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Messages - Bacon_Hero

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XPiratez / Re: [MOD] Break Euro Deal & Eurolas Rebalance
« on: July 19, 2017, 01:32:15 pm »
Ugh a word of warning guys - you might still get 1 more eurosynd mission after you've done this.

 :-[ :-[ :-[

I believe this is because missions on queue before new conditions occur don't get removed? For example I still had a mutant pogrom mission after researching MSDF.

So just be aware... you might have to do 1 last mission for those bastards

XPiratez / Re: [MOD] PG13 Version (Less NSFW) 99F3.104
« on: July 18, 2017, 07:23:29 pm »

What's the exact error message? I think we can figure it out once we have that.

XPiratez / Re: [MOD] Break Euro Deal & Eurolas Rebalance
« on: July 18, 2017, 07:22:20 pm »

It looks something like as shown in the png below.

So while single shot damage and hit bands (chance of doing at least 1 damage on a hit) have improved marginally, repeat fire brings up the overall reliability of this weapon. If you go full snap shots the gauss musket tends to be a bit more consistent. The real value for money comes from double auto-fires where the markslas pumps out 4 shots accurately up to range 21 and the lasrifle shoots 8 times.

So at optimal range the ES weapons now gives you the flexibility to take more individual shots reliably against low health pool enemies and also concentrate fire on a single high health enemy

XPiratez / Re: [MOD] Hire Lawyers to Break Euro Contract
« on: July 17, 2017, 10:36:43 pm »
Ok, here is my separate but complimentary ES-Las Rebalance Mod. The goal here is to make ES weapons viable by slightly tinkering with the weapon stats to raise the utility of ES Las weapons to the level of Gauss Weapons yet retain its Piratezy flavour. My goal isn't to make ES weapons replace Gauss. You'll find that the base damage remains unchanged. It will be a strict side-grade - a different tool but one that will be just as effective.

Please find the attached file with the first post.[/i]

You may ask, "...why tho?" and "is it really needed?" I feel the answer is yes! Here's my reasoning:

By the time you've unlocked gauss weapons you would have collected over a hundred gauss guns. Gauss weapons practically pay for their own research and you won't even have to manufacture a single one! On the other hand, ES weapons are not found in the wild and it would cost between $10 to $24 millions to furnish a large squad.

Way before "unlock gauss research" finishes you would have found very cheap and very good guns and/or ammo that are as good as or even better than vanilla ES guns. This makes the ES deal a purely detrimental choice. In fact ammo like AC-GAS, AC-AP, LC-AP, Magnum Chem, Super Magnum Mercury boasts damage to TU values that are as good as or exceeds ES las-weapons. Hell, once you've researched Hellerium munitions, the LC-HEAT is so powerful that it matches the Guass Musket's average damage output (and you'll probably unlock it like 12+ months before you unlock gauss).

So because there are too many good choices that make ES las weapons weak in comparison, the ES Deal becomes a choice that has no redeeming qualities.

I believe that if a player decides to sink so much money, effort and risk into a set of weapons, they should receive a justified payoff. No other equipment choice in the game forces the player to sacrifice so much - I love this as a game mechanic - so this mod is here to make that choice a viable one.
BH ER LasMod Changes:

All ES Lasguns have improved armour penetration.
All ES Lasguns have a chance to set enemies on fire (I'm thinking of the lasers in Crusader: No Remorse/ No Regret, or C&C Obelisk of Light, how cool were they!)

ES Heavy has an improved clip size. The damage output of this weapon is already very high, increasing its AP to 40% puts its damage band inbetween the Gauss Musket and Heavy Gauss with full auto-fire. It also sets people on fire more reliably than other ES weapons.

ES Markslaser is now more like a scout's precision rifle. You can move plenty before firing in either aimed or auto mode, or stand and deliver and fire twice in each mode. The auto-fire x2 (pulse) mode and duo aimed shots raise this weapon's average damage to a respectable level. Clip size remains the same so watch your ammo!

ES Lasrifle now boasts an increased clip size and you can fire off 1 more shot in each mode per turn. This allows you to plink away at targets. While each individual shot may be far weaker than a Gauss Musket, the combined average of shots delivered by the ES Lasrifle should match that of the GM in a single turn, in fact, on double auto-fire you might exceed it! This is true even against targets in power armour.

