverability, stealth, and targets re-changing, re-acquiring.. ( -= in case of lost, /destroying of actuall current, (respectively previous) locked target, - if currently locked-in target is already destroyed,
meanwhile..)


Range:        ~~8200 km

( ..or ~~few microparsecs )


Reload:  ~~480 ~630 ~750 miliseconds


Shots:    3

( ..or in groups of 2 ~~ 8 salvoes )


Fuels:

Ammo:
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on March 23, 2019, 09:56:24 pm
*Phasers*

(descriptions:):

Prerequisities:
{
}


Parameters:


{

Damages:

Accurancies:

Ranges:

Shots (Salvoe) :

 / Ammos:


Fuels´led:

}

Description (Notices) :
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on March 30, 2019, 11:05:52 am
Idea for a craft weapon.

Hyperdeath Missile (Needs Hellerium Explosives, other missiles, maybe Red Codex exclusive?)

Damage: 10000
Range: 60km
Accuracy: 255%
Reload: 100ms
Shots: 1

"The new definition of overkill. This monstrosity is guaranteed to obliterate any craft we fire it at, no matter how big it is. It leaves behind nothing to salvage, but if you really, really, REALLY need an enemy vessel destroyed, then this is what you want. The range is too short for the attacking craft to escape the blast radius, so they are destroyed as well."

What a load of BS.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on April 04, 2019, 11:38:24 pm
Seems like a really expensive way to destroy a craft and gain literally nothing from it. Its also pretty lore unfriendly, considering that if the gals could literally down any ship, then the star gods wouldn't rule earth anymore, and blowing everything up while not gaining anything kinda goes aways the whole "we be them sexy pirates, hand me thy booty" thing the gals got going on.
Also, I'd say the craft weapons are one of the most decently balanced things we have in the game atm, with the possible exception of early game craft weapons, but then again, I dont think it should be reasonable to down any ship that can actualy defend itself during the part of the game in which we still rely on cheap shotguns, melee and black power weapons.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on April 05, 2019, 12:00:53 am
Allright I get it. Bad idea. No, Wrong, Moron. Inklings are still on the table though.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on April 05, 2019, 10:26:11 pm
@dioxine

just whole such ~~ Stealth Spy / "secret Agent" role play, lore line

yap, such overall Stealt Spy Agent roleplay style :

all_stealth _equipments >

clothes, costumes
stealth'ish outfits (clothes),
camouflage uniforms (costumes),
almost invisible outfits
undetectable,  low-profile, stealth armours


also anothers equipments fitting for this such top -secret Spy roleplay style


and stealth weapons for stealth spy too - for example, weapons like (short) sniper ("sniper "pistol", / rifle, - but all -made, form from plastics, plastasteel, /duraplast..


stealth plastasteel, or duraplastics (extended) "sniper" pistol, for stealth spy roleplay


stealth (shortened) sniper -rifle, made all from plastasteel

etc..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on April 11, 2019, 11:00:53 pm
Black ~Eyes Gals (Kids, /teens, ..any ..persons in Piratez game)

https://en.wikipedia.org/wiki/Black-eyed_children

https://www.google.com/search?q=black+eyes+girl&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi-8JTw6MjhAhUhDGMBHT_xARYQ_AUIDigB&biw=1440&bih=767


https://cdn.newsapi.com.au/image/v1/bcc069a767e3c6d03f4253d5a8bf697b

(https://cdn.newsapi.com.au/image/v1/bcc069a767e3c6d03f4253d5a8bf697b)


http://images5.fanpop.com/image/photos/31000000/black-eyed-girl-paranormal-witness-31042373-530-331.jpg

(http://images5.fanpop.com/image/photos/31000000/black-eyed-girl-paranormal-witness-31042373-530-331.jpg)


https://d1kvkzjpuym02z.cloudfront.net/5a9e39a7e4b079c7c5519653.jpg?Expires=2000254885&Signature=D2b~ZGthys149i1TPP6Zi0fj25YQacw-8uk3pKJwwKsYh~JdltS3Bpdjs-FHn~X-K74e2JpjT5qTWnsXW~fxYj3Mi~xyjhwqlhhTXPKEwPv1PAKKGyNJB2mGwpUmRMOCwTtUoIyeY-tEzMyrVSn4AgrYHZpjXG9IyuJLKx7eVSo_&Key-Pair-Id=APKAJXYWFXCDTRLR3EFA

(https://d1kvkzjpuym02z.cloudfront.net/5a9e39a7e4b079c7c5519653.jpg?Expires=2000254885&Signature=D2b~ZGthys149i1TPP6Zi0fj25YQacw-8uk3pKJwwKsYh~JdltS3Bpdjs-FHn~X-K74e2JpjT5qTWnsXW~fxYj3Mi~xyjhwqlhhTXPKEwPv1PAKKGyNJB2mGwpUmRMOCwTtUoIyeY-tEzMyrVSn4AgrYHZpjXG9IyuJLKx7eVSo_&Key-Pair-Id=APKAJXYWFXCDTRLR3EFA)


https://data.whicdn.com/images/198270112/large.jpg


(https://data.whicdn.com/images/198270112/large.jpg)




https://www.google.com/imgres?imgurl=https%3A%2F%2Fcdn.newsapi.com.au%2Fimage%2Fv1%2Fbcc069a767e3c6d03f4253d5a8bf697b&imgrefurl=https%3A%2F%2Fwww.news.com.au%2Ftechnology%2Fscience%2Fblack-eyed-children-real-or-just-a-creepy-myth%2Fnews-story%2F988409b3f5a67b3592a09159e1b31ba0&docid=jiKcnOrZYu2biM&tbnid=_BU12fIhB109sM%3A&vet=10ahUKEwigouas6cjhAhXR8OAKHfrJAlQQMwg_KAEwAQ..i&w=650&h=366&bih=767&biw=1440&q=black%20eyes%20girl&ved=0ahUKEwigouas6cjhAhXR8OAKHfrJAlQQMwg_KAEwAQ&iact=mrc&uact=8#h=366&imgdii=_BU12fIhB109sM:&vet=10ahUKEwigouas6cjhAhXR8OAKHfrJAlQQMwg_KAEwAQ..i&w=650



https://www.google.com/imgres?imgurl=https%3A%2F%2Fd1kvkzjpuym02z.cloudfront.net%2F5a9e39a7e4b079c7c5519653.jpg%3FExpires%3D2000254885%26Signature%3DD2b~ZGthys149i1TPP6Zi0fj25YQacw-8uk3pKJwwKsYh~JdltS3Bpdjs-FHn~X-K74e2JpjT5qTWnsXW~fxYj3Mi~xyjhwqlhhTXPKEwPv1PAKKGyNJB2mGwpUmRMOCwTtUoIyeY-tEzMyrVSn4AgrYHZpjXG9IyuJLKx7eVSo_%26Key-Pair-Id%3DAPKAJXYWFXCDTRLR3EFA&imgrefurl=https%3A%2F%2Fwww.bulbapp.com%2Fu%2Flegend-research-black-eyed-children&docid=Pj2j-zeyD6ik3M&tbnid=J_JSqTG0qc7sIM%3A&vet=10ahUKEwigouas6cjhAhXR8OAKHfrJAlQQMwhjKBgwGA..i&w=600&h=315&bih=767&biw=1440&q=black%20eyes%20girl&ved=0ahUKEwigouas6cjhAhXR8OAKHfrJAlQQMwhjKBgwGA&iact=mrc&uact=8#h=315&imgdii=J_JSqTG0qc7sIM:&vet=10ahUKEwigouas6cjhAhXR8OAKHfrJAlQQMwhjKBgwGA..i&w=600

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on April 18, 2019, 07:49:09 pm
Not a really interesting suggestion, but It'd be cool if autoguns had another ammo option, right now (actualy I'm not sure since I haven't played the new version yet) they only get the usual AP/Plastasteel munitions, and even when upgraded to gyro autoguns, they're still weaker and less useful than smartguns, while not being much easier to acquire, and while the player can technically get them earlier than smartguns, it doesnt take much longer to get to the required tech, and by then the player will likely just ditch the autoguns for smartguns since they're pretty much better in every way.
There's also an incentive for the player to not bother making autoguns since earlier on the only source of anti grav units are academy drones, and you need those to make yourself some flying armor, while it takes a good while for the player to be able to use slave AIs for anything other than autoguns, and slave AIs are technically easier to get earlier on, since you can get them off of distress signal missions and downed/landed UFOs, which while not always as easy as academy labs, are definitely more numerous.

Maybe autoguns could get WP rounds or something, working like larger, beefier scorpion.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on April 19, 2019, 01:21:09 am
While you do have a point about the relative availability of materials, the gyro autogun is not total outclassed by the smartgun, it might not get as much damage, but it is both more accurate(65%/70% vs 60%/60%) and longer base range in both snap and auto modes(22/22 vs 20/15), as well as marginally faster to fire.

The last upgrade of the autogun does have one unique ammo and in the right hands is one of the highest accuracy multi shot snap/rapid fire style guns.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on April 20, 2019, 08:05:04 pm
what about (fully) implementing the *Critical Hit* function, into xPiratez game ?

critical hit ~~ special kind, type of attack, respectively kind of hit, ~~especially for "cold weapons", all meelee weapons, and yet more especially for all kinds of knives, and daggers,

but also for (almost all) kinds of shoot´ing (fire, RANGED weapons, too

~~ for shoot, ranged weapons ~~ lets call it *headshot", and then implement it also in exactly such way too, (if gals shoots, hits the enemy directly into (middle of the) head =: critical hit, *headshot[/u]
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on April 20, 2019, 09:05:44 pm
There is such thing already. It's called "150% damage roll".
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on April 21, 2019, 04:55:14 pm
"150% damage roll"  ~ and how it works?

ist there any ufopedia, piratez-wiki page about it?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JamTheDane on April 21, 2019, 05:30:52 pm
There is a ufopedia entry about how guns can hit and do 0 damage, or hit and do extra damage. And the ufopedia entry about hotkeys, you can see the hotkey to see the results of an attack is CTRL H. Press it, and you can see the result
=>  miss
0     no damage
hit   normal damage
HIT! crit damage
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on April 21, 2019, 07:26:46 pm
Every weapon (melee, explosion, or ranged) roll the dice each time it "hits". Most of the weapons have spread of 50%-150% which means that those weapon can deal that amount of damage (if they don't have special stat boost like sniper rifles which deal even more damage with higher firing skill).

Ol'Shotgun with birdshot is supposed to deal 18 damage with each pellet. Each pellet rolls the dice if it hits and can deal from 9 to 27 damage.

I don't think "HIT!" means something especially "critical". It probably simply means that shot took large amount of HP from the target, doesn't matter if it was 50% of power, or 150%.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on April 21, 2019, 11:44:51 pm
I think most guns roll 0-200%, melee is "reliable" and does 50-150%.
Some guns are the exception to this rule, like, iirc, the heavy slugthrower.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on April 22, 2019, 01:50:21 am
Honestly check the details on each weapon, there are so many modes, 0-200%(1 die), 0-200(2d100), 50-150, ect. Better to be sure then assume.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on April 23, 2019, 04:19:21 pm
Technically it's not d100 (since it's impossible to roll a 0 on a die), it's d101-1.

As far as HIT! - I always thought it was those hits that did wounds (regardless of whether the given enemy can actually take wounds), compared to "hit!" for health-only damage.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on April 23, 2019, 05:05:28 pm
While you do have a point about the relative availability of materials, the gyro autogun is not total outclassed by the smartgun, it might not get as much damage, but it is both more accurate(65%/70% vs 60%/60%) and longer base range in both snap and auto modes(22/22 vs 20/15), as well as marginally faster to fire.

The last upgrade of the autogun does have one unique ammo and in the right hands is one of the highest accuracy multi shot snap/rapid fire style guns.

Sweet, def gonna check it out.
On the same topic of stuff-that-may-have-been-implemented-in-the-new-version-that-I-haven't-tried-yet-which-then-makes-my-suggestions-meaningless, I wish we had a very large early game troop transport option, to take full advantage of the main perk of peasants and slave soldiers from early on. Sure, we get convoys, but they're so slow that you can't really use them for any of the more time sensitive missions (like landed craft and distress signals), and the skyranger is an excelent way of getting murdersploded out of a mission (has no front door, meaning a direct shot from any area of effect weapon will turn your soldiers into gibs). The first actualy good troop transport you get is the turtle, which is locked to some codexes.

Then again, these problems are likely intended. If you're gonna use massive amounts of cheap troops, might as well risk losing lots of them if you're willing to bring loads of them at once.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on April 23, 2019, 05:33:12 pm
There's the zeppelin.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on April 23, 2019, 09:56:54 pm
Well most missions, even crash sites don't expire with a craft en-route, so convoys usually do fine. Most of the timed exceptions are blocked for the craft anyway. The only frequent one is the air car race.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on May 03, 2019, 08:50:30 am
You can buy guns from the Death Realms Arenas, but how about fighting in them?

!Arena Battles! (Requires Contacts: Death Realms Arenas.)
"I am Mondu the Fat, Ruler of the Death Realms Arenas. My audience has expressed an interest in your pirating efforts. As such, I humbly request that you participate in my games. Win, and I will guarantee you money and infamy. Lose, and... well, let's just say that getting trashed on live television isn't exactly a good look. I have only one rule. Unless otherwise stated, outside armor and weapons are forbidden.  You will have to make do with what we provide you, which may or may not be enough..."

Some examples of possible fights.

Arena: Renegade General
"This Govt General has gone rogue, taking his entire unit with him. A classic Human Vs Human gladiator match. Place your bets now. Outside Armor=No. Outside Weapons=No.

Arena: Sectogre Orgy
"It's Pirates Vs Sectogres in this arena match. Can our beautiful babes avoid the clutches of these well endowed and horny monsters? Outside Armor=No. Outside Weapons=No.

Arena: Wild Hunt
"The Pirates are going prehistoric today. They're hunting Megascorpions in the nude like the cavewomen of old... only they didn't have Laser guns. Outside Armor=No. Outside Weapons=Yes.

Arena: Chryssalid Carnage
"The Pirates are up against the most powerful beast genetic engineering has to offer... the terrifying Chryssalid! Can they destroy it and it's zombie hordes before they get added to the army of the undead? Outside Armor=No. Outside Weapons=No.

Arena: Ultimate Challenge
"A platoon of Marsec goons has come to challenge the Pirates. Mondu has permitted them to bring in the biggest, baddest guns they have... because they're gonna need them. Outside Armor=Yes. Outside Weapons=Yes.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on May 05, 2019, 06:13:46 pm
Great ideas, now get to work! (or wait years until I have the time to do it myself, that is) ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on May 05, 2019, 07:58:30 pm
Great ideas, now get to work! (or wait years until I have the time to do it myself, that is) ;)
I wouldn't even know where to start.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on May 06, 2019, 12:57:07 am
Sound somewhat simple, Basically all you need is a arena map, the rest of the assets need are already in game.

somewhere around these forums should be links to the map editing tools.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on May 06, 2019, 03:17:03 am
Maybe a new environment tile or two to convey that a live audience is watching the fight. And maybe a special Contestant Armor or something, ripped straight from Smash TV?

CONTESTANT

Front: 20
Sides: 20
Back: 20
Under: 20

"The standard issue armor of those who fight in the Death Realms Arenas. Comes in two colors to convey when two different teams of humans will fight, ours will always come in blue. It comes without torso armor to show off the muscles of the men it was originally designed for, though the protective headgear helps mitigate Daze and Choking damage. EnergyRegen=120%, Wt=-5, CombatStress=-1.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Devon_v on May 07, 2019, 01:10:49 am
Amusingly, if you check the minimap, the enemy is blue team. :)

Regarding the Dark One discussion, the Star Gods would appear to have intervened since humanity is not nearly extinct. At least not as a direct consequence of the gate to hell being opened. After six centuries, it would appear to amuse the Star Gods to keep the gate open in some capacity, it's possible that they came to terms with the Icon of Sin, or subdued or enslaved it. They may wish to make use of the hellgate as a form of transportation. We never find out what the maximum range of the hellgate is since the demons attack before the UAC can really test it, but it's at least interplanetary distance since Doomguy is able to get from Phobos to Earth via it. It also apparently has no meaningful mass limit because the entirety of Deimos wasn't a deal breaker.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on June 12, 2019, 10:30:41 pm
this mod may also fit well in xpiratez, with piratey sentences, yarrr! (https://openxcom.org/forum/index.php/topic,7184.0.html)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: howareyou32 on June 21, 2019, 05:36:26 pm
Please add all kind of armors for my dog. So he can survive longer under fire and even go to space and water with me.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: doctor medic on June 23, 2019, 03:24:57 pm
armor for doggies seems a bit reduntant but being able to go to space or water might still work to use them as torpedoes
Title: Re: Stuff I'd love to see in XPiratez!
Post by: jungybrogan on June 24, 2019, 11:31:17 pm
Would love to see melee functionality expanded further with D&D style attacks-of-opportunity:  a free melee swing attempt would trigger when moving directly away, or leaving a unit's FOV in melee (you'd be able to reposition to their sides without penalty, also attacks-of-opportunity only trigger when a unit has vision, so backstabs aren't affected).

The one tile ranged-evasion is awesome, but currently all you have to do is step 1-tile away, which somewhat trivializes its function.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on July 11, 2019, 10:13:35 pm
I've seen that humanists are getting their own arsenal (messer which is mp-40 inspired, panzerfaust and ol' rifle that is mauser98k clone alike and so on) would be nice to see a machine gun too, instead of the assault one wielded by guild security, how about an mg42? Openxcom files has such similar sprite, pheraphs it may be used. And, of course, it may be called "ol' machinegun".

Also, another armor for slave soldier may be a commando outfit (https://youtu.be/dUa7YK17QP0) named "commando".
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on July 11, 2019, 10:17:13 pm
..and what about *Mausse* ?! :p 8)

i want Mauss, for safety driving, /transport of my gals! ;P



yap, and *Waffentragger auf E100, for .."dealing with enemy vehicles :p ;D) lôl




(yas, just now im on my (so much slooowly) way to get Tiger (P), and im exping Hetzer too :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on July 12, 2019, 05:31:55 am
It took me way too long to realize that Slave soldier had a SS acronym.  I think that's a funny thing, and would like to keep the acronym, but it doesn't seem appropriate to call the hired human help Slave Soldiers when you've taken the Male Touch route.  Is it possible to change names of things for diverging storylines?  And does anyone have any setting appropriate names for the human male soldiers that keeps the funny acronym and still gives them the respect they would have to have in that route?  Maybe one that could have an insulting meaning if you're going the slave route, if names aren't easy to change based on research done?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on July 12, 2019, 07:02:53 am
Not really. It's technically possible but your idea as presented involves pervasive renaming of an internal id and object, and all references based on research done. No such direct hook and populate ability exists. The engine for all the work that has been done, by OXCE devs, is still largely 90s tech. 

You could instead duplicate the entirety of SS current mentions/objects/strings with "nicer" title, and then have only one batch presented. But that means duplicating and editing hundreds of references and strings for cosmetic impact. Most of these items are hand made one at a time.   
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ridаn on July 12, 2019, 07:40:02 am
I hope we can get Brutes instead of Slave Soldiers for Male Touch branch, but making new armors is a lot of work.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on July 12, 2019, 09:07:44 am
You could instead duplicate the entirety of SS current mentions/objects/strings with "nicer" title, and then have only one batch presented. But that means duplicating and editing hundreds of references and strings for cosmetic impact. Most of these items are hand made one at a time.   

It might have been possible to have it renamed "male soldiers" (MS)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on July 12, 2019, 09:30:43 am
Too Microsoft. :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on July 12, 2019, 11:18:35 am
Too Microsoft. :P

Renegade soldiers then (https://www.youtube.com/watch?v=-F_Tk3Ep8oU)  :) way more cooler
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on July 12, 2019, 12:01:00 pm
We could call them Cannon Fodder but feels too VirginTM
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on July 12, 2019, 10:20:00 pm
Well, the Lunatics are technically space pirates, so what about space soldiers? meh, too forced.  Special soldiers?  Special services?  has the advantage of not saying what the service is, so could work with both slave and free soldiers.

Storm troopers, in whatever language gets the acronym right is probably out, even though it's pretty spot on.


Edit

There isn't actually a reason beyond it amusing me that I'm trying to stick to a SS name, so maybe a better option is elsewhere
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on July 13, 2019, 12:10:06 am
ss ~~ super soldiers
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on July 13, 2019, 12:13:35 am
How about bullet magnets? Let them run the overwatch fire so the important crewmember can charge through?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on July 13, 2019, 01:51:55 pm
btw. ..but i really would want that *Mauss, as "humanist vehicle (for safety transport their VIPs, treasures, and - also gals, too )

yap, such Mause, in versia of year ~~~2200 ~~ 2500, at least..


(hmn.. and dont it necessary to be ..fly-able, just ground -drive

just like classic tank, a bit modern hehe (for year °°~~2300
Title: Re: Stuff I'd love to see in XPiratez!
Post by: mercy on July 13, 2019, 05:14:56 pm
Quad RPG Launcher Vehicle loses its loaded rockets: latest XPiratez version.

AT BASE:
I load the 4x vehicle launcher by hand, then place 2 additional quad packs into its backpack

AT CRASH SITE:
Quad RPG Launcher Vehicle loses the rockets loaded into it at the base, I have to load it by hand again.

AT MISSION BEGIN:
Quad RPG Launcher Vehicle now correctly has 12 rockets to fire, otherwise it has just 8 rockets, when I forget to load it AGAIN  right before mission begins.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on July 13, 2019, 08:00:54 pm
Pretty sure that is already implemented. ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on July 18, 2019, 03:43:29 am
fighter crafts kinda like > such ~super~fighters

Mig~31 FireFox
(or MiG~33..)

http://www.google.com/search?q=mig+31+firefox
 
*Mig~31 Firefox* (http://www.google.com/search?q=MiG+31+firefox)

https://fictional-flying-machines.fandom.com/wiki/Firefox

MiG~32 Firefox (https://www.google.com/search?q=mig+31+firefox&tbm=isch&source=univ&sa=X&ved=2ahUKEwjR1ojjm73jAhUIEVAKHQcPC6UQsAR6BAgGEAE&biw=1536&bih=733)

(https://i.pinimg.com/originals/5a/08/78/5a08785fbe67efb7bf51466381debd5c.png)

(https://i.pinimg.com/originals/5b/ca/aa/5bcaaa286df8cf2438d5dd5d0ff07c51.jpg)

(https://i.redd.it/o2dg3vqo4x921.jpg)

(https://mindreels.files.wordpress.com/2012/07/firefox5.jpg)



F/A 37 Talon

https://www.google.com/search?q=f/a-37+talon
https://www.google.com/search?q=FA-37+EDI+UCAV

https://fictional-flying-machines.fandom.com/wiki/EDI_UCAV

F/A~~37 Talon EDI (https://www.google.com/search?ei=U8AvXfGsGIzRwAL9yrQo&q=f%2Fa-37+talon&oq=F%2FA&gs_l=psy-ab.1.0.0l10.15208.17998..24166...0.0..0.60.176.3......0....1..gws-wiz.......35i39j0i131.A6yjwGiLxOY)

F~A 37 EDI~UCAV (https://www.google.com/search?q=f/a-37+talon+EDI+UCAV&tbm=isch&source=univ&sa=X&ved=2ahUKEwiK8ZSPnr3jAhUBK1AKHS5bATkQsAR6BAgGEAE&biw=1536&bih=733)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on July 18, 2019, 07:18:01 pm
Aren't advanced interceptor basically just like those? It's available for every codex (and lack of one).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Blood Raven 117 on July 28, 2019, 10:07:56 pm
Hmm, a new uniform for your pirate, a US Marine based uniform of stylish blue, and getting Melee Shoot and STA bonus, so I can have my sabre armed marines charge a poor sucker and plunge it into his chest.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on July 28, 2019, 10:37:59 pm
Hmm, a new uniform for your pirate, a US Marine based uniform of stylish blue, and getting Melee Shoot and STA bonus, so I can have my sabre armed marines charge a poor sucker and plunge it into his chest.

Isn't SS GI suit made just for that?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on August 15, 2019, 09:34:36 pm
Designer Pets (requires Broken Church Beastmaster)

"In addition to the creation of genetically engineered monsters, the Church also partakes in the breeding of exotic pets, both as gifts to it's high ranking members, and to be sold for a pretty penny. The Beastmaster politely instructed us on how we could do so ourselves, but we need both Medical facilities and vacant beast storage to do so. Gestation takes some time, and no matter what creature we breed, we always get a litter of six new units upon project completion. All creatures are statistically superior to their more common equivalents, and have additional psionic abilities."

Leads to Designer Dog, Exotic Bird, Majestic Cat

Designer Dog

"The best traits of both a Blood Hound and Guard Dog rolled into one, with a supersonic bark that damages armor and causes enemies to panic."

Exotic Bird

"A majestic flying creature. Has incredible vision, even at night, and can detect enemies through walls to some extent. NV:30, Sense:6"

Majestic Cat

"The most beautiful pussy that ever lived. It's can boost the morale of multiple soldiers at once, and it's claw attacks ignore 90% of enemy armor.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: wolfreal on August 15, 2019, 10:08:59 pm
Designer Pets (requires Broken Church Beastmaster)

"In addition to the creation of genetically engineered monsters, the Church also partakes in the breeding of exotic pets, both as gifts to it's high ranking members, and to be sold for a pretty penny. The Beastmaster politely instructed us on how we could do so ourselves, but we need both Medical facilities and vacant beast storage to do so. Gestation takes some time, and no matter what creature we breed, we always get a litter of six new units upon project completion. All creatures are statistically superior to their more common equivalents, and have additional psionic abilities."

Leads to Designer Dog, Exotic Bird, Majestic Cat

Designer Dog

"The best traits of both a Blood Hound and Guard Dog rolled into one, with a supersonic bark that damages armor and causes enemies to panic."

Exotic Bird

"A majestic flying creature. Has incredible vision, even at night, and can detect enemies through walls to some extent. NV:30, Sense:6"

Majestic Cat

"The most beautiful pussy that ever lived. It's can boost the morale of multiple soldiers at once, and it's claw attacks ignore 90% of enemy armor.



It seems nice but:

Bark damage armor, no, it is too much. Ignore % of armor and damage only morale an TU it is better.

Exoctic bird. Sense 3 and NV20 its powerful enough. If wanted, spot 2-3.

Cat. I prefer the shredder cat mod. 90% ignore is extremly OP. Maybe just change damage to bio.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 16, 2019, 12:00:39 am
Midnight Cat:


Majestic Pussy'foot Cat
"The most beautiful (*pussyfoot*) pussy that ever lived. It's can boost the morale of multiple soldiers at once, and it's claw attacks ignore 90% of enemy armor.



Midnight Cat ~~ Silent, shadowy, & pussyfoot'ly midnight'ly pussyfoot hunter et spion,

The most beautiful, pretty pussy-foot pussy
(preferably female, she -form)

~~ use'able concept of such cutesweet catty' unit for most (action-)CRPGs' games (4 classics, old ones, and new'ers ones too..)


(https://vignette.wikia.nocookie.net/men-in-black/images/7/7f/Orion_the_cat.jpg/revision/latest?cb=20131217130525)
(https://i.ytimg.com/vi/tjKQ_dilbVs/hqdefault.jpg)

~~ extremely stealthy, pure *"pussyFoot'er",  = 100 % ~ 160 % unseen, undetectable by enemy, & sometimes ..unnoticed even by her own Gals ( ~~20 ~30 % of "unseenny", by friendly units)

~~ very handy at bosses and top-tier enemies

~~ +15 % ~ 30 % boost at-once all on-mission' Gals`morale

~~ +15 ~ 25 % boost all friendly soldiers psionics skills

~~ +5 % bonus to all Gals' psionics powers

~~ +10 % TU for every by'standers friendly units (except vehicles, drones and robots without AI) within range of 3 tiles

~~ NV_at day : 28 ~ 30  ..has incredible vision °°

~~ NV_at night : 36 ~ 39 ~ 40 ..even, hey!,mainly at night °°

~~ Spot: +2 (in days),  ~ 3 (nightly)

~~ Sense: 6  - can detect enemies through walls to some extent. (average NV:33, Sense:7)

~~ Critical Hit:  +30 % chance to cause crit.hit to enemy

~~ 160 % bio attack  - it's claw attacks focusing mainly on enemy's head, and especially attacking on enemy's face and eyes ( = "headshots" ) ignore 90% of enemy armor.

~~ + 15 % chance to (of) panick of enemy

~~ + 25 % more chance of seduction of enemies (mainly of, focused on females' enemies) 

~~ +2 stealing skill ~ steal from enemy units small, & precious, little and valuable thingies (rings, gems, chips, cpu, mems,data-crystals, jewels, etc.. ), = must be avalaible some her own inventory slots and space accessible

~~ Has incredible vision, even at night, and can detect enemies through walls to some extent. NV:30, Sense:6"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on August 16, 2019, 12:35:30 am
If you want OP units just make them yourselfes.

Btw, there is no such thing as a critical hit in X-COM.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on August 16, 2019, 02:14:41 am
And if you don't want them, they could still serve as vendor trash just fine.

They can be found on certain missions, mansion raids, city raids, boot camps for instance, and you can either train the ones you capture or sell them.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 16, 2019, 08:17:23 pm
Midnight Cat:


Majestic Pussy'foot Cat
"The most beautiful (*pussyfoot*) pussy that ever lived. It's can boost the morale of multiple soldiers at once, and it's claw attacks ignore 90% of enemy armor.



Midnight Cat ~~ Silent, shadowy, & pussyfoot'ly midnight'ly pussyfoot hunter et spion,

The most beautiful, pretty pussy-foot pussy
(preferably female, she -form)

~~ use'able concept of such cutesweet catty' unit for most (action-)CRPGs' games (4 classics, old ones, and new'ers ones too..)


(https://vignette.wikia.nocookie.net/men-in-black/images/7/7f/Orion_the_cat.jpg/revision/latest?cb=20131217130525)
(https://i.ytimg.com/vi/tjKQ_dilbVs/hqdefault.jpg)

~~ extremely stealthy, pure *"pussyFoot'er",  = 100 % ~ 160 % unseen, undetectable by enemy, & sometimes ..unnoticed even by her own Gals ( ~~20 ~30 % of "unseenny", by friendly units)

~~ very handy at bosses and top-tier enemies

~~ +15 % ~ 30 % boost at-once all on-mission' Gals`morale

~~ +15 ~ 25 % boost all friendly soldiers psionics skills

~~ +5 % bonus to all Gals' psionics powers

~~ +10 % TU for every by'standers friendly units (except vehicles, drones and robots without AI) within range of 3 tiles

~~ NV_at day : 28 ~ 30  ..has incredible vision °°

~~ NV_at night : 36 ~ 39 ~ 40 ..even, hey!,mainly at night °°

~~ Spot: +2 (in days),  ~ 3 (nightly)

~~ Sense: 6  - can detect enemies through walls to some extent. (average NV:33, Sense:7)

~~ Critical Hit:  +30 % chance to cause crit.hit to enemy

~~ 160 % bio attack  - it's claw attacks focusing mainly on enemy's head, and especially attacking on enemy's face and eyes ( = "headshots" ) ignore 90% of enemy armor.

~~ + 15 % chance to (of) panick of enemy

~~ + 25 % more chance of seduction of enemies (mainly of, focused on females' enemies) 

~~ +2 stealing skill ~ steal from enemy units small, & precious, little and valuable thingies (rings, gems, chips, cpu, mems,data-crystals, jewels, etc.. ), = must be avalaible some her own inventory slots and space accessible

~~ Has incredible vision, even at night, and can detect enemies through walls to some extent. NV:30, Sense:6"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on August 19, 2019, 05:21:32 pm
I haven't played the new version yet so please forgive me in advance if this has already been included:

It'd be cool to have an equivalent of the sailor uniform that gals have for slave soldiers and/or peasants to use, that is, something that increases the amount of stats gained from missions. Since they're considerably more likely to die horribly in the early game, when you have zero proper armor for them, it makes sense to make to have a way to train them faster.

Its not even necessary to actualy create new armors for this even, IIRC, slave soldiers and peasants already have sailor/rookie/i'mastupiddisposablerecruit themed outfits already that could have that function added to them.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on August 23, 2019, 08:52:51 pm
If you want OP units just make them yourselfes.

Btw, there is no such thing as a critical hit in X-COM.

OP ? what is ´t mean ? 

over-protected ? 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on August 23, 2019, 09:35:27 pm
Overpowered. Too strong.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yirtimd2 on August 31, 2019, 09:27:03 am
I'd love to see in Xpiratez Spartans' Hidden Fortresses raid missions)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: wolfreal on September 02, 2019, 10:45:04 am
Lore wise, is it something stablished on the moon? Some lunar missions can be cool.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on September 08, 2019, 03:43:20 pm
..definately need in xPiratez any of Twin Peaks stuff -

- some of those dark, mysterioase, thrilling, "Mystérieuse, étrange, inquiétante" things like:

Red Curtains Rooms,  Dark Lodge,  Sycamore Trees (Entry (Point)) Dark Mood Woods,  Dream Man, etc..

https://www.youtube.com/watch?v=WuzYfUz5dNM etc..  (*Lynch, *Badalamenti, *Twin Peaks, etc..)
(yap, it´s like, vagquely similar to, X-Files, & Fringe tv shows..)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Abyss on September 16, 2019, 04:45:24 pm
Lore wise, is it something stablished on the moon? Some lunar missions can be cool.
Humanists hidden bases are sure to be hidden on the dark side of the moon and somewhere in what have been called Argentina centuries ago.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on September 16, 2019, 10:15:22 pm
..and some bases (outpost) on Mars, Phobos ~~Deimos, and Yupiter´ Yo too, - for Dark Ones, and UAC Inc.  fraction!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on September 17, 2019, 01:05:10 am
..and 1 more *hell (black|) dog*

http://www.birdz.sk/uploads/e2/ea/036d9256723e4090b2eb966aa4d135d3.jpg.1280x0_q85.jpg
(http://www.birdz.sk/uploads/e2/ea/036d9256723e4090b2eb966aa4d135d3.jpg.1280x0_q85.jpg)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Troubleshooter on September 19, 2019, 06:51:33 am
Seconding that its a bit weird having male soldiers still called "slave soldiers" even on the "Boyz" path. On that note, would "Boyz" be a both-paths appropriate name? The ladies are "Gals" so the male equivalent would probably just be "Boyz". Or even "War Boyz" if we wanted to go that route, given the setting.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on September 19, 2019, 07:21:00 am
Maybe there's an alliance going with one or both of the main slaving societies, Thebes uses clone soldiers which should count, and the Confederation(I think this is what it's called) has a very high slave population.  It looks like other societies have a hereditary underclass, but prefer more politically correct terms.

As I understand it, calling them slave soldiers allows you to have your own SS Troopers, which is particularly fun against the Humanists.  But calling them the Boyz would be an acceptable replacement in my mind, if that means anything.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on September 19, 2019, 07:23:06 am
A rename might be appropriate at this point, but it's unlikely for technical and legacy reasons.
It would involve editing quite alot of strings and pedia pages(which are hand written), and would result in confusion for anyone not coming to the mod fresh. 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Bartojan on September 23, 2019, 08:10:32 pm
Seconding that its a bit weird having male soldiers still called "slave soldiers" even on the "Boyz" path.
Boys don't have this sweet abbreviation:
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on September 23, 2019, 08:38:42 pm
;D lôl

..so, they´re just like ....electricians, basically, right? ? :p
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on September 24, 2019, 07:01:38 am
Uh, I honestly hope you're joking on not getting the symbol.  Here's a hint, it tends to be linked to an iron eagle or a canted oddly shaped cross.  Also skulls.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on September 24, 2019, 03:07:54 pm
Uh, I honestly hope you're joking on not getting the symbol.  Here's a hint, it tends to be linked to an iron eagle or a canted oddly shaped cross.  Also skulls.

Come on dude, this is the oldest joke ever. :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on September 26, 2019, 05:04:39 am
Just can't tell with some people.


On a note of things I'd like to someday see in here, high tech pirate gear could be fun, we're supposed to be space pirates, right? So why do we go away from the outfit so quickly?  :'(
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on September 26, 2019, 02:49:04 pm
Just can't tell with some people.


On a note of things I'd like to someday see in here, high tech pirate gear could be fun, we're supposed to be space pirates, right? So why do we go away from the outfit so quickly?  :'(

Because gals are real pirates, not historical reenactors. They use what is most effective from amongst the tools at hand.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on September 26, 2019, 10:15:06 pm
Fair enough.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on September 26, 2019, 11:07:35 pm
Uh, I honestly hope you're joking on not getting the symbol.  Here's a hint, it tends to be linked to an iron eagle or a canted oddly shaped cross.  Also skulls.

^^ ah, yu just didnt get my tiny joke´ing..
be very sure i know about ..those things you mentioned above.. (nacism, symbols, svastikas (left, and also right -turn -"criss, cruices (..kríže.. ), "haken-kreutz..), and also history, back-ground, and where-abouts of ww2, NSDAP, politics parties and movements, persons, in EUrope (not only) during WWars, in 20th century..  etc.. at all.. )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on October 15, 2019, 12:02:46 pm
Please, any chances to use that Preceptor Apollyon's AKMS in the mod to replace the curresnt sprite for homefront rifle? (clik) (https://openxcom.org/forum/index.php/topic,7378.msg117262.html#msg117262)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on October 17, 2019, 07:21:17 pm
Please, any chances to use that Preceptor Apollyon's AKMS in the mod to replace the curresnt sprite for homefront rifle? (clik) (https://openxcom.org/forum/index.php/topic,7378.msg117262.html#msg117262)

Why should I use an uglier knockoff sprite when I have the original?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on October 20, 2019, 10:38:30 pm
Only an humble suggestions. There are other moda in ti è forum plenty of resources; for example to expand futhermore low tech weaponry extraterration international combat mod form efenspartano's (https://openxcom.org/forum/index.php/topic,6404.0.html) or some modern stuff, may be worth to pay a look to space pirates stuff (https://www.google.com/search?q=space+pirates+weaponry&client=ms-android-samsung&source=android-browser&prmd=ivsn&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjkrrSHy6vlAhVRNOwKHT99AaYQ_AUoAXoECAwQAQ&biw=360&bih=520)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on October 21, 2019, 03:42:25 am
^^^   bleh!, well, let we just want Maetel (..well, or Miimey, too)  in x-Piratez game :o :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on October 23, 2019, 11:56:13 pm
^^^   bleh!, well, let we just want Maetel (..well, or Miimey, too)  in x-Piratez game :o :P

Well, actually in between low tech and futuristic weapons also steampunk stuff should be fit too (https://www.google.com/search?q=steampunk+weapons&tbm=isch&ved=2ahUKEwi0g4y6obPlAhUIxeAKHTIjAJMQ2-cCegQIABAB&oq=steampunweapons&gs_l=mobile-gws-wiz-img.1.0.0i13j0i7i30l3.20883.24451..25318...0.0..0.194.2650.0j18......0....1.........0j0i19j0i7i30i19.grh6ITt5MBI&ei=e72wXfTZE4iKgweyxoCYCQ&bih=668&biw=360&client=ms-android-samsung-ga-rev1&prmd=insv). Try also "slugthroeer weapons" or "staraars weapons", google is our friend (quote)

Aside from intercepting wanderers and bandit squads may be nice to add some wagon/train assault mission that can me engaged with terrain vehicles/means like bikes and expeditions, if even possible.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on October 25, 2019, 02:51:31 am
~~^^definately want in x-Piratez Vampires, wampires themes, and so such stuff and plot-arc, - especially, for example, upon movie *We Are the Night (We Sind die Nacht),  - it would be best fitting into all-female Gals concept

also, 1suggestion for mission - searching ideal, (optimal, preferabelly female) candidate for vampire transformation, (just persons with such *vampire genes, genotipe..)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on October 25, 2019, 03:09:17 pm
Weel, also some Trigun theme alike may be fine (clik here (https://www.youtube.com/watch?v=4OxFSy8G5wk), here (https://www.youtube.com/watch?v=EP5ztjbvU2M) and here (https://www.youtube.com/watch?v=9LjhXokRrOI))
Title: Re: Stuff I'd love to see in XPiratez!
Post by: alex-g on October 29, 2019, 10:29:35 am
 Hi guys, for a start I want to say thanks for your work, tried the mod and have a blast. Original X-com was my first pc game back in 94 and your work really breathed second life into it now, this is even more relevant now, when interesting and deep tactical games is kind of rare.
 There is a little suggestion(it not hard to implement possibly) to do early game more smoother and challenging, by removing a high-tech(which are much deeper in the research tree) and op things that are available from the very beginning, like;

- AIRBUS. shooting enemies without leaving the ship, that familiar  to all fans of the original legal cheat, which allows you to do quite hard mission from the very beginning, first transport should be EXPEDITION...then player research BIKES or TRUCK(if chose SS-tech line) then Contacts: Car Thieves. So you can feel early tech progression.
- Prison Cells. Academy personal is too big source of money early on which allows you to rush gameplay very quickly and makes a lot of early tools\production\research is kind of meh. plus random tech is a feature that makes research progress not smooth at the beginning(fine in later on).
- TOOLS (Parrot, Flintlock wpn, Black Powder Bomb, Assault Cannon and Mini Cannon). The things that you get at the beginning are limited to those you found at the base (pic). Again, removing it gives a sense of progression and you still get them anyway through a couple of missions or through research for the next month, but it be you job.
- Hi-Res Radar (optional). you can still scan with the EXPEDITION non stop, but you will not be overloaded with messages about flying vehicles, which you still can’t do anything by most.

 In conclusion, now in the first two months you are too overloaded with everything, you often get very strong loot from landing ships or hard mission beating them using OP tools, then make big amount of cash by selling prisoner and you don’t need most of the early stuff(
why kill scorpions and make yourself a chitin ax, when you easy loot ak, shotgun or a hunting rifle by 2-3 week and start shoot at half map right from the ship)...or even some time much more powerfull stuff from crates. I try my suggestion by selling all of the above and it was fun, much more step-by-step progression instead of bottom-height.

 Uhh that long. Tnx again
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on October 29, 2019, 01:39:12 pm
Actually some cool sound replacement for firearms wepaons (like the rcf carabine, uac carabine  and homefront rifle), maybe need some editing and resampling work, if someone minds may try capturing some sources here: click (https://www.youtube.com/watch?v=Hrd_-Y9Rlxk)

Edit: muskt sound here (https://www.youtube.com/watch?v=lfGOLqxcbIg) Christmas is rather near, so it may be a nice present...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on October 30, 2019, 01:14:59 pm
I vehemently disagree with your 'too easy' judgement.

1)No one is stopping you from selling you radar/prison/airbus and roleplaying on how the game should be played.

2)If too easy, please feel free to start on JS/SM and work your way from there.

3)If still to easy, do it without losing any of your units.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: alex-g on October 30, 2019, 01:29:37 pm
 It's not really about "too easy" or "challenge stuff" and more about research progression. In short, you begin your study and only after a while will you learn about the things that you already have and which by then you don’t need anymore, since you already get an more cool staff (you start building a scooter already having a car).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Eddie on October 30, 2019, 03:58:12 pm
I would say it's kinda already implemented in the new patch.
You can get hunter killer UFOs right from the beginning of the game. From raid and military transport missions for example. If you try to check them out with your airbus, poof, it's gone. Along with all the equipment in it.

I haven't started a new game yet on the new patch, but that's what I imagine it would be like.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on October 30, 2019, 06:52:40 pm
It's not really about "too easy" or "challenge stuff" and more about research progression. In short, you begin your study and only after a while will you learn about the things that you already have and which by then you don’t need anymore, since you already get an more cool staff (you start building a scooter already having a car).

That is even worse. We already have a story in place. (You are a group of escaped experiments which stole an airbus and found a base prepared by mysterious benefactors) While I can understand gameplay taking precedence in front of story, I cannot understand another story taking precedence in front of the existing one.

