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: HumanTraitor 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: ajnunezr 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: ajnunezr 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: ajnunezr 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 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 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 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 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 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 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 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 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: ajnunezr 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 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 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 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)