ES Pistol. Improved clip size. Ahhhh... pistols have a funny place in Piratez so I didn't change it much. There are a lot of pistols to choose from in this game but 2 or 3 of those make the other choices obsolete (including ES Pistols). I mean when you have mercury super magnums that can accurately deliver 18% more total average damage than the Gauss Musket vs 25 armour, why choose anything else? And Super Magnums are cheap as chips!

Hope you find this mod useful.  8) 8) 8)

XPiratez / Re: [MOD] Hire Lawyers to Break Euro Contract
« on: July 17, 2017, 05:32:32 pm »
No problems  8) ;D

Well his campaign is probably fucked beyond reasonable salvage at this point, mod or no. He failed the government hit, which means he lost everything deployed to the attempt. He's out a craft, gear and likely his best gals, plus the likely exceptionally large score hit.

Ah yeah... unlocking the euro deal early game is potentially a game ending move. Too little cash to buy the ES weapons and the missions are too difficult for 6 to 8 rookie girls. If he unlocked it mid game or later he might be able to roll through these missions but he would probably have guns or alternative ammo that are comparable to or perform better than most ES weapons  ;D ;D. The ion-cannon is really good but the rest are reserve gear for merc missions

For some reason i find gauss weapons to be more effective than lasers when used against mercs even though they should resist those.

You might just be encountering a few instances of RNG -- in my damage model the ES lasrifle outperforms the Gauss Musket on single aimed and multiple snap shots by 16% and 32%. If you auto-shot twice with a gal that has 100 accuracy (with an ES lasrifle) you can do on average 129 damage, which is more hp than what the merc commando has.

Oh er... a bit of feedback about the latest song GMTACTIC4: It's a great pump-up song for a briefing screen but on repeat during missions it gets on my nerves quite quickly.

Ugh.  Well, that'd mean going back 2.5 months and losing my Metallo, Kustom Handcannons, and basically all my fun toys.

I guess I should tell my story to help future generations not torpedo their campaigns.

I was trying to figure out how to unlock the Library because so much is gated behind Back to School, and I noticed Alliance Favors and Bank favors seemed to be gating similar stuff.  I was trying to get my bounty hunting license past grade C, and the text blurb says that I "Needed to find an additional client".

I assumed this additional client was EuroSyndicate, which is why I took them on.

Two months later I'm pitted against 30+ Gov troops, 2+ tanks, multiple power armors, and I'm actually winning by using shadow, snipers, mortars, and high vantage points.

On the 30th turn I lose anyway because there's a time limit.  I'm feeling bushwhacked here.

(Is it possible to do save file surgery to unresearch the EuroSyndicate deal?  Because honestly I don't think I have the patience to replay 3 months and 30+ battlescape missions.)

I've made a mod that allows you to break Eurosynd deal:,5560.0.html

Hopefully it doesn't have bugs and works as intended.

You'll need $25 million in total to break the deal. You can get that amount early game by hitting alien bases, landed cargo ships and taking lots of hostages, and selling all the loot.

XPiratez / Re: [MOD] Hire Lawyers to Break Euro Contract
« on: July 16, 2017, 09:48:33 am »
I've made a simpler version of my proposed mod which allows you to break the euro contract after accomplishing these steps:

(A library is required for every step.)

1. Research: Engage Lawyers
    You'll need to have researched a live Govt General and the Eurosynd Deal

2. Hire Lawyers from the black market.

3. Build a case through the manufacturing screen
    You'll need a lawyer for the case

4. Have your brainers research the case after it's built. When done *NEW* eurosynd missions should stop appearing

Like real life, cases will take lots of cash and time. It will take $25 million and cost you 3000 points in total to renege on the eurosyndicate deal, so be prepared.

*Please note that while I have tested this there may be bugs that I missed. I'm still pretty new to modding so bad shit might happen!

As I learn more about modding this game I might expand on this and add stuff like renege retaliation missions and more uses for lawyers.


Really good changes... I especially like removing melee threat on the dogs, megascorp and cockroaches. It will make monster hunts and ratman missions much less of a pain.