You want your own story? Why don't you mod it then?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on October 30, 2019, 07:29:20 pm
flying limousine! (mercedes, ..or any similar bigger car..)

like was in "Team Amurica: World Police" movie


..and train,  any hi-tech train (mag-lev, or that continental train with its A.I., - from StephenKing´s Dark Tower serie.. )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: alex-g on October 31, 2019, 09:12:59 am
That is even worse. We already have a story in place. (You are a group of escaped experiments which stole an airbus and found a base prepared by mysterious benefactors) While I can understand gameplay taking precedence in front of story, I cannot understand another story taking precedence in front of the existing one.

 Just a little explanation(destruction during landing, lack of fuel, lack of spare parts for repair), the story doesn’t change for the most part.


*joke mode* I know that you are just afraid to play without ship doors  ;D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on October 31, 2019, 09:43:57 am
Just a little explanation(destruction during landing, lack of fuel, lack of spare parts for repair), the story doesn’t change for the most part.

well i think may be a good idea, and won't make the mod any harder, considering at the beginning the game player cannot engage in fly fights at the begonnig of the game
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Mathel on October 31, 2019, 07:57:13 pm
As was said earlier, it is possible to sell the airbus on day one. But some other means of getting to missions would have to be in place.

As it stands, the first "transport" available after 4 researches is the Expedition with speed only 75. I am not sure which missions do or do not dissapear even when targeted, but you those disappearing will be unreachable and you are not going catch any hostile shipping.

Next up are Bikes with speed 225 after 6 researches. You could catch something with those.

So if you start without transport, you will be unable to do any missions for at least 10 days and entirely unable to catch up to shipping until you get a faster transport.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on October 31, 2019, 09:51:28 pm
There is a little suggestion(it not hard to implement possibly) to do early game more smoother and challenging, by removing a high-tech(which are much deeper in the research tree) and op things that are available from the very beginning, like;

- AIRBUS. shooting enemies without leaving the ship, that familiar  to all fans of the original legal cheat, which allows you to do quite hard mission from the very beginning, first transport should be EXPEDITION...then player research BIKES or TRUCK(if chose SS-tech line) then Contacts: Car Thieves. So you can feel early tech progression.
- Prison Cells. Academy personal is too big source of money early on which allows you to rush gameplay very quickly and makes a lot of early tools\production\research is kind of meh. plus random tech is a feature that makes research progress not smooth at the beginning(fine in later on).
- TOOLS (Parrot, Flintlock wpn, Black Powder Bomb, Assault Cannon and Mini Cannon). The things that you get at the beginning are limited to those you found at the base (pic). Again, removing it gives a sense of progression and you still get them anyway through a couple of missions or through research for the next month, but it be you job.
- Hi-Res Radar (optional). you can still scan with the EXPEDITION non stop, but you will not be overloaded with messages about flying vehicles, which you still can’t do anything by most.

Man I don't even know where to begin.

A) Watch the intro again. Do you require of me to trashbin most of the backstory?
B) You want me to make the player cry, because he can't keep allies who come to his base? To delay exploring the world and lore by being unable to interrogate anyone? To put them out of contact with any outside people? That's bad design, man. It's like not being able to talk to anyone in Monkey Island until you finish a couple quests. Or not being able to shoot in Doom for first few levels. You want me to change the game to something entirely else.
C) In short, no fun allowed? What's the point of being a pirate if you can't even fire a cannon? Can't have a parrot??? Besides, almost all weapons you have are available for sale, if not in unlimited quantity by peasants, then for sure in Jackstown, from where a few of them could have passed hands and ended up in your possession. Also you didn't watch intro, again. So I would have to change backstory, again.
D) You don't like standard base radar, but are fine with equally, if not more, advanced Hangars and Armored Vaults??? Now this simply baffles me.

In short, your propositions do not make a iota of sense. You want different game, not mine. Also, do I need to say that...
A) you can sell the airbus or save-edit it into Expedition;
B) you can dismantle the prison;
C) you can sell all the weapons;
D) you can dismantle the radar.
Here - you have the game you want now. Nice and easy, man :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on October 31, 2019, 10:08:10 pm
I dont have any grand ideas about game design changes, I'd just like to see some variety of a punt gun (https://en.wikipedia.org/wiki/Punt_gun) in piratez, it just seems exactly like something the gals would enjoy using.

In short, its basically just a really, really large 2 gauge shotgun that could fire more than one pound of lead shot (though the gals would prob be insane enough to fire really large slugs out of these things) in order to shoot down nearly an entire flock of ducks out of the sky with a single pull of the trigger. Hell, the gals coud prob even improve on it using plastasteel or something, maybe having it as a rather innacurate super weapon to penetrate your enemies at a distance ( ͡° ͜ʖ ͡°)

There's no records of pirates using these things, and we do already have literal hand cannons, its just something I thought would be cool to have. It could have ammo with really large spread that could do slashing damage, like an early game flak cannon.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on October 31, 2019, 10:33:48 pm
@alex-g ..well, as i understand it, (if i get it right), you want slowier tech. progression, humbl´ier, modest advance in techs research, and overall progress..

yap, similar as like in Doom (or any action-shooting, tactical /strategic game..) the player would, SHOULD be start-ing at first, in first few missions, only with - just & only with 1small knife..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: LytaRyta on October 31, 2019, 10:39:54 pm
..
Or not being able to shoot in Doom for first few levels.
..

yay!, exactly like this!

(..yap, this kind of beginning already got on mind me.. - it would be interesting, (and it wonder me,) how would it to be like, starts, begining only with knive, or even with bare hands, from very beginning,
(..and few firsts levels, 2 - 3 beginners maps..

in Doom,
(or literally any pc game, action shoot, /or tactical simuls..  )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: alex-g on November 01, 2019, 09:05:18 am
 Guys you did not read carefully, of course i tested it all(so I know that I can do it myself one way or another).

As was said earlier, it is possible to sell the airbus on day one. But some other means of getting to missions would have to be in place.

As it stands, the first "transport" available after 4 researches is the Expedition with speed only 75. I am not sure which missions do or do not dissapear even when targeted, but you those disappearing will be unreachable and you are not going catch any hostile shipping.

Next up are Bikes with speed 225 after 6 researches. You could catch something with those.

So if you start without transport, you will be unable to do any missions for at least 10 days and entirely unable to catch up to shipping until you get a faster transport.
Did i miss something? Because as far as I know, when an craft is directed on a mission, it cannot disappear. In my test walkthrough I got 3 missions in the first month fist was brothel than 2 watch towers, dropped more, but I missed them due to team injuries(and keep in mind that it just took me a while to investigate the expedition) so it was not so difficult.

@alex-g ..well, as i understand it, (if i get it right), you want slowier tech. progession, humbl´ier, modest advance in techs research, and overall progress..

yap, similar as like in Doom (or any action-shooting, tactical /strategic game..) the player would, SHOULD be start-ing at first, in first few missions, only with - just & only with 1small knife..

Yes you got the idea and you can try it, by most part it's only affects the first month, and maybe a couple of weeks of the second
then everything goes as before.


In short, your propositions do not make a iota of sense. You want different game, not mine. Also, do I need to say that...
A) you can sell the airbus or save-edit it into Expedition;
B) you can dismantle the prison;
C) you can sell all the weapons;
D) you can dismantle the radar.
Here - you have the game you want now. Nice and easy, man :)
Like i say before yes, I know, I tried and there is nothing to worry about (there is no disagreement with the intro because start tools and base layout not described and by the way it more consistent you are not a pirate at first, you become them after a "call a meeting" and there’s no some sort of punishing difficulty also). But i get it. It diverges from your vision of an early game, thanks for the answer.

 There is a question, I played without prison, but still got the runaway gal after the mission with a brothel, this is a bug?

 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Mathel on November 01, 2019, 05:20:51 pm
Guys you did not read carefully, of course i tested it all(so I know that I can do it myself one way or another).
 Did i miss something? Because as far as I know, when an craft is directed on a mission, it cannot disappear. In my test walkthrough I got 3 missions in the first month fist was brothel than 2 watch towers, dropped more, but I missed them due to team injuries(and keep in mind that it just took me a while to investigate the expedition) so it was not so difficult.
I know for sure that the race mission given by Jack does dissapear even when targetted, I do not know any other. But it proves they can exist.
I looked into it ("Piratez_Factions.rul" -> "type: STR_AIRCAR_RACE_FINISH") and it has a tag "despawnEvenIfTargeted: true".
The only other missions in that file that have it are late game missions, so you seem in the clear for that.
But chasing down shipping is still going to be a problem, even if it lands. You are going to be more of a raider than a pirate with that start.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 02, 2019, 06:05:16 pm
There is a question, I played without prison, but still got the runaway gal after the mission with a brothel, this is a bug?

The game assumes you have a prison (which is quite logical, since you have a prison since day one and not a single good reason to sell it). If you don't, some minor inconsistencies can happen, but they will be straightened out as the game makes storage checks.

EDIT: And in general, don't blame the mod for unexpected behaviour if you exploit something (yes selling your only prison is also an exploit, only of the "make game harder", not "easier" kind. - the game assumes you can hold extras for a few days and they won't die from that, since they're humans, not aliens with alien biology, who die quickly without Containment facility). If you exploit, unexpected behaviour is actually what you should expect.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 06, 2019, 01:14:21 pm
Also some soundtrack inspired from great PC games would be nice; such as sistem shock 2 (https://www.youtube.com/watch?v=kvrdtlyUXPg); crusader no remorse (https://wwe.youtube.com/watch?v=Y2xs8pQBcZk) and command & conquer tiberian sun (https://www.youtube.com/watch?v=Qq8PTCxuzTA)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on November 06, 2019, 01:59:02 pm
Original System Shock soundtrack would be a better fit than the soundtrack form the second one. Curst Battle track from Planescape Torment also fits the mood.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Negative on November 13, 2019, 10:40:29 pm
I think, when you dismantle a building, it should be replaced with basic cave. You know, when you remove and sell all the doors and equipment, the walls and space remain there.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 14, 2019, 11:20:50 pm
the more frequent missions at the beginning of the game are "helo the lock'naars" "ratmen  rodeo" and "bring down the watchtower"; wiuld be nice also some of pillage ones, along with something necropirate raid, a more easy version of the lock'naar one that has connection with zombies, since these pirates eat zombie meat
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on November 15, 2019, 07:44:03 am
No! There are enough early game missions. We need more late game stuff such as A level bounty hunts.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 21, 2019, 10:46:22 pm
Some more would be nasty anyway; for example i was thinking of a prison assault mission, just thinking :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on November 22, 2019, 10:30:51 am
Some more would be nasty anyway; for example i was thinking of a prison assault mission, just thinking :)

There already is one. "B" (I think) level of bounty hunt for The Mutant Alliance gives you mission to assault prison.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Martin on November 23, 2019, 01:16:24 pm
https://www.youtube.com/watch?v=sLeMpEUZRBA&has_verified=1

I am kind of suprised this isn’t in Piratez already.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on November 23, 2019, 04:59:06 pm
Cool way to boost morale / tu's.
Should burn some freshness in exchange.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 26, 2019, 10:44:13 am
Another interesting addictions may ba an handgonne (https://en.wikipedia.org/wiki/Hand_cannon) and a fire lance (https://en.wikipedia.org/wiki/Fire_lance)? These may be manufactured after having completed the researchtopic "primitive weapons". As for balance, musket and flintlock pistols may become avaiable afrer havin research "Contract: merchants" (therefore should be removed from bootypedia at the start of the game) as well as the hand cannon, blunderbuss and boarding gun, avaiable after the topic "bigger guns" Maybe is too much work to do, so take it as you want, folks :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: sanyaskillpro on November 26, 2019, 02:07:37 pm
Another interesting addictions may ba an handgonne (https://en.wikipedia.org/wiki/Hand_cannon) and a fire lance (https://en.wikipedia.org/wiki/Fire_lance)? These may be manufactured after having completed the researchtopic "primitive weapons". As for balance, musket and flintlock pistols may become avaiable afrer havin research "Contract: merchants" (therefore should be removed from bootypedia at the start of the game) as well as the hand cannon, blunderbuss and boarding gun, avaiable after the topic "bigger guns" Maybe is too much work to do, so take it as you want, folks :)

This already exists, but for some reason it's called harquebus. The sprite is clearly a bayonetted handgonne though. You can use WP flintlock balls to basically have a fire lance.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 28, 2019, 10:58:00 am
This already exists, but for some reason it's called harquebus. The sprite is clearly a bayonetted handgonne though. You can use WP flintlock balls to basically have a fire lance.

I know, i was lookin forward to other addictions, but i'm unsure if harquebus can mount a bayonet. Pheraphs it's a XXVI centrury one :)

Also crudare no regret may need some tribute, being feature in xpiratez? An example: https://www.youtube.com/watch?v=tkEdivkn4UA

Edit: alsosome kind of  command and conquer: red alert: https://www.youtube.com/watch?v=yGgnywWO6Ts
(something similar at the first track at the very beginning of the video, named "piratez alert") or even a march "march of the SOD alike: https://www.youtube.com/watch?v=aD7DwXShx28

Also, in 2600 word may be expected to be a bit different than the actual, how about some geoscape editing? An example here: https://openxcom.org/forum/index.php/topic,5724.msg120002/boardseen.html#new
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on November 28, 2019, 11:39:15 am
600 years is not enough geological timescale for the world to be significantly different in terms of landmass.

The earliest noticeable difference would be the closing of the strait of Gibraltar, though on a timescale of hundreds of thousands of years.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on November 28, 2019, 11:48:07 am
What's on that landmass maybe would be different(hell we have desert expansion/contraction measured in feet per year in some places right now), but again probably not significant at the scale we use. Even at closest zoom we are talking 10s of miles per pixel.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 28, 2019, 01:47:29 pm
What's on that landmass maybe would be different(hell we have desert expansion/contraction measured in feet per year in some places right now), but again probably not significant at the scale we use. Even at closest zoom we are talking 10s of miles per pixel.

Good point, maybe a bit less forest/swamp terrains in general, and more wasteland/destroyed cities/slums/canyons.

Examples on google images:

https://www.google.com/search?q=wasteland&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=2ahUKEwijleDE0YzmAhUL-qQKHRcuDcwQ_AUoAXoECA0QAw&biw=1536&bih=728

and

https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=VZnfXfmiKq6bjLsP_Ia26Ag&q=mad+max+landscape+city&oq=mad+max+landscape+city&gs_l=img.3...29547.30266..30481...0.0..0.108.581.6j1......0....1..gws-wiz-img.......0j0i8i30j0i30.od9776a25-g&ved=0ahUKEwi5oc_L0YzmAhWuDWMBHXyDDY0Q4dUDCAY&uact=5

cyberpunk cities:
https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=RprfXaqnCoqmUIKHsJgM&q=cyberpunk+city+landscape&oq=cyblandscape+city&gs_l=img.3.0.0i8i7i30l3.13101.14298..15862...2.0..0.126.440.3j2......0....1..gws-wiz-img.......0i7i30.D9DCLueDNdg

please nothe that also arching weapons (mainly bows) may see also a more extensive usage. I'd also like to se a sling among the primitive weapons being manufacturable after the research is completed: https://en.wikipedia.org/wiki/Sling_(weapon)

Also, the new earth may be more coherent even with the intro. Screenshots attached :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 28, 2019, 01:52:34 pm
. As for balance, musket and flintlock pistols may become avaiable afrer havin research "Contract: merchants" (therefore should be removed from bootypedia at the start of the game) as well as the hand cannon, blunderbuss and boarding gun, avaiable after the topic "bigger guns"

That will never happen, it would be ridiculous to push these basic weapons further out.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 28, 2019, 03:57:03 pm
That will never happen, it would be ridiculous to push these basic weapons further out.

Ok. I've also noticed that when ground assaulting academy vehicles, 99% of time i encunter only airbuses, rarely the ambulance one. Please may the latter may land more frequently and and for some more long time?

As for gunshots, please pay a look here:
https://it.audioblocks.com/royalty-free-audio/gunshot?search-origin=search_bar

usuful site for other sound effetcs and music. Moreover, to complete the ol' firearms family how about an ol' machinegun?

A couple of candidates here,  a 1917 vickers machine gun, or a lewis gun, i happen to prefer the latter

Attributes suggestd: buyable at black market after unlucking the merchants. Damage 36 weight 14
Rifing sound: https://it.audioblocks.com/stock-audio/machine-gun-vickers-single-shot-close-perspective-rlz8de6huvsk0wxw0er.html

Edit: after unlocking "contracts: fuso" a new weapon may become avaiable to buy at the market:the Jezail musket!
https://en.wikipedia.org/wiki/Jezail

litgher and less powerful (damage 35) than a flintlock one, but has more range?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on November 28, 2019, 04:35:07 pm
What has Fuso/Japan to do with the Jezail?

And I don't think we need another musket that won't be used any longer than the current ones.

For cheap/primitive machine guns we have the rotogun.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 28, 2019, 04:54:07 pm
I don't know, but would  be nice if the quick dwar slots may be doubled, at least for any outfit, so tat a sword may carried along the belt, the pirate, rogue and swashbuckler one would be perfet for this. Example on an extract of the inventroy screen attached.


Title: Re: Stuff I'd love to see in XPiratez!
Post by: MemoryTAS on November 28, 2019, 08:01:54 pm
Ok. I've also noticed that when ground assaulting academy vehicles, 99% of time i encunter only airbuses, rarely the ambulance one. Please may the latter may land more frequently and and for some more long time?

Academy airbuses only show up for like the first month. I didn't even know ambulances COULD land, but since it only has a small engine there's no damage to the structure of the ship if you shoot it down. Their main purpose is to force relatively easy early game hideout defenses from what I can tell.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Poulpiche on November 28, 2019, 09:43:59 pm
I have no idea if it's feasible, but I thought it would be nice to have a way to know directly in the tactical phase if an enemy is unknown or if it has already been dissected or if there would still be some things that an interrogation could bring for research.

I would have put that somewhere in the inventory page, the one you access when you click on the middle button on an enemy.

I'm sorry if this is too twisted a request and thanks in advance.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on November 28, 2019, 09:45:45 pm
Those ambulances are also your only way to get to Dr. X.  If somehow they all miss your hideout and never do a hideout assault, you'll have to work towards getting craft weaponry to shoot them down and salvage them.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ves on November 28, 2019, 09:55:58 pm
I have no idea if it's feasible, but I thought it would be nice to have a way to know directly in the tactical phase if an enemy is unknown or if it has already been dissected or if there would still be some things that an interrogation could bring for research.

I would have put that somewhere in the inventory page, the one you access when you click on the middle button on an enemy.

I'm sorry if this is too twisted a request and thanks in advance.

Doesn't that exist already? If you middleclick again on the paperdoll you get the opponents stats. If you didn't research him at least once you don't get that page.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on November 29, 2019, 05:37:27 am
It appears if you have researched whatever leads to the corpse, or the corpse itself.(Some corpses are on get one free lists) The live capture won't give you the click through from the paperdoll.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: BBHood217 on November 29, 2019, 06:29:14 am
You can also use this feature to find a certain robot in disguise, as its disguised form can never be researched.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 29, 2019, 03:20:46 pm
Ok. I've also noticed that when ground assaulting academy vehicles, 99% of time i encunter only airbuses, rarely the ambulance one. Please may the latter may land more frequently and and for some more long time?

No.

As for gunshots, please pay a look here:
https://it.audioblocks.com/royalty-free-audio/gunshot?search-origin=search_bar

usuful site for other sound effetcs and music. Moreover, to complete the ol' firearms family how about an ol' machinegun?

That site doesn't allow free DL's, you gotta subscribe and I don't subscribe to more sites than I absolutely need to.

A couple of candidates here,  a 1917 vickers machine gun, or a lewis gun, i happen to prefer the latter

Attributes suggestd: buyable at black market after unlucking the merchants. Damage 36 weight 14
Rifing sound: https://it.audioblocks.com/stock-audio/machine-gun-vickers-single-shot-close-perspective-rlz8de6huvsk0wxw0er.html

There is a light machinegun in the game already, which serves a similar role.

Edit: after unlocking "contracts: fuso" a new weapon may become avaiable to buy at the market:the Jezail musket!
https://en.wikipedia.org/wiki/Jezail

litgher and less powerful (damage 35) than a flintlock one, but has more range?

Not a bad idea, but it would require a whole new type of ammunition, also I don't have a sprite. That means lots of work for a weapon that has no feasible niche - what enemies would use these? Ninjas maybe? Hard to say.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 29, 2019, 03:26:21 pm
No.

OK, but if we consider:

Those ambulances are also your only way to get to Dr. X.  If somehow they all miss your hideout and never do a hideout assault, you'll have to work towards getting craft weaponry to shoot them down and salvage them.

guess it is difficult than i thought to catch dr x

There is a light machinegun in the game already, which serves a similar role.

At least think about some renaming?

Not a bad idea, but it would require a whole new type of ammunition, also I don't have a sprite. That means lots of work for a weapon that has no feasible niche - what enemies would use these? Ninjas maybe? Hard to say.

Don't know if modify the current flintlock musket may be a good compromise, as for ammo just use the same flintlock balls sprite? Only a bit smaller :) yep ninjas may use these instead of regular musket
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 29, 2019, 04:36:27 pm
Don't know if modify the current flintlock musket may be a good compromise, as for ammo just use the same flintlock balls sprite? Only a bit smaller :) yep ninjas may use these instead of regular musket

Too similar would be confusing, also "modify current musket" still means "new sprite" I don't have.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on November 29, 2019, 04:48:22 pm
Too similar would be confusing, also "modify current musket" still means "new sprite" I don't have.

Allright then...there would you go?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 29, 2019, 10:32:11 pm
That's not a sprite, sprites are 32x48 max, 256 colors xcom palette.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on December 02, 2019, 09:53:47 am
That's not a sprite, sprites are 32x48 max, 256 colors xcom palette.

Another shot

Edit: also the machinegun these are all GIFs, hopefully should be in max 256 color scale
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on December 03, 2019, 04:53:14 am
Also, a Jezail is effectively a sister design to the Kentucky long rifle, which we should have, since Dioxine was nice enough to add that design, more or less, in after I whined suggested it a while back.  And which I thanklessly have never actually used.

Seriously, they're basically decorated muzzle loaded rifles
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on December 10, 2019, 03:52:28 pm
Also, Dear Dioxine and Solarius, how about to use the hangar pic sames as robin's "from the apocalypse" mod? Screenshot here:
https://openxcom.org/forum/index.php/topic,3319.msg120562.html#msg120562

Also, may we getin xpiratez only one starting hangar and a new custom base layout, similar to the one in openxcom files? (see here: https://openxcom.org/forum/index.php/topic,4595.msg120555.html#msg120555)

new_civilian has provided also some excellent sounds for some firearms, here: https://openxcom.org/forum/index.php/topic,7646.0.html

Piratez uses still the vanilla base layout from 1994!! May be supposed to some sort of tribute (an ancient base survived over centuries...) but some more customization would be nice and wellcome :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Gremlion on December 10, 2019, 08:54:09 pm
You can activate "custom starting base" layout in options.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on December 10, 2019, 09:33:13 pm
You can activate "custom starting base" layout in options.

Obviously i know, i mean havin one already premade may be more comfortable
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on December 11, 2019, 07:44:56 pm
Obviously i know, i mean havin one already premade may be more comfortable

Nothing is more comfortable than creating the best defense layout without usage of corridors and "trap" rooms.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on December 11, 2019, 09:12:02 pm
I think piratez starts with 1 hangar? And the 1994 layout had no security corridor, no still and so on.

My last defence ended on turn 2 when the last raiders were mind controlled and maybe panicking. A lot already died in turn one. Some gals were badly hurt, but no one died. Well apart from a reaper that started in the hangar with the raiders.
Having some bugeyes that can mind control is really good if you want the enemy to waste their reaction shots.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on December 12, 2019, 09:40:13 pm
I'd like some ways to turn brainers into soldiers, since we already have ways to turn potential soldiers (escaped lunatics) into brainers, altough you'd be hard pressed to turn a valuable brainer into something that can get killed, unless that one soldier type happens to be particulary interesting or powerful.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on December 13, 2019, 05:32:41 pm
I don't think this feature is necessary at all.
Just ditch them and hire some "warriors" or "freaks" if you're feeling lucky with stat-roulette.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on December 15, 2019, 06:21:53 pm
The idea of conscripting Brainers sounds fun, but it's superfluous and wouldn't really do anything substantial. Also, AFAIK it's not technically possible.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on December 16, 2019, 12:51:49 pm
It would probably amount to really expensive warriors (because why would they take less money for a more dangerous job?) with bad physical stats.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rubber Cannonball on December 17, 2019, 04:48:39 am
I'd like some ways to turn brainers into soldiers

I'll mod a quote to explain why this isn't possible:

"(We brainers) aren't the (soldiers) you're looking for."

 Beware brainer mind tricks.  :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Eddie on December 19, 2019, 04:03:38 pm
Some ideas that may be worth exploring:
Hybrids have a slightly better accuracy cap than gals. This could be raised a lot higher to create a new role for them on the battlefield: the glass cannon.
- Autoshot on weapons is usually of low enough accuracy that you will get benefits from a better firing skill all the way to 200 and more.
- High accuracy hybrids would get the most out of dakka type weapons, which tend to be heavy. This gives balance, as the hardest hitters of the dakka type are usually also the heaviest, but they are too heavy for a hybrid. The weaker and lighter dakka will then be more viable, since they become very strong in the hands of a hybrid.
- Hybrid outfits suitable for fighting usually have a penalty on voodoo, so you have to choose their role. You won't get a soldier that is good at voodoo and shooting at the same time.
- When balanced properly, all this gives you the choice to swap one of your gals for a higher dps, but more frail hybrid.

While thinking about heavy dakka weapons: For weapons with heavy recoil like a minigin, strength could be used as a skill modifier for accuracy. I'm pretty sure the ruleset supports that. And we already have armors that provide a strength bonus, to synergize with such weapons.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: misterx on December 20, 2019, 11:57:30 am
In the meantime, may be fun to have some piratre wardrobe upgrade avaiable after some research at the beginning of the game, care for some buccaneer suits? Google has some hints about (https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=62f7XeiKI-XFrgTzy4iABA&q=bucaneer+clothes&oq=bucaneer+clothes&gs_l=img.3...4431.7268..7445...0.0..0.113.951.11j1......0....1..gws-wiz-img.......0i7i30.pCV9QVhcadE&ved=0ahUKEwiorMmz1sHmAhXloosKHfMlAkAQ4dUDCAY&uact=5) :)

I've also done a couple of tools for the ninja gals, a remake of the jetzal musket and nunchakus!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 22, 2019, 04:01:04 pm
Also, Dear Dioxine and Solarius, how about to use the hangar pic sames as robin's "from the apocalypse" mod? Screenshot here:
https://openxcom.org/forum/index.php/topic,3319.msg120562.html#msg120562

Also, may we getin xpiratez only one starting hangar and a new custom base layout, similar to the one in openxcom files? (see here: https://openxcom.org/forum/index.php/topic,4595.msg120555.html#msg120555)

new_civilian has provided also some excellent sounds for some firearms, here: https://openxcom.org/forum/index.php/topic,7646.0.html

Piratez uses still the vanilla base layout from 1994!! May be supposed to some sort of tribute (an ancient base survived over centuries...) but some more customization would be nice and wellcome :)

1) No.
2) No.
3) Piratez does not use vanilla base layout, check your glasses.

I'd like some ways to turn brainers into soldiers, since we already have ways to turn potential soldiers (escaped lunatics) into brainers, altough you'd be hard pressed to turn a valuable brainer into something that can get killed, unless that one soldier type happens to be particulary interesting or powerful.

1) Who would use $200k susbstandard soldiers?
2) More importantly Brainers' race is not determined, since they can be Ubers or Gnomes (or maybe even someone else).

Some ideas that may be worth exploring:
Hybrids have a slightly better accuracy cap than gals. This could be raised a lot higher to create a new role for them on the battlefield: the glass cannon.

No. Hybrids don't have such supernatural firing abilities.

In the meantime, may be fun to have some piratre wardrobe upgrade avaiable after some research at the beginning of the game, care for some buccaneer suits?

Gfx assets don't grow on trees.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Stoddard on December 22, 2019, 05:13:47 pm

1) Who would use $200k susbstandard soldiers?


Idiots, obviosly. Do you now deny the choice to be an idiot to the player?

Seriously, I'm half in favor of putting scientists and engineers (and slaves and whoever else) as civilians onto the base defense maps so that they can get in the way, get shot up uselessly and have a chance to be a meat shield.

So that even perfectly conducted base defense isn't.

Controlling them isn't an option obviosly. If they just run around messing things up for everyone would be nice though.


Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ethereal_Medic on December 22, 2019, 05:48:30 pm
X-Com Apocalypse forced you to use your scientists and other goons to be spawned in base-assaults.
You can use those "civilians" but they serve very little use.

The way combat stress and morale works I doubt we don't want anyone to die because the game forced a brainer to spawn in the hangar and instantly die if s/he moves a muscle.
Xcom 2000 refused to use civilians as meat shields and instead you get 1-2 security dudes as reinforcements (without any combat perks).

Base defence is annoying enough, no need to make it even more punishing.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Stoddard on December 22, 2019, 10:52:14 pm
Base defense is not enough fun and random people running around would only add to it.

Also please leave the aircraft parked and make any damage they sustain persist. That also would counter the stragegy of saturation bombardment of hangars.  Which is sad, but inevitably best in the current situation.



Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 22, 2019, 11:48:19 pm
Idiots, obviosly. Do you now deny the choice to be an idiot to the player?

I do not, but it misses my second (and the actually mattering) point.

Seriously, I'm half in favor of putting scientists and engineers (and slaves and whoever else) as civilians onto the base defense maps so that they can get in the way, get shot up uselessly and have a chance to be a meat shield.

Possible with slaves, absolutely.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Stoddard on December 23, 2019, 12:12:34 am
Yes, but it misses my second (and the actually mattering) point.

The race one? I was under impression that  eng/sci were of the same stock that the war gals are of.

But that is not intended, and you for example want eng/sci types to only represent certain "races", nothing at all prevents that. It's trivial compared to the work required to actually spawn them in base defense.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 23, 2019, 03:18:48 am
The problem is quantum wave collapse.
Problem: you got 3 original brainers (ubers) and you got 1 Gnome whom you turned into a Brainer as well.
Question: What should be the output race of Brainer -> soldier?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Stoddard on December 23, 2019, 07:37:58 am
The problem is quantum wave collapse.
Problem: you got 3 original brainers (ubers) and you got 1 Gnome whom you turned into a Brainer as well.
Question: What should be the output race of Brainer -> soldier?

Short answer: no one cares. It's brainer->civilian, not brainer->soldier; the only thing worth tracking is number of civilians lost so that number of brainers/engis can be removed from the base after the battle. But it's tracked already.

Long answer: why, 3 ubers and 1 gnome, we're tracking this stuff. If we're not, see above.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on December 23, 2019, 10:03:36 am
Short answer: no one cares.

??????
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 23, 2019, 12:36:34 pm
Short answer: no one cares. It's brainer->civilian, not brainer->soldier; the only thing worth tracking is number of civilians lost so that number of brainers/engis can be removed from the base after the battle. But it's tracked already.

Long answer: why, 3 ubers and 1 gnome, we're tracking this stuff. If we're not, see above.

I do care; handwaving like that does not work on me. If your answer to my arguments comes down to "shut up" we have nothing to talk about (and no, we're NOT tracking this stuff).

Also, frankly, the idea with brainers and workers running around the base is not to my liking. Slaves, maybe, but this can be done with the current tools.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Stoddard on December 23, 2019, 01:11:02 pm
I do care; handwaving like that does not work on me. If your answer to my arguments comes down to "shut up" we have nothing to talk about (and no, we're NOT tracking this stuff).

I most certainly did not intend to summarily dismiss your concerns.  I'm sorry if that came over so.

I only meant that detailed state tracking is not required for sci/engi to spawn as civilians in base defence missions.
As in, it can be done without tracking every single sci/engi as a separate entity. That is all.

We can discuss if it's a good idea or not. It might not be in the context of any given mod. Or not.
It's just an idea, ok?

Also, frankly, the idea with brainers and workers running around the base is not to my liking. Slaves, maybe, but this can be done with the current tools.


Whatever happens in your mod is entirely up to you. I do not and never will presume.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on December 24, 2019, 02:06:24 pm
I am generally okay with the idea of Brainers and Runts, but there are some issues, the greatest of which is that you can have hundreds of them in your base. I don't want to see 200 dudes running around the base. The same with slaves really, except it's also unclear why the attackers would even target them, since in some cases they would be shooting their friends.

Also a side note: I was not impressed with how X-Com Apocalypse did it, because your scientists and engineers were apparently the only humanoids in the whole city who couldn't use items. Like, at all. I understand their combat stats would be disastrous, but why deny them any means of defence? This felt hamfisted and unfun.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: AlexNewbie on December 25, 2019, 08:45:59 pm
well. i shall see uniq heroes (jill, sae and other from notes)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on December 25, 2019, 10:16:39 pm
The whole turning brainers into soldiers Idea thing came up because at some point during the later parts of my playthroughs, strong voodoo able soldiers become almost as valuable as extra brainers, so I thought it'd be cool to have an alternative way to get myself one of those without going through the freak lottery, possibly cheaper, too, but I guess that doesnt make much sense lore-wise, and since the addition of gnomes we got another type of strong voodoo soldiers, so ye, prob not that interesting of an Idea.

And yea, I also think that adding brainers and runts as civilians during raide would be mostly impractical.


Anyway, unrelated, but I think it'd be cool to have an outfit option for slave soldiers that works like the sailor outfit for gals, IE a +xp type of outfit, If that didnt get added yet, that is, I wouldnt know since I picked gals this time around.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on December 26, 2019, 04:00:08 pm
..things about ..personification, "body-fication"  of non - impersonated, NON-PRESENTED && NON-COMBAT persons, staff in base  (scientists, engineers, technicians, administrative-clerks, etc.. and ..receptionist, cookers, cleaners hehe )

2 possibly ways of solution :



1.)
 
consider, and get, keep & track all non-combatants personnels, - just exact as those COMBATants ones.., too,  - with detailed, deep dossiers, and full folders..

~~ like in UFO 3,  X-Com Apocalypse ( ~1999|

for every such ..."non-represented", now NON-PERSONATED person get and keep, track her (his) personal dossier, folder, with all her statistics, parameters, etc..
and her, /his very own personal presence in base, (at least during base action - base defense, etc..), - (almost) exactly like in case of ´ordinary´,  "combat" persons..



2.)
~~ like in C & C genre..
CC series, -

- for example, in bases is listed 15 scientists, 20 engineers (technicians), 10 brainers, and 3 magicians ;D :p hehe,

so,  °°~~exactly like in CC,  in case their very own personals presence is needed, -  there will be ..spawned

15 units, / "paper-dolls" of scientist,
20 units of engineers,  (20 "dolls" of technicians)

units, /paper-DOLLs = units without any detailed statistics, just only "dolls",

~~ very like in CC,

(yep, amybe only their "live" /  health,

as just 1 and solely stat.character, ukazatel..




..and then, those 3 wizards - they would get theirs fully, deep dossiers, personal history, statistics, inventaries, and all others RPG genre things and such..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on December 26, 2019, 04:22:15 pm
Mouse-Fur Coat (https://www.google.com/search?sxsrf=ACYBGNS1vb2PRJ9shHL_xs7kOF_9bm7Byw:1577369406845&q=my%C5%A1%C3%AD+ko%C5%BE%C3%AD%C5%A1ek+princezna&tbm=isch&source=univ&sa=X&ved=2ahUKEwinoLL5vtPmAhWHZVAKHWSWCDUQsAR6BAgJEAE&biw=1920&bih=942)   :D :p  :P  8)

https://fotky.sme.sk/foto/169049/mysi-kozisek?type=v&x=480&y=623

(https://i.ytimg.com/vi/kAO1i49p2A4/hqdefault.jpg)

(https://i.ytimg.com/vi/ZWyJp1-zE50/hqdefault.jpg)

(https://i.ytimg.com/vi/jnNe9y5Qo70/hqdefault.jpg)

(https://www.dvdinform.cz/wp-content/uploads/2007/12/princezna_se_zlatou_hvezdou_007.jpg)

https://fotky.sme.sk/foto/169049/mysi-kozisek?type=v&x=480&y=623
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 29, 2019, 10:32:27 pm
Roland, I understood 0% of your message. Write in English. Or write in Russian or whatever is your language and google-translate it. It would still be better than your attempts.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on December 30, 2019, 03:38:14 pm
The problem is quantum wave collapse.
Problem: you got 3 original brainers (ubers) and you got 1 Gnome whom you turned into a Brainer as well.
Question: What should be the output race of Brainer -> soldier?

1basic question - what race are brainers? (scientists) ?


..about that spawning (in time when base-defense action)  , and/or tracing,"dossier-ing" brainers (and engineers  amybe too), - there are 2 possible ..approaches :


1.)

Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on January 02, 2020, 06:38:38 am
..and i want Yennefer, as playable char.!

(amybe, triss too :p ;D)

:DDD :D) :) :) :p :p :P ;P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on January 02, 2020, 06:57:04 am
..and i want Yennefer, as playable char.!

(amybe, triss too :p ;D)

:DDD :D) :) :) :p :p :P ;P

All it takes is to pick a random gal, change her appearance to something matching and changing her name. BOOM! Ready.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on January 24, 2020, 09:58:37 pm
I don't know if it would be possible but I'd like to see more production options with the captives in addition of the existing ones (robbery, enslavement, interrogation). Specifically there are 2 options I'd like to see:

1) Public execution. After researching proper media related technologies production should get option to publicly execute prisoners of some especially despised factions such as Humanists or Star Gods. Reward would be infamy and/or bounty tokes for appropriate factions. For example  public execution  of Humanist would reward some infamy + tokes for mutant alliance + same equipment executed Humanist would drop if killed in combat. Drawback of public execution would be loss of bounty and less loot then robbing. Naturally infamy and token rewards would vary by faction and rank of executed  prisoner. Also it should probably increase probability faction of executed prisoner will attack player's bases. 

2) Show Trials. After researching some very advanced technologies like "legal code" or something like that there should be be option in production to use high ranking captives in show trials.  Basically same thing as public execution but providing even bigger rewards while being limited only to high ranking captives.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on January 25, 2020, 08:21:56 am
Pirates don't do public executions or trials. There's other institutions for that, historically.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on January 25, 2020, 09:57:31 am
Pirates don't do public executions or trials. There's other institutions for that, historically.

Pirates don't do executions, of course not, except when they are on a mission to save Lokk'Naars, but instead execute 3 of them. 8)

On a more serious note flavor of those jobs could be modified to fit pirating better. Executions should be called something like "walk the plank" and trials could be "enforcing the pirate code"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on January 28, 2020, 09:16:47 pm
I did a little research (only for scientific purposes of course) for suitable art that could be used in Bootipedia entries for my "executions" and "show trials" ides.

For executions this would fit quite nicely:
https://www.deviantart.com/scebiqu/art/SMITE-Nemesis-Executioner-529489227

For more piraty flavor of the same:
https://www.deviantart.com/natamin/art/Game-Over-Walk-The-Plank-690863608
https://www.deviantart.com/hoschie/art/Walk-the-plank-138519678

For show trials there are two ways to go. First is simple Pirate Code flavor, and in that case this art could work fine to represent Pirate jury:
https://www.deviantart.com/maelora69/art/Hipsters-Don-t-Lie-Tech-Girls-607243542

Alternate way to stile show trials would be inspired by Judge Dredd comics given it is already canon that much of brainerz understanding of the world comes from comics. To that end Bootipedia entry could be something featuring female judges from 2000 AD universe:
https://www.deviantart.com/bumhand/art/2000-AD-Deadworld-703262679
https://www.deviantart.com/terrydodson/art/Judge-Anderson-NYCC-568692650
https://www.deviantart.com/paulsuttonart/art/Judge-Anderson-Don-t-Judge-Me-PERV-518576375
https://www.deviantart.com/rvalenzuela80/art/Judge-Anderson-atop-Hammerstein-Rubble-412852307
http://toyhaven.blogspot.com/2015/11/vts-toys-vm-013-16th-scale-new-epoch.html

As a more complicated option there could possibly be 2 mutually exclusive technologies player could develop:

?Pirate Code?

or

?THE LAW?

Each technology could bring different benefit and or restrictions. For example ?THE LAW? inspired by 2000AD could give much higher benefits from trial jobs but be more restrictive in who can be prosecuted then more piratey flavored ?Pirate Code?. Also "THE LAW" could remove certain enemies and missions form geoscape such as civilians, governments and clearly illegal missions, also could lock out some other option such as European Syndicates. How much and how far this could go depends on balance issues other people understand better then me, and on necessary development time. If it takes too much time to develop then it best be kept simple.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Interdictor on February 01, 2020, 11:36:13 pm
Pirates don't do public executions or trials. There's other institutions for that, historically.

Historically pirates had enough authority to commit public executions and much more.

As for teenage mutant ninja pirate turtles ubers present in the mod they are proxy militant force which are paid for hostile actions towards major powers. There is some "t-word" identifying similar organisations in reality and, yes, they do perform public executions both historically and nowadays.

I'm not sure about currently present "robbery" logic but executions of hostages for infamy gain seems quite legit for me.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on February 02, 2020, 02:19:50 am
I'm honored that someone created an account just to respond to this fun post :)

Welcome on the forum. Enjoy.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on February 02, 2020, 05:19:48 am
Historically pirates had enough authority to commit public executions and much more.

As for teenage mutant ninja pirate turtles ubers present in the mod they are proxy militant force which are paid for hostile actions towards major powers. There is some "t-word" identifying similar organisations in reality and, yes, they do perform public executions both historically and nowadays.

I'm not sure about currently present "robbery" logic but executions of hostages for infamy gain seems quite legit for me.

..it all reminds me, - i kust got 1idea for a new type of mission - kidnapp, (or kill), one or more "person(s) of interest - any top-scientist working for enemy, or some (corrupted) politician, oligarch, /businessman collaborating with enemy, bad, dark side, or such, etc etc..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on February 02, 2020, 05:23:15 am
All it takes is to pick a random gal, change her appearance to something matching and changing her name. BOOM! Ready.

yap, well, good advice, but what about with magics ?

(...they´re both are magicians, wizards, (well, sorceresses), and quite damn top-levels, powerfull, and (almost) top-tier´ish..  :P  8) ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Greep on February 02, 2020, 07:13:06 am
Guess you'll have to give them sorceress gear?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on February 02, 2020, 01:14:11 pm
..it all reminds me, - i kust got 1idea for a new type of mission - kidnapp, (or kill), one or more "person(s) of interest - any top-scientist working for enemy, or some (corrupted) politician, oligarch, /businessman collaborating with enemy, bad, dark side, or such, etc etc..

You mean the Technomancer and Gnome missions?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Khazaar on February 12, 2020, 03:05:58 pm
First off, great mod! So much future potential. The other "races" that you can recruit offer variety but probably are very nieche if you go girlpath. But I could see variant starts where you play as a tribe of Loknar/Gnome/Human survivors wo Gals which would make for a challenging game and you would have to adapt your stategies. Imagine human rebels vs. Humanists (Allies vs. Axis)

What I would like to see is dedicated Aux spots on the vehicles that you can´t put regular troops depending on the size of the Vehicles. Currently most of the aux aren´t useful enough to warrant swiching regular troops out for them, so I don´t use them. They are just too weak. (Would be much more useful in a variant start (Loknar/Humans only).

So I would suggest:

5-6 slots 1 Aux hardcoded

8-9 slots 2 Aux slots hardcoded

12 slots 4 Aux (one big guy/ vehicle)

16 slots 6 Aux  etc.

Hope this is constructive...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on February 13, 2020, 07:18:32 am
The issue i see with forceing Aux units is when you go to missions with environmental limiters like space or underwater, and assorted infiltrations. Most aux units can't go to those maps forceing you to play down about between 1/4 to 1/6th of your otherwise normal capacity. A large balance pass would be needed to bring those fights back into line.

Second is a technical issue, due to the way the engine works you cant stop the player from bringing the "illegal" units. They get spawned in as a immobile unit that knocks itself out at the end of the turn. The problem is that if the environment is hostile like underwater, those units will die very rapidly if left alone.

We have lots of craft that are multi environment, but the units they can carry are not. Forget to remove them before launch, oops sucks to be you. 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Khazaar on February 14, 2020, 02:54:16 pm
I think I went on an underwater mission w a Werewolf and it just didn´t spawn, I just had my gals and I´m ok with that. It would be nice if the Aux slots were seperate from crew so you wouldn´t feel that you lost something.

