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Messages - FudgeDragon

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XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 17, 2015, 02:16:42 pm »
Small question:
- Why is the big font different than in vanilla? By design or by accident?
- If by design... can I revert to original font somehow? I really dislike the new one...

I don't mind it myself, and I cant comment on Dioxine's decision to include it, but...

If you open the Piratesz/Ruleset directory, theres a AmigaFont.rul. I beleive just removing that should revert the change.

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 15, 2015, 09:37:42 am »
Righto, was just checking if you'd forgotten to update the first post if if you hadn't built a version yet. I'm in the process of updating my extended builds (testing atm). Partially because extended has been updated, but mostly because Piratez is now using it.

Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 15, 2015, 09:18:58 am »
Real shame to see you go. I typically don't watch let's plays for games I play myself (I typically get bored after 3-6 episodes) but I've enjoyed yours, starting from your 'Rocking the Oldies' TFTD.

I'll mirror what the others are saying above. If you're rapping up LPing, continue with what you're doing atm. If you were continuing I'd say by all means wrap this up and start series 2 pirates on extended. but ~10 episodes isn't really time for a new lp to get off the ground. In early game pirates that's probably about 6 missions (maybe even less), and that's nothing.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 14, 2015, 11:10:28 pm »
Like I said, read the install instructions carefully, it's very different than it used to be :) The whole game + mod is provided, minus original ufo files. But if you want to install it the old way (unadvised), make sure to delete the common/soldiername directory. I couldn't get the switchable soldiername functionality to work, Warboy made it too smart for me :)

In an effort to avoid having more than 1 UFO directory sitting around my computer (and being unwilling to resort to symlinks) I had a look into this myself tonight, and got it working. I beat my head agaist the wall that was YAML-CPP error output and then took a look at the code.

I still don't entirely understand how the rulesets work, but the bottom of soldiers: - type: XCOM now looks like this and it works!

Code: [Select]
      - delete
      - SoldierName/Pirate.nam

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 14, 2015, 05:49:25 pm »
Hey Shoes. Are your most recent commits ready to build? or are you still bughunting?

Playthroughs / Re: Let's Play OpenXcom PirateZ! Ep #34: Drones!!
« on: June 14, 2015, 12:37:44 pm »
"I still have 4 TUs to move behind the wall, to relative safety! Let's spend it on kneeling instead, woooo!" :P

Deadly Frisbees!!

Cheers, Ivan :D

Today's Limerick:
The tale of Fudge Dragon's Danger
Four barrels seemed like a game changer
   The acid flew fair
   But the drone didn't care
And now its fer us to arrange her.

You know, the second I learned my first mission was a pogrom I knew something like this would happen. Ah well, at least I was useful.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended
« on: June 11, 2015, 07:45:10 am »
I hadn't seen this post before:Well, although that's true, there is a huge difference in replay value for Piratez. Playing through the first time is like a really long tutorial where you learn the factions, ships and tech, and the second playthrough is very different. The first playthrough actually feels a lot like a tutorial..

That was unexpected. Most people think that the difficulty is high enough, or even too high... But I can ramp it up more if it really feels too much like a tutorial.

I don't think he means that it's like a tutorial because it's easy. I think he means that the first playthrough is a continuous learning experience. A second playthrough is less... overwhelming. You've already read a lot of the BootyPedia articles, you have a better idea of an optimal tech path, who to capture to progress to good techs, which enemies are the most dangerous, which of the starting weapons are helpful and which should be avoided early on.

Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 10, 2015, 08:22:37 pm »
Woo! At the minute I am proving both useful and still alive!

You're right about the 35-85% range on Blackbeard by the way.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended
« on: June 10, 2015, 11:42:44 am »
Heh, good to know, sounds an interesting mechanic.

Hmm, Are we still starting with a workshop? or is the still replacing it? ???

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended
« on: June 10, 2015, 10:59:57 am »
EDIT. The release is almost ready, there were some delays as the Nurse outfit took me a huge amount of time to complete. God I hate making unit sprites. I just need to pull Zharkov's Green Lighter, finish some odds & ends and do some testing. Meanwhile, another teaser

Looking forward to it. How do these new facilities work? Are we limited to only 10 runts working on product per building? or can we use workshop space as well, providing we've got at least one?

Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 09, 2015, 01:35:30 am »
Eh, its not too deep in the tech tree, and I had a somewhat more successful start than you did, coupled with the fact that I didn't capture a vital dude for a while game me more time to research side topics. On the other hand the enemies have like 6 bases up, so I'm like completely haemorrhaging points each month. I should really clear some out, but they were all academician, and the voodoo+gauss really freaked me out.

Research Spoilers Below
The most basic and first thing you can research is the GRAV HARNESS
This actually lowers your defence to 15 all round, 150% incend & 70% cutting, in return it gives +10 TUs and +15 Stamina

The next (and immidately after) is HOVER
it has 5 more armor on all sides than a TAC VEST and is a variant of that line of armour. However it loses the 10% resits against Piercing & Laser and gains a 10% weakness to acid.
It gives -15TUs, +15 Carring capacity and +5 Stamina. I consider this to be a fair trade off, as the people I give it to are rarely in danger, as I operate an archangel sniper like setup with 1 or 2 gals.

I dont actually consider the loss of stats to armor to be that bad, but I suppose any loss of TUs & Stamina is problematic with your fixed tu usage melee troops.

EDIT: Also you may wish to look into the Motion Scanner. I haven't actually used it in Piratez yet, but I've had some success in vanilla xcom using it to predict when it's safe to go up elevators in ufo defence, especially on the supply ship map.
It's called the Eye-Phone in Piratez, and I believe the tech comes from a low level academician.

Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: June 08, 2015, 11:41:18 pm »
Well the next episode should be interesting at any rate. Here's to hoping you get a good landing site. I'd say good luck, but I imagine you already have it recorded.

Also I see I've ended up with a Gal. Wonder how long she'll last. That low stamina should increase fairly quickly provided she sees some action, the trick'll be finding something she can do without moving much. A firing accuracy of 50 isn't ideal for a sniper but maybe some sort of grenadier with frags, ect. Also I'm unsure of your decision to give her no armour at all, her strength is reasonable, you could at least give her the usual pirate duds for the small stat boosts, have you researched the tac armour based flying suit yet? I can't remember if you have,
but that actually increases stamina.

Of course this may be a moot point if she died on your pogrom.

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 07, 2015, 08:18:17 am »
Hmm, I'm not really that good at laying out interfaces, but I'm tempted to agree with Ivan here and just have a Psi Attacks total at the bottom, with a couple of caveats.

Is it possible to track kills and stuns via psi: i.e. I mind control that guy, he kills two people and those are technically my kills, or I make that alien panic and he kills one of his buddies.
You could list these as Psionics in the kills list, with maybe a medal for causing an AI unit to commit suicide by grenade.

The only place I think you can afford to go into greater detail is the mission details screen, maybe listing them like PANIC Sectoid Soldier Psionics/Psi Amp
Maybe if the above is possible you could list the kills the enemy makes as a result of this in more detail too. Not entirely sure how you would present that, seeing as you'd want both the aliens weapon and the alien doing the kill on there.

Hmm, thats all I can think of at the moment, either way, having stats for psi will be interesting.

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 06, 2015, 08:21:05 am »
@FudgeDragon: Nevermind about the ruleset-defined soldier names - looks like this functionality was broken by 27th May Nightly, so it's not about your build. Well, it was fun while it lasted.

Always the issue with custom builds. You can never be quite sure where the problem is coming from.

I'll check to see if I can get my extended build to crash on a regular terror mission. It's somewhat difficult to test without your savegame, and you can't really send me that because it's useless without your unreleased mod.

Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 06, 2015, 12:48:31 am »
Can I ask which build you're using? and what you mean by a custom soldier name directory? I spent a while testing the legacy+ build, and initially agreed with your assessment, then realised it was the base nightly too, I then spend ~2h stepping though the code, realised it can't do anything but load all .nam files in the directory, which I'd neglected to remove when I installed pirates. When I stopped being utterly pants on head daft and removed them, my game's now showing pirate names fine.

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