So what happens if I refuse to go on a EuroSyndicate Elimination Mission?  The text blurb imples "consequences".

I ended up researching the EuroSyndicate missions before Back to School, so there's no way I'm fighting government power armor with my boarding rifles and tac vests.

Heh, I hope you have an old save game. The euro deal is a pretty bad deal. I mean, the ion cannon and euro-heavy-las are decent weapons but it comes at a high score and money cost, especially if you unlocked the deal early game

Anyway, if you have trouble with power armour I would advise you to start manufacturing big melee weapons like spears and barbarian axes. I max strength girl can kill marsec bodyguards in 1 hit with those primitive weapons.

If you want to capture the Govt General alive then you can try feeding him moonshine till he passes out.

XPiratez / Re: [MAIN] XPiratez - 0.99G2 - 4 Jun - Shipwrecked Summer
« on: July 10, 2017, 06:20:04 pm »
I think Oharty is working on a new feature that dramatically decreases accuracy of shots beyond the vision range. This will promote weapons with extreme accuracy.

That's a pretty cool change... does that mean my gals can safely walk out of the ship on turn 1 and not worry about getting hit?  ;D Will night affect this too?

@Troubleshooter: Tip: Don't manufacture more than 1 of the same type of prize. I've wasted lots of tokens doing just that

@Ethereal_Medic: You could mod it and change sniper weapon damage type to roll 2d100 instead of 1d200, or even 50%-200%

XPiratez / Re: Bugs & Crash Reports
« on: July 09, 2017, 12:19:20 am »
Disc-O-Death has the same TU cost for aimed and snap shot.

XPiratez / Re: Mods for Cheaters - what do you have?
« on: July 08, 2017, 02:03:21 pm »
I have an edit that brings forward bug hunt mode by 5 rounds (around turn 15) - by that time I'm looking for the last few enemies and it's frustrating as hell, especially in organ grinder missions where everything is fogged up and the the last ghoul is on a sofa watching TV or something.

I mean, usually after round 10 either 90% of the enemies are dead or 90% of my girls are dead lol!

I can turn it into a mod and put it up for download if anyone's interested

XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: July 08, 2017, 01:44:48 pm »
Hmm... I remembered enemies panicking over stunned allies in other maps (like temple raid). Maybe it was an older version? In that case I should have just killed them until I ran out of ammo - I already have all church members researched.

XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: July 08, 2017, 04:38:26 am »
Is it just me or do enemies not panic at all on this map?

I just had a mission come up and decided to give it a try. 4 girls in thief suit. Stun batons, gauss pistols and grenades. 2 bottles of rum each. I didn't have a lot of infiltration gear in my base with the aircar so I made do with what I had. In retrospect I should have loaded up with stim and ayephones.

Had the church faction spawn with mostly poor gear. Pistols, shotguns, shovels, 1 or 2 plasma and laser weapons. I wanted to try stunning everyone.

It took me about 2.5 hours to complete. I had to make my way to the exits at around turn 28 because I couldn't find any enemies - it was annoying as hell. Running around in circles and checking rooms and running out of energy  >:( >:( >:( >:( >:(

There were 69 total enemies that spawned and I took out 54 of them but none of them panicked and I couldn't find anyone. I think whatever buff the enemies have to prevent them from panicking is way too high!

In the end I picked up 2 church reverends, 1 treasure chest, 2 occulus liberachi thingy books, a bunch of random stuff like govt papers and gems, and aborted the mission. The mission got a bit tedious and frustrating at the end, and as a smash and grab mission it doesn't really give a lot of value over other missions (like landed UFOs). I think it would help if bug hunt mode activated around turn 22? Because by that time most of your enemies are already stunned or dead and you're just trying to find the stragglers.

I might reload in geoscape and go back with a bigger and more well prepared team from my other base.

Overall I think the mission would be more interesting if there were less trashy low level mobs that don't really represent a threat, who are there just to pad out the level like cardboard, and more dangerous high quality "bosses" that you must hide from.

XPiratez / Re: The most unusual moments at your campaigns
« on: July 07, 2017, 01:42:59 pm »
Holy shit wow!

I haven't seen crysalids yet and I'm already starting my 3rd year

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