Another idea was to have Landingcraft w guns be able to "prep the LZ" for one unit of Ammo (eg. 50 shots or one rocket etc.) creating a damaged version of the battlemap w fire, smoke and a random chance of injured, downed or killed opponents. Depending on the difficulty of the script to do that the damage should be focused around the LZ  or just be random. I usually avoid attacking anything flying with my trooptransports even if they have guns just to avoid damage/repairs or even loosing the squad. This way the weapons could be useful for something. Maybe the script that pops up when one of your bases gets attacked could be used there, so you´d have the choice to use it or not...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 14, 2020, 03:46:46 pm
As a safety measure to keep auxilia from dying, can't auxilia be turned into another unit type that can survive every hazardous environment? Kinda like gals with no spacesuits being turned into pods or boxes in missions gals can't go into.

It would be good to see auxilia getting upgrades like dogs got, though. Maybe getting the same treatment dogs got with named dogs and such.

It'd be cool if we could do something with beastmen megapol captives. You can turn wolfmen into slaves, and then into slave soldiers, but they just turn into humans. I'm not much of a furry person (brrrr), but it'd be cool if we could turn them into werewolves through the workshop after you research the necessary stuff, maybe combat drugs and zombie juice.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rubber Cannonball on February 14, 2020, 08:35:37 pm
It'd be cool if we could do something with beastmen megapol captives. You can turn wolfmen into slaves, and then into slave soldiers, but they just turn into humans. I'm not much of a furry person (brrrr), but it'd be cool if we could turn them into werewolves through the workshop after you research the necessary stuff, maybe combat drugs and zombie juice.

It seems to me you should just have your tame werewolf bite whatever humanoid you want to turn into a werewolf.  I'm pretty sure you would have to tame each new werewolf.  Isn't that how it worked in all those stories...  :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on February 14, 2020, 08:54:47 pm
I don't think piratez's werewolves work that way, I think so, at least. I always thought they were just feral beastmen.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on February 14, 2020, 09:13:02 pm
I'd love to see te ability to make a combination of werewolf in wolfman armor (or parts of one). Even with their innate regeneration and large healthpool, werewolves are a bit too squishy for my tastes. Strapping at least some armor to one should not be that hard.

Generally the beast auxilia are a bit lackluster, offensively speaking. I only use them in instances where I simply do not have anyone else to put onto my transport, and even then I hardly use them. I never ever got around to use tamed reapers - too much space wasted. By the time I have the space to spare (thunderhorse for example) there are much better options for 2x2 units (tanks).

Beast auxilia shine in base defense though - there is no limit (other than spawn points) for units, so you can bring enough beasts to the fight to actually make a difference. Can save your backside in a tough assault, but are pretty costly to replace with the sectoweed requirement added.

So we have a balance issue - making auxilia worth it on the offence will make them overpowered on the defense. Buffing armor might be some solution since for most base assaults you're dealing with plasma weaponry that makes any early and mid armor pointless. While on offence, where you choose your battles (and to a degree the weaponry of the enemy) having increased armor would increase their survivalability. For werewolves I'm thinking lightly armored version in the 20-25 range around the time of chainmail research and another version at 40 armor around heavy suit. HP would need a bit of debuff to not make it OP though.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on February 14, 2020, 09:30:38 pm
While I wouldn't mind some armor on my werewolves I think they are in a pretty good place. Just hide them in a corner when they are wounded. Shotguns and autofire can make short work of them, but that is to be expected.

Regular reapers are pretty bad though. 2x2 makes them easy to hit and they are not that tough. Even on base defence mine usually just stay where they are. On the plus side they are very cuddly.

Mutated reapers are decent. Still not great, but they are cute animals that can spit acid and are reasonably tough.

The Booze-O-Saurus is great if you have the space. X-Grog got nerfed a bit with the freshness system, but on a hot mission or when the Iridians used the mission area as testing ground for chemical weapons it has all the grog needed to keep everyone up and running.

Dogs are too squishy to waste space on a transport on them unless everyone else is in the sickbay, and they run out of energy quickly. Blood Hounds are a bit better, but still nothing I would carry if I have a choice. Haven't tried the named ones yet.

Never used cats, parrots are great scouts and the robo parrot is even better. 30 armor and good night vision, it is basically your very own academy drone, but with a cooler casemod. I got one in January from an event in a new game and I take it on almost every mission
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rubber Cannonball on February 14, 2020, 10:06:56 pm
I'd love to see te ability to make a combination of werewolf in wolfman armor (or parts of one). Even with their innate regeneration and large healthpool, werewolves are a bit too squishy for my tastes. Strapping at least some armor to one should not be that hard.

Well the problem is werewolves usually bust out of everything when the transform into their were form.  And then they usually are not calm enough to be able to dress them into something that fits their were form.

While I wouldn't mind some armor on my werewolves I think they are in a pretty good place. Just hide them in a corner when they are wounded. Shotguns and autofire can make short work of them, but that is to be expected.

Whatever happened to needing silver to take them out?



 :P  Sorry just couldn't resist.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Torchwood on March 01, 2020, 10:11:27 pm
Large auxiliaries are very cuddly but don't do well in the cramped accomodations of a transport. They do much better at occupying a beast den where they can spend all day roaming around defending the base for table scraps.

Whatever happened to needing silver to take them out?

Title: Re: Stuff I'd love to see in XPiratez!
Post by: spazeroid on March 02, 2020, 01:45:42 am
Three things I'd like to see in x-piratez, assuming they don't break too much stuff.

1. A mid-late game tech that lets you buy a super expensive accessory you can carry into battle that gives a sense 1-2.
My preferred strategy for mansion missions used to be to rush "ye old magic store" so I could give my gals acolyte robes and use the sense 3 stat to make it go faster. Now that takes weirdgals which I'm a bit more hesitant on.
I get that aye-phones exist but the real use for sense was telling you if you missed a unit above or below you.

2. A condemnation for a each mission a gal gets mind controlled. It doesn't need to give stats or anything, it's mostly a way to remind forgetful commanders which unit got mind controlled so they can switched to base defense duty.

3. The ability to set the scroll wheel to increase by increments of five as opposed to 10. This would mean I'd have to scroll a bit more but it would be a lot more granular.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Torchwood on March 02, 2020, 03:35:41 am
Three things I'd like to see in x-piratez, assuming they don't break too much stuff.

1. A mid-late game tech that lets you buy a super expensive accessory you can carry into battle that gives a sense 1-2.
My preferred strategy for mansion missions used to be to rush "ye old magic store" so I could give my gals acolyte robes and use the sense 3 stat to make it go faster. Now that takes weirdgals which I'm a bit more hesitant on.
I get that aye-phones exist but the real use for sense was telling you if you missed a unit above or below you.

2. A condemnation for a each mission a gal gets mind controlled. It doesn't need to give stats or anything, it's mostly a way to remind forgetful commanders which unit got mind controlled so they can switched to base defense duty.

3. The ability to set the scroll wheel to increase by increments of five as opposed to 10. This would mean I'd have to scroll a bit more but it would be a lot more granular.

With regards to the MC problem I highly recommend you use the XPiratez statstrings submod. That way you can always see a hand's voodoo power and even designate a voodoo-weak 'lightning rod' or two.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on March 02, 2020, 06:43:44 am
I'd have to check, but you should be able to change how powerful the scroll wheel is.  That's not determined by the mod.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: WaldoTheRanger on March 02, 2020, 06:59:51 am
you can, but the smallest increment is ten.
but yeah it's still not the mod
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rubber Cannonball on March 04, 2020, 05:17:30 am
Thanks Torchwood for that hilarious Robot Chicken clip.  I can sympathize with that poor kid in the Robin Hood hat as his D&D game is derailed by the other player's "what if" argument with the DM.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on April 05, 2020, 11:00:28 pm
I was thinking for humanists, some nazi ufos, maybe better check googlr for some ideas? Some hints here (https://www.google.com/search?q=nazi+ufos+wwii+prototypes&client=ms-android-samsung-ga-rev1&source=android-browser&prmd=insv&source=lnms&tbm=isch&sa=X&ved=2ahUKEwi6gZeQidLoAhUNuIsKHaPkBb0Q_AUoAXoECAsQAQ&biw=360&bih=572).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on April 06, 2020, 05:32:31 pm
Have you seen the Humanists' signature craft (Hanabu)? I think you can't get more nazi than that.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on April 06, 2020, 07:55:53 pm
Have you seen the Humanists' signature craft (Hanabu)? I think you can't get more nazi than that.

Actually no probably i overlooked it, if you would provide some screenshots i'd be very thankful :) but some more themed ships would be nice anyways  8)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on April 06, 2020, 08:44:50 pm
I seem to remember that ship is labeled as a hunter-killer, so it's less likely to be noticed?  Could be wrong, it's been a while since I've had a chance to play.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on April 07, 2020, 12:45:09 am
Actually no probably i overlooked it, if you would provide some screenshots i'd be very thankful :) but some more themed ships would be nice anyways  8)

you didnt seen the Haunebu (line, class) ships yet ?  here you go!:
(well, ships..  good, let say *saucers", rather.. )

https://www.google.com/search?q=Haunebu&sxsrf=ALeKk02K8wT15mWbA1wFXnM21O4OXRQbdg:1586208505728&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjB8peU39ToAhXKVsAKHdjdC3YQ_AUoAXoECAwQAw&biw=1360&bih=630

https://en.wikipedia.org/wiki/Nazi_UFOs

..and dont forget the *Bell" :

https://en.wikipedia.org/wiki/Die_Glocke_(hoax)

https://www.google.com/search?q=the+Bell+nazi+secret&sxsrf=ALeKk03Ek8Vf6npi-ddULSqmgo1LrbWNZQ:1586209413735&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjmmZTF4tToAhWvsKQKHaeEBsgQ_AUoAXoECAsQAw&biw=1360&bih=630
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on April 07, 2020, 12:46:27 am
The Humanists are a minor faction, so they wouldn't have that many ressources to build their own ships. I think they are fine with the Hanabu.
On the other hand, the bandits have quite a few unique ships. Hmm

How many other unique ships are there? Not counting those "independent" factions that don't use regular ships at all, like smugglers and ninjas.
Silver Towers
Science Ship
Viper Fighter
Dominator? I don't think I ever saw one used by any other faction but Eridians.
Freighter, in a way.
Shrine Ship

It is late, I probably forgot some. :D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on April 07, 2020, 01:35:37 am
The Humanists are a minor faction, so they wouldn't have that many ressources to build their own ships. I think they are fine with the Hanabu.
On the other hand, the bandits have quite a few unique ships. Hmm

Humanist, they would eventually get the Galileo battleship class (or any such bigg ship class.. as indeed truely massive, really big, robust, strong, huge battle & cargo,freighter ship )


How many other unique ships are there? Not counting those "independent" factions that don't use regular ships at all, like smugglers and ninjas.
Silver Towers
Science Ship
Viper Fighter
Dominator? I don't think I ever saw one used by any other faction but Eridians.
Freighter, in a way.
Shrine Ship

It is late, I probably forgot some. :D

that such Pink Ship (?)

(used by Magic Girl  :-* )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on April 07, 2020, 03:34:38 pm
Why would a minor faction get a huge ass ship?

And the Pink Ship falls under those special ships that I excluded, because magical girls don't ever pilot regular ships.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on April 16, 2020, 07:40:36 pm
I'd love to see some more variations on guns that base their accuracy on Firing×0.5  + Reactions×0.5 and have Reactions based damage bonus like suppressed pistol (https://www.xpiratez.wtf/en-US##STR_PISTOL_SILENCED) does. Especially I'd like to see Suppressed SMG. Suppressed assault rifle and sniper could work too but might also bring some balance issues, on another hand SMG could be made quite balanced IMHO.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 02, 2020, 06:59:05 pm
would be nice to see some more "lawmen": by now we have only military police: how about a "guild marshall" the equivalent of the team leadr but employed as a head of the escort troop in a vessel, or a "megapol sheriff" who leads small squads in megapol vans or cars?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Gremlion on May 02, 2020, 07:38:53 pm
Quote
would be nice to see some more "lawmen": by now we have only military police: how about a "guild marshall" the equivalent of the team leadr but employed as a head of the escort troop in a vessel, or a "megapol sheriff" who leads small squads in megapol vans or cars?
Aside from military police govts deploy
Govt Agent (equivalent of the team leader) Govt Elite Soldier, Govt Enforcer, Govt Siren, Govt Pilot and Govt General, who uses power armor
Megapol has Megapol Detective, quoting his bootypedia page
Quote
Highly paid and extremely skilled operatives, employed by Megapol to lead manhunts. Sometimes they command whole hordes of Beastmen, but more often they work alone.

There's xpedia.bat in your game directory, use it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 04, 2020, 09:38:31 am
i know but please, sheriff and marshal sound so "government" and might be cool... 8) some other ideas:

1) "guild marshall" and "guild air marshall" may be the head of security, respectively in wharehouse wars missions and escorting medium/large guild vessels."team leader" may become "laborer team leader" which wears same jumpsuit as their's, but it's blue.

2) "locknaar sheriff" and "locknaar deputy" may be appearing in medium/large locknaar villages; and might be featured in a brand new mission called "help the locknaar", where they have to reper the attack of ratmen, while the actual one may be renamed "rescue the locknaar". Ninja gal might be a bandit faction as raidera, appearing every now and then, not attaccking locknaars (cowards, always go for the weak!)

3) a nice and eraly mission - variant of the stranded government agent - where player have to kill/kidnap a lawyer/diplomat or bettter yet congressman, and might be some dplomatic consequaences ruining relatinships between countries, and be good for player infamy
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on May 04, 2020, 01:52:03 pm
3) a nice and eraly mission - variant of the stranded government agent - where player have to kill/kidnap a lawyer/diplomat or bettter yet congressman, and might be some dplomatic consequaences ruining relatinships between countries, and be good for player infamy

^^

where

 *kidnap (the VIP)   -==>  to stun,daze (her,him)





and btw.  -  for locknarrs villages and small towns - better term, title would be  *chieftain (for villages) , or warlord, or ( "starosta" ) - for small ~~ medium size (countryside, rural) towns

and 4 city  -  mayor, "primator"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 05, 2020, 10:16:38 am
and btw.  -  for locknarrs villages and small towns - better term, title would be  *chieftain (for villages) , or warlord, or ( "starosta" ) - for small ~~ medium size (countryside, rural) towns

and 4 city -  (  :primator:   )

yeah, chieftain and warlord may be coold addictions along....might be enough easy to do by modifying existing sprites, as well as the ones i wrote about, hope the "Star Gods" will be hearing our prayers... :P

Edit: on the govt side, also some kind of "govt marine" would be nice (modify spartan sprite?) as well as "govt police", to distinguish between the humanists "military police"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on May 05, 2020, 07:36:27 pm
Military Police aren't all humanists, but some sympathize with them and help their buddies.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: spazeroid on May 05, 2020, 08:17:08 pm
X-piratez suggestion:
I’d like to see a bigger use for enemy trophies and alchemy.

Enemy trophies: I think it would be fun and thematic if you could fashion enemy bits into protective gear. This would increase the number of strategies in the early to mid game as you try to capture enemies to make moderately useful gear from them. It would also synergize well with the newly added gear slots in the inventory screen.

Examples:
Reaper hide vest which is heavy, but also increases your resistance to piercing slightly while simultaneously making you more vulnerable to fire.
There could be a monster eye necklace which increases your night-vision slightly
Monster teeth to create jewelry which slightly boosts your TUs.
Reaper brains to boost your resistance to voodoo.
The remains of a cyberdisk fashioned into an enormously heavy shield.
Ratman tails to increase reactions.
Vampire teeth bracelet which leeches energy on melee hit.
And things like that.

None of these effects would be very powerful but it’s a fun way to give more variability to early loadouts while simultaneously pushing the player to try different strategies. Also, it’s wonderfully thematic for a bunch of pirates to go into combat wearing trophies of their defeated foes.

Alchemy: So we have alchemy in the game, but no potions. This seems like a missed opportunity to me. I don’t know much about balancing voodoo so take these all with a grain of salt.

The purpose of potions is to super charge weirdgals while simultaneously tanking their other stats, particularly freshness. This is balanced by most of the potions being quick to use and easy to keep on a character’s person.

I envision them being used by weirdgals who have gone a couple rounds of magic and are drained as result. They drink one or two and can fire off more spells. Then spending the next couple of turns regretting their life choices.

I think drugs sort of fill this role, but these would be a bit more specialized and hey they are potions!

Probably need an energy potion, morale potions and freshness potions. The energy potion would hit morale and freshness. The morale potion freshness and energy. The freshness potion takes a long time to drink, inflicts enough stun to put a gal into overstun and is so big it’s hard to deploy. Similarly, you might have a TU potion which has side effects bad enough to make the gal useless the next turn, but I generally avoid messing with restoring TUs.

There might be two variations to each potion, strong and weak. With the weak version taking early game ingredients and strong taking late game ingredients.

I hope these two ideas are good for a laugh if nothing else. I really like the way things are turning out development wise and wish you the best of luck going forward.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on May 05, 2020, 09:14:21 pm
^^

heh, potions, alchemy, stealing, (..and also "expert, master, and grandmasters teachers", armmaster skill, strong chainmail, grand town shield, *Path of Light, and Path of Dark*, too.. )


yap, ufo~~xcom>  Might aend Magic Piratez   8) :) D)
 :D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: peirceg on May 08, 2020, 04:24:54 pm
I would love to see boarding. Launch a missile from a craft with a low speed high reload time which on hit "destroys" or "forces a landing", while still being in the air (blue tiles to represent air, I dunni). Mission could have a strict time limit and it could only really work with larger craft I suppose. Failing that a boarding pod launched from a base.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: vadracas on May 08, 2020, 04:44:37 pm
So basically a fancy tractor beam with a bunch of scripts to make the map look like you're in the air.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: peirceg on May 09, 2020, 12:55:27 am
I guess so basically. with movement only allowed inside the craft - would be a lot of CQC.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: vadracas on May 09, 2020, 12:56:42 am
And a lot of scripting lol, doubt it would be worth the enjoyment with the difficulty of doing that.


Don't get me wrong, this would be amazing, I just recognize how much work it would be.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: peirceg on May 09, 2020, 08:15:48 am
Saw this cool thing on the 40k forums, would be a nice addition to the random nature of troops in xpiratez - random stats

https://openxcom.org/forum/index.php?topic=7416.0
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on May 09, 2020, 10:11:10 am
Saw this cool thing on the 40k forums, would be a nice addition to the random nature of troops in xpiratez - random stats

https://openxcom.org/forum/index.php?topic=7416.0

Its more like randomised stats cap, not stats in itself.

I belive that Piratez have something like that in form of Freak Gals that can have starting stats that greatly exceed stat cap.

This is more of a mod design policy, than a new feature.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on May 09, 2020, 10:27:34 am
I would love to see boarding. Launch a missile from a craft with a low speed high reload time which on hit "destroys" or "forces a landing", while still being in the air (blue tiles to represent air, I dunni). Mission could have a strict time limit and it could only really work with larger craft I suppose. Failing that a boarding pod launched from a base.

ah, you probably mean smthng like the *Courier" mission ("Action, Akce  Kuriér") - mid-air, or, even better, above-stratosphere "meeting the 1small, 1personnel concealment "satelitte", with only just 1 special soldier, on special infiltration mission, meet, and "embark, penetrate into any bigger craft, /space station, ships, etc..
(..yap, as it was alrdy shown & seen in one movie (i forgot its name now, but it was "stealth meeting, and literally "sucking", (prisatie, pripojenie) ~~^^ F-117 with such ..short interconnecting "tunnel", tube (just behind the F117´s pilot cabine) touch and connect onto the belly of big Boeing 747 plane )
https://i.ytimg.com/vi/LtFw6_YJiFs/maxresdefault.jpg

.. - stealth meeting the any bigger airplanes in mid-air, isuppose´dly, - with strictier time limit

.. - and "meet, infiltrate and board on-to any spaceship, /station - in space (almost withou any time limit)

and here is it:
(https://i.ytimg.com/vi/LtFw6_YJiFs/maxresdefault.jpg)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: peirceg on May 09, 2020, 12:47:19 pm
Its more like randomised stats cap, not stats in itself.

I belive that Piratez have something like that in form of Freak Gals that can have starting stats that greatly exceed stat cap.

This is more of a mod design policy, than a new feature.

That is the point, you wont know a units potential unless you allow it to bloom on the battlefield. I love for a way for this to work with enemies too, with slight variance between bandits, and robots etc having no variance at all.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 12, 2020, 10:03:14 pm
A vessel named man o' war - government related - might be cool, as well as bucanders, flibusters and corsars, competitors like ninjas and necropirates, a bit more stronger than highwaymen, that may appear after unlocking !bandit business! topic, with an handful of missions 8)  they may unlock a letter of marque (https://en.wikipedia.org/wiki/Letter_of_marque of marque), someone may suggest its usage/implementation? Might have effect alike the land deed

An halberd is present? Ive seen only a pike so far. And related yo fuso stuff, nunchakus?

But unforgivebly if a peg leg have been added, why an hook is missing? Must absolutely have it, along an eye patch  ;D items that grant special bonuses, like the demon skull..

Food for thought: steampunk pirate eeapons concepts (https://www.google.com/search?q=pirate+steampunk+weapons&tbm=isch&ved=2ahUKEwixgpvcha_pAhVIuKQKHbBCBEwQ2-cCegQIABAB&oq=pirate+steampunk+weapons&gs_lcp=ChJtb2JpbGUtZ3dzLXdpei1pbWcQAzIGCAAQCBAeMgUIABDNAjoICAAQCBANEB46CAgAEAgQBxAeOgIIADoGCAAQBxAeOgQIABANOgYIABANEB46BAgeEAo6BggAEAUQHjoECAAQEzoICAAQCBAeEBM6BAghEApQmtkBWKHJA2C7zANoAXAAeACAAdMBiAGGHZIBBjAuMjMuMZgBAKABAQ&sclient=mobile-gws-wiz-img&ei=Afe6XvH9LsjwkgWwhZHgBA&bih=524&biw=360&client=ms-android-samsung-ga-rev1&prmd=ivn) (an auto-sword might be original, at least, along a new sprite for the clockwork gun, why not to have also a snapshot for it?)

Edit: also boarding assault mission may be interesting, like the cruise ship in TFTD but don't know if two stages mission may fit well into the mod. Any suggestions? Sorry for the typos but writing  from my smartphone...aarghh
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on May 12, 2020, 11:28:56 pm
Well, you don't need 2-stage missions for cruise ships anymore because the engine and modern computers can handle it. So just keep playing...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on May 12, 2020, 11:52:21 pm
^^ lůl 
interesant, and fancy nice notices,
valuable suggestions,

btw. - if such classy pyracy, (*pirateria"), - so also let take -in, admit -in also Space Pirate Cpt.Haarlock too! ! :p :D  (..and others spin-off tv-series ( Galaxy Express, G.Railaways, and soo muchmore :o )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 19, 2020, 02:28:50 pm
A mini x-bow migjt also make sense, with damage and max range halved (http://4.bp.blogspot.com/-44LrPgAeIzQ/USGCm-eE_WI/AAAAAAAAASc/b37q-2qzsEM/s280/Crossbow_Final_blog.jpg)  :-[
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on May 20, 2020, 07:53:50 am
^^ ..but they do.. (panic)

(..if i remember correct now )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 20, 2020, 11:00:42 am
Also a Bodeo Model 1889 (https://en.wikipedia.org/wiki/Bodeo_Model_1889) would be a nice reference to dylan dog (http://[url=https://en.wikipedia.org/wiki/Dylan_Dog) (it's the gun used by the charachter, if you like comics) maybe modify a little the six-shooter sprite, don't know whether another name might be chosen :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on May 20, 2020, 12:56:11 pm
Also a Bodeo Model 1889 (https://en.wikipedia.org/wiki/Bodeo_Model_1889) would be a nice reference to dylan dog (http://[url=https://en.wikipedia.org/wiki/Dylan_Dog) (it's the gun used by the charachter, if you like comics) maybe modify a little the six-shooter sprite, don't know whether another name might be chosen :)

Here you go, pal.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 20, 2020, 03:31:18 pm
@JustYheDude: wow thanks!!!  :-*

@Dioxine some new random ideas:

* For humsnists how about an FG-42 (https://en.wikipedia.org/wiki/FG_42) (also featured in 2001' "Return to Castle Wolfenstein") and a Sturmgewehr 44 (https://en.wikipedia.org/wiki/StG_44) or 45 (https://en.wikipedia.org/wiki/StG_45) (the latter a bit more common/known) the fg might be done by modifying the current auto rifle sprite and the StG the homefront rifle, the former might be used by another kind of unit (hilumanist assault trooper) or by common soldiers, while the latter by military police. Other small alternative may be an MP 3008 (https://en.wikipedia.org/wiki/MP_3008) and a Volkssturmgewehr (https://en.wikipedia.org/wiki/Volkssturmgewehr). Krueger and magneto-plasma gun might be used only by leaders and instructors then?

* Idea for a new vessel: here (https://www.google.com/search?q=space+pirate+vessels&client=ms-android-samsung-ga-rev1&source=android-browser&prmd=ivsn&source=lnms&tbm=isch&sa=X&ved=2ahUKEwi-mpq-vMLpAhXNvosKHb63A5EQ_AUoAXoECAoQAQ&biw=360&bih=524#imgrc=tw5j5FLLHBybPM) (possible neme "Shark"?) Crew=5
Guns: 2xlight 3xheavy. Might be an assault version of blowfish, capable to go both underwater and on air (not in space) but rather slow and with medium range. Shark jetbike may be simply renamed "jetbike"

* For ratmen progoms, since armored car  it's "technologically advanced" for them how about to replavenit with a nice catapult (https://en.wikipedia.org/wiki/Catapult) shooting pitch procjectiles (https://en.wikipedia.org/wiki/Pitch_(resin))? Also highwaymen and ghouls in these mission may be replaced by reaper cavalry, stormrats and ratmen brigand, armored cars and highwaymen may appear along in raider progoms, if any, and ghouls in mission related to them and smuggling vessels ground assault?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on May 20, 2020, 08:29:16 pm
@JustYheDude: wow thanks!!!  :-*


* For humsnists how about an FG-42 (https://en.wikipedia.org/wiki/FG_42) (also featured in 2001' "Return to Castle Wolfenstein") and a Sturmgewehr 44 (https://en.wikipedia.org/wiki/StG_44) or 45 (https://en.wikipedia.org/wiki/StG_45) (the latter a bit more common/known) the fg might be done by modifying the current auto rifle sprite and the StG the homefront rifle, the former might be used by another kind of unit (hilumanist assault trooper) or by common soldiers, while the latter by military police. Other small alternative may be an MP 3008 (https://en.wikipedia.org/wiki/MP_3008) and a Volkssturmgewehr (https://en.wikipedia.org/wiki/Volkssturmgewehr). Krueger and magneto-plasma gun might be used only by leaders and instructors then?


Sky is the limit, making weapon sprites is fast and easy. Decent FG-42 if I have to say so myself.
Strumgewehr I think looks very similar to "Battle Rifle" so what is the point?
MP 3008 is appearance isn't much different from STEN besides vertical magazine port and Volkssturmgewehr looks like a nice piece of easy to sprite weapon.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 21, 2020, 11:10:14 am
Sky is the limit, making weapon sprites is fast and easy. Decent FG-42 if I have to say so myself.
Strumgewehr I think looks very similar to "Battle Rifle" so what is the point?
MP 3008 is appearance isn't much different from STEN besides vertical magazine port and Volkssturmgewehr looks like a nice piece of easy to sprite weapon.

Thanks again! For the revolver above (https://openxcom.org/forum/index.php/topic,5821.msg127692.html#msg127692) it might be named "rusty revolver"? Sidenote: some tutorial on this forum on how to make units, and even vessels may be great
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on May 21, 2020, 11:44:43 am
Thanks again! For the revolver above (https://openxcom.org/forum/index.php/topic,5821.msg127692.html#msg127692) it might be named "rusty revolver"? Sidenote: some tutorial on this forum on how to make units, and even vessels may be great

Everything in the grasp of a hand:
http://openxcommods.weebly.com/pckview.html
http://openxcommods.weebly.com/weapon-sprites.html
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on May 21, 2020, 02:55:33 pm
Sorry but black background ate your shading, see attachment (after conversion to a non-black background).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 26, 2020, 01:33:34 pm
I've unlocked death realms contect, but the picture is an "ordinary" one, might be added a more cool background in bootypedia? Also, it unlocks a couple of weapons, might be added the arc volter ones? (https://openxcom.org/forum/index.php/topic,8038.msg124996.html#msg124996) Inspiration:


Edit: One thingh that might make more sense is actually the possibility of research everything gals found in the world, i knoe there are prequisite for manufacturing/buying items, but it would be more rewarding for the player, eg i recovered flechette gun but cannot research it.  Some countries are required to unlock some specific research like the death relams that unlock some weapons, it is planned the researching every country in the wolrd will unlock some research?

Edit 2: a couple of pics for possible replacementbof the contact: death realms bootypedia.

Edit 3: to enrich the underwater weapons department, also the aqua wepoans starter pack might be added, see here (https://openxcom.org/forum/index.php/topic,5836.0.html)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on May 27, 2020, 04:03:53 pm
Taking apart a flechette gun early in the game wouldn't help, because all the brainers could say would be that they have a clue how this works, because they don't understand the underlying principles.

If you gave a medieval person a modern pc he wouldn't be able to figure it out because he'd be missing the needed background knowledge (applies to most modern people as well, but the brainers are in the lab for a reason) and they would be missing crucial tools. I imagine the lab is getting upgraded over time, which is why for example the scanner is an important research project. Let's assume medieval guy has power because a power source was be delivered back as well. He'd be able to figure out some things by turning it on an off, trying things on the screen with the mouse an keyboard. But there is nothing to see on the mainboard why something works.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on May 27, 2020, 11:44:46 pm
I always assumed flechette gun is locked the same way as plasma and gauss weapons are. So it's not a question of not understanding the underlying principles (gals can wield laser weapons just fine for example), it's the problem of the weapon requiring specific techno-magery knowledge to actually work instead of exploding in user's hands. Coming back to Rince Wind's example of a computer - not even the most intelligent medieval bumpkin will figure out anything about a computer if it's been password locked. Heck, they'd fail to even grasp what computer passwords even are and how they work. Even modern people have problems with that. :D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 28, 2020, 10:34:48 pm
Chaingun cannon from duke nukem 3d, any chances? Or quake nailgun?

Or some ideas for units from 90's "rise of the triad"?

Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on May 29, 2020, 01:10:35 am
~~^^
yass, RotT!

Humanist´ic Cult
mainly, and *Hand of God!  :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 29, 2020, 10:05:33 am
Yep mat suit to the mod. Also something from Strife: the quest for sigil, it' a fantasy-futuristic and somewhat gorish games, here's a review:


Don't forget to pay a visit to zdoom forum (https://forum.zdoom.org/index.php), contact one of the authors of the mods to enquire, if someone wants, to use their works  :P or trying to obtain from freeware games (https://en.wikipedia.org/wiki/List_of_freeware_video_games)


Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on May 29, 2020, 01:27:48 pm
If you're going to suggest something, then please also suggest the reason why it should be in this mod.

To give you an example - why would Dioxine include the DN3D chaingun if we already have the (Doom) chaingun, AMG, LMG, Spitfire and many other autofire weapons. What role would it fit which is not already covered by existing weapons? What makes it different (other than looks)? etc.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 29, 2020, 02:49:06 pm
If you're going to suggest something, then please also suggest the reason why it should be in this mod.

To give you an example - why would Dioxine include the DN3D chaingun if we already have the (Doom) chaingun, AMG, LMG, Spitfire and many other autofire weapons. What role would it fit which is not already covered by existing weapons? What makes it different (other than looks)? etc.

i meant even sone small assets/lore might be added, in thr case of strife, the sigil that might be bought after research "ye old magic shoppe" or some
reference to the order or some units like accolytes might be made, you see, are some small ideas, just "food for thought" since ive not explored every single part of the game  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: vadracas on May 29, 2020, 03:17:36 pm
If you're going to suggest something, then please also suggest the reason why it should be in this mod.

To give you an example - why would Dioxine include the DN3D chaingun if we already have the (Doom) chaingun, AMG, LMG, Spitfire and many other autofire weapons. What role would it fit which is not already covered by existing weapons? What makes it different (other than looks)? etc.


Some small assets or lore takes effort, so do the work yourself if you want something trivial added.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 29, 2020, 04:16:53 pm

Some small assets or lore takes effort, so do the work yourself if you want something trivial added.

Ok i don't know but obviously i'm not forcing anyone, that is crystal clear, just suggestions  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: vadracas on May 29, 2020, 06:47:53 pm
Yes, but you are the only one that wants it, so no one else will do the work.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on May 29, 2020, 06:52:45 pm
Yes, but you are the only one that wants it, so no one else will do the work.

i know, just givin' an input, not ordering :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: vadracas on May 30, 2020, 03:35:18 am
omfg, yes, you are giving input, but the input is pointless without putting any effort into it. Yours is a voice among hundreds, in a mod that's been developed for something like 5 years.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Interdictor on May 31, 2020, 07:38:41 pm
Sailor school uniform with experience gain bonus for peasant girls. Peasant version of maid outfit would be nice too, I just don't like their default shepherd dress.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on June 01, 2020, 05:14:25 pm
Sailor school uniform with experience gain bonus for peasant girls. Peasant version of maid outfit would be nice too, I just don't like their default shepherd dress.

Militia has exp gain if I remember correctly. Maid outfit for peasants just waits for you to sprite it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on June 03, 2020, 05:40:20 pm
You get the militia outfit for peasants, that gives a better xp gain than even the sailor outfit for gals + some minor armor and stat boosts.

But now that we're on the topic of  mostly dumb suggestions, here goes mine: add this 14 barrel flintlock (https://www.youtube.com/watch?v=ivdlcHUwaEw) to our already ridiculous roster of craftable weapons, just because it looks exactly like something the gals would want.

And yes, its a real, working gun. Good luck loading all 14 barrels though.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rubber Cannonball on June 03, 2020, 07:44:36 pm
If anyone is going to mod that 14 barrel flintlock,  I suggest setting the reload time high enough so that it can only be loaded in the equip screen prior to battle.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on June 03, 2020, 10:47:53 pm
But now that we're on the topic of  mostly dumb suggestions, here goes mine: add this 14 barrel flintlock (https://www.youtube.com/watch?v=ivdlcHUwaEw) to our already ridiculous roster of craftable weapons, just because it looks exactly like something the gals would want.

And yes, its a real, working gun. Good luck loading all 14 barrels though.

Actually i foun it not dumbish, very cool instesd. From what i get it has 2 shits only, each one fires 7 rounds simultaneously, right?

Edit: the 14 rounds gun may be an upgrade of a 7 rounds one (https://www.youtube.com/watch?v=W5yZJugzGXM) if ee could have both? Also consider a pistol type (https://www.youtube.com/watch?v=mqdQrpF2PmI). Weirdos guns suits fine to the mood of the game, i think ;D

Edit 2: there is also an oriental musket  (https://www.youtube.com/watch?v=B-aEWZrTibE) (i saw yesterdsy in the forum but cannot remember where) and a wheelock mortar (https://www.youtube.com/watch?v=B-aEWZrTibE)!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on June 03, 2020, 11:16:46 pm
Seriously though, if Dioxine is ever in need of inspiration for ludicrous guns that were/are actualy real, Forgotten Weapons is the best source for that stuff. You'll find stuff from pinfire revolvers with barrels with 20 chambers, literal hand cannons that are pretty much exactly like the assault cannons, african poacher musket guns made out of iron pipes, 4 gauge punt guns, weirdly futuristic looking south african grenade launchers (https://www.youtube.com/watch?v=QHbqHx3TLBE), weird naval guns that look like gatling grenade launchers, WWI autocannons (https://www.youtube.com/watch?v=EG1DoHPAaRA), flintlock machine guns (https://www.youtube.com/watch?v=rCuVMx5h1x0), flechette rifles from the 60s (https://www.youtube.com/watch?v=qFANjlr4I9Q) etc.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Alex the KatanaCutlass on June 05, 2020, 02:32:09 pm
X WING FIGHTERS AND LIGHT SABERS. YEEEHAW!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on June 05, 2020, 03:22:51 pm
We already have lightsabers.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on June 05, 2020, 04:15:40 pm
And M-Wings.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ashghan on June 05, 2020, 06:07:53 pm
... which is basically F-15E with hellerium engines/generator. ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on June 11, 2020, 10:09:14 am
Seriously though, if Dioxine is ever in need of inspiration for ludicrous guns that were/are actualy real, Forgotten Weapons is the best source for that stuff. You'll find stuff from pinfire revolvers with barrels with 20 chambers, literal hand cannons that are pretty much exactly like the assault cannons, african poacher musket guns made out of iron pipes, 4 gauge punt guns, weirdly futuristic looking south african grenade launchers (https://www.youtube.com/watch?v=QHbqHx3TLBE), weird naval guns that look like gatling grenade launchers, WWI autocannons (https://www.youtube.com/watch?v=EG1DoHPAaRA), flintlock machine guns (https://www.youtube.com/watch?v=rCuVMx5h1x0), flechette rifles from the 60s (https://www.youtube.com/watch?v=qFANjlr4I9Q) etc.

Absolutely! As dor that stuff, check the duck foot from that channel (https://www.youtube.com/watch?v=vDvyLuSeJyk)  Also a scoped flintlock and a double barrel flintlock:
https://www.pinterest.it/pin/581105158142821154/
  Alternaticvely, also some cyberpunks firearms (https://www.google.com/search?q=cyberpunk+weapons&tbm=isch&ved=2ahUKEwiL_-6bpPfpAhWWtqQKHbHnBRYQ2-cCegQIABAB&oq=cyberpunk+weapons&gs_lcp=ChJtb2JpbGUtZ3dzLXdpei1pbWcQAzICCAAyBggAEAcQHjIGCAAQBxAeMgYIABAHEB4yBggAEAcQHjoECAAQQzoECAAQDVDi_wFY1KICYJqrAmgAcAB4AYAB1gKIAboUkgEHMC42LjUuMZgBAKABAQ&sclient=mobile-gws-wiz-img&ei=qdbgXsuGHpbtkgWxz5ewAQ&bih=524&biw=360&client=ms-android-samsung-ga-rev1&prmd=insv) might be fine  :)

Again on the tools of the trade: would not be hair-splitting; but regard the assault weapon family (pistol, rifle, smg and machine gun) only the first is buyable at black market after research while the other two need the military supply bounty prize to ne purchaseable: how about to add also that pistol to that rooster? nother thing might be to add also the military shotgun to the bounty and pheraphs rename the other items eg.  assault pistol---> military pistol and so on and replace it with another weapon. I like cohesive families! In the first case, in place of the assault pistol might be added a ramshackle pistol

(https://i.postimg.cc/RqHydSch/ramshackle-pistol.jpg) (https://postimg.cc/RqHydSch)

The messer should be more common like the spraygun since it's ancient tech and to add more challengr he UAC weaponry should be used only by dark ones and unlocked upon research them: right now researchers and nurse carry UAC carabines while dark ones zombies use domestic shotguns and even pitchfork, in that case in the "doomed farm" mission, though in this case it has some sense..

Some observations about enemies:  may be cool to add another ratmen unit: the "ratman mafia boss", since that organization is mentioned in the lieutenant article in bootypedia. Ratmen as of L2 ate featured in a couple of missions: "ratmen rodeo" and "ratmen cave", might be assed another one involvin the possible bosses? Simetging like "ratmen biss meeting" where some band chiefs are organizing a diplomatic rendezvous...Or at least add ratmen as enemies in "help the locknaars" mission; that one features only sky ninjas and reapers enemies, in that mission stormrats too should be featured. Are sky ninjas to be found in other missions or the lock naar is the only one? Is planned another mission where they appear?

Random thoughts:

The money purse is more common that the bad of cash, though bot seems to bring the same omount of chis, might be possible to randomize the content?

A prison break mission where gals have to free someone may be a nice bounty mission.

As bootypedia says, worms's door relase tear gas once are approached, for commodity would be nice to ad some coloured signal on the contact spot fpr door on the each side, so it maight be less frustrating and more enjoyable for the player as the craft does not make difference between piratez abd hostiles? Cannot remember precisely, but ive highlighted the position in the screenshot below.

(https://i.postimg.cc/KKntVGh0/screen002.png) (https://postimg.cc/KKntVGh0)

(https://i.postimg.cc/qzRTJwQT/screen000.png) (https://postimg.cc/qzRTJwQT)

Edit: Found out that the positions that trigger the gas are the sides of the black and yellow squared stripes tiles, correct me if i am wrong, it's cool it might be activated also from the inside! But as for that how on to rename the worm--->snake  (coz it's "poisonous"!) and the snake----> eagle, since we got already an hawk.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rince Wind on June 11, 2020, 12:48:02 pm
A prison break mission where gals have to free someone may be a nice bounty mission.

You really need to play more and post less, this is already in the game and has been for a long time.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on June 12, 2020, 07:38:42 pm
You really need to play more and post less, this is already in the game and has been for a long time.

Ah ok good ;)

Adding to the previous post another replacement name for "snake" might be "albatross"; switching the colors may be more appropriate too (snakes are associated with the green color, in the common sense, while albatross are protagonist of some literature legend, eg. rime of the ancient mariner (https://en.wikipedia.org/wiki/The_Rime_of_the_Ancient_Mariner)). A lil spoiler for a kinda ramshackle pistol:
(https://i.postimg.cc/crVnScdn/ramshackle-pistol.jpg) (https://postimg.cc/crVnScdn)
as early low tech weapon buyable at the market, the in the beginning sells junk, essenctially. The energy rifle (https://openxcom.mod.io/energy-rifle) might be unlocked along with smugglers (did not see in any majir mod until now).

I tryed gray, green and gold codex, anyway never encountered sharkmen, please may also they made more common along the deep ones? Other cool futher addictions may be an "octopus man" (see here for possible inspiration (https://openxcom.org/forum/index.php/topic,2630.msg126626.html#msg126626)) or even the Octabrain from Duke Nukem 3D (https://dukenukem.fandom.com/wiki/Octabrain_(DN3D))

Dioxine: how about to add some tunes from a youtube user named "el guitar tom" Lots of his songs are freely avaiable for downloading, check a sample here (https://www.youtube.com/watch?v=dAQnTlJqPn4#) midi version instead here (https://www.youtube.com/watch?v=L7-jgGBPk4Y). Care also for some ideas from nerf guns (https://www.google.com/search?q=nerf+guns&client=ms-android-samsung-ga-rev1&prmd=svin&biw=360&bih=524&dpr=3&um=1&ie=UTF-8&tbm=isch&sa=X&ved=0ahUKEwjkzs-Qr_rpAhWM0KYKHeeqDLYQ_AUIBg)? And what about a space rangers rifle (https://www.picclickimg.com/d/l400/pict/383532083284_/Vintage-Action-Man-Space-Ranger-Rifle.jpg) (only a pistol is featured until now).

...guys?

Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on June 12, 2020, 10:12:30 pm
^^
also consider look at this mini-rifle - Space Pirateyz gun : http://gallery.minitokyo.net/view/225167

(http://static.minitokyo.net/downloads/17/03/225167.jpg)

(http://joesiegler.blog/wp-content/uploads/2014/12/godmode.jpg)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on June 12, 2020, 11:12:29 pm
@RolandVasko: thanks for removing the preview!

I'd like to see some more early game missions too involving minor factions;, for intance as of now !bandit business! spawns only bandit town mission, i'd add at least another one, along one more with ratmen  Also necropirate might be player in such missions.

Any ideas on mission variety?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Interdictor on June 13, 2020, 06:56:25 pm
Any ideas on mission variety?

Would be nice to rescue brainers in a same way as castaway gals. Сould be runaway brainer willing to join your ranks for example.
Personally I would prefer this more than just buying brainers like common supply from the very start of the game.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on June 13, 2020, 10:31:18 pm
I'm fairly certain that castaways can be recruited as brainers.  Though it could be interesting if early on the only way to recruit them was through missions, it would seriously slow down the early game, which would need rebalancing a lot of things.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Interdictor on June 13, 2020, 11:22:10 pm
I'm fairly certain that castaways can be recruited as brainers.  Though it could be interesting if early on the only way to recruit them was through missions, it would seriously slow down the early game, which would need rebalancing a lot of things.

Actually castaways cannot be recruited as brainers in early game since you don't have necessary techs. Later you do but barely need since brainers can be just purchased while lunatics not.

I don't think that option to get brainers for free may slowdown an early game or makes balancing more difficult, rather opposite.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on June 14, 2020, 03:02:49 pm
Would be nice to rescue brainers in a same way as castaway gals. Сould be runaway brainer willing to join your ranks for example.
Personally I would prefer this more than just buying brainers like common supply from the very start of the game.

i agree, ..and not just one brainer, but whole pack, whole research team - and just it would be part of a mission, or the goal of a mission - something like Localize and penetrate enemy Testing and Development Camp, and Capture of enemy scientist, or Rescue,pick-up of renegade team of researchers
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on June 14, 2020, 06:23:34 pm
Actually i'd keep as it is know, once you got the tech, castaways saved can be turned into brainers; it's an alternaive way to get them, probalby the buyings sistem at the black market is fine.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on June 15, 2020, 09:21:05 am
snip
Edit: Found out that the positions that trigger the gas are the sides of the black and yellow squared stripes tiles, correct me if i am wrong, it's cool it might be activated also from the inside!
snip

The bombs can indeed be triggered from the inside. The bombs act like proximity mines. Walking into any adjacent square will fire them, and there just so happens to be little dead end passages inside adjacent to the striped tiles.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on June 15, 2020, 10:24:16 pm
The trade-off of having to rescue brainers and then recruit them would be that early game you wouldn't be able to buy them, you'd need to have the right successful missions, and it would take workshop man-hours to actually recruit them.  A benefit would be that you wouldn't have to put 200000 per brainer hire into your accounts until later.

You're right that turning castaways into brainers is a later tech and not worth losing a lunatic.

But if it were set up so that you had to recruit brainers in that manner, it would have to take into account a sharply lowered brainer amount for most of the early game.  So it would have to be rebalanced around the slower knowledge gain and lower income.  Which could be interesting, but would definitely have a different feel to the game.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Interdictor on June 16, 2020, 04:35:54 am
Brainers are lab-raised valuable slaves, by the word of the god. Thus I consider legit for them to join you for free and by free will, depending on your recent mounthly infamy rating, after escaping from their legal owners, to get picked up by rescue team, or being freed from one of think tanks or other facility where they kept in or exploited. Later brainers could be acquired or redeemed via bounty and tokens system, when required conditions will be reached. Current system where one of the most valuable, exclusively raised hi-tech slavestock could be "bought" by a flock of dressed-up lunatics anytime and freely like a pile of tribal rags seems not fully legit by lore.

I suppose brainers to join you without necessity of being processed by small-minded runts. Same as free brainers can not slow down a player progress while being thrown in timely. For the god's sake, how free resurce throwing could not be dedicated to manage progress and balance?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: khade on June 16, 2020, 04:56:54 am
By lore, the Lunatics shouldn't even have the contract to cause trouble for the factions until at least a few research topics into their tree, but mechanically we can't do that, I don't know if it's impossible or merely difficult, but end result is that the contract is a starting thing.

By lore, it would make sense to have trained brainers be more difficult to get, but mechanically it may be less than ideal.

If the Lore conflicts with reasonable game mechanics or would lead to something that gets in the way of enjoyment, it is liable to be ignored or handwaved.  This is not necessarily a bad thing, and though I think it could be fun to mess with a less stable brainer supply, it doesn't actually sound like it would enhance the experience overall.

If it helps, that 200000 cost to get a brainer might be going entirely to a black ops group who finds a willing brainer and smuggles them out to you.

Though if anyone is actively interested in that sort of thing, isn't that what mods are for? Balancing would likely be a bitch and half, but perhaps it might be worth it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Interdictor on June 16, 2020, 06:56:57 am
Bad, bad lore  ;D
Of course I can make my own but it will not be XPiratez, so... nah.

For gaming experience it could be:

Not sure if it worth to worry about balance too much, even it was existing. I mean, I see efforts, but so far my game experience tends to be like: "easy, easy, boring, easy, easy, GET SOME HAMMER TO YOUR FACE, start over". I definitely don't want to say that loosing is not fun, rather opposite, it brings quite unique experience. But to ballance a system with so much stuff and variety seems not really possible and maybe even necessary. So the main idea here is to bring more fun and variety.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on June 18, 2020, 08:18:17 pm
I'd like to see the kraken equipped with anotjer dorr ot its left side, as highlighted in the attached screenshot  8)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Rubber Cannonball on June 18, 2020, 08:42:31 pm
I'd like to see you mod one up and decide if you like it first.   :)    By the way isn't there a door near there just 1 level up?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on June 18, 2020, 09:43:50 pm
I'd like to see you mod one up and decide if you like it first.   :) 

Well i too wish i were a player/modder, but im only the former

Quote from: Rubber Cannonball
By the way isn't there a door near there just 1 level up?

Yes but another on the ground woulda be more comfortable, the pther on the inner right side is a bit too far for immediate action i think
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on June 18, 2020, 11:06:59 pm
I'd like to see the kraken equipped with anotjer dorr ot its left side, as highlighted in the attached screenshot  8)

^^  but it would weakened Kraken´s  side, its outer-side wall.

Kraken is battle - role craft, attack-aircraft ~~ something like A-10 II Warthog, or Il-2, Iljushin Il-10 Shturmovik,  /well, amybe also smthng like C-130x class, kind of (air)craft - but anyway..

Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on June 18, 2020, 11:21:06 pm
..my brainer -girls (and fighting galls too, overall) are like such little princezzsin dolls, they live and work, respectively research, in quite high luxury, hi-tech ultra-clean rooms and sectors in the vault (base).  :-*  :P there are climas & air-vents, (ventilators), free drinks bars, cattering, small, and big swimming pools, fitness, sauna, jakuzzi, soft sofas, big library, and multi-media-center, (videotheque), lounges, caffe-noir jazz / & disco bars, radiostation, restaurants, etc..

yap, alike we meet Vault - *Fallout Shelter  8) :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: stax77 on June 19, 2020, 10:10:13 pm
This is more a base game issue i guess, but i would like to be able to sort items on the forced sell screen (when you end a mission and have more loot than your stores can hold), similarly to how you already can on the "vaults" screen.

I often find myself guessing what item takes how much space to find out what to get rid of first, and you can't leave the screen without selling/transferring first(so can't check "vaults").

Tip for in-meantime: the biggest offenders are usually soylent, smelly rags, and demon corpses, so check for those first.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on June 22, 2020, 12:08:26 am
I really love the idea of primitive robots in alternate history settings. All those super death robots built out of primitive components just make me smile. I think some of them would fit well with Xpiratez as early auxiliary units.

CLOCKWORK SOLDIER https://vignette.wikia.nocookie.net/dishonoredvideogame/images/d/d7/Clockwork-4Arms.png/revision/latest?cb=20170729040017
Armor, Front: 50, Left/Right: 45, Under: 30, Back: 30
"Perhaps the most primitive war robot ever built, but nonetheless an effective tool against any unprepared foes. It's four stainless steel arms grant it unrivaled effectiveness at melee combat. Its primitive circuitry is immune to EMP weaponry, but it's exposed internals are highly weak to explosives and electricity."

MOTORIZED PATRIOT http://vignette1.wikia.nocookie.net/bioshock/images/b/bb/Patriota_motorizado_render.png/revision/latest?cb=20130723232825&path-prefix=es
Armor, Front: 65, Left/Right: 55, Under: 40, Back: 30
"A robot built in the image of a pre-alien colonization historical figure, it provides heavy fire support via the included Vulcan Minigun. The gears on it's back are an obvious weak point, but the Brainers refuse to remove them for a more practical design. They say they look cool."

LAPUTAN WARRIOR https://www.deviantart.com/njkuro/art/Laputa-robot-1-336659132
Armor, Front: 60, Left/Right: 60, Under: 50, Back: 50
"A robotic warrior from an ancient civilization believed to be thousands of years old. In its time, it was the most advanced fighting machine on earth, though modern alien cybernetics now vastly outperform it. While the secrets of its design are lost to the ages, it should nonetheless be easy to replicate with modern manufacturing techniques."
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on June 22, 2020, 06:05:14 pm
If you sprite them, then they are more likely to be added. Spriting in XCOM isn't hard, its time consuming, but not hard.

All you have to know is in those two links:

http://openxcommods.weebly.com/pckview.html
http://openxcommods.weebly.com/xcom-soldier-sprites.html
Title: Re: Stuff I'd love to see in XPiratez!
Post by: thevideogameraptorboggle on June 22, 2020, 07:18:31 pm
It is summer after all, so I have the time to look into it. They'd all be locked behind a new "Primitive Robotics" research line.

PRIMITIVE ROBOTICS
"All the ruling factions use war robots to further their agendas. We don't want to get caught off guard by a bunch of gauss hovertanks, now do we? I recommend we invest in the development of our own robotic troops, to swell our ranks with an army that does not need to sleep or eat. We current lack the capability to build the Elerium powered death machines that pump out of the aliens' offworld colonies, but we've produced some promising prototypes that we're interested in exploring further. If that interests you, I mean."
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dakkdakk on June 27, 2020, 05:45:47 am
I'd love to have a squad of slave soldiers decked out in the tactical armor from jin-roh (https://www.youtube.com/watch?v=P2aRYjfoxOU&t=653s).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: peirceg on June 29, 2020, 01:25:41 pm
Plasma weapon fx from the 40k mod
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on July 08, 2020, 02:34:38 pm
I'd like to see the kraken equipped with anotjer dorr ot its left side, as highlighted in the attached screenshot  8)

I wouldn't. Please don't ruin the Kraken.

There's like 5436854 ships with 764348 holes in them, let us have this one.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on July 08, 2020, 10:57:14 pm
I'd like the ability to recruit  Raider Thugs (https://www.xpiratez.wtf/en-US##STR_RAIDER_THUG) as Uber Dude if I chose ?We Need Male Touch? (https://www.xpiratez.wtf/en-US##STR_WE_NEED_MALE_TOUCH_PREQ) tech path. We already can recruit Raider Scout (https://www.xpiratez.wtf/en-US##STR_RAIDER_SCOUT) as Uber Gals (https://www.xpiratez.wtf/en-US##STR_RAIDER_SCOUT_RECRUITMENT) so i think it would be interesting to mirror this technology to turn some Raider Thugs in to uber equivalents of slave soldiers without losing all the benefits of their Ubernes when we first have to turn them in to slaves.

I think Uber Dudes should have similar stats as Uber Gals, but should be available only to those that selected ?We Need Male Touch? tech path and only be available by turning captured male ubers, not through market. Also probably should require additional prerequisite technology such as Interrogation Techniques (https://www.xpiratez.wtf/en-US##STR_INTERROGATION) or ad least Persuasion (https://www.xpiratez.wtf/en-US##STR_PERSUASION). To save development time they could be equipped with slave soldier armors enlarged for ubers, with slightly modified stats for balance sake. That would save time on making new sprites and writing trappings descriptions.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on July 09, 2020, 07:31:11 am
just another special room, for interrogating of captured enemies and persons of interest

yap, exactly just like it was -that such white, round, small but high, white, - clean interrogation room, in Nikita (1993 - 99 tv-serie )

(https://cdn.episode.ninja/file/episodeninja/288251.jpg)

+another suggestion, ideas - without this room -would not (should NOT) be possible to "interrogate" some valuable enemies, and vip persons,
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on July 09, 2020, 02:41:31 pm
As for Raiders, would be nice to have the chance to manufacture the Raider Boss armor once researched, as L2 it is only capturable and wearable.

Or at least gal may make a custom version of their own, named mistress armor, don't know whether the name is already used in the mod
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Jimboman on July 09, 2020, 02:54:58 pm
As for Raiders, would be nice to have the chance to manufacture the Raider Boss armor once researched, as L2 it is only capturable and wearable.

Or at least gal may make a custom version of their own, named mistress armor, don't know whether the name is already used in the mod

There are certain gals you can recruit who come with Boss armour. :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on September 05, 2020, 07:44:11 pm
Ok, in the meantime i get to that, an idea for a new mission may be an academy convoy assault,  a variation of scientific experiments mission, where gals intercept a couple of academy ambulances during a raid on a mutant village so it should be set in next to some buildings.

Should be an early mission too like the experiments one, no needed research to unlock it, though It's a primitive idea, might be worth to develop it...?

To complicate matters, expedition could not go on land, once logisc is researched a new type of vessel may become avaiable: ancien' boat! (https://www.google.com/search?q=galeon&client=ms-android-samsung-ga-rev1&source=android-browser&prmd=imnv&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiRneDdvNLrAhULWsAKHYLLBd4Q_AUoAXoECBUQAQ&biw=412&bih=630&dpr=2.63#imgrc=nJ1rgl9W8npbMM) Of course to make sense should required by  missions set in the ocean like boat assault, similar to cruiser terror sites in TFTD, but this gomna like take a load of time to implement, just saying..

And in the end, a must have might be some pirate-themed music (https://www.youtube.com/results?search_query=pirate+music+freeware), or even metal inspired (https://www.youtube.com/results?search_query=metal+pirate+music+freeware)  8)

Trivia: 1984's c64 game aquanaut (https://www.youtube.com/watch?v=hFbaBNCPsCY) featured drunken sailor (https://en.wikipedia.org/wiki/Drunken_Sailor) as soundtrack
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Interdictor on September 24, 2020, 05:00:17 am
Militia has exp gain if I remember correctly. Maid outfit for peasants just waits for you to sprite it.

Done as said. Posted here: https://openxcom.org/forum/index.php/topic,8598.0.html
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on October 08, 2020, 12:45:58 pm
I'd like to see some kind of mission demolition derby alike (https://en.wikipedia.org/wiki/Demolition_derby) where only vehicles are allowed, and the goal is to destory the enemy! probably might be even possible, by giving a vehicle a type of melee attack aimed at the purpose, i don't know...

Also, along with "birdshot" anouthe type of shotgun ammo may added, "buckshot" (a standard sprite of shell painted blue and red instead red only) that is more powerful that shell itselft...but tuhe former might need to be weakened..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on October 08, 2020, 12:47:31 pm
I'd like to see some kind of mission demolition derby alike (https://en.wikipedia.org/wiki/Demolition_derby) where only vehicles are allowed, and the goal is to destory the enemy!

Actually, this is a fun idea and it seems to fit the design.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on October 08, 2020, 01:35:16 pm
Actually, this is a fun idea and it seems to fit the design.

yes, might be funny  :D pheraphs more of a Jack bounty misison? i forgot to mention: the LASS seems to be more powerfull than the panzerfaust, should n't be the other way round? The second is more ancient than the first, at least so i though might be able to destroy a tank, accordin to what i experienced in a previous run in the "sitzkrieg" mission (https://openxcom.org/forum/index.php/topic,4102.msg129014.html#msg129014) two shots may get the job done... while panzerfaust three...if so the faust should be  less expensive and more common over the LASS...well i don't know again.  :-\

In the mid game when the gal are well enstabilished a a "crime force" the "infested cellar" seems to lose its sense, maybe it might be replace and disabled by another mission unlocked by some research/player choices
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on October 08, 2020, 03:24:24 pm
LASS is kinda more powerful in a way, it has less raw power by 60, but the panzerfaust has a rather steep damage dropoff of 30 per tile. This means the lass is a bit more reliable on average then the panzer. A low damage roll can often mean that the panzer's additional hits against 2x2 units fail to penetrate since 2 suffer -30 and the last -60.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on October 23, 2020, 03:15:35 pm
I'm just around 1.5% in according to research progress but already have a few I'd like to suggest:
There, only that (for now) :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on October 23, 2020, 03:23:20 pm
1. no
2. ctrl + MMB
3. no
4. maybe
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on October 23, 2020, 05:17:23 pm
5. Mouse wheel activation over category drop-down menus. There's plenty of them all over the place. Simple cursor hover would enable wheel to scroll through them (without additional scroll bar). For convenience sake, as addition to existing click&select method.

Thanks for #2, it helps greatly. But now I have more suggestions about just that.
With plain MMB it's seemingly random if it goes to BP or TT (tech tree), depending on item. At least I can't make any sense outta the rule. Wouldn't it be more useful if it goes BP by default in all cases except if it isn't researched yet. If TT comes up it'd be easy to tell what to prioritize. As a newbie the most important part in Fence section is figuring out what is crap and what is worth to keep quickly and since done often reducing clicks is of high interest. Seems beneficial to put extra CTRL requirement exclusively on forcing TT even if BP entry exists (already researched). TT, for me aka newbie, is far less used option in Fence screen. If there is a reasoning behind how it currently works, I suggest making user option between how MMB and Ctrl+MMB behave (BP or TT).

Also Fuso Knives and Cattle Prod (not yet researched) for example are completely unresponsive to either method. Because they're bought items only? Still, I don't get it. TT would be useful if working as described above.

Thanks fer your time.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on October 23, 2020, 06:40:27 pm
5. no

Thanks for #2, it helps greatly. But now I have more suggestions about just that.
With plain MMB it's seemingly random if it goes to BP or TT (tech tree), depending on item. At least I can't make any sense outta the rule. Wouldn't it be more useful if it goes BP by default in all cases except if it isn't researched yet. If TT comes up it'd be easy to tell what to prioritize. As a newbie the most important part in Fence section is figuring out what is crap and what is worth to keep quickly and since done often reducing clicks is of high interest. Seems beneficial to put extra CTRL requirement exclusively on forcing TT even if BP entry exists (already researched). TT, for me aka newbie, is far less used option in Fence screen. If there is a reasoning behind how it currently works, I suggest making user option between how MMB and Ctrl+MMB behave (BP or TT).

How it works:
Code: [Select]
if (TT topic exists AND NOT ctrl_Is_Pressed)
{
  show TT
}
else
{
 show BP
}

I don't like it either.

Reason is: first there was only TT and no problem... then people wanted BP too and there was a big discussion and a million opinions and the current solution won, against my opinion.

PS: to figure out whether to keep something or not, you don't need TT or BP in my opinion.... you need to know whether it will be used for any manufacturing in the future or not (which you can get by R-click)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on October 23, 2020, 08:05:01 pm
Yeah, people and their opinions... Don't have to tell you about it :)

R-click is good but not fool-proof because it doesn't show research dependencies (probably rightfully so: clutter extravaganza). In extreme case like Krazy Hanna path, Light Machinegun is a valid sell despite apparently being a research bottleneck (according to extensive The Newbie Guide a user made here). Not that I'd sell unresearched item but still, being the organizational maniac that I am, R-click isn't all that convincing.

Will make do with what I have, no probs!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on October 23, 2020, 10:09:45 pm
and what about some 1980' flash gordon movie hardware? (https://www.google.com/search?q=flash+gordon+movie+weapons&tbm=isch&ved=2ahUKEwiMhfvcs8vsAhW1wQIHHfK0AWwQ2-cCegQIABAB&oq=flash+gordon+movie+weapons&gs_lcp=ChJtb2JpbGUtZ3dzLXdpei1pbWcQAzIFCAAQzQI6AggpOgQIABATOgQIIRAKUM-8AVjEnQJg2KACaAZwAHgAgAG4AYgBixKSAQQwLjE2mAEAoAEBwAEB&sclient=mobile-gws-wiz-img&ei=8yiTX8y_I7WDi-gP8umG4AY&bih=774&biw=412&client=ms-android-samsung-ga-rev1&prmd=isnv) and vessels? (https://www.google.com/search?q=flash+gordon+1980+ships&tbm=isch&ved=2ahUKEwjXkq3ptMvsAhUQ76QKHcFhBigQ2-cCegQIABAB&oq=flash+gordon+1980+ships&gs_lcp=ChJtb2JpbGUtZ3dzLXdpei1pbWcQAzoFCAAQzQI6AggpOgIIADoECAAQHjoECAAQEzoICAAQCBAeEBNQjWxYoJEBYKaUAWgAcAB4AIABsgGIAZUUkgEEMC4xOJgBAKABAcABAQ&sclient=mobile-gws-wiz-img&ei=GiqTX9cdkN6TBcHDmcAC&bih=774&biw=412&client=ms-android-samsung-ga-rev1&prmd=isvn) or if you like the 1936 style...de gustibus!! :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on October 24, 2020, 09:12:31 pm
Tracking of real-world time spent per playthrough, similarly to Steam. Maybe adding a line just bellow pirating career tracker in Chronicles screen. Since mod is colossal in size it would be a cool piece of info, to compare with other huge time sinks or just for bragging rights.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: R1dO on October 24, 2020, 09:28:24 pm
Not sure if this is what you meant, but there already is a known workaround for tracking you time through steam. See:
https://openxcom.org/forum/index.php/topic,8049.msg125104.html#msg125104 (https://openxcom.org/forum/index.php/topic,8049.msg125104.html#msg125104)
or
https://openxcom.org/forum/index.php/topic,1609.msg14847.html#msg14847 (https://openxcom.org/forum/index.php/topic,1609.msg14847.html#msg14847)

If you want openxcom to track time spend per mod play-through it would involve storing a time counter variable in the save files. That requires implementation in the engine, not the mod.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on October 30, 2020, 03:29:58 am
@R1dO
Thanks bro, but it's too much of a workaround. It'd fekk regular game play-times. I knew about the technique but it really is barbaric. Wish Steam was more open about their game launching procedure so we could intercept it. Their support shut me down immediately (probs a bot) and no one on Internetz knows the details afaik. Even if I'd work it out it would still remain undesirable solution I'm afraid.

Anyhow here are couple new wishes. One a shower thought, the other to remove an annoyance of the Nth degree.

What do you say about Armored Vaults also having 5 prisoner space built-in? It would help a tiny bit dealing with early influx of prisoners, without having to build another Prison. Base space quickly becomes a luxury commodity anyway so any extra square is like a drop of water on your hand you must preserve. Logic/Lore wise it seems plausible to makeshift a tiny secure room in there, it's armored kind after all. Plus it would make decision to sell AV in favor of 2nd extra early Brainer a bit more difficult. Dunno how it fits in the grand scheme of things though as I only made it to 6% so far. Maybe extra worker space AV provides would decrease by amount of prisoners you let in.

The (mega) annoying part is specific case in manufacture screen. Specific but frequently used. By default when you scroll down and MMB an item somewhere in the middle of a huge list, then AYE yourself out - list remains scrolled where you left it. BUT if you do that after changing CATEGORY drop-down, scroll down to inspect and exit - you will lose some hair every time as it puts you back into "All Items" listing while of course resting the darn scroll position as sugar on top. Can it be made to it remembers scroll position for selected CATEGORY, at least until you exit production screen? I see that when it throws you back, All Items list is moved by same amount of lines you scrolled in specific category. May be worth a look.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on October 30, 2020, 02:32:30 pm
If you cheat like you do, ofc decision to sell the vaults is an easy one - you can cheat your ass out of any sudden attack on your base, so its defensive capacity is useless.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on October 31, 2020, 07:32:43 pm
The (mega) annoying part is specific case in manufacture screen. Specific but frequently used. By default when you scroll down and MMB an item somewhere in the middle of a huge list, then AYE yourself out - list remains scrolled where you left it. BUT if you do that after changing CATEGORY drop-down, scroll down to inspect and exit - you will lose some hair every time as it puts you back into "All Items" listing while of course resting the darn scroll position as sugar on top. Can it be made to it remembers scroll position for selected CATEGORY, at least until you exit production screen? I see that when it throws you back, All Items list is moved by same amount of lines you scrolled in specific category. May be worth a look.

Fixed.

PS: out of curiosity, why do you even use MMB here? It doesn't give any additional info on this screen, compared to LMB.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on October 31, 2020, 08:26:35 pm
Not fixed :)
LMB now behaves as I hoped MMB would. Frankly I haven't even used LMB there in a way that would cause the problem because it was always after MMB inspection. Meaning there was no need to return to previous position/category, it was fire and forget after production decision was made.
LMB changes color coding of production activity after exiting the following screen, while MMB leaves it intact. I use this subtle but important difference to somewhat organize the ever-growing list in quickest way possible. Gotta use everything at my disposal. Please, is it possible to apply this behavior to MMB? To remember scroll position & category selection, but not change line color.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on October 31, 2020, 08:54:01 pm
Not fixed :)

I didn't say it was released, I said it was fixed.
It will be released with the next OXCE version.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: xcomfan on October 31, 2020, 10:54:06 pm
In L5 there are a couple of new startin mission, the "haunted forest" and,  well that's not strictly a mission, the ability to intercept necropirates riding a farm ran ny uber gals which if we save might recruit  8)

I'd like to see aome more of such, one at least involving ratmen or stormrats, the latter i see are featured only in the !highway house! mission :P

I like talso ddiction that you cold recruit damsels, thouth these should be a bit more skilled than peasants, would like to see a couple of specific armors for them too, for instance some here (https://www.google.com/search?q=fantasy+female+armor&tbm=isch&ved=2ahUKEwi4sZ_j29_sAhVZkaQKHS9XDkYQ2-cCegQIABAB&oq=fantasy+female+armor&gs_lcp=ChJtb2JpbGUtZ3dzLXdpei1pbWcQAzICCAAyBggAEAcQHjIGCAAQBxAeMgYIABAHEB4yBggAEAcQHlAAWABg1poIaABwAHgAgAGVAYgBlQGSAQMwLjGYAQDAAQE&sclient=mobile-gws-wiz-img&ei=TM-dX7jbOdmikgWvrrmwBA&bih=678&biw=412&client=ms-android-samsung-ga-rev1&prmd=isvn)...

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 01, 2020, 03:21:11 am
In L5 there are a couple of new startin mission, the "haunted forest" and,  well that's not strictly a mission, the ability to intercept necropirates riding a farm ran ny uber gals which if we save might recruit  8)

Both of these missions are old. Haunted forest I think is from L4, the necropirate one has at least a year.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 01, 2020, 03:10:29 pm
I like talso ddiction that you cold recruit damsels, thouth these should be a bit more skilled than peasants, would like to see a couple of specific armors for them too, for instance some here...

If youy wanna be very fussy about it, better the damsel have their own kind of armor, 3 or 4 would be more than enough, better named after noble titles, like "dukess" and so on.. maybe in later version, who knows
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on November 01, 2020, 05:19:37 pm
If youy wanna be very fussy about it, better the damsel have their own kind of armor, 3 or 4 would be more than enough, better named after noble titles, like "dukess" and so on.. maybe in later version, who knows

It could clash with pirate titles, though, since many are noble titles.

I personally think "Renaissance jobs" would fit, like scribe, merchant etc. But I'm not confident enough about this idea yet. :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 01, 2020, 08:37:09 pm
It could clash with pirate titles, though, since many are noble titles.

I personally think "Renaissance jobs" would fit, like scribe, merchant etc. But I'm not confident enough about this idea yet. :)

Other possible solution: rename the peasant ones eg: peasant militia to militia, peasant fusilier to fusilier and so on...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 02, 2020, 01:37:47 am
Damsels are burgeoisie, not nobility.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 02, 2020, 10:20:39 pm
Damsels are burgeoisie, not nobility.

Actually, true. What about a marquees armor, here (https://www.ebay.com/itm/Medieval-Armor-FULL-SET-Of-Lady-Larp-Elf-Princess-of-the-war-/143053787870). Well "fusilier" isvnot that poetic, id prefer trooper (https://community.fantasyflightgames.com/topic/260808-female-stormtroopers/)  :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on November 03, 2020, 03:45:42 am
First of all, massive thanks to the developers of Piratez, as well as everyone helping out. Having enjoyed this mod a lot, I've tried to cobble together some assets. Here's an armor suit/mech/whatever made with the goal of testing just how large can a single tile fully animated unit be. Right now all animations work smoothly and it's time to do the fun part - the actual body. Taking suggestions from everyone here as to what extra additions and/or faction livery it could use before finalizing and making supplementary images for pedia/corpse/icon. Here's a couple preliminary versions: plain black slab onto which a viewport can be added, or, well... Trollen-Lagann.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 03, 2020, 03:27:49 pm
These sprites are quite impressive. I don't know if they need anything more (and if they would, it can easily be added later; easier to add than to remove). The hardest part is always the animation (or, in your case, equally hard was fitting them into a single tile). Personally I was thinking about some kind of extra heavy armor for Gnomes and/or Lokk'naars.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 03, 2020, 07:33:48 pm
@EryliaStarheart: very excellent work

@Dioxine: i saw there are a spear, a pike and even a boathook, wonder if in the mod is present an halberd. If not, it might be added along a new kind of armor, halberdier, what do you think about? As for noble titles, there are a few clues here: click (https://www.infoplease.com/world/social-statistics/whos-who-monarchy).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on November 03, 2020, 08:16:23 pm
Well, there is a bardiche :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 05, 2020, 07:36:21 pm
Well, there is a bardiche :)

Actually it's not unlocked along the basic research as happens with the pike, it should ba avaiable when "privitive weapins" topic is completed, i think
Title: Re: Stuff I'd love to see in XPiratez!
Post by: dogwaffles on November 07, 2020, 06:52:58 am
stuff I'd like to see in this mod:
  - more master-crafted weapons, and upgrades for those that exist (commando rifle +), special ammo types for those weapons (emp, stun, electrical, bio, mind, ...) -master-crafted weapon parts are hard to come by, and losing them or their products is hardly game-breaking...
  - more freighter-type raids for rare parts. this is done well with gold freighters. right now i'm bottlenecked by magischen motors, which could be a good start for raiding to thrive.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 07, 2020, 06:50:41 pm
stuff I'd like to see in this mod:
  - more master-crafted weapons, and upgrades for those that exist (commando rifle +), special ammo types for those weapons (emp, stun, electrical, bio, mind, ...) -master-crafted weapon parts are hard to come by, and losing them or their products is hardly game-breaking...
  - more freighter-type raids for rare parts. this is done well with gold freighters. right now i'm bottlenecked by magischen motors, which could be a good start for raiding to thrive.

Agree on that, plus some differences between halberd and pollaxe, if might be of some inspiration, here (https://www.quora.com/What-is-the-difference-between-poleaxes-and-halberds)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on November 09, 2020, 03:19:36 am
Here's the Skull Strider (Feel free to name it whatever) animation sheet. Tested, no real visual artifacts. As this was based on a Lokk armor, it uses the close-to-ground weapon positioning. Will do the misc. images soon. Still not sure where does this fit on a tech tree, maybe based on a heavy Technocracy bot. Would be easy to make an enemy version by replacing the main body with something more conventional that looks like Gort.

Pedia text should probably address the looks. Something like "FITTING THIS ARMORED BEHEMOTH INTO AN INFANTRY TRANSPORT REQUIRED COMPROMISES ON HUMANOID FEATURES SUCH AS AN ACTUAL HEAD. LOKK'NAAR PILOTS INSISTED IT STILL NEEDED AN INTIMIDATING FACE, SO WE DID WHAT WE COULD." Again, just suggestions.

Got a lot of sprite materials to work with to make more armors for other soldier types, probably with matching skeletal/pirate regalia look but different and unconventional roles. After a tanky Lokk, how about a support Syn, firepower peasant or speedy SS? Might take a stab at a vehicle, if I could figure a nice way to split it into tiles and back without much room for error.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 09, 2020, 07:23:29 pm
Really nice! I'm going to add it for sure once you make the misc. images (mainly paperdoll). I will probably also add the eyes to this :)
Main issue with armors is these races who are common but have very little options - like bugeyes, gnomes (Syns have a lot of them for their rarity). Peasants and SS are less pressing, but more options is always better (best example is how many I made for the gals, lol).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on November 11, 2020, 07:06:20 am
In retrospect, I think I -can- make the goofy eyes work.

Going to do the corpse item now. Once I'm done with everything, will send the entire package with updates.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 11, 2020, 04:28:44 pm
Very nice picture! Could you however make the teeth a more dominant feature? Ofc as an alternative. This one looks more dwarven than goblin :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on November 12, 2020, 10:10:39 pm
I didn't say it was released, I said it was fixed.
It will be released with the next OXCE version.
The waiting is killin me. Thanks for fixing it! :)

I'm bringing it up because there's another oddity related to two drop-down boxes in the same production screen. Hoping maybe you could fix 2 things with 1 stroke before the next update deploys. Here's the thing: let's say you select a category on the left (Supplies: OK) then narrow it further with the right box - everything is super duper. But the other way around (right, then left) resets the damn right-drop down box. It shares unwanted behavior of resetting itself to "All Items" with MMB press, by using slightly different procedure this time. Could you also make it so the right box stays on selected category too, in this case too?
Usually right box is enough to make a decision so it's a proffered method, then further narrowing with the left if needed (more common as list grows larger). From experience using left first just leads into click-fests so I don't rely on that order.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on November 12, 2020, 10:54:20 pm
Could you also make it so the right box stays on selected category too, in this case too?

Not really.

The right box is refreshed when the left box changes.
The category you have selected might not even be available in the right box anymore.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on November 13, 2020, 06:46:12 am
There, fixed the requested parts. Seemingly done with this one - but feel free to contact if you feel adjustments are needed, or change the sprites yourself as you wish. I'll contribute more stuff as time permits; how about a heavy HK enemy bot that's supposed to be research prerequisite to this thing? Also got ideas for more exotic armor for rare soldier types. For example, bugeye suit inspired by protoss zealot / covenant elite / turian armor from ME.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 13, 2020, 11:29:45 am
#EryliaStarheart: ggreat wotk, thanks!! For the anime fans, how about some ideas on the underrated "saber Raiders"? Here is the tv theme.


Sidenote: having whatched here  (https://ksr-ugc.imgix.net/assets/004/493/746/88076b306f2025dbcb491b8a24a803f8_original.png?ixlib=rb-2.1.0&w=680&fit=max&v=1442221150&auto=format&frame=1&lossless=true&s=5d5c6ce701da5fd1d28da219464746fe)and here (https://i.ytimg.com/vi/MGwszjDl1UA/hqdefault.jpg) wownder it it was some kind of source for the power rangers.

Edit: oh, what about a mini blunderbuss (https://www.knifecenter.com/item/AR221094L/denix-replica-18th-century-english-blunderbuss)? Gals might devise it in initial research as infiltration weapon
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 14, 2020, 07:02:15 pm
There, fixed the requested parts. Seemingly done with this one - but feel free to contact if you feel adjustments are needed, or change the sprites yourself as you wish. I'll contribute more stuff as time permits; how about a heavy HK enemy bot that's supposed to be research prerequisite to this thing?

Well new enemies are much harder to integrate than new armors, since new enemies needs new missions to appear with; so I cannot guarantee it in any way, unless you had a good case/idea for a mission that can advance or enrich one of the existing arcs. But I already have a pretty good idea where to place the striders on the tech tree :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on November 15, 2020, 06:42:12 pm
Understandable. Alright then, hope you figure out a place for a space wizard (probably bug or peasant) power armor because that's coming along fairly well ;-)

And as of enemies, I've been wondering what do you consider in need of update the most. I'd say the Star Gods themselves are pretty barren asset-wise. I get that their schtick is being ascetic and outwardly unimposing, but there are ample good quality sprites of menacing hood-and-cloak figures out there and I can fairly easily rework them into something consistent with but distinct from default ethereal.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on November 16, 2020, 01:28:49 pm
Technocracy lacks any enemies, basically I can't remember any but Terminators.
It would be nice to see some cyborgs to fight with and as a shamefull self-ad, I got few sprite-sheets ready, with paperdolls that probably require a small bit of polish.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 16, 2020, 04:40:25 pm
What would be nice might be to have some more diverging paths in the research along the game, for instance picking between the deminuc essence/powers and ultratech stuff, but might need a revision of the research tree,  example here:

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 17, 2020, 06:15:43 pm
And as of enemies, I've been wondering what do you consider in need of update the most.

Frankly, none that I can think of. I'm pretty much content with all enemies in-game, and I have a lot more prepared for introduction (I just try to be realistic - I don't dream up enemies which I cannot produce, since there is nobody who can help me with this). But it doesn't mean that if someone proposed superior or improved design, I would disagree.

Technocracy: It has far more units, but they're not introduced yet because not needed.

Magic vs. technology: Lmao. "Magic" and ultratech is one and the same.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Malekh on November 17, 2020, 11:08:12 pm
Throwing out a mission concept:

!Gnomes und Pantzu...err...!

Overview: Bunch of armored (read 'in Combat Units') Gnomes vs bunch of armored vehicles.

Mission Intro: (something along the lines of: ) Our Gnomes informed us of an upcoming slumber (or was it thunder?) party. They plan to get together with their peers and discuss about the superiority of their vehicle designs. Sounds awfully academical and boring so hardly anyone is interested in attending (The brainers, who were, seem to have an absolutely horrible hangover today and seem to have blacked out in random boxes around the hideout). Anyway, if we want we can send some Gals along, the Gnomes even offered to share some homemade beverages during the trip. Party time?

Participating units: Gnomes only, everyone else gets boxed/is not allowed in mission. (Non-piloted vehicles might be also allowed).

Armor: All piloted vehicles Gnomes can pilot (AC, (Hover) Tanks, Bombards, Gyros, Mechas and XEC's. Not sure about Mechas and XEC's - might be too powerful. Then again, I'm not suggesting the mission for big rewards, but rather for new and hopefully unique game-play feeling, so I don't really see a reason to limit them).

Enemies: (Hover) Tanks, AC's, Cyberdiscs and other similar 2x2 units

Vehicles: Basically anything that can carry at least 1 2x2 unit (heck, Zeppelins should love this mission).

Map: I mostly see the mission happening in large (empty) deserts or medium sized (cluttered with destructible stuff) urban/jungle/forest areas. or basically anything that gives easy access to 2x2 units.

Rewards: Nothing big, maybe some dolaro chips/booze/slaves or 'Gnomey' items.

Risks: Either minimal (assuming they use paint/chalk munitions and non-lethal lasers) - no units/vehicles lost in mission even if 'killed'/mission lost (the rewards should also be minimal -  mission mostly for fun). Or standard (you keep all killed bodies/wrecks in addition to some 'Prize' for the event - They are certainly crazy enough to use real munitions in their 'games'. Losses are also standard). Either way infamy gains should be zero or near-zero as they are a rather secretive bunch.

Tech: Obviously Recruiting Gnomes and either Tanks or AC's (maybe something more?)

(Occurring frequency: Once a year? Maybe twice, to celebrate some-sort of global Gnome birthday party or something?)

Will it enrich/advance the storyline? Not sure... could be nice background addition to Gnomes. Maybe I could/should write an accompanying  Gnome Tome/data entry about slumber/pantzu party?

Edit: Ooh... and would be kind of fitting if the background music could be an instrumental synthesizer version of Katyusha (or the refrain parts of it).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on November 17, 2020, 11:08:44 pm
Magic vs. technology: Lmao. "Magic" and ultratech is one and the same.

Actually, mine was just an example, nice'd to have some more alternatives
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on November 18, 2020, 12:58:21 am
Throwing out a mission concept:

!Gnomes und Pantzu...err...!


I love the idea... and also I came up with a gnome-only puzzle mission you need to complete to get access to this one. However, if someone submits some sort of cute tank that can be used as enemy in the proposed mission (chibi Sherman or really, whatever looks nice enough), that will drastically improve the chances of it happening :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on November 18, 2020, 02:45:10 am
Quote
I don't dream up enemies which I cannot produce

Animation is a bitch, but sometimes frame-saving measures, particularly on arms and legs, can result in actual interesting enemy designs. For instance, there's a possibility for assorted high ranking folks on small hovering devices (Punks on hoverboards, Church leaders on floating dais, Guild bosses in flying executive chairs), as well as creatures whose movement frames involve burrowing (small stone vibration animation copypasted for all directions, body only drawn on "legs stand still" frames), or moving a dimensional portal around. I can whip out a few concepts or take requests once I'm done with this thing. Can't promise to become a constant contributor due to life circumstances, but I will try to send more stuff as I'm very interested in the progress of this mod and glad to see a framework modular enough to accept contributions. Just need to figure out how to split/reassemble four tile units without it being a huge pain in the ass - I tried to fix up the limp in the mech suit unit (the yellow one) and messed up.

For anyone else reading this topic: You've heard the man, he needs any potential skills you might have. Pixel art isn't hard, literally anyone can make something worth of contribution. Take a sprite sheet for the troublesome parts such as legs from another game, the bulk of the model is in the torso. Here's what I'm doing right now:
Title: Forward scout report
Post by: Nilex on November 24, 2020, 09:59:25 am
In case it's possible or not implemented already:

Thought it would be worthwhile to gradually populate the briefing screen with some kind of enemy composition and numbers, to allow for better preparation during soldier equip phase. Separate from Hyper-Wave, a rough estimate spotted by the pilots during approach. It would serve realism, immersion, and not to mention avoid going back to that 1x1 equipment dump tile as soon non-standard enemy is encountered. Only way to avoid this hassle is always having counters to all possible situations, but that leaves far less room for standard stuff (creating far more hassle). Idea sounds great my head while I'm ironing out the details (degree of accuracy depends on previous research, being purposely misleading with camo units present until camo is researched, stuff like that) but the main question is can it even be done?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on December 01, 2020, 09:38:55 pm
THE BIG STORE
=============

Like an Exquisite Mansion but you need Stealth stuff to break in
(Ninja, Ghost, or Rags, not typical infiltration).

This is an enormous Warehouse, its all indoors with several floors of empty air before you hit the roof.
Likely a Trader's Guild thing. You shoot or break boxes and you find things.

It might be possible to kill or subdue/surrender everyone - but it can be more of a pac-man ghost run with Tanks and Marsec chasing you around so that its just a literal shopping spree. The pest exterminator guys will be interesting since they can fly.

Inspired by willy wonka and the chocolate factory, the bio-dome, and the area 51 warehouse from indiana jones with the ark.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Malekh on December 03, 2020, 11:07:10 am
I love the idea... and also I came up with a gnome-only puzzle mission you need to complete to get access to this one. However, if someone submits some sort of cute tank that can be used as enemy in the proposed mission (chibi Sherman or really, whatever looks nice enough), that will drastically improve the chances of it happening :)

Glad you like it, penned down a bit of an adaption from it:

Mission Intro: Hey, one of our gnomes gave us an invite to an upcoming slumber-party (Or as she called it, Pantzu party). The gals are itching to go and have spent the last few days picking their best nightgarments (the gnomes insist on going fully armored though, I wonder why?). Time for party will be somewhere next month!

Outro text/Research debrief for whatever is found: So, umm... you know... , when the Gnome came up and asked "Wanna join our upcoming party? Pantzu...arr party is going to take place next month." So... I... kind of assumed that she was trying to blend in by using our jargon. However it seems that that "arr" had an entirely different meaning. I blame semantics and other voodoo. Anyway (add there the description of whats found/ how story progresses).

Participating units: Add gals in nightgrown armor to the list (Time for them to get the civilian experience - run around frantically, trying to find something to hide behind while munitions the size of their head are flying around). (also no weapons/explosives - the vehicles carry their own, munitions ok).


As for cute tanks, I know Epic 40k Final Liberation has a ton of imperial/Orky vehicle sprites that could be used as ideas/conversion basis (I think the bombard looks like something out of it, I might be off though).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on December 09, 2020, 12:13:51 am
Discussion about night combat in little questions tread gave me an idea that I'm not sure is technically feasible, as in if it is supported by openXcom engine, but here I'll leave it just in case it is, or someone can concoct some workaround.

Basically idea is that using or even just holding certain types of weapons produces light source. For example discharging a gun creates light source in square it is fired form, and that light source last only one round, basically imitating gun flash or whatever is equivalent for energy weapons. How much light is created and for how long could depend on weapon used and ammunition used. For example something like a crossbow, knife, javelin or suppressed pistol would generate no light either when carried or used. Machine-gun could generate more lite when fired full auto then when use in aimed or snap shot, and that light would last for only 1 round, and things like flame arrows in hunting bow, flamethrowers and plasma daggers could generate constant slight light similarly how personal computer (https://www.xpiratez.wtf/en-US##STR_PADD) does right now.

Idea of this design is to force players to pick their equipment for night battle more carefully, give advantage to more primitive weapons during night combat, as well as to punish both players and enemies that use long range sniping tactic from darkens during night combat.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on December 09, 2020, 04:06:25 am
Well this would be quite great (muzzle flashes), even if a very blunt tool (darkness in Xcom is binary, so most guns would simply be massively disadvantaged compared to others), but I don't think it is possible to do in any way.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on December 09, 2020, 04:33:55 am
Meridian stated somewhere that changing base dimensions is a no-go forever. But I just had a shower thought. Going in X and Y direction is so early '90s and two-dimensional. What about digging down a level? Technically feasible in OXCE? New buildings keep piling up and with them so are compromises.

It would come at a huge price to unlock 2nd level, maybe gated behind building all 8 bases first or something (to allow space for basic UI multi-level support), and mid-game related research (Industrial Tools and stuff like that, new ones too). Some restrictions could apply like radar being on top level as well as hangars (duh), bottom lift must be at same coordinate, that sort of stuff.

Someone pull his ass off HoMM3! (not stalkin... search engine gave me his videos as solution to two particular problems already :p)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on December 17, 2020, 06:13:20 pm
I'm not gone anywhere and am in fact doing another armor. The previously posted one is postponed due to leg animations coming out wonky, this one has walk cycle fully operational and arms almost done (not in picture yet) so likely to be finished first. Concept basically includes Doc Ock style back-mounted servos with either weapons or blades and visible cabling to helmet to allow for neuralink teleoperation. Also considered shoulder cannons, massive jetpack, or any other back-mounted gear, as well as recoloring it red/black to match Skullstrider (aiming to make a cohesive line of endgame-viable suits for various soldier types, eventually). Can adjust as requested, based on what soldier type, stat loadout or gimmick the devs consider the basic shape most appropriate for.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on December 17, 2020, 10:40:22 pm
^^ that skulls guy just seems to me like yautja (predator)  :D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on December 17, 2020, 11:26:24 pm
Armored, flying, tamed werewolf. What's there not to like.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on December 19, 2020, 09:38:34 am
We already have multiple condemnations that reward focus on specific weapon or weapons types, but have no condemnation that reward diverse weapon usage. Thus I'd like to propose new condemnation:

Eclectic Warrior


to attain N rank in this condemnation you have to have N number of kills/stuns with 3xN number of weapons. So for rank 1 gal has to have 3 different weapon with ad least 1 kill, and to attain rank 10 she has to have 30 weapons with 10 kills with each weapon.

Benefit could be something like +1 to Marksmanship, Trowing and Melee per rank, or whatever else Dioxin finds balanced.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on December 19, 2020, 05:21:18 pm
the liquid,/gas Nitrogen Gun, as kind of stun damage weapon

(or even better described, - as stun, /FREEZEing type of dmg.
Main purpose of  such gun - for live-capturing of high tier ranks members of enemy factions

(inspiration from Predator 2 (1990) movie)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on December 20, 2020, 04:07:34 pm
It already is in the game. Standard mounted weapon of space pod, available on missions in space when your soldiers don't have appropriate suit.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on December 21, 2020, 08:51:00 pm
More updates on the WIP. Decided to strap huge honking engines in the shoulders and otherwise make the suit sleek and aerodynamic. Basically all done except misc images. Still might do a recolor.

Probably should be an SS suit, less armor than Testudo but shields and mobility - seen quite a few complaints from people that men don't have useful options in the endgame. Of course, I'm leaving actual balance to the coders; feel free to implement the model however you like.

Still looking for a name. Not necessarily "Skull-something", but I'd like all my suits to have a consistent theme in look and naming.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yankes on December 22, 2020, 02:21:35 am
One problem this graphic have it in different style than rest of game, other unit graphic do not have black outer lines.
This can have drawback like mutons over grass but this is more mutons faults that graphic style fault.

I think this graphic would work 10 time better if it would fit more current graphic style.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on December 22, 2020, 07:15:56 am
I agree that this doesn't suit the look of the game very well, however, if anything, mutons on the grass have the exact opposite problem. If they had an outline, things would be different. In XPiratez, some units with muted palettes and sprites adapted from CG or claymation (which means more gradients than crisp lines) like bloodhounds have a similar issue of visual clarity that can be quite irritating. I'd say outlines don't look too artificial if the actual unit has the same color on the inside. Will try to mask their presence as much as I can, considered quite a few tricks for that; the entire armor is supposed to be in a darker color scheme anyway, which I'll adjust once done with the detail.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ultimoos on December 29, 2020, 05:21:02 pm
I have an idea for infiltration mission. Gravball championship.

Ahoy captain! Another gravball championship is coming and a group in our crew officially applied for participation. No idea how they came up with that, however we've received a reply. Judging by terms used in the letter like "filthy mutants" and various sexual innuendos which caused some of them "fair maidens" to get even more excited, as you could guess, it was a rejection. They even referred to the rule book where it clearly says that "No mutants allowed". But rules exist to be broken and we can "participate" in games through our piratey means.
The plan is as follows. We sneak in during the finals and take the main prize while everyone is occupied watching the mach. Of course we'll need to be discrete about this.

Or something like that.

The map would be a stadium with 2 "teams" of ballers in the field. Many unarmed civilians in tribunes. The "prize" would be located in a room below tribunes guarded by 2 policewolfman?And consist of bejeweled cup and considerate amount of money items.
On the opposite side of the stadium would be a VIP room with a rare and expensive person. So you would have to divide your forces if you wanted both prize and rare catch.
This mission is not supposed to be won by clearing the map of enemies so time limit is a must, but it should not be impossible either. Routs from landing area should go below tribunes so you do not have to cross the field and deal with ballers at all. Your enemies should be the guards protecting the important rooms and an occasional paser by.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on December 31, 2020, 01:37:49 pm
In an early game mission where is to be defend the farm from necropirates - cannot remember the name - among the loot instead of getting always a castaway gal, the change to get a peasant or a gal should be set at 50% of each other  :-\ would make more sense and a bit more realistic
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on January 02, 2021, 02:05:13 am
Your not wrong Gijoe, but there is a bit of game balance at work here. That particular encounter is very much part of the tutorial stage of the game, Necros are the first fight that the gals don't outclass by a hilarious margin aside from RNG zombies.

It exists to teach you to fight on somewhat even terms(Maybe even a little behind), with a big potential reward as the carrot. Trust me if there where not 3 gals on the table the table everyone would nope out and never take the risk. A previous iteration of the same encounter was deemed unplayable by the masochistic sect of the community that plays on Jack Sparrow  :P

 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on January 03, 2021, 03:18:16 pm
Your not wrong Gijoe, but there is a bit of game balance at work here. That particular encounter is very much part of the tutorial stage of the game, Necros are the first fight that the gals don't outclass by a hilarious margin aside from RNG zombies.

It exists to teach you to fight on somewhat even terms(Maybe even a little behind), with a big potential reward as the carrot. Trust me if there where not 3 gals on the table the table everyone would nope out and never take the risk. A previous iteration of the same encounter was deemed unplayable by the masochistic sect of the community that plays on Jack Sparrow  :P

ok i did not saw it that way, just for the sake of realism :) but hey, sinece there is doom stuff, why do not add a nailgun, for quake reference? It might have the same damage of the varmint rifle (22) with slight less range and capable only of autox4 fire. Might act a lightmachinegun-wannabe directly avaiable at black market from the start, the description should refer it as a workin tool with occasional combat capability...  ;D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Jimboman on January 03, 2021, 07:33:45 pm
why do not add a nailgun,

There are already TWO types of UAC nailgun in the game.  I guess you haven't come across them yet.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on January 04, 2021, 01:02:45 am
There are already TWO types of UAC nailgun in the game.  I guess you haven't come across them yet.

Yes sir, my interest decreased after i came across some bugs here (https://openxcom.org/forum/index.php/topic,4058.msg134873.html#msg134873). Please mat someine post a couple of screenshots, just for curiosity's sake?

Well is the mod compete yet? I mean there is load of things, mybe is coming the time for a final relase i think. Also because the more stuff gonna be added the more bugs will appear...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on January 05, 2021, 03:47:41 am
Yes sir, my interest decreased after i came across some bugs here (https://openxcom.org/forum/index.php/topic,4058.msg134873.html#msg134873). Please mat someine post a couple of screenshots, just for curiosity's sake?

Well is the mod compete yet? I mean there is load of things, mybe is coming the time for a final relase i think. Also because the more stuff gonna be added the more bugs will appear...

Mod is far from complete, most of the end game and the divergent story paths are barest bones. As far as bugs go most things get fixed within a patch, or you can go on the discord since usually individual fixes get out pretty quickly, but Dioxine trys to not get bogged down in purely bug fix patches. Cardinal rule of patches, it fixes something while something else breaks.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on January 05, 2021, 05:16:04 pm
Almost done with this thing, just the corpse sprite remains. Can still change things if requested. "Man o' War" name likewise provisional.

"Every galactic empire has to begin somewhere. All of the intimidation factor of a faceless elite stormtrooper, none of the budget cuts or vulnerability to pesky protagonists."
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on January 05, 2021, 06:24:55 pm
Looks freakin amazing dude!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on January 14, 2021, 08:53:56 am
For manufacturing projects that take up work space (in addition to Runts): would it be feasible to modify default behavior so additional space is nullified when Runts working on said project are dropped to 0, but allowing the project to remain listed?

Since XPZ is a huge mod and lots of stuff is changing in production all the time it's quicker to drop Runts to 0, start another project until it completes, then return to original production - without going through laborious process of shutting down original production (to free up space) and restarting it. Another nice benefit over temporary abandoning project is that manufactured item count remains tracked by the game.

An example that made me suggest this: I setup Chemicals (infinite) & Plasasteel (sell) that runs continuously (until something else comes along). It works beautifully but takes a lot of extra space. Then I had to switch to Armor production and only two ways of doing it are to stop C&P -> start armor until done -> start C&P again; or keep C&P listed with 0 Runts and do Armor with a lot less Runt space. Kind of a drag.

Sounds like a great QoL in my head but I dunno how tricky it is to pull off. Mechanic doesn't look exploitable and seems also applicable to vanilla game (although unlikely ever be used due to game simplicity). Basically various checks would need to be shifted to when user increases Runts from 0 -> 1. Maybe a user switch in advanced options or something.

UPDATE
Gotta love it when stuff crawls into my mind just when I'm about to hit post button... I suddenly realized that paused projects (0 Runts) basically have 1 until allocated in production line at all times so my suggestion falls apart. UNLESS... a scheduled pause is coded, so that it occurs as one item is completed but before next one starts. Ah, who am I kiddin... maybe in next life :'(
Title: Re: Stuff I'd love to see in XPiratez!
Post by: EryliaStarheart on January 17, 2021, 02:16:05 am
Well, all assets for this armor suit ready for implementation as you see fit. Another option for the name would be something cheesy related to its skeletal appearance, i.e. "Bonestorm".
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on January 23, 2021, 10:20:25 pm
I need the Non-Piloted Tanks and Armored Cars back.
Very Much So.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on February 01, 2021, 05:20:39 pm
I second that ^^

Got one of my own: let manufactured food (Deep One Pie, Lobsterman Soup, etc) have noteworthy healing properties. Feeling like Tom Hanks in Castaway overhere, surviving on 100% Fish diet. Maybe additionally require them to be dipped in Hellerium for mutant properties to marginally complicate the process if deemed too simple. Freshness drain (bit of a problem with endgame armors) can only be offset with El Cigar afaik so it would synergize well with food heal. On its own Cigar's -6HP is worse than -25 freshness because both take around 2-3 days to recover but injured soldiers cannot pilot vessels. Resulting in Cigar being pointless, or at least figuring out its usage difficult. Not to mention all this Freshness juggle takes armor inventory space which to me is reason enough to ease the penalties and/or increase positive effects.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on February 01, 2021, 07:53:42 pm
Apples and X-buddha cigs also grant freshness. And in my experience the use case for freshness consumables is keeping a few on hand for really long missions, like space freighter or cydonia. Encounters that you expect to be major goal posts anyway, so the time off is expected in some way.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Greep on February 02, 2021, 05:09:32 am
Well freshness items are also handy on any battlefield just in case you accidentally stasis grenade yourself and end up a gibbering berserking idiot.

That said cigars do have one handy use outside the battlefield: they're more profitable than x-grog and don't require a still, so they're the best new base trade good.  Although they use so much weed you need to make them on site and a whole weed base can only support 1 extractor and a vault.  Better than just selling the weed before you can make wisdom canteens, though.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: username on February 04, 2021, 02:21:42 pm
Freshness drain (bit of a problem with endgame armors) can only be offset with El Cigar afaik so it would synergize well with food heal. On its own Cigar's -6HP is worse than -25 freshness because both take around 2-3 days to recover but injured soldiers cannot pilot vessels. Resulting in Cigar being pointless, or at least figuring out its usage difficult. Not to mention all this Freshness juggle takes armor inventory space which to me is reason enough to ease the penalties and/or increase positive effects.
Death Sticks for freshness synergizes with Vampiric Swords, you don't care about minor health loss when you're just gonna steal it back from someone else and end the mission with full HP. But you didn't choose Red, so maybe you want to go home and rethink your life.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on March 06, 2021, 07:49:36 pm
Got this idea about having a in-game spoiler-free list of potential mission sources for various in-game items. Similarly to how we recently got sources for getting, for example, Luxury Fur or Mystery Box via "Produced by" and "Spawned by" categories. I saw lots of questions arisen from people asking where to find rare items. Maintaining personal lists or digging through rule files is kinda bothersome and immersion disrupting. Things could also change in the future, obsoleting any man made lists.

I was thinking of adding something like "Found in" category, initially filled with "???" lines until item in question is actually found. After which ??? would change into actual mission/map name. I'd actually apply the method to existing Produced/Spawned stuff until item is procured by such activity. Allowing the player to receive a sense of permanent reward for his inquisitive nature.

Sounds like a shit ton of tedious work but I like to believe it's worth it. Maybe just limit the list to non-purchasable & non-manufacturable rare stuff. Probably a good idea to wait until mod is close to being finalized before messing with such stuff, if it'll require constant maintenance attention. Anyway just my QoL suggestion, something to consider down the line.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on March 12, 2021, 05:52:55 pm
Some expensive mid/late-game Drug Dispensor that restores Freshness (without or with minimal penalty, not health!), exclusive to Gray Codex. 30 Freshness a turn should do the trick (neutralizing Phantom Whip). Progress could be split with several Dispensor tech types (eg. 5/10/30) if 30 is too sudden.
Magical Cake could become universal late-game Freshness resolver for all Codex (if outfit allows a free hand) with something like 100 Freshness restored along with current benefits (didn't it have FRS buff before L7?). We got Axe murderers cleaning house on turn 1, as Gray user I'd like to become at least half as efficient.
Universal Refresher? Sorry but This Ain't It, Chief :) (not for Gray anyway)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on March 13, 2021, 01:15:00 am
ha!

....(what about) Spice - Mélangé ? haha!

yap, that Spice

(..it would restores freshness, and also few other (spectacularä) effect too, just like in movie(s),/books - little or more clayrvoyance ( = reactions, and PSI,/magicäs) , longevitate, health, etc..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on March 13, 2021, 02:43:09 pm
ha!

....(what about) Spice - Mélangé ? haha!

yap, that Spice

(..it would restores freshness, and also few other (spectacularä) effect too, just like in movie(s),/books - little or more clayrvoyance ( = reactions, and PSI,/magicäs) , longevitate, health, etc..

Hmm, could be exotic drop from Nomads (https://www.xpiratez.wtf/en-US##STR_HUMAN_NOMAD), that already seem to be inspired by dune's Fremen. Nomads spawn very rarely so them dropping something that powerful would not unbalance the game, but would be nice homage to Frank Herbert's work. 

Unrelated to that i want Nubirans, a.k.a. floaters in the game. IDK why we already dont have them as vanilla game has models for them. Perhaps Dioxin simply did not have time to bring them in to game as more then bootypedia Easter egg
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on March 13, 2021, 08:51:25 pm
Thats right
Canny/Necropirate Pogroms
"Its whats for dinner" ™
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on March 16, 2021, 12:31:23 pm
Thats right
Canny/Necropirate Pogroms
"Its whats for dinner" ™

...artwork for bootypedia topic after havin researched "canny gal"?

Anyone likes the following cool track? It's a reintrepretation from the brand new doom's episode "sigil" relased in 2019, i'd like to have a midi verison in the game, suits as hell (emh..) in a battlescape session  ;D

Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on March 21, 2021, 03:01:21 am
Hmm, could be exotic drop from Nomads (https://www.xpiratez.wtf/en-US##STR_HUMAN_NOMAD), that already seem to be inspired by dune's Fremen. Nomads spawn very rarely so them dropping something that powerful would not unbalance the game, but would be nice homage to Frank Herbert's work. 

Unrelated to that i want Nubirans, a.k.a. floaters in the game. IDK why we already dont have them as vanilla game has models for them.



+ Crispel Dagger

(or Krisspell Knife )

https://dune.fandom.com/wiki/Blades
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on March 21, 2021, 11:41:48 am
JELLYFISH (https://www.xpiratez.wtf/en-US##STR_SAPPHIRE_JELLYFISH) needs rework. That ship is a deathtrap as those exit holes at the edges of the ship provide line of sight for enemies on the ground all way to the core of the ship. Just moving two gals that spawn in lover deck in the center of the ship can trigger reaction fire on the first turn. And leaving them there easily can mean their death from enemies they can't even see.

I think simple fix is adding doors at the  place where spokes corridors connect with outer rim of the ship. Even simple placing singe one tile wall at the corewise edge of the exit holes would block LoS from exist holes to center of the ship .   
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on March 21, 2021, 01:16:55 pm
JELLYFISH (https://www.xpiratez.wtf/en-US##STR_SAPPHIRE_JELLYFISH) needs rework.

You mean Jellyfish, the allegedly most OP craft used for "the ultimate defence strategy"? :D

(Well, according to some people. Never used it in my life.)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on March 21, 2021, 05:18:05 pm
You mean Jellyfish, the allegedly most OP craft used for "the ultimate defence strategy"? :D

(Well, according to some people. Never used it in my life.)

Do people really say that? They must know something I missed.  I find shadowbat far superior. Even snake is more useful as interceptor and safer to deeply in. Only thing Jellyfish has going for it is that special weapon one gal imprisoned on top of it can use. Otherwise it is slow, can deploy only 6 gals, cant use axsilia, and worst of it is fill is full of deadly holes that kill your gals.

I say Jellyfish is jellyshit! Anyone prove me wrong!  :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on March 21, 2021, 08:45:29 pm
I like to petition to have exit question under "contacts">"abandon ship!" changed as a homage to best 4X game ever. Now it has simple "abandon ship Skipper?", and I'd like to see it changed to "Please don't go. The gals need you. They look up to you." 8)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on March 22, 2021, 09:17:12 pm
Hellerium Cannonball
suggested damage 80, 86, or 90

...or 96 because it has a jury-rigged Hellerium Grenade in the middle with all the timer bits removed from it (and cost you hellerium grenades to produce at a 1:1 ratio, plus SC wire to shock it into detonation)

All relevant tech pre-reqs of course.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on March 23, 2021, 02:07:24 pm
Do people really say that? They must know something I missed.  I find shadowbat far superior. Even snake is more useful as interceptor and safer to deeply in. Only thing Jellyfish has going for it is that special weapon one gal imprisoned on top of it can use. Otherwise it is slow, can deploy only 6 gals, cant use axsilia, and worst of it is fill is full of deadly holes that kill your gals.

I say Jellyfish is jellyshit! Anyone prove me wrong!  :P

Any craft is better with remodeling. The "trick" that made the jelly optimal for defense was to smash out all the consoles in the upper deck so you could cram all 6 gals around a single elevator and murder anything that came down the spokes.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on March 23, 2021, 03:31:46 pm
Do people really say that? They must know something I missed.  I find shadowbat far superior. Even snake is more useful as interceptor and safer to deeply in. Only thing Jellyfish has going for it is that special weapon one gal imprisoned on top of it can use. Otherwise it is slow, can deploy only 6 gals, cant use axsilia, and worst of it is fill is full of deadly holes that kill your gals.

I say Jellyfish is jellyshit! Anyone prove me wrong!  :P

Yes, actually i tried and it's very weird...also the gal trapped above but shots are possbile only to the line of sight and the gal cannot move....maybe some little modification would be welcome, providing balace won't be altered, of course.

Hay as for dogfight i think some terminal velocity soundtrack would suit fine...go try while playng  :P

Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on March 23, 2021, 06:25:07 pm
Nothing wrong with the gal up top, it's a weapon with way-points afterall. Just make sure the last leg is as straight down as you can get. out the window, up into the sky over the target and back down again
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on April 05, 2021, 03:22:14 am
I think im going to make a Hellerium Cannonball mod.
itll require having hellerium grenades and superconducting cannonball unlocked
it cost 5 hellerium grenades + 2 SC wire to make 5 cannonballs
(basically, remove timer bits and external housing, and stick it in a cannonball)
it do the same damage as a hellerium grenade
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on April 17, 2021, 08:19:26 am
I propose The Solar Courier & Journey Notes (only for Dead Fish) be made available as loot in more missions.

First one can only be found in human pogroms (100%) and the other on Shipwrecked Gal (100%) or Blood Rituals (25%). Nearing 2066 I still have 6 Couriers to research and I've done every single pogrom. Maybe early Civ ships can carry them, or make them buyable after those two VIPs are researched (aurora, kashub).
Second is the only source for Dead Fish research which I also didn't get yet. Shipwrecks stopped showing up long ago and rituals are super-rare in addition to having low chance of having notes. Alternatively make Dead Fish obtainable from more sources.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on April 18, 2021, 10:01:28 pm
I'd like to propose additional "trappings" for resurrected shade (https://www.xpiratez.wtf/en-US##STR_PIR_SPECTRE_UC) gals. Now they are just kinda stealthy, easily destroyed, support units, usually not worth taking up ship slot or even base living space. But what if those ghosts could, like poltergeist, posses and use various machines prepared for them by runts. This could be done with trappings game mechanics. Runts make "traping" machines for gost gals, and they just swap them just like regular gals swap their trappings.

Here are 2 ghost trappings suggestion:

NECRONATOR
(inspired by  Necron Warriors (https://wh40k.lexicanum.com/wiki/Necron_Warrior))

Lore: Our brainers have learned how to assemble parts of Killer Droid Mk.801 (https://www.xpiratez.wtf/en-US##STR_TECHNOCRACY_TERMINATOR_TERRORIST) and some precious gems in to new vessel for our shade gals. This will give them chrome shiny body to use in their quest for glory and booty.

Assets: to save development time simply reuse sprites for Killer Droid Mk.801 (https://www.xpiratez.wtf/en-US##STR_TECHNOCRACY_TERMINATOR_TERRORIST) sense parts for the body are assembled from the same. But necronator shuld be using normal gal weapons instead of Killer Droid integrated weapons.

SHADENOUGHT
(inspired by Dreadnot (https://wh40k.lexicanum.com/wiki/Space_Marine_Dreadnought))

Lore: by expanding on base principles we used to make necronators possible we developed way to make our shade gals even more formidable warriors. Behold the shadenought, the instrument of vengeance by which our shades will dispense justice too those that sent them to the word beyond.

Assembly: simply use mecha suit (https://www.xpiratez.wtf/en-US##STR_WOLVERIN_SUIT) and some precious gems to produce poltergeist mecha

Assets: again to save development time simply reuse sprites,designs and weapons for mecha suit (https://www.xpiratez.wtf/en-US##STR_WOLVERIN_SUIT).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on April 19, 2021, 05:47:48 am
Quite the interesting idea. i like it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on April 19, 2021, 07:03:35 pm
Quite the interesting idea. i like it.

Thank you. I'm glad you like it. Hopefully Dioxin will like it too.  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on April 25, 2021, 11:31:35 pm
I'd like to see a PINUP that would explain what the colored flashes mean when a unit gets hit.
White - (Armor damage > 0) AND (HP damage == 0) AND (Stun damage == 0)
Black - (Stun damage > HP damage) AND (HP damage < 15% Current HP)
Red - (HP damage >= Stun damage) OR (HP damage >= 15% Current HP)

Is this correct? Are there any other colors?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yirtimd2 on April 28, 2021, 11:14:16 am
Guys I have an Idea!

I just watched Black Hawk Dawn and I thought: what if when our ships/flying cars/whatever are shot down it creates a mission of extracting our pilots? Something like "Saving Private Pepega"?

And in this mission our team must save pilots who barricaded themselves in some random building or destroyed ship/car from attacking hordes of marsecs/bandits/humanists.

Also one more event idea about our land transports like trucks and convoys - something like "our vehicle is broken and we need some time to repair it but local bandits saw it and they want to use this opportunity to get some good stuff and new slaves for free"?

And in this mission we must protect ourselves from endless hordes of bandits or gillmans or maybe even zombies for 5-10 rounds till transport is repaired and then we must evacuate from there.

But I don't know if it is possible to create these missions with restrictions of xcom's engine. But if it is possible I think it can add some more flavours to gameplay.

P. S. : also maybe adding heavy machine gun or minigun to "Convoy" transport is a good idea?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on April 29, 2021, 01:28:18 am
No hooks at the moment from players losing ships other then getting the crew back. Also well outside the mechanisms for mission creation.

Events atm don't check against very many things, maybe some day in the future.

you have a roof hatch in each one and even multiple varieties of minigun. What does adding a static turret really do given how many bodies you can carry?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yirtimd2 on April 30, 2021, 07:09:51 am
Dank.

Well ok then I guess this idea was not so good
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on April 30, 2021, 08:06:50 am
They are good ideas when it comes to concept, the rescue idea in particular has come up many times over the years. But we are dealing with only a modest hobbyist expansion on the capabilities of a now 27 year old engine. Alot of good things we could want it to do, but it can't in the present form.   
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yirtimd2 on April 30, 2021, 03:46:28 pm
Yeah It is sad.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Pierpus82 on April 30, 2021, 10:18:50 pm
Mission idea:

"assault on a Megapol precinct"

a Megapol outpost in a city, with Megapol cops and dogs guarding some weapons and some unconscious prisoners , kept in the cells after a recent roundup

What do you think? I know it's not groundbreaking, but i wanted to give a minimal contribute
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on May 01, 2021, 11:07:46 am
I like it. Maybe add some parked empty MP cars in the parking lot around the precinct for flavor.

Although there is a larger-scale mission of the same type later on in the game, where you infiltrate a Megapol prison. The other thing is Megapol encounters are the most common type of enemy encounter throughout the game so it wouldn't add much besides immersion (and Slave Lashers) since player would acquire all their tech long ago. But it would fit well if MP gets its own deeper story arc and stuff, I guess.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on May 01, 2021, 11:54:24 am
So I had this idea floating around for some time which again surfaced during previous post. What about assigning your Runts to devise mission plans that, once researched (akin to Prizes), would affect mission generation in current/following month? Ability would depend on some kind of mid-late game techs (Advanced Tactics, Art of War,... whatever) and having completed the mission type already (or multiple times).

For example: "Marsec Protocol" (I'm bad at names...) would increase that faction spawn rates in Geo. Either for current month, next month or next 30 days. Besides affecting Geo RNG it could be used to force a mission from already available pool of missions (Space Freighter, Mansion, Demon Shrines, Cannibal Camp, etc), or just spawn a desired enemy ship. The rarer/more complex the mission the more time it would take to manufacture/research. It could go in other direction - to reduce spawn chances of certain mission types. For example: filtering out radar frequencies for Megapol / Dark Ones detection for a month.

Whole idea is to reduce dependence on late-game RNG and give that power to player. It's not hard to foresee RNG becoming even less favorable as more missions get added, giving raise to situations of chasing one missing item that is bottle-necking everything or, more commonly, rare items you need more of.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on May 10, 2021, 01:21:25 pm
That high quality sound mod for xpiratez (https://openxcom.mod.io/x-piratez-high-quality-sounds-unofficial) is really cool, i wish it gonna be intergated into the game itself, please consider...

Edit: since in the game is possible randomly to recruit heroes, how about to have a gal armor naned "heroine"? Some inspiragion from google here (https://www.google.com/search?q=heroine+armor&client=ms-android-huawei-rev1&prmd=ivn&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjq_4iggMXwAhUXwAIHHdtaDKkQ_AUoAXoECAIQAQ&biw=360&bih=599&dpr=3)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on May 12, 2021, 11:49:19 pm
They are good ideas when it comes to concept, the rescue idea in particular has come up many times over the years. But we are dealing with only a modest hobbyist expansion on the capabilities of a now 27 year old engine. Alot of good things we could want it to do, but it can't in the present form.   

yet, i a "few times will passed, and the engine got roundly 30 years age
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on May 13, 2021, 05:48:09 pm
Small Hangar.

It feels like a waste to have a Piranha or an Aircar take up a whole 2x2 Hangar, so I propose a smaller 1x1 Hangar be added to the mod. The starting hideout can be changed to start with 2 small hangars instead of 2 large ones, where the large ones would be required to be built for the midgame craft.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on May 13, 2021, 06:36:30 pm
@Delian
That's some timing. Although I endorse the idea currently it's not possible on engine level. Think it's scheduled for next OCXE update though. The bigger barrier is Dio's refusal to implement it in XPZ (going of recent discord discussion about that very subject). But in the future who knows.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on May 13, 2021, 06:51:41 pm
According to the Piratez discord, this feature will likely be introduced to OXCE, but Piratez will not use it anyway.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on May 13, 2021, 08:00:43 pm
Oh? I thought that if the problem would be anywhere, it would be on the OXCE side, not on XPiratez. So what's Dioxine's reasoning?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on May 13, 2021, 09:28:38 pm
I didn't see any being given but the decision was made at least 2 years ago when the idea first surfaced. There are probably many small reasons that add up and whatever they are they must be convincing enough to not sway such decision in over 2 years. I'd guess it's more effort than it's worth.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ragshak on May 15, 2021, 11:28:08 pm
Would be nice to have rangefinder item power as abillity (similar to Bugeye menu with psi options)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yirtimd2 on May 23, 2021, 05:00:52 am
Guys! I was thinking about "Carbon Armor" and I was like "Hmmm...". Maybe it would be better to have this technology a little bit earlier in the game and being easier to produce, because when I researched it I already had power armor tech and I was like "ehh, ok", but maybe I did something wrong in research order.

Also human version of that armor would be much more useful, especially for secret missions and if it will be available earlier in the game.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on May 23, 2021, 07:50:13 am
Well like many things in the tech tree RNG rules. not every drop you need turns up in the exact right order for what is lowest tier. It is frequently possible to leap far down a given branch while getting nothing for another.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yirtimd2 on May 23, 2021, 03:58:59 pm
Yeah I guess it was rng after all... But I want human version of that armor, I think it has more potential there.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: username on May 23, 2021, 06:48:12 pm
I wouldn't say Carbon is gated behind RNG: It's got a very clear and very predictable path: You'll get it right after the Siberia Base Mission, because that's when you actually encounter the guys who drop it. It's got a HUGE number of production prerequisites, and is a technological dead end, though, as that particular research goes nowhere. So even if you managed to acquire the tech early somehow, you'd have no means of producing it without building a complete base that, at that point, would probably only be capable of producing it.

On top of that, it's only slightly better than chainmail (w/o shield) from the front (same from the sides, worse from behind), which was armor of the previous tier, and shares all of its deficiencies (can be penned by most opponents, bad TUs, considers waist-high fences to be their archnemesis).

As a human armor, it might compete favorably against Doom/Doom2, as male humans have very bad medium armor choices all throughout the game (your only medium armor options are Doom and Batman), and the peasant medium armor options are nonexistent.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yirtimd2 on May 23, 2021, 08:06:14 pm
Yeah! You said it better than me - carbon armor is useless right now but with some rework it would be great peasants' medium armor.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: MemoryTAS on May 23, 2021, 08:50:48 pm
You might be able to get one of the enemies early if Humanists do a crackdown assuming supersoldiers show up in such an instancce.. Not sure if that's possible but I've seen Spartans do them so Humanists probably can too. If they can, then it's not impossible but it is rather unlikely. It also probably won't come at a point where it's actually useful.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on May 23, 2021, 11:54:09 pm
I have to disagree on utility of carbon armor. That thing has plasma damage modifier of 50%, and that fact alone makes it worth the effort as plasma is most frequent and most dangerous damage type in late game.

Other advantage of carbon armor is that it has good night vision an thermal vision, has no TU penalties (i acutely  avoid using power armor on my best gals as I hate TU penalties on anything I use for melee), and is simple to produce as it has only chemicals, life support and optronic parts as components, no need to mess with some long string of basal armor types or exotic components to produce carbon armors. On top of that it looks cool, all black and shit.

I use it as main armor type on my B team that i don't want to bother equipping with relay fancy and exotic armors. It is simply the best late game filler armor for cannon fodder and line grunts.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: username on May 24, 2021, 12:12:08 pm
I have to disagree on utility of carbon armor. That thing has plasma damage modifier of 50%, and that fact alone makes it worth the effort as plasma is most frequent and most dangerous damage type in late game.
Yes, but Chainmail already comes close to that with the (S) version having 60%, while NOT being vulnerable to the resulting secondary fire. This hardly matters, anyway. Even at 50%, from the front, a plasma rifle will still pen. This means you don't have adequate protection anyway and will still be using the standard methods.

Also, plasma is never the most dangerous damage type, it's always concussive. Only Plasma Scorchers even come close to the threat level posed by AI grenade cheats, as the AI doesn't have to pay TU costs for actually pulling a grenade out of his inventory and can use it with no hands.

Other advantage of carbon armor is that it has good night vision an thermal vision, has no TU penalties (i acutely  avoid using power armor on my best gals as I hate TU penalties on anything I use for melee)
No +TU modifier *IS* a TU penalty.

and is simple to produce as it has only chemicals, life support and optronic parts as components
...and requires a printer, which is means you have to have fully established a printer base just to print second-string armor that only comes into being at the very end of its tier.

I use it as main armor type on my B team that i don't want to bother equipping with relay fancy and exotic armors. It is simply the best late game filler armor for cannon fodder and line grunts.
I use Blitz for that role because Carbon penalizes you 30 TUs by comparison, and is easily thwarted by a waist-high fence. It does not hurt that at late game, it USED to be the primary line armor, so it has already been produced in abundance and is now being partially phased out in favor of Assault and Annihilator (but never entirely, it's just that good).

On secondary troops who don't have maxed TU and medals that grant more TU, losing 30 TU effectively immobilizes you. You will eat so much more fire simply because you can't get back under cover, and Carbon can still be penned by the vast majority of enemy types...while Blitz has a shield, which means you can always freely absorb some of the most dangerous threats that can't be dodged, so you won't get penned by even a bazooka trying to exit the ship. And it, too, has decent NV and ThV.

It doesn't help that the primary threat profile of second-line troops is generally not plasma-based, since you don't send second-string units out to fight plasma.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ZoA on May 24, 2021, 05:06:39 pm
Quote
Chainmail already comes close...

But carbon is still better in pretty much all aspects, NV, spot, mass, inventory, TU...

Quote
and requires a printer,

Why would you not have printers in late game, just for sake of runt workspace if for no other reasons? I have one in something like half of my bases.

Quote
I use Blitz for that role because Carbon penalizes you 30 TUs by comparison

Yes Blitz is better, and I use them if i have them hanging around, but they are hassle to make, require entire chain of prerequisite armors. If i need quick armor for new gal i dont have some used hand downs I'll just quickly make some carbon armour then going to hassle of building entire chain of prerequisite armors.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nalca on May 24, 2021, 10:28:12 pm
Don't forget that you can hack humanist files and get the research on supersoldier earlier that way.

Also, it is completly immune to choking damage, nearly immune to cold / heat, take half damage from electricity and has spot: 5.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on May 24, 2021, 10:29:33 pm
Snip
as the AI doesn't have to pay TU costs for actually pulling a grenade out of his inventory and can use it with no hands.
Snip

While the AI does ignore hands being filled, it does Not ignore tu costs. Please do not spread disinformation.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on May 25, 2021, 03:04:52 am
Guys! I was thinking about "Carbon Armor" and I was like "Hmmm...". Maybe it would be better to have this technology a little bit earlier in the game and being easier to produce, because when I researched it I already had power armor tech and I was like "ehh, ok", but maybe I did something wrong in research order.

Also human version of that armor would be much more useful, especially for secret missions and if it will be available earlier in the game.

yap, or a.k.a.  Graphene Armor  ! do you mean

(..amybe with threads of molybdenite, too,   and others *ene, *ite compounds and elements)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: gijoe on May 25, 2021, 11:27:52 pm
Mission idea:

"assault on a Megapol precinct"

a Megapol outpost in a city, with Megapol cops and dogs guarding some weapons and some unconscious prisoners , kept in the cells after a recent roundup

What do you think? I know it's not groundbreaking, but i wanted to give a minimal contribute

I like it too, might be a more advanved version of guild warehouse assault, with more advanced loot to obtain, and let megapol to "partecipate" to the plot too
Title: Re: Stuff I'd love to see in XPiratez!
Post by: username on May 30, 2021, 08:26:58 pm
While the AI does ignore hands being filled, it does Not ignore tu costs.
I was explicitly told that the AI completely ignores the extremely large TU costs involved in moving a grenade from your inventory to your hand before you throw it, which makes it practically a free-to-use weapon the AI can spam quite recklessly, and he does. If you try to do this, it will eat up so many TUs that you won't be able to actually move into throwing position to actually use it, to the point where it's cheaper to do crazy unrealistic antics like "grenade relay" than to just pull the pin and throw the grenade like a normal person.

The AI? No such limitations, because he can freely teleport the grenade to his hands, he ignores the 30+ TU costs involved in putting your gun away, using the grenade, and then putting your gun back.

But carbon is still better in pretty much all aspects, NV, spot, mass, inventory, TU...
Better than what, Chainmail? Sure, and it damn well should be considering its MUCH higher prerequisites and tech level, being that it's practically at the end of T2 tech.

Why would you not have printers in late game, just for sake of runt workspace if for no other reasons? I have one in something like half of my bases.
Yes, and they're all very BUSY bases.

Yes Blitz is better, and I use them if i have them hanging around, but they are hassle to make, require entire chain of prerequisite armors.
It is mildly more complicated, but on the other hand, those prerequisite armors are things you already need to be churning out, or would be acquiring en-masse as loot. Swiftsuit production is needed to produce Drone Herders anyway.

What would make Carbon better is if it wasn't a dead end, but actually went somewhere, so became a component of upgraded carbon, like, say, flying or even shielded Carbon. As it stands, Carbon normally only producible mid-to-late, it is slow, cannot fly, and thus the protective value of it is mooted by the fact that anyone wearing it will not be participating in the battle. When you're lagging 30 TU behind and cannot fly on top, you're not a participant in this fight.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on May 30, 2021, 11:59:59 pm
I was explicitly told that the AI completely ignores the extremely large TU costs involved in moving a grenade from your inventory to your hand before you throw it
snip

The AI? No such limitations, because he can freely teleport the grenade to his hands, he ignores the 30+ TU costs involved in putting your gun away, using the grenade, and then putting your gun back.
snip

While it is true that the AI ignores the steps to juggle items(drop held item to ground 2tu, pickup item from ground 14 tu) it still pays the TU tax normally associated with passing an object from belt/backpack/ect to a hand, even when said hand is filled. This is usually where the misinformation stems from, what steps are skipped.

Yes the AI does cheat, but it's to cover for the fact that inventory management code does not exist and would be needless overhead quite frequently. Most of the time an AI never reloads its gun before it dies, and the majority of foes don't have any grenades at all.

So yes the AI gets 4 extra tiles of wiggle room when using a grenade with full hands, but it still pays in full to transfer, prime and throw.

You will see rather alot thrown sometimes because the AI retains spotted units tile location over several turns even when they move. So between spotter/sniper and multi turn knowledge of your position it can certainly appear to be throwing more then it should.   
Title: Re: Stuff I'd love to see in XPiratez!
Post by: username on May 31, 2021, 06:08:06 pm
While it is true that the AI ignores the steps to juggle items(drop held item to ground 2tu, pickup item from ground 14 tu) it still pays the TU tax normally associated with passing an object from belt/backpack/ect to a hand, even when said hand is filled. This is usually where the misinformation stems from, what steps are skipped.
You sure of this? Because even with the TU levels on a Gal, or even a Syn, I find it nearly impossible to pull a grenade out, prime it, and then move into position and throw it. One of these steps usually has to be skipped, and it seems like the AI is skipping the "pull the grenade out" step, because he's totally visibly moving,  presumably priming, and throwing.

You will see rather alot thrown sometimes because the AI retains spotted units tile location over several turns even when they move. So between spotter/sniper and multi turn knowledge of your position it can certainly appear to be throwing more then it should.
Yeah, that's not it, because players have all these abilities also,

Yes the AI does cheat, but it's to cover for the fact that inventory management code does not exist and would be needless overhead quite frequently. Most of the time an AI never reloads its gun before it dies
Well, if he actually paid the costs of doing it, then it would effectively exist, but yes.

and the majority of foes don't have any grenades at all.
The sheer number of looted grenades I have would seem to disagree, unless you're counting civilians (and even some of THOSE have grenades) and animals, but those are more targets than foes. Pretty much every military-grade opponent has them.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: MemoryTAS on May 31, 2021, 07:14:49 pm
You sure of this? Because even with the TU levels on a Gal, or even a Syn, I find it nearly impossible to pull a grenade out, prime it, and then move into position and throw it. One of these steps usually has to be skipped, and it seems like the AI is skipping the "pull the grenade out" step, because he's totally visibly moving,  presumably priming, and throwing.
Depends on the exact location of the grenade in one's inventory. Different locations in one's inventory pay different TU costs. If you're pulling a grenade out of your backpack that will take a lot more TU than taking it out of your belt. Your belt is only 6 TUs and your backpack is like 20. It's totally possible to prime and throw a grenade and still have the time units to move some.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: username on June 01, 2021, 03:26:38 am
Yes, I'm aware of all this. But let's say, belt, 6 TU + 70% TU to prime+throw on an 80 TU human = total cost of 62 TU, leaving you with only 18 to move. That means you can cover approximately 2-3 tiles of ground, at 6 TU to run in and out, 1-2 to turn and throw your grenade. 2-3 tiles is basically nowhere. Even at 120 TU, you only get about double that for...about 4 tiles worth of movement.

The AI, on the other hand, manages to do all this, and still unload 2 or 3 pistol shots at you on top.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on June 01, 2021, 05:45:32 am
To quote Merdian who is the primary OXCE coder "AI pays the full prime cost, the full throw cost, and extra 4 TUs (hardcoded) for "take into hand" action"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nilex on June 02, 2021, 07:39:58 pm
A new candidate for those endless #xyz tips & tricks entries: RMB click on Vessel inside VESSEL screen puts it on top, affecting both its home Hangar (when more than one Vessel is based in same Hideout), and list ordering in "SET THE COURSE" Geoscape popup.
It's a new feature in OXCE 7.0 and greatly improves vessel organization. It's basically impossible to discover on your own unless one reads through nerdy changelogs so it'd be nice to have in-game. Maybe add info inside existing entry to avoid tips reordering complications.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dogbarian on June 03, 2021, 04:05:20 am
Or discover by accident like I did a few nights ago.  ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on June 03, 2021, 05:42:37 am
Even great Dio cant keep up with all the shortcuts. Most get added on a whim to make merdian's QoL better and never properly documented/shared with the rest of us.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on June 18, 2021, 10:39:59 pm
Request:

Siberia Base bring back the Landing Craft.
The loot pile must be protected and it makes no sense to walk onto site - when a fast dust down and deployment has the proper shock value.

To compensate... starting at about turn 4-6 humanists start firing Mortars indescriminantly  at the bare tundra surface from offsite (timed invisible bombs). Make it 3-5 per turn. They can even tend to be centered near the ship area and anywhere strategic, as if circular error probable they drifted off target from a few kilometers away.

Probably the hellerium versions, or simulated 200 damage 85mm BC shells. Enough to make you worry but not baby nukes since those are too expensive.

The idea here is they dont have air defense, instead they'll just butcher anyone who lands (pirates, traders, govts, whoever) with artillery while the main base remains safe underground, with Tanks and Supersoldiers down there as the pincer move.

This forces the player to go underground and not pick and choose what they do with the entrances. It can impact Bombard and an Anti-Tank Missile launcher trying to hit fish in a barrel through the cavern opening (I always do...).

And it can make retreat a chancy move too.
If indeed you're just there for the Paperz... you'd have alot more to dodge than a random Supersoldier who might find his way up there.


Also:
Equipping Baby Nukes/DC launchers on the Stormtroopers is useless and turns them into baby-nuke-givers. In the locations they're encountered ive noticed they'll rarely if ever fire them, and at the bunker entrance that guy usually just vaporizes himself (its also too easy to just mortar the dude or hellerium grenade him). Underground the Arcing weapons dont work so well either so even a Panzerfaust probably wouldn't do the job.

To make those guys more formidable they should have Battle Lasers or Plasma Scorchers since these are very deployable, and a Plasma Scorcher is rather unforgiving.

Plasma Rockets are nice, but Rocket Launchers are a slow weapon even if it can snap shot.



Bring Back The Supply Ship Nuke
Probably mentioned elsewhere, but instead of playing with hardcoding turn limits, just bring back the invisible timed bomb. But set the damage so high it wipes the map including the (999?) damage threshold for the transport craft. We never get to see the stats on it so id suggest 3000.
If you want it to be 10 Turns thats fine, I can ace supply ships in 4-8 turns.

Regardless of killing the mobs with it I dont think it necessarily makes up for losing a transport + 1 peasant. You'd get no loot from it. If there was a positive score, it can represent having Exposed the operation and that you'd infringed on their resupply logistics. Supply Ships are supposed to be hush-hush and its a major embarrassment.

Id also set the invisible bomb to the same toughness as the ship engine. That way if the ship engine goes boom (there's no nuke to go off either, because it got busted, or it was the ship engine itself). From being shot down, or you just say fugit and blast the bottom of the ship.

The ship engine and hellerium is one of the big loots from a supply ship. The rest of the loot is the plasma rockets and gauss guns. If you smash the Big Nuke before it goes off you lose over 2 million bucks worth of loot... 2 hellerium capsules worth if im not mistaken.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: username on June 19, 2021, 01:04:00 am
Siberia Base bring back the Landing Craft.
The loot pile must be protected and it makes no sense to walk onto site - when a fast dust down and deployment has the proper shock value.
I don't think the presence of a landing craft or not makes any difference, because landing craft don't exactly have lockable doors, nor is there generally anything on the surface where the landing craft would provide cover from. As such, this is just going to cost you an extra turn trying to navigate your way out through the maze of most landing craft.

To compensate... starting at about turn 4-6 humanists start firing Mortars indescriminantly  at the bare tundra surface from offsite (timed invisible bombs). Make it 3-5 per turn. They can even tend to be centered near the ship area and anywhere strategic, as if circular error probable they drifted off target from a few kilometers away.
It's a SECRET base. The base would be really obvious if there was a bunch of artillery bases surrounding it.

Equipping Baby Nukes/DC launchers on the Stormtroopers is useless and turns them into baby-nuke-givers. In the locations they're encountered ive noticed they'll rarely if ever fire them, and at the bunker entrance that guy usually just vaporizes himself (its also too easy to just mortar the dude or hellerium grenade him). Underground the Arcing weapons dont work so well either so even a Panzerfaust probably wouldn't do the job.
Honestly, giving nukes to the AI is an exercise in either hilarity or frustration in pretty much every scenario. In a situation where one of them spawns in a position to instantly kill you if you try to even move, so you immediately lose the game regardless of what you do, it's purely frustrating, but in nearly every other situation, it's just hilarious, because the AI invariably causes more damage to itself than to you. There is NO scenario I have ever encountered where the AI equipping a nuke posed a legitimate, non-instant-turn-1 kill threat that didn't involve it obliterating itself in the process. The AI just can't use these.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on June 21, 2021, 02:33:22 am
I don't think the presence of a landing craft or not makes any difference
It's a SECRET base. The base would be really obvious if there was a bunch of artillery bases surrounding it.
It also makes your loot pile harder to reach in many cases, and im okay with that. And for some crafts it will provide Cover against random gunfire.

Which is why you have the explosions.
And the mission description already says there's lots of ground activity there.
You also dont need a base to mortar a position. Literally some dudes scattered around the area you could have three or more mortar crews and it'd be really low profile.

plenty of other maps use smoke and toxin sprayers set to go off every turn
this would be one with actual damaging explosions
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on September 08, 2021, 12:58:57 am
After some eraly gaming just wanted to ask if might be even added a manufacturable only version of the ganger armor, something in between the chitin plates and barbarian one was just thinking of some fallout 2 leather armor alike, also without needin of some preliminary cave hunting, similari to durathread armor but without laser protection, as for design  see here (https://static.wikia.nocookie.net/fallout/images/e/e7/Leather_armor_CA2.jpg/revision/latest/scale-to-width-down/238?cb=20120312000457) or Google yourself. Other small addictions might be a ganger and militia armor Version for slave soldiers, obtainable before the operator, a couple of pirate ones, such as "halberdier" and "musketeer", and a slimmed down the warrior one, "skirmisher".

Also exploring tunnel topic might be more profitable, lead ro discovering ol' weapons and some stuff/citation a out fallout stuff or vault 13..

Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on September 08, 2021, 12:57:33 pm
Armor suggestions are good to have, but the bottleneck is appropriate art assets, and the man hours to produce them. Each armor is needs a pedia image, a paper doll for inventory screen, and the battle sprites. All crafted in a frankly tiny number of pixels, cause even with the additions of scaling and filters, the base assets are confined to the original vanilla 320x240 format.

If you really want to see a new armor or armor line, it's vastly more likely to happen, if you pitch some hours of pixel tweaking yourself. If you are that sort of interested join the discord for pointers. Almost every half decent submission of assets over the years has been used in some form.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: aku on September 09, 2021, 10:12:45 pm
Would be nice to rework alenium chamber needing study room to something else because now with analytic rooms the only thing that grants study is personal lab and you can only ever have 3 of those (and 2 are hidden behind unique buildings after long quest chains).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on September 11, 2021, 03:42:09 pm
Armor suggestions are good to have, but the bottleneck is appropriate art assets, and the man hours to produce them. Each armor is needs a pedia image, a paper doll for inventory screen, and the battle sprites. All crafted in a frankly tiny number of pixels, cause even with the additions of scaling and filters, the base assets are confined to the original vanilla 320x240 format.

If you really want to see a new armor or armor line, it's vastly more likely to happen, if you pitch some hours of pixel tweaking yourself. If you are that sort of interested join the discord for pointers. Almost every half decent submission of assets over the years has been used in some form.

Oh ok i did not into programming and game design, but if simeone would to develop these idea i'really appreciate.

A small note: actually "o'harty's gun" should have its decription changed because it's a custom gal production, involvin the guy cited in the actual one would not ha e much sense, personally i'd go for "kustom rifle", "kustom karabine" or simethung else in a more pirate style
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on September 12, 2021, 09:48:34 pm
I'd like it if Ninja Badge wasn't restricted to only hand and hat slots. They don't provide any bonuses so there's no need for the restriction.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on September 13, 2021, 10:48:04 am
I'd like it if Ninja Badge wasn't restricted to only hand and hat slots. They don't provide any bonuses so there's no need for the restriction.

Wearing your hitai-ate on your arm, so edgy! Must be a Uchiha custom. ;D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on September 13, 2021, 12:52:32 pm
Wearing your hitai-ate on your arm, so edgy! Must be a Uchiha custom. ;D

I want to cover my whole body with forehead protectors to strike fear into my enemies 8)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Drago888 on October 04, 2021, 09:34:39 am
Allow research dummy research (just for research points). (PS: I last played the game maybe half a year ago)

In some of my games, after researching all available researches (example unable to proceed with research until I obtain some items that open up other research path), I lost the games due to 2 consecutive months of negative scores. When I have no more available research,  I will try to score more in combat to make up for it. But usually after a few months, most of my main squads are injured and resting and thus I will lose the game as it can't continue on for long without research point to help counter the increased enemy activities score
Title: Re: Stuff I'd love to see in XPiratez!
Post by: termidor on October 07, 2021, 01:48:36 am
Just one very silly suggestion  but can we get on the normal revolver the ability to set six waypoints on the autofire for cowboy(cowgirl) shenanigans. Alternatively  a revolver with the 0,01*firing accuracy ^2 formula and bonus damage from accuracy  but that can only be shoot on whole magazines  with again the possibility  of setting six waypoints.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on November 10, 2021, 10:50:15 pm
This is more a base game issue i guess, but i would like to be able to sort items on the forced sell screen (when you end a mission and have more loot than your stores can hold), similarly to how you already can on the "vaults" screen.

I often find myself guessing what item takes how much space to find out what to get rid of first, and you can't leave the screen without selling/transferring first(so can't check "vaults").

Tip for in-meantime: the biggest offenders are usually soylent, smelly rags, and demon corpses, so check for those first.

Hello Stove-Couch-Potato (I hope you get the reference ;) )

the sorting has been implemented today in OXCE.

Here's the details:

Code: [Select]
Sorting in Sell and Transfer GUIs

Use hotkeys while selecting something from a combobox on the top left

1. ctrl: by total size desc
2. shift+ctrl: by unit size desc

3. alt: by total value/price/cost desc
4. shift+alt: by unit value/price/cost desc

5. nothing: by listOrder asc
Title: Re: Stuff I'd love to see in XPiratez!
Post by: nicedayright on December 02, 2021, 04:32:07 pm
I mostly play this on my laptop in a desolate location with no internet, so bad ideas tend to build up in my head before I return to civilization. I'll helpfully categorize them so you can ignore/mock them more conveniently.

WEAPONS

Primitive Sling - a simple leather strap for hurling rocks. Infinite ammo (you're just picking up rocks) throwing weapon which doesn't require much in the way of research or strength. Thematic for Peltast armored Slaves. Probably a free research with Primitive Weapons.

Buffalo Rifle - Heavy levergun that fires Ol' Magnum rounds with a bit more range and accuracy. Obtained from bandits.

Auto-Crossbow - A crossbow modified with a compressed air system reload after every shot. Quicker snapshots without the energy cost of the basic crossbow, and the capacity for limited autofire. However, the added weight makes aimed shots significantly more difficult. Gated behind Steam Power and Ballistics.

Bullwhip - Ranged melee snapshot weapon with TU disrupt. Like the other whip but longer ranged. Can't be crafted or bought, only found in Archeology Dig sites. 

ARMORS

Master Blaster Lokk'Nar Armor - Actually just a trained Humongous Raider with a little blue gal perched on his shoulders. Bonus strength and survivability (and maybe that healing mechanic that Hyena mounts get) but can't go in tunnel missions.

TRAININGS & TRANSFORMATIONS

Top Gun School - Dedicated training for dedicated pilots. Increases relevant piloting stats by a lot, but gals sent to piloting school now refuse to take off their aviator shades and therefore have massively reduced vision range.

Nerve Stapling - A targeted lobotomy which reduces a human's psychic signature and makes them harder to affect psionically. Ignore the drooling and unfocused eyes. Perfectly humane, which is why we only do it to Slaves.

Idol Training - a merchandising deal with the Goblin Zax bankers means that we can finally start cashing in on our Gal's fame (or infamy). With a large investment of Glamour, we can set a gals salary into the negatives, meaning she'll earn us a hefty paycheck monthly instead of costing us one. Only works with experienced gals that have seen enough action to build up some fame.

AMMO TYPES

Assault Cannon Grapeshot - Really just a handful of musket balls stuffed down the barrel of a cannon. Why didn't we think of this before?

Grenade Launcher Buckshot & Beanbag Shells - These are both real things.

Recoiless Rifle Casaba Derringer Shells - Most of a Hellerium Grenade sealed in a plastasteel shell with a pinhole at one end to direct the blast. Turns a recoiless rifle into a single shot plasma cannon. Expensive and heavy, but devastating to a single target.

MISSIONS

Cage Match! - Underground fighting rings host deathmatches for fame and fabulous prizes. You cannot bring any weapons on these missions, and no real armor either (anything that looks like it would fit as a wrestling costume is allowed). One Gal is locked in an arena with her opponent, with various random low-tier melee weapons scattered around the arena (Any extra hands will spawn in the stands with the audience). Your opponent could be pretty much anything the fight organizers could realistically corral into the ring. Chrysalids, werewolves, two dozen dogs, etc.

QUALITY OF LIFE/MISC

This is just a petition to have the activation text for the Ball Bat changed from "Hit" to "Bonk".

Another spitball idea. Is it possible to give come creatures/support units the ability to eat downed units for health/energy? Manacles can already effect downed units, spending TU's to increase their stun (or something, I actually never use them), so giving, say, a werewolf a built in "Devour" which costs most of his TU's but restores some health and a lot of energy by dealing damage to the unit below you? I'd originally thought of doing this for Hyena Riders but 2x2 units are so damn finicky when it comes to floor items.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on December 03, 2021, 09:20:29 am
Allow research dummy research (just for research points). (PS: I last played the game maybe half a year ago)

In some of my games, after researching all available researches (example unable to proceed with research until I obtain some items that open up other research path), I lost the games due to 2 consecutive months of negative scores. When I have no more available research,  I will try to score more in combat to make up for it. But usually after a few months, most of my main squads are injured and resting and thus I will lose the game as it can't continue on for long without research point to help counter the increased enemy activities score

I admit, this made me curious. Just shooting down everything should reduce their points, while allowing a lot of lucrative grpund missions.

I have no idea how you can both run out of research and not be able to shoot enough down or indeed, bledd out crew and not being able to replace them.

How many bases? What month were you on?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: aku on December 03, 2021, 02:09:01 pm
I wish there was another type of dragon rocket with similar radius to red/faerie dragon, but with gas. Call it green dragon or something. Would be great for quickly mopping up missions like it came from the sea or humanist ones at endgame, when you outtech and outgun them anyway.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on December 04, 2021, 09:53:25 am
It would be really cool Quality-of-life upgrade if when you equip a weapon, it would display calculated damage for the soldier when you move cursor onto it (like it now displays ammo and weight).
it's really inconvenient to switch to excel to calculate what weapon is best for each given soldier.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on December 04, 2021, 10:13:58 am
It would be really cool Quality-of-life upgrade if when you equip a weapon, it would display calculated damage for the soldier when you move cursor onto it (like it now displays ammo and weight).
it's really inconvenient to switch to excel to calculate what weapon is best for each given soldier.

press Alt
Title: Re: Stuff I'd love to see in XPiratez!
Post by: nicedayright on December 05, 2021, 01:27:41 am
Specifically, press alt while aiming it.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Meridian on December 05, 2021, 10:23:31 am
Specifically, press alt while aiming it.

You don't have to aim it, you don't even need to equip it.

Just press Alt when your cursor is over it in the inventory... just as the guy asked.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on December 08, 2021, 07:07:04 am
You don't have to aim it, you don't even need to equip it.

Just press Alt when your cursor is over it in the inventory... just as the guy asked.
Thanks a lot guys, it's real life changer!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on December 31, 2021, 09:37:20 am
Melee - specialised lightly armored (unarmored) trappings should not cause extra Freshness/stun drain (loss every turn).
Going unarmored (or very lightly armored, which is practically the same for the tech level when they become available) into close quarters  is already a hard sell, with all the enemy melee attacks and shotguns reaction fire going your way. Having freshness/stun/etc damage coming every turn kills the "fragile melee speedster" option, as it forces you to be more aggressive, and you can't really do that since such builds lack armour to survive reaction fires etc.
These mechanics also limits such builds to small & short missions, so you can't send them stalking on base assaults and such as thy would just run out of breath halfway through (if they survive, that is).
Examples
savage https://www.xpiratez.wtf/en-US##STR_SAVAGE_ARMOR_UC
pirate https://www.xpiratez.wtf/en-US##STR_CLOTHING_UC
Xeno https://www.xpiratez.wtf/en-US##STR_CRYSTALISK_ARMOR_UC
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Earthquake on January 08, 2022, 02:05:01 am
1. Expansion of https://www.xpiratez.wtf/en-US##STR_THE_SILENCE
Something like short line with investigation or threat elimination: new enemies - UNDEAD! (sound of Lich King in a distance)
In space, of course.

2. Same with https://www.xpiratez.wtf/en-US##STR_AQUATOID
In water, and sometimes, maybe, on beach as terror mission.

3. Literally Death Games. Death Realms' Arena.
Somehow to allow to chose difficulty of particular mission. For example procedure:
a) Earn *ticket*.
b) Workers "manufacture" it to chosen difficulty of arena
c) Brainers research it for mission in next month.
d) Difficulty from "kill 20 bandits" to "kill over9000 lobstermen and sectopods"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Greep on January 08, 2022, 02:51:45 am
3. Literally Death Games. Death Realms' Arena.
Somehow to allow to chose difficulty of particular mission. For example procedure:
a) Earn *ticket*.
b) Workers "manufacture" it to chosen difficulty of arena
c) Brainers research it for mission in next month.
d) Difficulty from "kill 20 bandits" to "kill over9000 lobstermen and sectopods"

This be a neat idea.

Also, would be nice if the dutchman had [undetectable].  That poor poor 500 speed ship surrounded by hordes of 2000 speed ninja HKs.  It'd last like 4 months tops.

Rationalizing it is pretty easy: it is a "magic" schoolbus after all  ;D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: shinr on January 08, 2022, 09:28:45 am
! and * symbols in the mission/important research topics extended to !!! and ***, so that we could search for them in both bootypedia and tech viewer easily.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 10, 2022, 05:52:26 pm
In M4 now rcf carabine is unolocked via the bullpup one, but i sound be the other way round since the former  is more common?

And there are some quest for assemblimg certain crafti, like the big bird, but in the future this might also planned for weapons? Like the rcf carabine, need to acquire some authirization to buy
Title: Re: Stuff I'd love to see in XPiratez!
Post by: qwertzy on January 10, 2022, 08:57:55 pm
I just realised that the difficulty settings are named after pirates, you play a group of pirates and one of the major antagonists is the trader's guild.
So the thing I'd love to see the most is the difficulty setting "Klaus Störtebeker" (down with the Hanseatic League!).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 11, 2022, 01:30:37 am
Oh sorry, i forgot, to humbly ask:

-   more variety in the sound and graphics department, for instance   banana clips weapons might have different sound,eg the ramshackle and the homefront rifle are still fire-dounding the same

- ol' revolver and six-shooter are somewhat identical, the first one might need more unique sprite, eg colt navy 1851 alike (https://en.www.wikipedia.org/wiki/Colt_1851_Navy_Revolver)

- at least one more all terrain vehicle buyable along the v8 unlocking, the Chenowth FAV from 1986's "delta force" movie (https://www.imcdb.org/vehicle_244819-Chenowth-FAV.html) might be a good example, or evena dune buggy!!  ;)

- dynamite should be less powerful and be a black market buyable thing after uocking, heck it was patented in 1867 :o

- nytroglicerine flasks might be a black market thing, and a perquisire to manufacture dynamite

- some more questo to unlock/weapons
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Drago888 on January 11, 2022, 02:44:34 am
I admit, this made me curious. Just shooting down everything should reduce their points, while allowing a lot of lucrative grpund missions.

I have no idea how you can both run out of research and not be able to shoot enough down or indeed, bledd out crew and not being able to replace them.

How many bases? What month were you on?

During those playthroughs, my air power is not sufficient to shoot down the bigger planes. I'm usually stuck researching towards "Back to School" or "Higher Studies". (Can't find some of the required items.)

Usually 2-3 bases. Can't remember which month. But for "Higher Studies", shall be a few years into the game.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on January 11, 2022, 11:47:39 am
But you can shoot the smaller planes. And to be honest a Kraken with 3xNaval guns can punch harder than you think.

Do you have a savegame? Most of the things you say make no sense to me. Higher studies a few years in?

This is unlike anythink I've heard. Usually one or two years in the game, a player will start to gather absurd scores, to the tune of 30k/month.

The only REMOTELY similar thing that I have seen is a guy who actively avoided researching new missions one year and half in.

Post the savegame here and we'll take a look. There's something rrally wrong with this situation, and I am not sure what.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 11, 2022, 02:35:25 pm
Just playing around, modified the ol' revolver sprite to resemble more the colt navy i wrote before, of course the result is outrageous, butt se this as a "proof of concept". Draw inspired by the pic in wikipedia so should be not copyright infringment of some sort... ;D

Edit: sorry, reuploaded with its original name...

Edit: 2 also a Desert Patrol Vehicle (https://en.wikipedia.org/wiki/Desert_Patrol_Vehicle) and/or a Light Strike Vehicle (https://en.wikipedia.org/wiki/Light_Strike_Vehicle) would nicely fit to wander into wasteland/dessert :)

Edit 3: oriental outfits (exept peasant militia which resemble some kind of vietcong) are missing so how about some samurai and sultan alike outfits? Shlould require proper country contacts..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Drago888 on January 12, 2022, 02:50:52 am
But you can shoot the smaller planes. And to be honest a Kraken with 3xNaval guns can punch harder than you think.

Do you have a savegame? Most of the things you say make no sense to me. Higher studies a few years in?

This is unlike anythink I've heard. Usually one or two years in the game, a player will start to gather absurd scores, to the tune of 30k/month.

The only REMOTELY similar thing that I have seen is a guy who actively avoided researching new missions one year and half in.

Post the savegame here and we'll take a look. There's something rrally wrong with this situation, and I am not sure what.

I don't have the saved game where I lost the game due to scores. Already deleted them. I'm very bad at air combat. But I remember the hard to get things for the higher studies.
1. Implosion Bomb launcher (I remember it's gotten from viper fighter or something like that)   
2. Science vessels documentation           

I always lost a few ships getting them. (Many times, even after losing the ships, can't even down the ship. Or after down the ship, can't get the required items.

Or is it the other improvement after higher studies? Can't really remember

There was even a few games where I lost my new bases to attackers.

Guess I just sucks at this game :P

Maybe next time I played and lost the game due to research exhausted, will send the saved files. (But probably the last save before losing)

And for the Back to School, I remember the chancey item to get
1. Guild Stapler (although nowsaday, I rarely hit that as go for the warehouse research early in the game. Unless I'm very unlucky.)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Greep on January 12, 2022, 04:16:12 am
Honestly just sounds like you weren't building krakens as Iazo said haha.  Krakens demolish ships.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Drago888 on January 12, 2022, 05:14:19 am
Honestly just sounds like you weren't building krakens as Iazo said haha.  Krakens demolish ships.

Oic thanks. Learnt something new. Yap, never use Kraken before. Will try it out on my new playthrough

Thanks again Greep and Iazo
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 12, 2022, 03:12:12 pm
Slave soldiers eventually got their pirate version outfit, but not peasants, how about to create a version for them? How about a buccaneer one (https://www.google.it/search?q=buccaneer+outfit&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjE5pTzpKz1AhWLRfEDHaVXCzEQ_AUoAXoECAEQAw&biw=1440&bih=757&dpr=1)? Also a midi verison of pantera's cowboy from hell would fit nice as battlescape theme, an example on freemidi.org here (https://freemidi.org/download3-5580-cowboys-from-hell-pantera)8)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Drago888 on January 12, 2022, 05:15:13 pm
Sorry but like to check with the experts here regarding the Kraken with Naval Guns.

I check and Kraken have max speed of 2250.

Viper fighter have speed of 5000+
Science vessel have speed of 3000+

How do I use my Kraken to catch up with them? When I manage to catch up with them, how do I prevent the ship from maintaining at max distance from my Kraken (thus unable to engage them)?

Thanks
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on January 12, 2022, 05:41:35 pm
enemy craft don't always go at max speed, they frequently will slow down and just fart around. You can't very well do effective propaganda flybys at mach 7 now can you.

Give chase and wait for stuff to slow down and then you can attack them. That said yes some targets won't slow down nuff for a kraken to play. But the more you can get a chance at the more earnings you get, the more earnings the more toys to get more opportunities.

Almost the whole mod is about pushing what you can do now that little bit extra to get something better, and repeating the cycle. The air game is no different.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Greep on January 12, 2022, 08:21:38 pm
There's also a trick regarding hunter killers.  You use a faster craft to bait the hunter killer into chasing them to another ship.  Then they get kraked ;)

In any case, that's just how you use a kraken.  High powered missiles from multiple ships works if you're less concerned with money and more with score.  If you have the gauss coils to spare, lancers are best for hit and run due to the range. (viper figther: 45, lancer 65)

You also only want to use naval guns against big ships like the science vessel, against a dodgy low/unarmored ship you'd want beam lasers.  Although these days beams do 50% less damage.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Earthquake on January 13, 2022, 01:05:35 am
I want a mission of big, huge, ENORMOUS battle!
Over two hundreds of enemies, maybe wave by wave.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Drago888 on January 13, 2022, 02:37:12 am
enemy craft don't always go at max speed, they frequently will slow down and just fart around. You can't very well do effective propaganda flybys at mach 7 now can you.

Give chase and wait for stuff to slow down and then you can attack them. That said yes some targets won't slow down nuff for a kraken to play. But the more you can get a chance at the more earnings you get, the more earnings the more toys to get more opportunities.

Almost the whole mod is about pushing what you can do now that little bit extra to get something better, and repeating the cycle. The air game is no different.

Thanks Legion, will try that. Maybe can avoid having my ships downed (which I believe cause me to lose lots of points. plus the rookie piloting the ship).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Drago888 on January 13, 2022, 02:39:05 am
There's also a trick regarding hunter killers.  You use a faster craft to bait the hunter killer into chasing them to another ship.  Then they get kraked ;)

In any case, that's just how you use a kraken.  High powered missiles from multiple ships works if you're less concerned with money and more with score.  If you have the gauss coils to spare, lancers are best for hit and run due to the range. (viper figther: 45, lancer 65)

You also only want to use naval guns against big ships like the science vessel, against a dodgy low/unarmored ship you'd want beam lasers.  Although these days beams do 50% less damage.

Thanks Greep. Never thought of that before. Guess it's due to old habits from original XCOM where you just need 1 ship to kill another enemy ship.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on January 13, 2022, 07:23:06 pm
I want a mission of big, huge, ENORMOUS battle!
Over two hundreds of enemies, maybe wave by wave.

Sooooo... you want a space freighter?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 18, 2022, 09:52:34 am
Hello, another idea, how about to add another primitive gun, maybe replacing the ramshacke rifle? I was thinking about fallout 4 pipe gun alike, it might be unlockable after havin research "primitive weapons", or replace the former after unlocking contacts:merchants.

I don't know, it might have less musket damage, eg. 40 but some more range and less time units to file. Of cours eno bayonet and gunbutt attack.The ramshacke imght also get polished fomr the rust and and ecentually change name like RCF rifle!?  ;D

UAC carabine should only be carried by dark ones zombie trooper eventually, but sometimes in early game researchers have it...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on January 18, 2022, 02:16:24 pm
Why?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 18, 2022, 04:00:48 pm
Why?

Just being a mashochist! Jokes aside, gals should earn trust on the earth gradually, so pleople in first place wont sell the prime choice goodies...on the other hand they have to experience efforts finding and creating tools of the trade useful in the menatime...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on January 18, 2022, 04:41:27 pm
Ramshackle rifles are not exactly top-of-the line tech, you know.

That's why I asked why. Replacing one shitty gun with another shitty gun seems like pointless busywork.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Earthquake on January 18, 2022, 08:27:01 pm
But there never will be enough shitty guns to use during pirate career!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 18, 2022, 11:54:16 pm
Actually it's not a matter of guns per se but to have a more progressive tech progress, avcording also to player reputation, in fact the "primitive weapons" topics go toward this way, also "fire walk with me" and in general all those generated by the "our culture"  one.

i forgot anyway to point out that that pipe gun should fire flintlock balls..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Greep on January 19, 2022, 12:22:08 am
I think you seriously underestimate the quantity of trash weapons in this game ontherun.  Behold, the evolution of the musket:

https://www.xpiratez.wtf/en-US##STR_FLINTLOCK_MUSKET
https://www.xpiratez.wtf/en-US##STR_FLINTLOCK_MUSKET_B
https://www.xpiratez.wtf/en-US##STR_HARQUEBUS
https://www.xpiratez.wtf/en-US##STR_AIR_MUSKET

That said, I can't remember the last time I bought a ramshackle rifle, there always seems to be some random junk I can use instead as loot :/
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 19, 2022, 09:25:18 am
I think you seriously underestimate the quantity of trash weapons in this game ontherun.  Behold, the evolution of the musket:

https://www.xpiratez.wtf/en-US##STR_FLINTLOCK_MUSKET
https://www.xpiratez.wtf/en-US##STR_FLINTLOCK_MUSKET_B
https://www.xpiratez.wtf/en-US##STR_HARQUEBUS
https://www.xpiratez.wtf/en-US##STR_AIR_MUSKET

That said, I can't remember the last time I bought a ramshackle rifle, there always seems to be some random junk I can use instead as loot :/

Actually ramshackle rifle it's not such: it has a pretty deadly range and accuracy to be "ramshackle"; it might need to be tuned downs according toits name, as well as ol' carabine, which is an excellent sniping gun far better that the huntuing rifle; heck it's XIX century hardware, shiul be far less accurate!  ;D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on January 22, 2022, 11:29:19 am
It would be cool to have a mission where you attack big government base.
Essentially using the same/similar map to "help friendly gov defend from ninja land cruiser assault" mission, but you are attacker instead of ninjas.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Earthquake on January 22, 2022, 02:48:56 pm
I feel like there is too small amount armors for Syn and Gnome.
And if last one easily can use something tank-like, Syn has very poor choice.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on January 24, 2022, 05:41:26 am
Syn even nude can be a right monster, innate resists on par with end game armor, twice the base armor of a gal and innate hp regen. The base package is so good they really don't fit on the scale. There isn't really design space for much more without cranking up the end game scale to match. Maybe someday but right now no need.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on January 24, 2022, 03:57:51 pm
I was doing on Primal hunts for some time and it was mighty good fun.
But I feel this concept could be expanded, adding mission in "medieval world" with swords and bows and thrown axes and perhaps even "wild west world" with flintlocks and such.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 31, 2022, 12:09:08 am
I was doing on Primal hunts for some time and it was mighty good fun.
But I feel this concept could be expanded, adding mission in "medieval world" with swords and bows and thrown axes and perhaps even "wild west world" with flintlocks and such.

actually that would do very "back to the future", :) it wouldn't fit in the setting...

hey please might the mod get a more cool bootypedia and hangar sprite for the v8? don't know if it is i tended but right now it resembles a pimp car!!  ;D

Also new basic outfits, manufacturable in early game with nome and/or research steps:

slave soldiers: commando, pioneer, outlaw

peasant: leather, (a steampunk, an human verson of gal durathread one, an example here (https://depositphotos.com/228730198/stock-photo-full-length-portrait-brunette-girl.html),) buckskinner (unlockable before "militia"), gendarme (might be a "militia" upgrade...).and colonist, see here! (http://steamp8nk.com colonist outfit - Ricerca Google https://www.google.com/search?q=steamp8nk.com+colonist+outfit&client=ms-android-huawei-rev1&prmd=isnxv&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjNobOD7NT1AhXRS_EDHTuyBpoQ_AUoAXoECAIQAQ&biw=360&bih=599&dpr=3)

damsels: dukess, countess.

gals: gunslinger (with a nice bandolier...), skirmisher (inspiration here (https://www.youtube.com/watch?v=Xeaapxuywx0&list=RDdAQnTlJqPn4&index=5)), cyberpunk

Oh and please, how about to integrate high quality sounds unofficial mod? (https://openxcom.mod.io/x-piratez-high-quality-sounds-unofficial) Or at least make avaiable as sideload sa the oak patch. Hear that homefront rifle sound, it really nice...:P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Alguien on February 07, 2022, 06:09:46 pm
Syn even nude can be a right monster, innate resists on par with end game armor, twice the base armor of a gal and innate hp regen. The base package is so good they really don't fit on the scale. There isn't really design space for much more without cranking up the end game scale to match. Maybe someday but right now no need.

Those amazing stats came at the price of mecha Musume armor, sad but understandable.
Still hope for a flying syn armor one day.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on February 10, 2022, 04:26:18 pm
.. and what a out a nice samurai and ronin outfit? Maybe after researching "contacts: fuso", along more weapons, an examole here (https://stock.adobe.com/it/search?k=samurai%20weapons). There are already a katana and shurikens, so why not?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Earthquake on February 10, 2022, 06:12:52 pm
Those amazing stats came at the price of mecha Musume armor, sad but understandable.
Still hope for a flying syn armor one day.
Maybe, but it must be with huge penalties. Lore says that Syn can only walk, but not swim underwater. That means Syn weight a lot.

I'd like to see some armor with really big bonus to TU and STR. Also sniper armor, similar to Assassin armor for gals.
And armor with non-gold shield.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Moon_Dew on February 15, 2022, 09:08:02 am
I doubt it'll ever happen but it would be neat to have the option near the start of the game to choose if you want to be sky pirates or sky ninjas, with the faction you don't choose becoming the enemy.

An option to take in or destroy the Narlocks once the Sky Ninjas and Jill are defeated would be a nice little option.

Having orks as a faction would be interesting.  First as a rival faction, then you can have the possibility of befriending or destroying them, with the befriending option later opening up the possibility of embracing the gospel of Gork and Mork, with all the orky voodoo that would involve.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on February 15, 2022, 03:15:09 pm
...and since there are reference from the anachronox and the v8, i'd aks also for some knight rider one (https://www.youtube.com/watch?v=mWDZsKSGoVg)..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Moon_Dew on February 16, 2022, 09:35:09 am
MEC-troopers and kinetic strike modules.  I know it wouldn't be quite the same without ragdoll physics, but it'd still be fun to punch a tough enemy to death with a robot suit, be it one piloted by an Uber Gal or one piloted by a Lokk-nar or Gnome.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on February 16, 2022, 01:44:51 pm
don't know what are church misison, but a couple more might be added? As for the names "holy wars (https://www.youtube.com/watch?v=9d4ui9q7eDM)" and "tornado of souls (https://www.youtube.com/watch?v=P9LV6NMRCIk)" (a more "spiritual" one)

Edit: necropirates are minor competitor unlike the ninjas, but the former emlpoy crafts too, so would be nice to add a couple of player missions to flesh them out some more: two missione equivalnet to "ratmen rodeo" and "help the locknaars" but respectively attacking a necropirate camp and help mutants/neutrals to repel a necropirate raid. Even ratmen use vehicles and can raid player base, so i thought: why not expand necropirate power?

Edit 2: i would see fitting a judas priest battlescape track cover: "all guns blazing (https://www.youtube.com/watch?v=PDEKBeLR0ys)" :P

Edit 3: i think it was never been suggested, bbut hiw a out a catapulta, being manudacturable afrer ressearchin "primitive weapons"?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on February 25, 2022, 08:28:27 pm
I'd like to see a single-turn Electro-flare item. It would be useful because in the night missions you usually only want to illuminate an enemy for a single turn, which is usually long enough to kill them. I don't like using fire because it's too random.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on February 25, 2022, 11:21:39 pm
Have you tried fire arrows? They only light one tile and don't last long, and can be applied with decent precision.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on February 26, 2022, 12:01:13 am
Have you tried fire arrows? They only light one tile and don't last long, and can be applied with decent precision.

I have. But fire on an unflammable tile normally lasts 2 turns (~10% chance for 1 turn, not sure about the mechanics). Still, 2 turns for me is inconvenient, because you usually want to finish every mission within 3 turns.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on March 02, 2022, 12:00:03 am
Hello dear modmaker, here is some stuff I think will make this awesome project even more so:
More mid/ late - game enemies, include:
Doom – Cyber daemon (powerful kick, rocket launcher with 2-3 shots per round)
Doom – mancubus (heavy flamer, grenade launcher with napalm ammo)
Megapol – police mech/droid http://www.theoldrobots.com/images27/ED209-2.JPG
Chrysalid queen – resized tank-sized chrisalid with more armour and tank-crushing claws.
Cyber-mastiff as mid-late game useful upgraded doggo, similar as hellhounds are early-mid game upgrade to the dog. Like robo-parrots.
Up-scaled versions of animals for more challenging late-game primal hunts. Tank-sized spider queen, rad scorpion and such, with lots of hp, some armour and high aggression parameter so it doesn’t loiter under fire but charges into melee.

Enemy equipment modifications:
Lobstermen should not be randomly equipped with weak missile weapons: as it stands now, lobstermen hang back and shoot ineffectually doing nothing to even midgame armour, instead of rushing forth to use their mighty claws.
Stormrats are interesting concept, but by the time they appear, their pistols are useless crap, and they don’t pose any danger despite their toughness.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on March 02, 2022, 09:25:07 am
I am gonna have to disagree with you there. Lobsterman can pick up and use the dreaded doom pipes. They are not equipped with weak weapons, they pick them up on their own and shoot. Dio said this was intentional.

As for storm rats, their guns are dangerous for when they appear, whachoo on about. Highway house can be reseachged as early as March, and they are also part of the bandit crackdown that can also appear as early.

Maybe post-metal armor or chainmail one is mostly safe, but until then, they are dangerous.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Earthquake on March 02, 2022, 07:08:41 pm
Chrysalid queen – resized tank-sized chrisalid with more armour and tank-crushing claws.

NO, GOD, PLEASE NOOOO!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Earthquake on March 02, 2022, 07:14:44 pm
For now, i really want at least one underwater HWP.
Like Underwater tank or something like that.

Don't know why or what for.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on March 03, 2022, 10:55:58 am
For now, i really want at least one underwater HWP.
Like Underwater tank or something like that.

Don't know why or what for.

...Or a dolphin/shark scantly-clad diver uber-girl rides, akin to hyena rider ;)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on March 10, 2022, 01:14:21 pm
Megapol – police mech/droid http://www.theoldrobots.com/images27/ED209-2.JPG

Yes, that might be a modified sectopod sprite, i think the vanilla ufo featured something similar, i wonder f developers were inspired by the  "robocop" movie (https://www.youtube.com/watch?v=iYUnp-x0SDE)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on March 10, 2022, 03:15:34 pm
Yes, that might be a modified sectopod sprite, i think the vanilla ufo featured something similar, i wonder f developers were inspired by the  "robocop" movie (https://www.youtube.com/watch?v=iYUnp-x0SDE)

It's not great, but I have these sprites (from the X-Com Files).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on March 11, 2022, 12:19:41 pm
Super! At a better glance, ot actually seems to be inspired by 1996' strife mech (http://2.bp.blogspot.com/-59dc96quEsI/UP1PO_qnP_I/AAAAAAAAAX0/-syR6kTG9X8/s280/Strife8.png), but whatever!!  ;D

Just for info,  a sprite sheet example from sprites-resources.com here (https://www.spriters-resource.com/fullview/81102/)  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on March 11, 2022, 12:44:44 pm
Yeah, I used it as a reference. :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on March 11, 2022, 01:35:50 pm
I'd like to see HEAT and COLD resists both be normalized to 100% instead of the current 78% and 208%, becase these two numbers are confusing as hell. (btw, Hostile Environment article says the numbers are 80% and 200%, which are off...)
In other words, you currently need 78% or less HEAT resist if you don't want to take extra freshness damage from AURA_HEAT. I'd like it if this number was 100%, that is, anything over 100% would cause you to take extra freshness damage. Similarly with cold and health damage.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on March 13, 2022, 12:08:55 am
Sadly not really feasible the resist thresholds are a consequence of needing to make the % multiplier operations reach actual integers at distinct levels of protection. Both Hot and Cold environmental have two separate effects being applied by one formula. The engine only permits one instance of damage application at a time, so either you double the amount of on round effects and attendant performance overhead(already noticeable with a single instance), or have one extra complex formula with limited range of solution sets to cheat out multiple effects in one execution.

One mathematically complex instruction set takes less of a performance hit then multiple simple ones. Mostly because map wide effects is chunky as fuck because it's basically a map wide bomb so has to target find/roll/process resist against everything present.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on March 13, 2022, 07:16:56 pm
needing to make the % multiplier operations reach actual integers at distinct levels of protection...
I think you mistunderstood what I'm proposing. Let me try to clarify.

In Piratez_Globals.rul you have:
Code: [Select]
enviroEffects:
 - type: STR_ENVIRO_HEAT
   environmentalConditions:
     STR_FRIENDLY:
       weaponOrAmmo: "AURA_HEAT"
Which means that if we're in an STR_ENVIRO_HEAT environment, it will trigger AURA_HEAT damage on every friendly unit at the beginning of every turn.
The AURA_HEAT (https://www.xpiratez.wtf/en-US##AURA_HEAT) item causes 8 HEAT damage with a damageAlters ToMana: 0.08 and ToStun: 1. This means that, if your armor has:
- 100% HEAT resist, it will cause:
8 Stun damage
0.64 freshness damage (rounded to 1)

- 79% HEAT resist, it will cause:
6.32 Stun damage
0.506 Freshness damage (rounded to 1)

- 78% HEAT resist, it will cause:
6.24 Stun damage
0.499 Freshness damage (rounded to 0)

In other words, currently, having 78% HEAT resist on an armor is enough to not take any freshness damage. The AURA_HEAT does static 8 HEAT damage, but whether it's 1 HEAT damage with ToMana: 0.64, or 20 HEAT damage with ToMana: 0.032, it's resulting damage will be the same.

What I'm proposing (to normalize this 78% HEAT resist to be 100%), it means having to change HEAT resist value on all the armors to be 1.282x higher, and to change AURA_HEAT to do 1.282x less damage (we also need to correct the wearable resist items).

For instance, we change AURA_HEAT to be 1 HEAT damage with ToStun: 6.24 and ToMana: 0.499 (It's the same as 8 HEAT damage with 8x smaller multipliers)
In this case, an armor with 100% HEAT resist will take:
1 * 6.24 = 6.24 Stun damage
1 * 0.499 = 0.499 Freshness damage (rounded to 0)

An armor with 101% HEAT resist would take:
1.01 * 6.24 = 6.30 Stun damage
1.01 * 0.499 = 0.504 Freshness damage (rounded to 1)

Currently, WARRIOR armor has 130 HEAT resist, right? Currently, this armor will take 10.4 Stun damage per turn and 0.832 Freshness damage.
So after the aura change, this armor would be changed to have 167 HEAT resist, and it would take
1 * 1.67 * 6.24 = 10.42 Stun damage
1 * 1.67 * 0.499 = 0.833 Freshness damage
So basically the same. But now it's less confusing (AKA better game design) because it's much easier for a player to understand that anything over 100% causes freshness damage.


AURA_COLD (https://www.xpiratez.wtf/en-US##AURA_COLD), currently does 8 COLD damage with multipliers ToEnergy: 1.25, ToStun: 0.33, ToHealth: 0.03. In this case:
An armor with 208% COLD resist takes:
20.8 Energy damage
5.491 Stun damage
0.499 Health damage (rounded to 0)

An armor with 209% COLD resist takes:
20.9 Energy damage
5.5176 Stun damage
0.5016 Health damage (rounded to 1)

If we want the 208% to be normalized to 100%, then we need to change AURA_COLD to do 2.08x more damage, and divide COLD resist value of all our armors by 2.08x.
For instance, if we change AURA_COLD to do 1 COLD damage with multipliers ToEnergy: 20.8, ToStun: 5.49, ToHealth: 0.499, then:
An armor with 100% COLD resist would take:
20.8 Energy damage
5.49 Stun damage
0.499 Health damage (rounded to 0)

An armor with 101% COLD resist would take:
21.01 Energy damage
5.545 Stun damage
0.504 Health damage (rounded to 1)

So yeah. What I'm proposing is changing the AURA weapons that define environment damage, the resist items on armor, and the minimum resists on wearable resist items (Fancy Shawl with 50 minimum COLD resist would need to changed to 24 for it to work exactly the same). And, of course, the Hostile Environment (https://www.xpiratez.wtf/en-US##STR_ENVIRO) article to say that anything over 100% takes freshness/hp damage.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on March 18, 2022, 06:41:55 pm
Some items are made by combining other items, for example Heavy suit + Defender armour.
Now while it may sound cool, it gets quite tedious to make this then forge that and Theeen craft what you wanted.
While I suspect this mechanic was introduced as a way to let you "upgrade" old armour instead of just selling one, producing say aforementioned Guardian (or Brute) suit gets rather tedious.
It would be really cool if there was additional (and differently made, i suppose) way to make such items, that would cost sum of all the components, cash and work-hours that would go into constructing all the intermediately items (heck, or even a bit more) but would save player from the bothersome multy-step process.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Mathel on March 18, 2022, 08:01:55 pm
I think it would make sense if the recipes that make an upgraded Outfit from scratch are slightly cheaper on time. If you are upgrading something, you need to partially disassemble it first. But if you are making the target directly, then you are not going to be wasting this time. I am thinking something like saving 5 runt-hours on each skipped step.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Fugazza on March 20, 2022, 01:49:18 am
I'm colorblind (just saying so this post makes sense)

Sometimes when I'm checking the research or manufacturing list, I can't see clearly whatever I've right clicked. I know it can be white, or "blue" and a third color that's "blue with one click more". So basically there are TWO states (for me, I mean) in those lists, White and "whatever".

IDK if some color schemes are Mod related or OXCE related. Also, it ain't that important
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on March 21, 2022, 02:17:28 pm
The third colour is purple (indigo maybe)?

It means that the item gets sent to the hidden list.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivandogovich on March 21, 2022, 03:18:27 pm
(snip)
It would be really cool if there was additional (and differently made, i suppose) way to make such items, that would cost sum of all the components, cash and work-hours that would go into constructing all the intermediately items (heck, or even a bit more) but would save player from the bothersome multy-step process.

There is the Streamlined Armor mod that will do some of that for you.  It hasn't been updated in a few years, but a lot of the mid/late game armors haven't changed that much, so it still should relieve some of that burden.
https://openxcom.org/forum/index.php/topic,5199.msg77360.html#msg77360

If there is anyone willing to take on updating the mod, they are welcome to take it over. :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on March 24, 2022, 10:52:39 am
In base defence missions, I think sludge channels (the lowest level on the map where green liquid corridor are) should only exist under facilities you have actually built, not through the whole map.
Otherwise, you can't build defensive chokepoints.
Recently, I was defending an outlying base that I have build with a chokepoint between hangars (and lift) and the living area where my troops spawn.
I even put Secured Corridor into the chokepoint, to prevent baddies circumventing it via sludge tunnels.
Imagine my shock when I found out that Secure corridor's bars in the sludge channels do flat nothing as enemies just went around my chokepoint via tunnels going under areas where nothing is build.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Earthquake on March 24, 2022, 01:26:15 pm
The most I want see an update.
that's all.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ivandogovich on March 24, 2022, 03:16:58 pm
The most I want see an update.
that's all.

Dio said on Matrix that the update could drop today.  Lots of good stuff included.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on April 01, 2022, 10:31:34 am
In the new 0.99M5 version we finally got banana clips rifles having a new cool firing sound, as on bootypedia (here (https://www.xpiratez.wtf/en-US##STR_RIFLE_AK)) but i really hope/wish the next step gonna be a new sound for the RCF clips firearms which are, togheter with the former, the most common firearms firing during a game, because the current is rather horrible, no offence intended! 😃 Please note also that the bootypedia floorob sprite shows a gun verison with the butt, maybe the sprite is taken from the openxcomfiles mod? In general i'd replace firing sounds for some most common and low tech firearms makin a bit more realistic like the smg, bandit smg and spraygun ones.

A little hint on eraly rifles balancing: ramshakle rifle has 28 damage but no autoshot and it's kinda precise for a weapon of such as the name says, i'd reduce precision for both shots, (alternavively drop dmg from 28 to 26) but anyway give RCF carabine 29 damage and reduce clip size from 30 to 20 and make it a bit heavier addin also a gunbutt attack. Homefront riflemight stay as it is now :P

edit: typos
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on April 24, 2022, 01:34:24 am
STR_BANDIT_BOY_SALVAGE: produce 1x Squire instead of 1x Slave Halfwit.
you are salvaging a bitchboy, simply make him your bitch. the B-Boy is a churchie shota in a purple hoodie.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on April 29, 2022, 11:59:51 pm
Lol no. For the exact reason you mentioned. Halfwit is a bitch, Squire is not.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on May 02, 2022, 06:15:16 am
Hello
As of now Big units (such as Hyena rider, ripper) can be healed while they are on their feet, but not when they are unconscious (due to how big corpses works, is suppose).
Is it at all possible to make it possible to heal downed and bleeding big units? It is very frustrating to loose experienced hyena rider girl to bleeding on the floor.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on May 02, 2022, 09:04:34 am
Merdian said no, and this is intended.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Warzameg on May 02, 2022, 11:48:27 am
It's a high tech solution for a low tech problem, but – if you can get stasis grenades from somewhere, like gambling, throwing one at a downed hyena gal should buy you a few extra turns to finish the mission.  (They don't fix fatal wounds, but do restore HP, and should have a bigger effect on hyenas, due to hitting multiple tiles.)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on June 13, 2022, 11:56:20 am
I'd like to see a different psi attack icon.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: nicedayright on June 19, 2022, 08:35:26 pm
How viable is it to add a *mothball* manufacturing task to turn a craft into an storage item (and then presumably that item back into a craft)?

It seems like it would give you a bit more leeway to try out all the new crafts in the early game if you could swap them out at the cost of some vault space and runt work instead of taking up a hangar.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on July 14, 2022, 08:45:50 am
As of now, https://www.xpiratez.wtf/en-US##STR_HAND_FLAMER
seems totally useless. It  does little damage even to flame-vulnerable enemies like zombies due to 1 shot.
It should make 4-6 shots to make it somewhat useful, otherwise flamethrower used one - handed is just way way better.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on July 14, 2022, 03:30:12 pm
Some weapons are just enemy weapons aimed to give you a kick in the butt.

Hand flamers are an early game weapon appearing on temple maps, discouraging you to stack your newb gals.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on July 14, 2022, 03:36:42 pm
Hand flamers are an early game weapon appearing on temple maps, discouraging you to stack your newb gals.

Yeah, not so useless, eh? :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: vjmdhzgr on July 18, 2022, 02:29:22 am
Not sure how the sprites are made, but I think a gal based on Houshou Marine would be great. I carefully looked through all the gal sprites, and some are quite close, but none are perfect for Houshou Marine. The character is literally a horny pirate captain. I feel like she fits the tone of Xpiratez perfectly.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on July 20, 2022, 11:03:25 pm
Not sure how the sprites are made, but I think a gal based on Houshou Marine would be great. I carefully looked through all the gal sprites, and some are quite close, but none are perfect for Houshou Marine. The character is literally a horny pirate captain. I feel like she fits the tone of Xpiratez perfectly.

If anypne wants to tackle this sprite, I found a pic which is better as reference. :P

(https://img3.gelbooru.com//samples/12/98/sample_1298ac9748003f5572839e0e49b497fe.jpg)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on July 21, 2022, 01:42:42 am
you're just looking for an excuse to post pictures of senchou, aren't you
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on August 02, 2022, 06:14:43 am
It would be a nice Quality-of-life upgrade if bootypdia descriptions of base establishments would clearly state which earlier buildings are made obsolete by building this (for example, Luxury spa makes Onsen obsolete IIRC) and whenever the establishment can be build over another one (Luxury Quarters can be build over normal quarters).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Iazo on August 02, 2022, 09:42:03 am
Luxury spa is 2x2, onsen is 1x1.

I would not call it obsolete. Very few buildings are direct upgrades.

The second yeah, would be something, but bear in mind that the "build over" quality is from the already placed building. You can build over a normal barracks, burrow, corridor, vaults, plantation. I think that's all of them. It does not matter WHAT you build over them, so long as the building footprint is the same size.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on August 09, 2022, 07:49:18 pm
I'd like it if a change was made to CHOKING and BIO damage weapon/ammo.
The change would be:
- halve ToStun value
- set RandomStun to false

The reasoning is that, there should be less randomness with stun damage on these weapons. When you're breathing air, there is no random chance whether you'll breathe the air into your lungs or not. You always will (otherwise everyone would asphyxiate eventually due to a bad rng roll lol). So when you're choking, it makes no sense that sometimes you'd get stunned, and sometimes you wouldn't. I think that's quite unrealistic.

Similarly with BIO (poison) weapons. Either the poison is effective on the target, or it's not. There should be no stun randomness from one shot to the next. Consider the following scenario:
You shoot a guy, and he's like, "Haha, you did nothing, I'm immune to your poison!". And then you shoot him again, "Oh no, this poison is very effective, I'm passing out!".
The first shot and the second shot used the same poison, so obviously the above makes no sense. When you take a drug, you expect it to always work, and it's the same with poison.

I think that if the stun damage RNG on these weapons was removed (and stun damage halved, so that the average remains the same), it would make the mod feel more realistic, and it would make the game experience better due to better consistency.

The items I suggest changing are:
CHOKING:
Fire Extinguisher
Foam Grenade
BIO:
Universal Refresher
X-Vampiress
Auto-Harpoon Clip/Poison
Toxi-Lance
Blowpipe Poison Darts
Sleep Dart Clip (might also rename to Poison Dart Clip, because Tranq Dart Clip is already for sleep)
Poisoned Arrows
Scourge Clip/BIO
Cobra Staff (aimed shot)
Poisoned Dagger
Plague Bug
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on August 22, 2022, 10:35:37 pm
I'd like it if Hellerium extraction from clips, for instance, H.Ext: Laspistol Clip/Adv (.5), was made cheaper.

10x Laspistol Clip/Adv sells for 20k.
10x Laspistol Clip sells for 5k
So to get 1 Hellerium, you lose 15k, pay 5k in material (2x sc wire), and spend 200 runt hours (worth what, 12k?). 32k to get 1 Hellerium. On the other hand, it costs 20k to just buy Hellerium from the store.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on November 18, 2022, 10:07:09 pm
actually that would do very "back to the future", :) it wouldn't fit in the setting...

hey please might the mod get a more cool bootypedia and hangar sprite for the v8? don't know if it is i tended but right now it resembles a pimp car!!  ;D

Also new basic outfits, manufacturable in early game with nome and/or research steps:

slave soldiers: commando, pioneer, outlaw

peasant: leather, (a steampunk, an human verson of gal durathread one, an example here (https://depositphotos.com/228730198/stock-photo-full-length-portrait-brunette-girl.html),) buckskinner (unlockable before "militia"), gendarme (might be a "militia" upgrade...).and colonist, see here! (http://steamp8nk.com colonist outfit - Ricerca Google https://www.google.com/search?q=steamp8nk.com+colonist+outfit&client=ms-android-huawei-rev1&prmd=isnxv&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjNobOD7NT1AhXRS_EDHTuyBpoQ_AUoAXoECAIQAQ&biw=360&bih=599&dpr=3)

damsels: dukess, countess.

gals: gunslinger (with a nice bandolier...), skirmisher (inspiration here (https://www.youtube.com/watch?v=Xeaapxuywx0&list=RDdAQnTlJqPn4&index=5)), cyberpunk

Oh and please, how about to integrate high quality sounds unofficial mod? (https://openxcom.mod.io/x-piratez-high-quality-sounds-unofficial) Or at least make avaiable as sideload sa the oak patch. Hear that homefront rifle sound, it really nice...:P

... and actually simo more "maritime" ones would be fitti g, eg "sea master" and "boatswain" (earlirer types like sailor, but gals only), "seaman" and "canbin boy" (slave soldiers only)

any more suggestions about armors? I'd also remove the x5 XP multiplier bonus on the sailor outfit - i think is rather cheaty - or at least reduce to x2 and make a "musketeer" armor gal only which might give a 15% saving bonus on TUs with  arquebus, muskets and flintlock pistol and rifle, and add another basic SS armor, a step before The operator one (matybe a milita version for SS)  even with a different name

Also: another "masochist" option would be to separate aa defences from vaults so:

1) startin hideout has no defence at all but along the ones unlockables player might research the armored vaults to upgrade the vanilla ones

2) get the rid from the game of the armored vaults so player might research and build defences ascseparate buildungs, but the starting hideout gas no defence at all

3) like 2 but aa defences as a consequences are separate buildings avaiable from the start but research is required to build these

i'd go for the 2) or 3) please write your take on it

Edit: would be also cool that player is  given the opportunity to interviene in a civil war in one country and to support one of the facrion involved or even stop the conflict, with various consequences..

Edit 2: as for the shiny niner, would be nice if ramshackle rifle might become "renewed rifle" after sime polishing, same stats but asisn a very very inaccurate autofire. Oh and the magnum niner clips should be researcheble fisrt, not buayable at the BM, that wpuld make more sense  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on December 19, 2022, 06:58:39 pm
As for missions, would be nice to have an early one, or a bounty D type, called "scalp hunt" some sort of competitive missione where player is asked to recover a scalp to sell for money, similar to what used to happen in history, see here (https://en.wikipedia.org/wiki/Scalping)  It's avrà but maybe an interesting idea...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on December 19, 2022, 08:10:50 pm
As for missions, would be nice to have an early one, or a bounty D type, called "scalp hunt" some sort of competitive missione where player is asked to recover a scalp to sell for money, similar to what used to happen in history, see here (https://en.wikipedia.org/wiki/Scalping)  It's avrà but maybe an interesting idea...

We don't play as ratmen or even necropirates.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: mikKoi on December 22, 2022, 09:28:00 am
I would like to see these couple simple items XPiratizedz:

Bear Trap to stop monsters, will they be offensives or not
- weighs like sins of the animal torturer
- takes 70% of TUs to set (and -10 energy)
- causes a small HP damage + total TU loss

Slingshot to ‘throw’ rocks across the map à la catapult style
- takes 50% of TUs to load Good Looking Rocks one by one

I can help and draw all sprites needed, without a deadline, np 8)


PS. Actually I might be able to submod this as a whole. If ever succeeded, then Bear Traps would be available to manufacture from the start by the cost of Scrap Metal and a Blood Hound (yeah of course why not, for some weird but simple gamey reasons). Slingshot then maybe could be just a matter of money and handcraft after some related and specific (but quite common) research.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Nalca on December 22, 2022, 12:47:17 pm
I'd would like a bomber in the middle game with IB slots. I recently discovered the joy of dropping avalanches on ninja land vessels, but there's no 'fast' bomber with IB slot between the incinerator and the devastator. Maybe a reconverted drakkar ?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on December 22, 2022, 05:18:12 pm
I would like to see these couple simple items XPiratizedz:

Bear Trap to stop monsters, will they be offensives or not
- weighs like sins of the animal torturer
- takes 70% of TUs to set (and -10 energy)
- causes a small HP damage + total TU loss

Slingshot to ‘throw’ rocks across the map à la catapult style
- takes 50% of TUs to load Good Looking Rocks one by one

I can help and draw all sprites needed, without a deadline, np 8)


PS. Actually I might be able to submod this as a whole. If ever succeeded, then Bear Traps would be available to manufacture from the start by the cost of Scrap Metal and a Blood Hound (yeah of course why not, for some weird but simple gamey reasons). Slingshot then maybe could be just a matter of money and handcraft after some related and specific (but quite common) research.
yes, please?  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on December 23, 2022, 02:32:38 am
There might be a big problem with using Good Looking Rocks as ammo, most likely it is impossible for item to act both as a weapon and ammunition for another one.
While sling and staff slings do sound like a good concept for early game long range explosive launchers, otherwise they could be always outclassed by bows.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: mikKoi on December 23, 2022, 10:01:14 am
As a day passed, I had time to give more proper thought-out to experimental trap and sling items’ concepts.

A trap could give stabbing damage type to health for sure, but crippling damage type is the real problem solving case. Possibilities are, afaik, only stun, because vehicles and armored suits shouldn’t cripple as others. Also, does the target lose its TUs and freeze, energy and become a turret with reactions or have stun damage and go zzz’ing? And what about flying units? In inventory, I think Bear Trap could be a 2x2 item, so it would be harder to carry as numbers.

There might be a big problem with using Good Looking Rocks as ammo, most likely it is impossible for item to act both as a weapon and ammunition for another one.
While sling and staff slings do sound like a good concept for early game long range explosive launchers, otherwise they could be always outclassed by bows.

Sling could be stacked to a much smaller size than a bow, maybe even 1x2. I think I have read a post where Meridian said that you could make weapons that shoot weapons, but I dunno what it actually means.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yankes on December 23, 2022, 11:40:37 am
"make weapons that shoot weapons"
This was my quote but this will not work as you expected, this more that you can use other weapon like ammo but it will not be different to normal ammo.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: mikKoi on December 23, 2022, 11:55:06 am
Good to know, thank you, sir. So… then is just a must to manufacture some Good Looking Slingshot Ammo Pack (maybe 5 pieces) :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: legionof1 on December 24, 2022, 08:44:02 pm
ExperimentX please refrain from the use of potentially derogatory terms when stating a request. Also this idea rather looks rather fetishist for a public board. Post removed.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on December 28, 2022, 04:48:31 pm
 :D °° ^^what did he write ?
wat he wrote such < >D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RolandVasko on December 28, 2022, 04:53:19 pm
just 1suggestion - airplane

SR-72 DarkStar  (as startegic, strato- spy plane,  (fighter) / bomber, hi-altitude, hi-7Mach+ )
Title: Re: Stuff I'd love to see in XPiratez!
Post by: unarmed drifter on December 28, 2022, 07:17:06 pm
regardless of the fetishes of ExperimentX - he has a valid point insofar that the male path could use a little bit of love and distinction.
So - stuff i'd like to see: make the whole superslave/batglas/green lighter chain exclusive to male path. Thematically, it would fit even better there, imho
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Torchwood on December 30, 2022, 12:33:19 am
Thematically, I don't think so. Gals Are Superior is the path of embracing (female) uber supremacy over less awesome races, and with that doctrine comes acceptance of the idea that putting men in flamboyant humiliating costumes and getting them killed as a social experiment is cool and good. Inflicting this sort of thing upon slave soldier in a path where they form either the core of your corps or a brotherhood of the revolution doesn't match the vibe.

A more appropriate buff for the male would would be something professional, like an upgrade to the trucks, for example a pirate APC with a built in minigun turret and more space than the trucks.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on December 30, 2022, 03:42:43 pm
Trucks is already a sidegrade to Big Bird or Convoy in the early-and-large transport role. If anything I feel like Truck's built-in rotogun turret should be buffed, it mostly just makes noise and sprays bullets right now. Definitely agree that both Male Touch and Gals are Superior could use another few bits of fluff and content to bring them up to par with Revolution. Maybe give Gals early access to Onsen? Maybe a unique Gals melee weapon (ex. Bardiche sidegrade)? Maybe give Male Touch earlier access to Military Supplies? Maybe a midgame upgrade to Trucks (Heavy Trukkz?) that has a rocket launcher turret (quad RPGs?) or a heavy grenade launcher turret (same as ACAR /AGL?)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on December 31, 2022, 12:05:18 pm
Trucks is already a sidegrade to Big Bird or Convoy in the early-and-large transport role. If anything I feel like Truck's built-in rotogun turret should be buffed, it mostly just makes noise and sprays bullets right now. Definitely agree that both Male Touch and Gals are Superior could use another few bits of fluff and content to bring them up to par with Revolution. Maybe give Gals early access to Onsen? Maybe a unique Gals melee weapon (ex. Bardiche sidegrade)? Maybe give Male Touch earlier access to Military Supplies? Maybe a midgame upgrade to Trucks (Heavy Trukkz?) that has a rocket launcher turret (quad RPGs?) or a heavy grenade launcher turret (same as ACAR /AGL?)
I would suggest the rotorgun turret be not exactly upgraded, but somehow to let it improve as player progresses, allowing replacing rotorgun with normal gatling and then laser/heavy gatling when you get them. Will allow some lasting relevance.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on December 31, 2022, 12:18:52 pm
I feel many more different missions could be created by:
1) switching side you are on in the mission, for example instead of helping gov protect police precinct, you help Mutant alliance/smugglers/rebels to break out their buddies out of police precinct; assaulting government base instead of defending it from Ninjas (maybe with humanists defending the base instead of gov) and so on
2) same mission, different environment, mostly doing hunt/primal hunt missions in tunnel maps (megascorpion layer and what not). these would naturally more challenging, as melee animal AI is so weak in open area maps, (just milling around while you shoot poor beasties to bits). in some missions, these cave layers might  have static "nest" enemy unit that continually spawns beasts and must be destroyed with flamers/explosives, similar to zombie portals in missions with pyramids.

Making these missions shouldn't take devs much time i imagine, as all the assets used already exists in game, and would add a metric ton of new experience for players to enjoy.

Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on January 03, 2023, 12:42:39 pm
I would suggest the rotorgun turret be not exactly upgraded, but somehow to let it improve as player progresses, allowing replacing rotorgun with normal gatling and then laser/heavy gatling when you get them. Will allow some lasting relevance.

That would require upgrading the whole trucks "craft". Still, it's doable.

1) switching side you are on in the mission, for example instead of helping gov protect police precinct, you help Mutant alliance/smugglers/rebels to break out their buddies out of police precinct; assaulting government base instead of defending it from Ninjas (maybe with humanists defending the base instead of gov) and so on

Yeah, there are many missions like these already, as this concept is rather obvious.

2) same mission, different environment, mostly doing hunt/primal hunt missions in tunnel maps (megascorpion layer and what not). these would naturally more challenging, as melee animal AI is so weak in open area maps, (just milling around while you shoot poor beasties to bits). in some missions, these cave layers might  have static "nest" enemy unit that continually spawns beasts and must be destroyed with flamers/explosives, similar to zombie portals in missions with pyramids.

Last update has a tunnel mission with critters. :) No nest, though.

Making these missions shouldn't take devs much time i imagine, as all the assets used already exists in game, and would add a metric ton of new experience for players to enjoy.

Of course it takes less time than if you wanted to make new stuff, but Dioxine usually wants to add something unique in every mission anyway.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dead Nettle on January 04, 2023, 06:48:13 am
A "Zmei" transformation for Hero units comparable to Chorts would be neat. Can pilot vehicles, and disperses to become a guy in a black-on-black suit. Maybe a way to bring Hero units back as Phantoms like Gals can be Shades too? That way we can properly resurrect them.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on February 15, 2023, 02:16:29 pm
It would be really cool if in dogfight screen, it would write somewhere whenever i'm shooting ship down over land or water (so that i can disengage and re-engage over land and not loose all the potential loot).
While it's obvious in case of oceans, in case of inland seas and such it hard to judge and had costed some disappointing losses  of looting opportunities (especially sad if several crafts had to attack big enemy ship, wasting lots of missiles and health, for it to just disappear under the waves)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on February 15, 2023, 03:09:14 pm
It would be really cool if in dogfight screen, it would write somewhere whenever i'm shooting ship down over land or water (so that i can disengage and re-engage over land and not loose all the potential loot).
While it's obvious in case of oceans, in case of inland seas and such it hard to judge and had costed some disappointing losses  of looting opportunities (especially sad if several crafts had to attack big enemy ship, wasting lots of missiles and health, for it to just disappear under the waves)

This is an engine request which has absolutely nothing to do with the mod.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on February 22, 2023, 06:44:02 am
Sorry, the forum is not parsing some links correctly.
Thanks 4 the link
What part of the code is responsible for the enemy ai behavior? (such as how it decides to shoot or go melee, and for melee enemies to charge or just wander about)?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on March 01, 2023, 12:04:35 pm
I'd like to see more stuff by RSSWizard, please any change to replace the snubby wiht the one here (https://openxcom.org/forum/index.php/topic,10753.msg151302.html#msg151302)?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Xilmi on March 01, 2023, 02:15:29 pm
Thanks 4 the link
What part of the code is responsible for the enemy ai behavior? (such as how it decides to shoot or go melee, and for melee enemies to charge or just wander about)?
https://github.com/Xilmi/OpenXcom/blob/oxce-plus/src/Battlescape/AIModule.cpp

I've almost completely rewritten how the AI works in Brutal-OXCE.

You probably should fork from my fork so you can build on it and don't just end up with something similar to what I've already done.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ave369 on April 05, 2023, 10:04:59 am
I would like to have a complete set of A class Bounty Hunting missions.

We already have the A class mission for Goblin Zaxx. We need ones for Jack and the Mutant Alliance.

Here are my ideas

Mutant Alliance A class Bounty Mission: Aggressive Negotiations

We've been wondering for a long time why Mercenaries commit Mutant Pogroms. Turns out, certain high ranking mutant haters are funding these operations, and we've caught word of one group negotiating with the Mercs for a pogrom mission. You have to intervene and thwart this operation in its nascency!

Enemies: a mix of Mercs and a random faction, which can be Humanists, Spartans, Human Mage + some Bandits.

Terrain: Industrial


Jack A Class Bounty Mission: Decommissioned Crawler

I've caught word of some lowlifes buying a used Ninja Crawler from a group of Sky Ninjas. It was already bad enough when Sky Ninjas fielded them, but these monster vehicles proliferating among random wasteland thugs is an entirely new class of terrible. I need you to destroy the crawler and its new owners as soon as possible.

Enemies: Random faction (Bandits, Raiders, Ghouls, Apocalypse Cultists etc) and Ninja Turrets

Terrain: Rural + Ninja Crawler
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on April 05, 2023, 06:40:06 pm
Agree with ave369, I'd also humbly add that the current firing sound (version N4.0.2) for the "rcf carabine" (don't know if it applies the other weapons that share the same ammo, that is to say "rcf clips" ) is quite sucky (emh...)may we get another one for replacement?

Also for "The solar courirer" reports, some kind of newspaper background, see examples  here (http://www.google.it/search?q=newspaper+background&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi5pcGWiZP-AhUWhlwKHds1BjEQ_AUIBigB&biw=360&bih=591)

Edit: "who is who" topic deserves a better background too. Here attached is a "The Who" wallpaper from wallpapersafari.com that might be used as inspiration
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JDCollie on April 10, 2023, 08:35:38 pm
Agree with ave369, I'd also humbly add that the current firing sound (version N4.0.2) for the "rcf carabine" (don't know if it applies the other weapons that share the same ammo, that is to say "rcf clips" ) is quite sucky (emh...)may we get another one for replacement?

Also for "The solar courirer" reports, some kind of newspaper background, see examples  here (http://www.google.it/search?q=newspaper+background&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi5pcGWiZP-AhUWhlwKHds1BjEQ_AUIBigB&biw=360&bih=591)

Edit: "who is who" topic deserves a better background too. Here attached is a "The Who" wallpaper from wallpapersafari.com that might be used as inspiration
How's this sound?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on May 03, 2023, 12:50:49 am
How's this sound?

@JDCollie: Superrr, thank for you mod! (it is to be used like a normal mod) please, care to change also the one for the "battle rifle" along the musket and the flintlock guns too?

@Dioxine: please might you use JDCollie's ones as a replacement for the current?

Other ideas might be to see pirate outfits arranged as "pirate", "filibuster", "buccaneer" and "corsair", making the "blackhat", "swashbuckler" and "rogue" as stand alone unlockables with early research.

Also a "marauder" outfit for SS would be nice to pair with the "looter" one for the gals.  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Moltenore on May 04, 2023, 09:40:53 am
I would really love to be able to use fire weapons when sieging. Molotovs and flamethrowers are really fine weapons, especialy in the begining of the game, but it's annoys me that it usebale mostly (sometimes even only) in open spaces. I think it supposed to be a substitute for grenades and rocket launchers, but it doesn't work that way when hostile forces are holding a big house. Wooden floor burns the same way as ground, walls are not affected at all, fire spreads very slowly, the smoke isn't really dangerous. Would be my suggestions what to do with that anyway useful? I won't be surprised if game engine won't allow to change that.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on May 18, 2023, 01:19:06 pm
Some other points:

*

5. Smuggler's warehouse raid. Maybe they've got lots of average stuff stockpiled away... or maybe a gem cache?

A very old suggestion but what about it? Conceptually similar to the warehouse assault in openxcom files. Might be unlocked after research topic "contact: smugglers" is completed or as a D Bounty mission. I now there is already "smuggler's lair" that is similar but i was thinking of something more straightforward, whatever.

* What about some kind of revolving rifle? (https://en.m.wikipedia.org/wiki/Colt%27s_New_Model_Revolving_rifle)

* Aside the homefront rifle (which resembles AK47) and rcf carabine (M16) might be room for a third black market assault rifle? Something similar to FN FAL, that presumibly would have survived till 2600s, accordig to most-produced firearms in the world (https://en.wikipedia.org/wiki/List_of_most-produced_firearms). If Solarious agrees might be used the fal from openxcom files? Named ol' autorifle, with a terribile auto mode, as the real fal is :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Arctic on May 30, 2023, 08:04:04 am
I'm sure this has been covered before, but how about some item slot night vision goggles? I spend a lot of time putting on and removing night-ops gear and it's kind of lousy anyway. I don't really see why they shouldn't be able to wear night vision goggles with other armors. The existing night-ops suit can be converted into a night-time sneaking outfit, just for its night camo benefits, while moving the night vision to an equippable item.

Ideally it should even be visible on the character models, though that'd probably be quite hard to implement and would at least require OXCE tweaks, I think.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on May 31, 2023, 12:21:20 am
I'm sure this has been covered before, but how about some item slot night vision goggles? I spend a lot of time putting on and removing night-ops gear and it's kind of lousy anyway. I don't really see why they shouldn't be able to wear night vision goggles with other armors. The existing night-ops suit can be converted into a night-time sneaking outfit, just for its night camo benefits, while moving the night vision to an equippable item.

Ideally it should even be visible on the character models, though that'd probably be quite hard to implement and would at least require OXCE tweaks, I think.

Can this even be done? Are vision ranges exposed to scripts? I don't think so, but I can't be sure...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Arctic on May 31, 2023, 09:38:29 am
Can this even be done? Are vision ranges exposed to scripts? I don't think so, but I can't be sure...
It'd probably be a very useful engine change if it isn't already possible.

In general, actually, a full depth pass on night fighting. Night battles absolutely suck balls, so the more equipment we have to even the odds, the better, in my opinion. In the early game, I'd like a variety of flashlight options. A head mounted flashlight would be the most basic form of night fighting aid. Throwing magna-flares is a waste of precious TUs and I loathe doing it.

I'm not sure if this would be possible without engine tweaks but I'd really like some sort of illumination parachute flare that could be shot into the air and provide wide area illumination. Perhaps that could be fired out of a 40mm grenade launcher. Ideally, just one should cover a really wide area. Though I can't think of any existing weapons that work like this so I really don't know if it's even remotely possible. Basically I want a very powerful floating light source. Perhaps a floodlight mounted on to a drone?

I also think it's very weird that most interiors have no light sources whatsoever. It'd require a pass to add lanterns to all the different map tiles but this would add a lot of depth to night fighting (you need to stay away from light sources to remain concealed)

If NVGs become a hat slot item (and I think they should become one) there should of course be a wide variety of them. They could be found on enemies as well. And I don't know if it's possible to tweak the vision cone of a unit but ideally different NVGs could limit a unit's vision cone. High end NVGs can grant thermal vision or bonuses to targeting (I'm thinking like the ENVGs, used by the real life US army, which actually highlights detected thermal targets). Then - and this is really getting into wild territory and I don't know how feasible this'd be to implement - early NVGs might rely on IR illumination lamps and increase a unit's visibility against anything with Thermal Vision.

I don't think I've ever seen a turn based strategy game try to even broach the topic of night combat. I think sneaking around without being seen is a fun mechanic.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on May 31, 2023, 10:17:05 am
Care also to add something from strife (https://en.wikipedia.org/wiki/Strife_(1996_video_game))? As of now, tt is abandonware, some stuff attached, sourced from (here (https://www.spriters-resource.com/fullview/15260/))

There are also the acolytes sprites that are looking quite interesting..... (https://www.spriters-resource.com/pc_computer/strife/sheet/15250/)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: The Martian on May 31, 2023, 12:50:31 pm
strife (https://en.wikipedia.org/wiki/Strife_(1996_video_game))? As of now, tt is abandonware

Here is some good news, Strife is not abandoned and is still available on GOG and Steam with a few engine updates.

Strife: Veteran Edition
GOG: https://www.gog.com/en/game/strife_veteran_edition
Steam: https://store.steampowered.com/app/317040/Strife_Veteran_Edition/

(https://upload.wikimedia.org/wikipedia/en/a/ad/Strife_box_cover.jpg)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on May 31, 2023, 09:00:25 pm
ahh...ok, thanks for clarification! Hey since xpiratez borrows a lot from anime, care to add dome stuff from trigun (https://www.imfdb.org/wiki/Trigun) too?

@Dioxine: care to add the sten gun to black market? It's incredibly cheap and Aldo Moore ancuebt than the "ghetto gun"...or some tribute from duke nukem 3d..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Juku121 on June 01, 2023, 12:33:44 am
I don't think I've ever seen a turn based strategy game try to even broach the topic of night combat.
Not played JA2, I see? Dual suppressed P90s with duck taped barrel extenders on Raven FTW. :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Jimboman on June 01, 2023, 04:44:21 pm
Not played JA2, I see? Dual suppressed P90s with duck taped barrel extenders on Raven FTW. :)

JA2 also has three or four types of NV goggles, and with the 'sneaky' feature (ctrl-z) in JA2 1.13 it makes the use of stealth in night missions a lot of fun.

Not a modder or savvy with the things like that, so I don't know how NV equipment could be implemented in Piratez or Xcomfiles.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on June 03, 2023, 07:20:50 pm
actually night vision parameter is already present and it is different from unit to unit, these goggles might be a good idea provider balancing is preserved. I don't think that is necessari, but if are gonna added I'd suggest to have these unlocked by particolar quest or as bounty, eg. onec player gets goblin zaxx's "military supplies"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on June 05, 2023, 09:57:24 pm
Was watching 007 The Living Daylights last night and this inspired me to an interesting idea...  Arms Shipments. Other movies like Predator would be inspiration too ("man we really hit the jackpot this time, they almost got across the border with this stuff")

These are Weapons/Equipment packages that you just get standard sets of stuff, with varying degrees of quality or focuses. You pay a real premium for them but they often include pieces that you normally would not be able to get your hands on without alot of elite pre-reqs. For example a couple ES Lasrifles, a Servo Mortar with a bunch of Gas Rounds in a different one, maybe an ATGM in a different package. But each package also includes reasonable assortments of gear or possibly raw components like integrated devices - the idea is you buy a package and get a bunch of grenades, rifles, pistols, smgs, etc etc to outfit a bunch of dudes in a paramilitary and maybe a few of those items are really spicy.

The price would be high enough to make it a considerable thing to work towards. Example...

1 million  (bargain basement tier, just a bunch of normal stuff to arm a militia, but maybe some obscure things too which you cant normally buy that might be deployed in a pogrom).
5 million
12 million
22 million
50 million
150 million (probably has a set of bootleg plasmas in it)

Basically the idea is to let someone else bear those contacts and pay them the tribute to get access to that as a middleman. Krazy Hassan + Jack Favors could be the entry door to making special weapons shipment purchases. A few other indirect Contacts could expand the selection into the higher tiers.

They'd take alot longer to deliver (due to safety, like 15-20 days) and show up as an Item that has to be Disassembled similar to a strongbox.

This is in contrast to the Military Transport enemy mission which is more like a resupply of various palms-up organizations.

Gambling and Old Earth Boxes certainly can provide some early goodies but with an Arms Shipment you secure, with money, what you know you'll be getting.

Hot Protip: there can also be random production so that a few amounts of things or spare goodies might find their way into the crate. Like instead of 2 Lasguns there might be 3, or there just might be a couple adv clips to go with them. Huh, why are some of these Niner Clips red colored with glowing bullet tips... man do you know how illegal this stuff is...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on June 06, 2023, 02:32:45 am
oh yes, agree!!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Arctic on June 06, 2023, 05:21:54 pm
I wanna see some rebalances to rocket launchers:

- R-Rifle is pretty lousy, but is an effective nutcracker. I'd like to see it get an explosive round and be available earlier on. Also, you should be able to build exotic ammo types for it. I think this makes sense since the RR is rather less flashy and a bit lower tech compared to its brethren.
- LASS and Panzerfaust become available at about the same time. I'd like to see the Panzerfaust become available sooner. If it could be bought at the same time as the RR, this would give both a reusable and disposable AT option.
- I think we should be able to make Piratey Panzerfausts, maybe with a Hellerium warhead.
- The Rocket Launcher should be able to guide its rockets with a single waypoint - so you can make top-attack trajectories, like the Javelin. It does say it's "laser guided", after all, and I think this would make it a bit more unique over the alternatives. This mechanic also seems somewhat underutilized. The Advanced Rocket Launcher could have 2, or maybe it could be the one that has a single waypoint.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on June 06, 2023, 06:11:58 pm
Fair points, also because panzerfaust has a limited range than the LASS so it would make sense.

As for rocker launcher, maybe an "advanced rocker launcher" should have the feature to fire guided rockets; a separate weapon that might need optronics, like the smartgun and other stuff of the smart weapons family. Maybe change its name to "smart rocker launcher"
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on June 09, 2023, 02:57:59 am
- R-Rifle is pretty lousy, but is an effective nutcracker. I'd like to see it get an explosive round and be available earlier on. Also, you should be able to build exotic ammo types for it. I think this makes sense since the RR is rather less flashy and a bit lower tech compared to its brethren.

for expanding on the R-Rifle, how about a Canister shot (and /PS variant) like Rocket Flechette? it would be more inline with R-Rifle's pure kinetic theme instead of just another HEAT warhead, and it would give R-Rifle a niche. a terrain demolition shell (R-Rifle /MAG?) would be another good utility; sometimes all you need is a single hole to breach through and the R-Rifle excels at making small holes in things.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on June 13, 2023, 10:51:32 am
Hello guuys!! The N5 came out a few days ago, and it's always a joy to see a new verison! Some thought i made last night:


Edit: for that hybrid rifle here is a picture of a toy found n the internet:

(https://i.postimg.cc/x1nSJyYR/rifle-toy.jpg)

Edit: At the moment there is a shortage at least in the first part of the game - of assault rifles on the black market - while there is a certain abundance of pistols and submachine guns. Perhaps the reason is that as the criminal reputation grows the merchants will also sell ARs? Maybe Dioxine means this?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on June 18, 2023, 12:16:45 am
Fair points, also because panzerfaust has a limited range than the LASS so it would make sense.
The Advanced Launcher says its quicker than most to use, but it actually isnt. So id like to see it faster for what you invest in building one. Something like 75/40 percent TUs.

LASS may not have a limited range but its accuracy sucks, which basically means its worse than the panzerfaust on two counts. Panzerfaust has top attack so its alot easier to hit with. The Lass is pretty much crap


My request:

H.Ext: Uber Wheat (0.02)
...one bag of uber wheat == 1 hellerium.

also

D/A Ship Engine
... because midgame I end up with a ton of ship engines and nothing to do with them, since hangars limit how many ships you can make and power stations honestly aren't turning a profit for a long long time. Id much rather pry the optronics and heavy couplings out of them like ret. engines. Like seriously I may have 40+ ship engines taking up inventory and cant do much with them. They're a super huge gold brick waiting to be sold.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on June 22, 2023, 01:24:43 pm
Also the zombie plague disease seems to be correlated with the necropirates food, but the source of that in still not clear...maybe an experiment gone vrong by the govt involvind some kind of "chemichal agent (https://www.youtube.com/watch?v=h-x59ON5Q88)"? Would be nice to see the story developing, if planned in that sense..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Torchwood on June 22, 2023, 06:37:45 pm
The Advanced Launcher says its quicker than most to use, but it actually isnt. So id like to see it faster for what you invest in building one. Something like 75/40 percent TUs.

LASS may not have a limited range but its accuracy sucks, which basically means its worse than the panzerfaust on two counts. Panzerfaust has top attack so its alot easier to hit with. The Lass is pretty much crap


My request:

H.Ext: Uber Wheat (0.02)
...one bag of uber wheat == 1 hellerium.

also

D/A Ship Engine
... because midgame I end up with a ton of ship engines and nothing to do with them, since hangars limit how many ships you can make and power stations honestly aren't turning a profit for a long long time. Id much rather pry the optronics and heavy couplings out of them like ret. engines. Like seriously I may have 40+ ship engines taking up inventory and cant do much with them. They're a super huge gold brick waiting to be sold.

There is one thing you can do with ship engines over than storing them, build a complex of power stations in a hideout with some free space. This is a good way to stash them until your time of need when you're done researching better planes, it'll break even after a few months
Title: Re: Stuff I'd love to see in XPiratez!
Post by: howareyou32ny on June 23, 2023, 08:37:29 am
Love Xp guys. TY so much for such a fun n pain mod.

I would love to see in Xp that a new features that allow us to send spies to our enemy base or lab to steal armors. Or bootleg some flying enemy armors to use as our own. I need some good armors sooner guys. Such a pain to RnD for good armors.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Arctic on June 23, 2023, 10:49:05 am
Problem: Baby Nukes are awesome, but lack a good delivery mechanism.

Solution: Replace an RPG rocket's warhead with one to create an RPG Nuke Round. Compatible with both the handheld RPG and quad launchers, though quad-packs cannot be constructed. It is simply an RPG rocket but with a nuclear payload, so its performance is identical to the Baby Nuke.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Mathel on June 23, 2023, 07:34:37 pm
Hellerium Icecream

Protective item, hand slot.

Resistance modification: Heat 50%/50%  (A Heat 100% armor will become 75%)
                                    Cold  150%/10% (A Cold 100% will become 145%)

Decays after 10 turns in battle, can't be collected.
Glows just bright enough to illuminate the enjoyer.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Arctic on June 24, 2023, 12:09:50 pm
Super-Bombard. Some kind of advanced mortar tank with the ability to fire more rapidly - you can get off two snap shots in one turn, or select autofire to unload an entire 4-shell clip in one go. This would support CTRL+SHIFT spray dragging. I'd also like to see cluster rounds for artillery, if that's even possible.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: JustTheDude/CABSHEP on June 24, 2023, 02:16:55 pm
Super-Bombard. Some kind of advanced mortar tank with the ability to fire more rapidly - you can get off two snap shots in one turn, or select autofire to unload an entire 4-shell clip in one go. This would support CTRL+SHIFT spray dragging. I'd also like to see cluster rounds for artillery, if that's even possible.

Isn't there already Lokk'Narr exclusive bombard tank in game?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on June 25, 2023, 12:54:26 pm
Isn't there already Lokk'Narr exclusive bombard tank in game?

yes, should be visibile usin the ingame tech tree viewer
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Arctic on June 28, 2023, 08:07:50 am
Isn't there already Lokk'Narr exclusive bombard tank in game?

Hence why I said super-bombard. I'm imagining an upgraded version - able to fire twice in one turn, or unload all 4 rounds of a bombard clip at once (representing rapid burst artillery systems). Also it should be able to fly and have some protection against self-harm from firing Hellerium nuclear rounds. I'm just a sucker for being able to level the entire map, and I wish to be able to do so more efficiently.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on July 09, 2023, 07:20:40 pm
also a double-barreled auto magnum? With or without scope, with 8 rounds drum and only x2 shots mode. See it as a modern Version of the clockwork gun... spoiler picture..

(https://i.postimg.cc/L8TJY6Cf/double-barreled-scoped-magnum.jpg)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ultimoos on July 11, 2023, 09:23:09 pm
Catgirl in Party dress can not go to the party! Why let her wear a fancy dress and not let her fave fun in it? Let catgirls test their nails on a party.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on July 12, 2023, 11:27:40 pm
other possibly interesting ideas, this time regarding crafts:

- i've still no used it but how ho have a new map for the warbird, modeled after a Mil Mi-24/hind (https://en.wikipedia.org/wiki/Mil_Mi-24)? With some more range and acceleration and 1xMS added, but crew 5 instead of 6. Otherwise might be a brand new craft to add

- researching *the mutant alliance* unlocks the good ol' skyranger, but why not add also the vanilla interceptor from the original 1993 game? Which would be an earlier and downgraded version of the hunter-killer, that is somewhat far in the research tree (requires rank: boss if im not mistaken)

- modify the incinerator and add  a couple of air-to-air heavy machine guns, more like a Boeing B-17 Flying Fortress (https://en.wikipedia.org/wiki/Boeing_B-17_Flying_Fortress). Crew 10. (there was a 1993 micropose game of the same name though i never owned/played it  :'( google yourself. Eventually also a cool b22 stealth (https://en.wikipedia.org/wiki/Northrop_Grumman_B-2_Spirit) as an upgraded version

- eventually add a Boeing CH-47 Chinook alike helicopter (https://en.wikipedia.org/wiki/Boeing_CH-47_Chinook). Crew 15/20, or alternatively an osprey (http://Bell Boeing V-22 Osprey), there is already a mod here on the forum

- a ground vehicle truck, counterpart of convoy, Armoured personnel carrier alike (https://en.wikipedia.org/wiki/Armoured_personnel_carrier) or a civilian truck but not exclusive for any path. Guns 1x gr (heavy) and crew 8. medium range.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on July 13, 2023, 08:37:18 pm
I used the Warbird and found it to be a slightly-worse sidegrade of Little Bird. It's a cramped Mi-24 Hind with room for 6 units and no movement. I was really hoping it would be something like the current Scorpion/MI2400 but bulked out with room to stay inside and shuffle units. As it is, the Warbird has the same capacity as Littlebird but it forces your units through 2 doorways instead of freely allowing them to path into nearest cover, and it clusters them up so that a bad explosion at deployment kills all 6 instead of only 3 on a single side. The built-in chaingun is an interesting idea but I wish it was stronger and more befitting of how relatively late you get it. Maybe something like a 50mm (or even the Bulldog?) instead of the 14mm or 25mm
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on July 14, 2023, 11:31:51 am
Electro-Flare 40mm grenades to be fired from grenade launchers (and maybe mortar shell bigger brighter version), to be deployed by support grenadier, similarly to smoke charges.
Tactical usefulness in night missions would be great.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on July 16, 2023, 05:03:39 pm
40mm Illumination grenades already exist, see https://xpedia.netlify.app/##STR_GL_I
they even have the bonus effect of lighting things on fire! everything's better when it's on fire!
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Arctic on July 19, 2023, 03:40:43 pm
Saw a video about it recently so why not a lunge mine? Exclusive to the Peasant tree (because it is a suicide weapon); in effect, it is an RPG HEAT round on a stick. Run up to an enemy and jab them. Fatal consequences for the user and, hopefully, the target. Unlocked with shaped charges.

Anyway, Xenonauts 2 came out. Has a bunch of cool new alien graphics and a 1x1 UGV with lots of weapon options. While it is a 3D game now, it pretends not to be, so the camera perspective will be right to capture 8-directional images of the units. To be honest I'm not sure any of them would be that great to port over, but I do like the dinky tripod sentry gun you can build for base defense; I'd like to be able to deploy some of those. They are mobile but cannot be taken on missions. Seems much more useful than the rocket sentry in game right now. If anyone is interested I can try to adapt the graphics for OpenXCOM.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on July 19, 2023, 11:12:36 pm
a Lunge Mine is just a Stick Bomb with a longer stick. if anything, we should get a reusable lunge mine that doesn't kill the user. that way you can stab a guy and explode a guy at the same time, it's very pirate-y.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on July 25, 2023, 04:38:22 am
There is one thing you can do with ship engines over than storing them, build a complex of power stations in a hideout with some free space. This is a good way to stash them until your time of need when you're done researching better planes, it'll break even after a few months

I already do that and you only get 8 Bases dude. I usually do it with my 8th base. Fact is its already filled up, so I wish there was something else to do with them.

Problem: Baby Nukes are awesome, but lack a good delivery mechanism.
Baby Nukes used to be launched by RPGs.

What really needs to happen on an engine level is 2 or 3 Tiered explosive damage radius reduction.

So it can do incredible damage up close up to like 8 tiles, but reduce quickly. Then the reduction is lessened out to 16 tiles, then lessened even more out to the full radius. For example:
20 per tile out to X tile value.
15 per tile out to Y tile value.
Normal out to Z tile value.

Could be used for Grenades which do alot of damage up front but then do pretty flat damage out to a wide radius. Such as this for a Frag Grenade
69,  59,  49,  39,  36,  33,  30,  27,  24,  21,  18
stout damage in the first 4 tiles but then basically 1 bullet worth of damage all the way out to 10 tiles
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on July 30, 2023, 08:18:02 pm
In production screen, It would be very useful to have (in addition to the "auto-sell" button) auto-transfer button, so that when the production is finished, produce is automatically sent to designated hideout. Would save quite a lot of hassle.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on August 02, 2023, 11:34:57 am
Picking the ?reject the power? path make the game harder snce player won't have acces to shadowtech craft, but provided that balancing is preserved, might be possible add at least a couple of craft to add some decent light interception capabilities to compensate the codex craft loss? The standard air vehicles seems quite useless (not to mention the little bird and the buckaroo...sorry no kinda of offence...) maybe except for the airspeeder and the prianha but still it is not enough  :'(

Also, how about to integrate the very excellent RSSWizard's unofficial sounds mod? (https://openxcom.org/forum/index.php?topic=8892.0) It's a load of time since last update, so might be a nice thing  :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on August 03, 2023, 05:22:53 pm
but provided that balancing is preserved

There is no such thing in Piratez. Very obviously.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on August 05, 2023, 09:27:38 am
Frankly I think there needs to be a codex craft upgrade, kinda like a final form because it transforms using the tiny drill in the first place, this will keep the codex craft relevant when more advanced ships get introduced. The requirement to upgrade to the Pirate Battleship would be different depending on which codex type you have, more or less you would end up with something the size and capacity as the Thunderhorse but with an STC and improved capabilities over the strongest codex type (probably 2x HV and 1xLT and 8-10 armor).

This, in difference, to making the game harder since it actually needs to be easier.

I also think there needs to be some big transport that can be built about the same time as the Hunter Killer, probably counter balanced by being weak. Stats like this: Capacity 14 and 3 HWP. Weapons 1xHV, 1xLT. Speed 1900, only enough fuel to go to the exact other side of the world. Health 150. Requires 5 small engines to build it. Its a large cobbled together transport sorta reminiscent of a necro plane, although big and able to carry alot the ramschakle construction leaves it vulnerable, but weapons mountings allow you to get away with alot of damage if you're crafty with air battle.
It could look like a B2 stealth bomber which has had its outer wings folded upwards upon landing (star wars shuttle style) suggesting its much bigger but compacted for missions.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: urz9999 on August 06, 2023, 05:17:20 pm
I dunno if it was already answered/existing/planned (if so I apologize), but getting more and more into the lore i'd like to add to roster the infamous VIPs sometimes you got to know from research, maybe like hero units as for the two gemini nekomimis :)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on August 06, 2023, 07:43:52 pm
I dunno if it was already answered/existing/planned (if so I apologize), but getting more and more into the lore i'd like to add to roster the infamous VIPs sometimes you got to know from research, maybe like hero units as for the two gemini nekomimis :)

You mean the Puma sisters? They are already units :3
Title: Re: Stuff I'd love to see in XPiratez!
Post by: urz9999 on August 06, 2023, 11:12:34 pm
Yes, I've got them in one of my save (are they given randomly?) but I wasn't sure for other VIPs, the ones in the HISTORY section of the Bootypedia  :), like for Example Jill, Ivana Banana, Saya, Zombia, Captain Jack, Purple bloom and so on. Are they in the game? If not I think that adding some more heroes would be nice for creating the ultimate team for latest missions, at least for me, since oldest xcom days I've always put a lot of effort in team development and keeping them alive, in fact I expecially like the fact that in XPirateZ you have a lot of race with a lot of customizations so you can truly make your party big and unique. Finding the two Puma girls, was a very pleasant event for me.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RagingKrikkit on August 21, 2023, 10:25:26 am
I signed up for an account just so I could say how much I need the option to strap a Grav Harness onto an Aqua Suit and use it in 0-G.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on August 21, 2023, 11:55:42 am
I signed up for an account just so I could say how much I need the option to strap a Grav Harness onto an Aqua Suit and use it in 0-G.

Aqua Suit definitely doesn't look space capable, harness or not.

But it could fly in normal environment, why not.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RagingKrikkit on August 21, 2023, 12:46:04 pm
Aqua Suit definitely doesn't look space capable, harness or not.

But it could fly in normal environment, why not.
The EVA version is Exosuit-rated and usable underwater, as well as on the Moon and Mars, so the only real hangup for deep space operations seems to be the lack of control features, and the Grav Harness itself is already a component of Superhero armor, which is 0-G capable.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on August 21, 2023, 12:53:45 pm
The EVA version is Exosuit-rated and usable underwater, as well as on the Moon and Mars, so the only real hangup for deep space operations seems to be the lack of control features, and the Grav Harness itself is already a component of Superhero armor, which is 0-G capable.


...it's usable on the Moon???

Excuse me, I need to go and rethink my life.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on August 23, 2023, 12:47:00 am

...it's usable on the Moon???

Excuse me, I need to go and rethink my life.
It's a fully-rated interplanetary spacesuit, for any and every environment. The entire suit was designed to the Theban Queen's specs, and her ambitions reach quite far...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on September 03, 2023, 03:36:39 pm
I have several quality-of-life suggestions:
1) when choosing armour for a warrior, ability to search ("q") would be welcome,
as well as ability/ button to filter armour (similar like items list can be filtered) by environment - underwatter, space, covert ops, etc.
2) Search function in building facility menu - in mid/late game the list is getting quite long and chaotic.
3) In setting, i would love to see option to make all wounded crew to be automatically de-armoured, as you usually have more crew than good armour, and dearmouring them manually is tedious (and de-armouring everyone en mass with "x" is also often inconvenient)
4) It is very convinient that in Inventory screen, you can see weapon damage for selected fighter (by pressing alt and hovering cursor on the weapon). It would be even more convenient if in addition to damage, it would show how well it penetrates armour (Armor effectiveness) (and abbreviation of damage type perhapse) Sure you can alt-tab to a wiki, but when you are choosing what sword (of some 5-10 you have) to give to this or that gal, it would be very convenient to see that information in-game.

--- merged by Solarius Scorch. Two posts in 30 seconds??? ---

New enemy unit ideas:

Technocracy:
big 2x2 tracked unit with humanoid torso & big guns in arms (essentilly  T-1 terminator)
Flying 2x2 unit with rotors/jets, (kinda like Hunter Killers in the movies)

Daemons: Well, many daemons from Doom2 are still waiting their appearance, especially powerful ones that would make daemon faction dangerous in lat-game:
Cyberdaemon would be interesting and valuable to implement, giving daemon faction anti-tank punch to keep them threatening in late-game. To stress the late-game anti-tank role, could swithch/randomly loaded with normal explosive and anti-tank missiles.
Spidermind: essentially spider daemon with more HP, 14mm chaingun and perhapse a force shield. 
Pain elemental would also bring new trick to the table, (also should be easy to make, mostly re-coloured cocodaemon); it's spawning i thing should be made as shooting attack thad deals some concussive damage and then spawns flying skull unit thing near the impact poing.
Fatso Mancub would also be a new challenge, armed with heavy flamer and/or Arena Fireball Launcher.

Spartans
Being just a human faction, I think they shoud get armoured car with some anti-tank gun (105RR); or even a new lighter custom unit like jeep/toyota with a gun mount. I mean cmon, even bandits have armoured cars, it's weird that spartans get nothing nd become joke beyound early game.
 
Deep ones are another factions that starts struggling pretty early on (especcially in land missions), and needs some late-game unit love to remain viable threat and not just safary meat. As such I suggest some big/boss units:
2x2 giant enemy crab, with tank-level armor and massive melee damage; could have a variant with deep one/aquatoid riding it with sonic cannon.
2x2 lovecraftian Starspawn aka baby-cthulthu. flight, melee claws, ranged "magic bolts" attack with Psi/warp damage type to threaten tank but not necesserily obliterate infantry; and perhaps mind control/terror. Being of unnatural origin, it should be immune to poisonous gas, so widely used to exterminate the deep ones in general.
2x2 shoggoth: big mass of flesh (perhaps made by merging together multiple fartbag sprites) that attacks at range and in melee with powerful corrosive attacks (blast/rapid fire ranged ones, low-tu cost melee ones). Low armour but high regeneration.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Azoth on September 10, 2023, 01:37:44 am
I would like to see the nameless dogs returned if possible. It's too cruel to send tame dogs to enemies with an active Crate of Violence.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ultimoos on September 10, 2023, 10:45:07 am
I think that is the reason they were removed.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Azoth on September 10, 2023, 10:54:00 pm
If that was the reason, it would have been easier to just limit inventory space
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Vakrug on September 10, 2023, 11:34:49 pm
It's too cruel to send tame dogs to enemies with an active Crate of Violence.
I think that is the reason they were removed.
I once sacrificed 10 dogs for +5 VooDoo Skill...  ::)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Azoth on September 12, 2023, 01:23:49 am
I once sacrificed 10 dogs for +5 VooDoo Skill...  ::)

I wonder how?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Vakrug on September 12, 2023, 09:43:58 am
I wonder how?
The method of murdering puppies or how I got +5 VooDoo Skill?
With grenade. That time it was impossible to bring many dogs at once (heavy platform limit), so have to do several missions.
"Betrayer X" medal is given for 10 friendlies killed (works on nameless creatures also) and grants -10 morale recovery and +5 VooDoo Skill.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Yarrr on September 30, 2023, 05:47:23 am
It would be fun to have a named Werewolf.

But maximum 1 per game, like it could come from an event that only happens once, to keep things balanced.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on October 07, 2023, 02:11:24 am
Now that Cat Path is a thing, I'd like to see some expansion on the Peregeine Cult that seems related to them. Maybe a training/transformation for inducting gals/catgirls into the cult? How do the Peregrines interact with the Shadowmasters? The Church? The Nekomimi are a spacefaring people already; could this tie into connections with the Smugglers or the other spacers?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Blood Raven 117 on October 17, 2023, 02:00:36 am
is there plans for a cowboy paperdoll set for the girls? I'd like to theme my girls so I can have a cowgirl, a pirate, etc. I'm using the base Pirate uniform for now
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on October 17, 2023, 06:07:19 pm
is there plans for a cowboy paperdoll set for the girls? I'd like to theme my girls so I can have a cowgirl, a pirate, etc. I'm using the base Pirate uniform for now

I suggested some time ago something linda simula, "gunslinger", see here (https://openxcom.org/forum/index.php/topic,5821.msg150768.html#msg150768), maybe It8ght be room for It id there's enough consent...?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on October 18, 2023, 11:13:03 pm
is there plans for a cowboy paperdoll set for the girls? I'd like to theme my girls so I can have a cowgirl, a pirate, etc. I'm using the base Pirate uniform for now
if there's art assets for it then it'd probably be pretty easy to make a COWBOY outfit as a variant of PIRATE/ROGUE/BLACKHAT. you could take the stats and so on from the melee-focused Pirate outfit, just swap Melee for Firing.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on November 21, 2023, 07:19:07 pm
if there's art assets for it then it'd probably be pretty easy to make a COWBOY outfit as a variant of PIRATE/ROGUE/BLACKHAT. you could take the stats and so on from the melee-focused Pirate outfit, just swap Melee for Firing.

Well, actually that could be achieved by modifying the main pirate outfit, maybe adding a couple of bandolier on the chest and an holster around the belt. Maybe the new eventual outfit ight be named "gunsmoke" after the 1985's capcom game... (https://en.wikipedia.org/wiki/Gun.Smoke)

Also, would be nice to see a "kustom gauss gun", like hunting laser, that gals might be ale to manufacture after ha in researched "unlocking Gauss weapons" topic. Plasma have there bootleg versione instead, but would be nice if these night become a little easier to unlock...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ultimoos on November 26, 2023, 08:54:34 pm
I never go Little Bird. It takes a lot of research and the earliest you can have it is march. It seems like a lot of wasted effort for a craft that lets you do so little. Very small range. The only things you can shoot down are courier, other helicopters and if you are super lucky a plane. But those things are chance based. You might end up doing all that effort and not even use it.
So, i was thinking, what would be good enough as a reward early on to pursue Little bird, and I came up with one answer to that question. A "Fan".The only way to get that item which is needed for Large quarters is doing a "Help lock'nar" mission involving ninjas. But those became quite rare thanks to all Nar'locks equivalents. So, what if we made a "Fan" to be a guarantied drop in downed courier mission? This and guarantied courier in April would be enough for me to rush Little Bird, because Large quarters is a critical component of your starting base.
What do you think?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Vakrug on November 26, 2023, 09:26:18 pm
I never go Little Bird. It takes a lot of research and the earliest you can have it is march. It seems like a lot of wasted effort for a craft that lets you do so little. Very small range. The only things you can shoot down are courier, other helicopters and if you are super lucky a plane. But those things are chance based. You might end up doing all that effort and not even use it.
Already discussed earlier (https://openxcom.org/forum/index.php/topic,4102.msg154766.html#msg154766). It's main purpose is to take down Roving Bands.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on November 28, 2023, 10:34:27 am
Some more ideas:

1) there is kinda a gap between the choppers (little, big and war bird),the old ww2 alike planes (buckaroo, incinerator, daredevil), and the hellerium fueled craft; for the sakeofprogression would be nice to ahve 2/3 craft from the late XX cent/ early XXI; maybe the vanilla xcom interceptor might be picked up or planes for games of the early 90' like TFX  (https://en.wikipedia.org/wiki/TFX_(video_game)) or F-29 retalitator (https://en.wikipedia.org/wiki/F29_Retaliator). Sonic vessels that might be even able to take down a runabout or a cutter  ???

2) factions share nealry all the same models of craft, exept for the megapol, bandits, raider and marsec that seems to have unique and exlcusive crafts, pheraphs every single faction/subfaction might have its own exclusive vessels? Church is the only in that sense that have the shirne ship (exclusive). Don't know whether it would even worth the hassle but might be very nice change for an eventual juicy update  :P :P

3) please might the triton get another door on the opposite side where the only one is now? If somebody would throw a powerful explosive on the opening side that would be quite a mess!  :P
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Pherdnut on December 01, 2023, 04:40:58 am
Peekaboo Tactics Reduction

Too many missions start with just having to pop in and out of the lander to take opportunity shots to thin the cloud of enemies out before you can get to the interesting part, where you're clearing a map with tactical thought toward how to do it with minimal losses.

Two Suggestions:

* Reduced chance of reaction fire with every shot - it sucks to turn a corner with like 25% of TUs used and get shot 8 times because the guy had a blackmarch pistol. Not a huge nerf, just something to make it super unlikely anybody is going to unload an entire 6-round clip/chamber on one enemy's action.

* Maybe a little more minimum tiles per map. I think about 75% of my tactical fights involve finding good cover. And then popping in and out of it to shoot and hide for most of the entire battle before things thin out enough to actually start moving forward, at which point 95% of the fight is over. It gets really repetitive. I definitely don't miss hunting down that last Gillman on a cruise ship in TFTD for 200+ turns but X-Piratez feels like the opposite extreme sometimes, where it's insane to wait out the first turn without killing as much as possible first.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on December 03, 2023, 08:50:40 pm
A nice non-key mission involvin chemichal weapoons usege only would  also add another piece of variety. That would be a middle game mission (but note a bounty one) since manufacturing such weapons requires a refinery. Ah, the good ol' chemichal warfare (https://m.youtube.com/watch?v=DuiR1iNsyvc&pp=ygUXc2xheWVyIGNoZW1pY2FsIHdhcmZhcmU%3D)...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Azoth on December 13, 2023, 06:09:21 am
I believe there's a serious issue with missile strikes right now, although it's not about the missiles themselves. Let's say a missile wipes out a Storage or a Crew Quarters, to repair damage you have to redistribute people or resources to other bases and then bring them back. It's just a pain. However, I still think the phrase 'Suffering awaits' implies a different kind of suffering. So, how about do not reduce the capacity of the destroyed Storage or Crew Quarters, but introduce other negative effects instead? For instance, decrease the working space or add negative events. In short, incorporate enough drawbacks so that players would be motivated to restore these buildings as soon as possible.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: psavola on December 13, 2023, 04:11:29 pm
I haven't played XPZ, but here's a general note. By definition of the OXCE feature, missile strikes destroy facilities or more aptly, replace them with 'rubble' (another facility which can be defined on facility-per-facility basis). If desired, every facility could be defined to form a different kind of 'rubble'. I suppose in theory it would be possible to only destroy, say, a half of the facilities by creating a pre-redefined 'half-facilities'. I doubt very much there is interest to create such facility-specific 'rubble meta-facilities' however. So I'd rather suggest arguing for recalibrating the missile strikes.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Azoth on December 13, 2023, 04:59:05 pm
They are in game already
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Pherdnut on December 14, 2023, 12:45:35 am
Sniping Rifle's one snap per turn makes it of questionable utility. Better to snipe with grenades until Reapers or Lasguns show up. Gals get strong fast.

I suspect this will fall on deaf ears but I'm a lot uncomfortable with the Back to School topic's art for reasons that should be obvious.

Edit: For anybody who feels the same, user/mods/Piratez/resources/Pedia is where it's at. You can delete and copy/rename one of the others in its place. File name starts with X.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on December 14, 2023, 01:21:51 am
A purely cosmetic one: "tac armor" and "heavy suit" are very similar might the latter look more differenti, even usin different color instead of green? Otherwise better rename It to "heavy armor"...
Title: Re: Stuff I'd love to see in XPiratez!
Post by: DarthTheIII on December 18, 2023, 07:39:43 am
With the addition of "hand craft weapons" I think the 14mm rifle would be a good addition to the weapon class. 
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on December 19, 2023, 11:05:25 pm
With the addition of "hand craft weapons" I think the 14mm rifle would be a good addition to the weapon class.

Absoluely! As for ground vehicles how about a "warbus", a bus with double piratin' cannon broadsides, hey there is even 1985 movie with that name (the plot itself might be an idea for a mission), see here (https://en.wikipedia.org/wiki/Warbus) or a "wartruck" a truck of some kind and/or some others vehicles from the mivie "mad max fury Road", see page at fandom here (https://madmax.fandom.com/wiki/Category:Mad_Max:_Fury_Road_vehicles)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on December 20, 2023, 10:47:47 pm
Do not forget about the GLA Battle Bus
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRSYMNUPGV6e-itruewXtdNTUistnauMz3myw&usqp=CAU)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 06, 2024, 05:31:59 pm
Do not forget about the GLA Battle Bus
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRSYMNUPGV6e-itruewXtdNTUistnauMz3myw&usqp=CAU)

ah, here it is:
https://cnc.fandom.com/wiki/Battle_bus_(Zero_Hour)

Other possible firearms addictions:

any widespread soviet handgun-->homefront pistol
aksu-74--->homefront smg
rcf carabine with bayonet --->bayoneted rcf
Bullpup carabine with bayonet--->bayoneted carabine
rcf rifle ----> m14 (possibly from xcom files?)
as of now only muskets and homefront rifles can be bayoneted, having more variety would be quite interesting. anyway bayonets should apply to ancient guns,  the only exeption is super self charger.

did not know if somebody thought of thi before, but how to increase turtle crew capacity to 18 people? it's really slow but wide so it might make some sense

oh and a different hangar pic for the hunting party would also be nice, right now it's identical to the expedition one, don't know about the raiding party anyway..

Title: Re: Stuff I'd love to see in XPiratez!
Post by: minimen on January 12, 2024, 08:20:54 am
Small quality of life improvement. In X-Files mod if a players tries to send a craft to a distant mission the game might issue a warning about insufficient fuel. I'd like to have this kinda feature as well since sometimes It's difficult to determine in advance if Airbus can reach a distant mission or not.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: unarmed drifter on January 12, 2024, 12:21:40 pm
...if a players tries to send a craft to a distant mission the game might issue a warning about insufficient fuel ...

In Geoscape, klick on "Set the course" and choose a craft from the list. you will see how far you can get
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Pherdnut on January 17, 2024, 01:19:33 am
"Auto-Ship" button in manufacturing would be cool. e.g. Set durathread manufacturing to infinite at one base, auto-ship to another making infinite piratey lingerie set to sell, and all you have to do is remember to keep feeding chemicals and plastasteel to the first base with the right ratio set up. Would be ideal if auto-ship shipment alerts were silenced.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 17, 2024, 09:35:45 am
May i also suggest to import the warthog from the mod "oxc factions" (here (https://mod.io/g/openxcom/m/oxc-factions))? it would suit well in xpiratez low tech stuff; it's clearly the Fairchild Republic A-10 Thunderbolt II (https://en.wikipedia.org/wiki/Fairchild_Republic_A-10_Thunderbolt_II) wich i suppose was the plane in the dedicated game A-10 Tank Killer (https://en.wikipedia.org/wiki/A-10_Tank_Killer)  :P

I did not manage ever to play it because it required an 80386 cpu, at time i had only an 80286, i clearly remember i could run only the game main menu, otherwise it would hang  :'( :'(
Title: Re: Stuff I'd love to see in XPiratez!
Post by: shinr on January 18, 2024, 03:47:01 pm
Stuff from Doom Total Conversion Post-Apoc mods Ashes 2063 and Ashes Afterglow, from most realistic to wishful thinking:

* Sprites for items and weapons (though most of them are modified Doom and Build stuff, which means that the originals are present in XP in one form or another already)
* Pit-Fiend (https://youtu.be/dodhj4JsSzY?si=TiyuiDZcUfyivtj7&t=425) as a toxic and/or radioactive upgrade/alternative to the Bloodhound; (EDIT: Also comes in bigger, ride-able females variant)
* Vulture Bandits (https://www.youtube.com/watch?v=gAsYxySqODQ) as additions/replacements to/for bandits/raiders;
* Cannibal Mutants (https://www.youtube.com/watch?v=CombT-2EHWY) as a savage mutant faction;
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 25, 2024, 11:02:14 am
Sorry forgot to mention in the previous post: would also be nice too see more sci fi/pop culture stuff from '20 to '90, for instance:








as you see, imagination is the only limit, expecially for those of you maniacs!! :P :P

Title: Re: Stuff I'd love to see in XPiratez!
Post by: shinr on January 25, 2024, 03:53:02 pm
A highly unlikely to be granted request:

A submod for 4x2 Hangars with room for 1 extra craft (which might be possible with a recent development (https://openxcom.org/forum/index.php/topic,11611.0.html)) just to have that extra premium space for everything else.

Though from what I heard (https://openxcom.org/forum/index.php/topic,5821.msg138842.html#msg138842) Dio doesn't like the idea of differently sized hangars that do not follow the "4 tiles = 1 craft" convention, presumingly for balance reasons.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on January 30, 2024, 01:16:31 am
Though from what I heard (https://openxcom.org/forum/index.php/topic,5821.msg138842.html#msg138842) Dio doesn't like the idea of differently sized hangars that do not follow the "4 tiles = 1 craft" convention, presumingly for balance reasons.

In fact he stated there are planned for xpiratez only two types, large and small (https://openxcom.org/forum/index.php/topic,11493.msg157916.html#msg157916), hope that gonna make in the next version..
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ultimoos on January 30, 2024, 12:55:52 pm
With recent addition of things like gunwagon and angrybird I also think game is in dire need of those small hangars. A couple of weeks ago I've written how I see criteria of what would use small hangars.
1. Is not hellerium powered.
2. Would take 1 grid space in battlescape.
3. Can carry less than 10 units to combat.

Anyway, it's good to hear Dioxine is considering adding those. Can't wait.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on January 30, 2024, 05:05:19 pm
either or both of these would be fantastic compliments to the earlygame craft game. reserving the 2x2 hangars for battery-powered and hellerium-powered craft would mean that the early craft aren't competing for very valuable hangar space and allow more of them to be in play.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on February 07, 2024, 12:32:25 pm
  • 1x1 Garage for ground vehicles
  • 1x2 Airstrip for necroplanes
either or both of these would be fantastic compliments to the earlygame craft game. reserving the 2x2 hangars for battery-powered and hellerium-powered craft would mean that the early craft aren't competing for very valuable hangar space and allow more of them to be in play.

Actually i'd go only with two types; it would be more simple since low tech planes would become useless after a while.

Addenda to my previous post: since anyone seems has not wrote about so other funny ideas might be "rob the robbers" mission where player has to assault robbers on the run to get their loot; some craft from  wing commander I/II and star wars like the AT-AT, and an enemy unit such as an ed-209 from robocop..alike...and pheraps the blackmarsh rifle might be modelled to resemble more a h&kg36 (https://en.wikipedia.org/wiki/Heckler_%26_Koch_G36) (very futuristuc design indeed) also for the tools the trade a romanica pistol (beretta92fs (https://en.wikipedia.org/wiki/Beretta_92))(loved by john woo and featured in lots of his films!) (https://splicedwire.com/features/johnwoo.html) and smg (beretta m12 (without folding stock, useful in infiltration missions (https://en.wikipedia.org/wiki/Beretta_M12)) and the marsec m4000 from ufo apocalypse (https://www.ufopaedia.org/index.php/Marsec_M4000_Machine_Gun) as marsec marine standard service weapon (ask robin for sprite usage?)

Might be cool some content/weapons/units vaguely inspired to french foreign legion, take for example e the 1977's march or die (https://en.m.wikipedia.org/wiki/March_or_Die_(film)) (legionnaires outfit, lewis gun, very "aerial" (https://www.youtube.com/watch?v=1AwJelDrm_g)) movie.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: shinr on February 07, 2024, 01:35:35 pm
Snipped

I suggest you format the editing-to-avoid-double-posting-post like this:

Quote
Original Post

EDIT: More Stuff

EDIT 2: Even More Stuff

EDIT 3: But Wait, There Is More!

But to be more on topic, in my earlier post above I talked of Ashes 2063/Afterglow, well I remembered that the mission pack for the former, Dead Man Walking, had another set of bandits, the Rippers, which in practice meant reskinned and repurposed assets (which is still a bit of work for a sprite-based game), but one of those is a tricorne-wearing dual wielder (https://youtu.be/zQCMbzx4II0?si=mN_eZUl8CCw-oLik&t=1540) (An American Revolution one, not a pirate one, to go along with their a bit insane take on American Revivalism (https://youtu.be/j-dIaBDOp-8?si=VAq7o4Rp_BXk3MGR&t=14), but still).
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on February 09, 2024, 05:36:48 pm
I suggest you format the editing-to-avoid-double-posting-post like this:

ahha sorry, ok :). Hey: we have stop signs and kitcken knifes but not pans, how about these (click (https://www.youtube.com/watch?v=n2a2A5QMd34))? Today just discovered a wonderful youtube channel, it's named "Johnny Johnson (https://www.youtube.com/@JohnnyJohnsonEsq)", it's a great source of inspiration...

Oh well, to pair with the ramshackle rifle, i'd add a kind of zip gun (a pistol, actually ti be named "zip gun") in the early black market :)
and  since xpiratez takes lots of inspiration form anime,  how about something from "akira (https://www.imfdb.org/wiki/Akira)" movie and
 "porco rosso (http://www.imfdb.org/wiki/Porco_Rosso)" (the plot sees pirates and dogfighting so it might fit well) or some other work from Hayao Miyazaki  8)

Also to make a more but easyer boogeymen encountrers, or add a couple of missions, one similar to the food piracy one, or another to save peasant from boogey raid or something
Title: Re: Stuff I'd love to see in XPiratez!
Post by: shinr on February 09, 2024, 06:24:51 pm
since xpiratez takes lots of inspiration form anime,  how about something from "akira (https://www.imfdb.org/wiki/Akira)" movie and
 "porco rosso (http://www.imfdb.org/wiki/Porco_Rosso)" (the plot sees pirates and dogfighting so it might fit well) or some other work from Hayao Miyazaki  8)

You better point out specific things from those IPs you want/think will fit in X-Piratez, otherwise such general suggestions will get ignored from being too broad.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on February 10, 2024, 02:52:10 am
You better point out specific things from those IPs you want/think will fit in X-Piratez, otherwise such general suggestions will get ignored from being too broad.

Well these are only raw ideas to develop/adapt that Dioxine and the community might like or not; for example a mission, an unit, a craft, a vehicle, a tech, an armor/outfit, an item, a weapon to add which is inspired by a certain work, i know from time tend to overload this thread,but i surely won't tear my clothes up in despair if things i wrote are not liked and implemented  :)

Another couple of ideas:

1) add a couple of seaplanes with features similar to necroplanes but can be only used in missions involving assaultin large ships; migh be ysed the tftd maps for this but made broader, maybe?

2) would be nice if would be some chance to seduce cleopatra to get some advantages, like in "centurion: defender if rome" one of the very few games i finished in my past videogame career, if interested guys,see here (https://www.youtube.com/watch?v=Rd4KjPUZcsU&pp=ygUTY2VudHVyaW9uIGNsZW9wYXRyYQ%3D%3D)
Title: Re: Stuff I'd love to see in XPiratez!
Post by: shinr on February 11, 2024, 05:08:25 pm
So in a fit of nostalgia I was looking at the Cadillac and Dinosaurs sprites (https://www.spriters-resource.com/arcade/cadillacsdinosaurs/), and among the enemies I saw that game's Capcom Chunky Charger™ archetype, in (https://www.spriters-resource.com/arcade/cadillacsdinosaurs/sheet/52898/) three (https://www.spriters-resource.com/arcade/cadillacsdinosaurs/sheet/53120/) varieties (https://www.spriters-resource.com/arcade/cadillacsdinosaurs/sheet/53544/), which gave way to the following:

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on February 12, 2024, 01:37:52 am
So in a fit of nostalgia I was looking at the Cadillac and Dinosaurs sprites (https://www.spriters-resource.com/arcade/cadillacsdinosaurs/), and among the enemies I saw that game's Capcom Chunky Charger™ archetype, in (https://www.spriters-resource.com/arcade/cadillacsdinosaurs/sheet/52898/) three (https://www.spriters-resource.com/arcade/cadillacsdinosaurs/sheet/53120/) varieties (https://www.spriters-resource.com/arcade/cadillacsdinosaurs/sheet/53544/), which gave way to the following:

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?

yes, might be interesting! Speaking of enemies a couple of ideas for units:

1)ostlegionen (https://en.wikipedia.org/wiki/Ostlegionen)! Would be an humanist soldier with same stats but a different paperdoll, only cosmetic change

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones
Title: Re: Stuff I'd love to see in XPiratez!
Post by: shinr on February 12, 2024, 08:24:51 am
yes, might be interesting! Speaking of enemies a couple of ideas for units:

1)ostlegionen (https://en.wikipedia.org/wiki/Ostlegionen)! Would be an humanist soldier with same stats but a different paperdoll, only cosmetic change

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones

Eh, why?

1) In the context of X-Piratez, a variant of a Bugeye as a meat shield/suicide bomber would make more sense;

2) Why do they need to be removed, especially if several factions will be robbed of their "generic" elite option? You could still have the "generic" Human Commando (Plus their 'peadia article states they are pretty much incompatible with both Humanist and Spartan beliefs) while giving Spartans their own variant, probably a Specialist/Captain of some sorts. Humanists already have their own Stormtroopers, not to mention the Supersoldiers.

Also, when I suggested a Fat Bandit enemy, I did not mean replacing Fat Guy and/or Zombie Fatman, I meant using their sprites as a base for a new enemy.

EDIT: Scratch that, Human Commandos moonlight as Spartan Commandos already according to the offline paedia.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: ontherun on February 14, 2024, 01:51:25 pm
Eh, why?

1) In the context of X-Piratez, a variant of a Bugeye as a meat shield/suicide bomber would make more sense;

2) Why do they need to be removed, especially if several factions will be robbed of their "generic" elite option? You could still have the "generic" Human Commando (Plus their 'peadia article states they are pretty much incompatible with both Humanist and Spartan beliefs) while giving Spartans their own variant, probably a Specialist/Captain of some sorts. Humanists already have their own Stormtroopers, not to mention the Supersoldiers.

just sayin' :) but if the one-for-rule-em-all way is preferred, ok ;)

Also, when I suggested a Fat Bandit enemy, I did not mean replacing Fat Guy and/or Zombie Fatman, I meant using their sprites as a base for a new enemy.

yep i meant i agree with that!

Would also be nice if each vcountry might give a specific weapon, maybe later on unlockable in the black market, for example an assegai  (https://en.wikipedia.org/wiki/Assegai)for the jidden exanse, and so on; amd pheraphs some references to a thing called nwo (https://www.youtube.com/watch?v=mp-AGEpYFQg), an historycal fact that gals might stumble upon? And also something called FIFA world cup (https://www.youtube.com/watch?v=39CyUAnKUso), an ancient sport that was before the gravball...or even "hot fuzz (https://www.imfdb.org/wiki/Hot_Fuzz)" if you guys like (british) comedy (https://www.youtube.com/watch?v=sQ3oHyUDNDI)..

Just found a pirate channel on youtube: the pirates port (https://www.youtube.com/@ThePiratesPort/videos)! I'd add some privateer elements, maybe an outfit fo some sort or lore info. And how about a tavor 12 (https://www.youtube.com/watch?v=IioydI70prM)?
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Ruberto on February 19, 2024, 10:39:20 am
It would be a massive quolity of life improvement if, when base is attaked (often by surprise), the game first went to "armour screen", where you asssign armor  (and patient suits) to relevant gals. (and when you click "done" it would go to arming screen)
Being caught with you armour off really sucks.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on February 19, 2024, 04:27:05 pm
It would be a massive quolity of life improvement if, when base is attaked (often by surprise), the game first went to "armour screen", where you asssign armor  (and patient suits) to relevant gals. (and when you click "done" it would go to arming screen)
Being caught with you armour off really sucks.

Yeah, making this feature while encouraging the player to ignore it would be soooo logical... ;D
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on February 21, 2024, 03:06:48 am


Spitfire Ammo/Gas
damage: 20 choking just like flintlock gas balls


but also
Did the problem of non-gal flying armours ever get addressed? ie the ability of peasants, soldiers, possibly lokks to be able to use some kind of grav pack? Because if you're running a no-stinkin-gals assault squad somebody better be able to fly just because.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Mathel on March 04, 2024, 11:01:39 pm
Lok'Narrs and Gnomes have flying armors.

Nightflyer for Lok'Narr, TAC7-G for Gnomes. Cybermage for Bugeyes.
Neither of these is good protection though.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: John___Doe on March 06, 2024, 04:41:00 am
SS have the skyknight, but its late and requires a specific path with dr x.
Catgirls get flycat, which is very similar to lokks nightflyer.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Psyentific on March 08, 2024, 08:23:20 pm
Spitfire Ammo/Gas
damage: 20 choking just like flintlock gas balls
Spitfire Incendiary would be another good one. It could use the same stats as LACC /WP, just with the spitfire's more accessible spray-n-pray shooting. Something like this would be fantastic for lighting up night maps.

In terms of advanced ammo variants (from Extra Cannon Munitions tech), at first I was thinking an /EP ammo might be fun and interesting, but then I realized there's an even better 'spicy' option. The Spitfire is mostly used by Spartans and sometimes Humanists, so wouldn't it be fun to give them Anti-E511 ammunition? I think that having special anti-mutant ammo for their unique gun would be a very flavourful midgame upgrade for these mundane humans. It would also push the player to use this otherwise fairly niche weapon for its unique capability; anti-hellerium ammo is otherwise only found on the exterminator's autocannon and manufactured ammo.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Fugazza on March 08, 2024, 11:08:45 pm
Maybe it was said before or it can't be done per engine limitations, but.... It would be nice to have idle runts to add some ship repair time reduced.

Edit: Typo
Title: Re: Stuff I'd love to see in XPiratez!
Post by: shinr on March 09, 2024, 07:41:29 am
Maybe it was said before or it can't be done per engine limitations, but.... It would be nice to have idle runts to add some ship repair time reduced.

Edit: Typo

It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Mathel on April 08, 2024, 07:38:19 pm
It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.
Such bonus could be added to either hangar, or to base as a whole.
The hangar bonus would cause the craft stored within it to heal X additional HP every hour.
The base-wide bonus would cause all crafts to repair Y times faster.

The bonuses would be applied in that order.
There should be also an option to manually reassign hangars, and a toggle option that would make sure that damaged crafts get reassigned to a hangar that speeds up repairs, provided it isn't already repairing another craft.

I am not really worried about instant repairs. The advanced hangars would be pretty high on the research tree, and by then most craft have plenty of health.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Delian on April 19, 2024, 05:35:11 pm
It's important that Ball Bat hit sound be changed to this.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Solarius Scorch on April 20, 2024, 11:55:40 am
It's important that Ball Bat hit sound be changed to this.

Your wish has been granted. ;D

5 minutes job, but seems to work fine.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: RSSwizard on April 24, 2024, 02:46:19 am
SS have the skyknight, but its late and requires a specific path with dr x.
Catgirls get flycat, which is very similar to lokks nightflyer.

Here's an idea for flying slave soldiers:

Rocketman
patterned after the rocket propelled jetpacks shown in the flying armors ufopedia splash screen. Except there's the catch that they're 0% damage smoke protective rather than space suits.

Because like other tongue in cheek references he'll get enemies high as a kite too - he has a forced item chemical sprayer that douses enemies (20 damage spread) with hallucinogenic compound (use UAC Space Suit movement sound).

Requires researching green lighter, smugglers (to get access to hallucinogen grenades), smokey armor, and pest control manager for gals to get the idea.

Production requires a smokey armor, grav pack, about 20-30 hallucinogen grenades.
Title: Re: Stuff I'd love to see in XPiratez!
Post by: Dioxine on April 24, 2024, 11:23:03 am
With the addition of "hand craft weapons" I think the 14mm rifle would be a good addition to the weapon class.

...And this could be said about a crapton of other weapons. One needs to make some selection.

May i also suggest to import the warthog from the mod "oxc factions" (here (https://mod.io/g/openxcom/m/oxc-factions))? it would suit well in xpiratez low tech stuff; it's clearly the Fairchild Republic A-10 Thunderbolt II (https://en.wikipedia.org/wiki/Fairchild_Republic_A-10_Thunderbolt_II) wich i suppose was the plane in the dedicated game A-10 Tank Killer (https://en.wikipedia.org/wiki/A-10_Tank_Killer)  :P

There is already A-10 tribute craft in the game (Thunderbird).

With recent addition of things like gunwagon and angrybird I also think game is in dire need of those small hangars. A couple of weeks ago I've written how I see criteria of what would use small hangars.
1. Is not hellerium powered.
2. Would take 1 grid space in battlescape.
3. Can carry less than 10 units to combat.

Anyway, it's good to hear Dioxine is considering adding those. Can't wait.

I'm only waiting for OXCE code to allow it. So far, AFAIK, it does not. As for criteria, I'll make my own, will probably be all ground craft (trucks, expedition and convoy for consideration) + small helicopters (probably).

Sorry forgot to mention in the previous post: would also be nice too see more sci fi/pop culture stuff from '20 to '90, for instance:

  • rococop's handgun auto 9 (see fandom page (https://robocop.fandom.com/wiki/Auto_9)) maybe avaiable as smuggling weapon unlockable after research "contact: smugglers"


Was already added to the game a long while ago.

2) would be nice if would be some chance to seduce cleopatra to get some advantages, like in "centurion: defender if rome" one of the very few games i finished in my past videogame career, if interested guys,see here (https://www.youtube.com/watch?v=Rd4KjPUZcsU&pp=ygUTY2VudHVyaW9uIGNsZW9wYXRyYQ%3D%3D)

Planned. But you forgot it wasn't YOU who was doing the seducing in Centurion. Also the power balance was completely different so it was safe to let yourself be seduced by her :)

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?

That's actually a cool idea, they are a bit boring, especially now, as you fight endless hordes of them. Could have fat guy replace 1 in 4 Ruffians or sth. As for weapon variation this would be far harder to achieve since it would require modyfying a metric shitton of enemy deployments.

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones

Read the description of Human Commando. They are related to Humanists but not part of Humanist faction, since they can have varied allegiances and political views. Spartans? Lol they lack the funds and training capacity to field such guys. As for idea of adding Humanist camo unit - no, I decided this faction will lack camo units to keep its distinct character; everyone-has-everything is poor design. If there is such need or inspiration or lore need, I could add a mission where Humanists are supported by Human Commandos. Spartans will get a different unit, Geront in an old and broken Powered Armor, but when, hard to tell, they're tertiary priority.

It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.

Ask OXCE guys for such features. As of now, there is no way whatsoever of influencing craft regen speed, except for innate craft bonus.

Reminder: including correct-game-format gfx assets for your suggested new stuff increases the chance of it being implemented in some way by a factor of 10.

Finally, Slave Soldiers will get a flying Doom armor variant, but this will require arc progress beyond what's in the game so far.