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Author Topic: The Piratez Mod!  (Read 41764 times)

Offline yrizoud

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Re: The Piratez Mod!
« Reply #15 on: February 04, 2014, 12:27:01 am »
f the plunder can be carried, no need to kill everybody : get in, take it, and get out.
A nice change from a typical recovery mission.

Offline Dioxine

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Re: The Piratez Mod!
« Reply #16 on: February 04, 2014, 04:47:23 am »
Thanks! It worked! Sort of, at least :) Some photo material from testing (but not many new enemies, I had no time to actually test the game at any lenght yet):



The Traders' trained dinosaur with incendiary missiles (ripped from tftd) - assigning the weapon worked, however the AI isn't using this unit very clevelry... well, it's just a stupid dinosaur :)



Traders' Engineer, based on Luke83's sprite;



The unique experience of finding oneself on the other end of a HWP's barrel. And here's the problem: the weapon works when I MC the tank (PSi Str lowered for test purposes), but 1) the engine fails to draw the turret, 2) more puzzlingly, the game crashes when the AI tries to fire the gun (presumably; I have no idea what causes the crash, except it only happens when AI has these tanks, and while I've seen them moving around, I haven't witnessed them being fired by the AI).
Oh, and in the background, Mercenary Commando, based on Warboy's (?) Dark Mutons with added jetpack and a more human-like face (not pictured).

Offline Mr. Quiet

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Re: The Piratez Mod!
« Reply #17 on: February 05, 2014, 04:35:47 am »
Ahoy! Never seen anything like this. I googled rogue trader and Warhammer came up. Your theme is really unique to me though :)

Swabbie is so funny! Can't wait for you to add more dialogue. It'll be most interesting!

Offline Fox105iwsp

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Re: The Piratez Mod!
« Reply #18 on: February 06, 2014, 08:48:39 am »
What happened to your enemy HWP? >_<  it lost it's turret, did you assign one?

The only time I get this is when I forget or deliberately set no turret, like my SWS (The turret is in the wrong place >_< )

Can't wait for your mod, how did you set new enemies for the terrorsite? I would like to make Cult of Sirus/Exhault attacks missions that xcom has to respond to.

Offline Dioxine

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Re: The Piratez Mod!
« Reply #19 on: February 09, 2014, 03:55:33 am »
The work is progressing slowly onwards, I've resolved the issue with crashes (caused by Mutons, not their tanks, as it turned out). Next stage: making new UFOs for the factions to fly... Here's a couple of screenshots:






Offline Mr. Quiet

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Re: The Piratez Mod!
« Reply #20 on: February 09, 2014, 11:54:11 pm »
Wonderful!!

Offline Dioxine

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Re: The Piratez Mod!
« Reply #21 on: February 10, 2014, 09:55:38 am »
I've been working on the inventory pictures for the enemy factions, here's today's crop:



Classic Civilian made flesh - here working as a Church of Sirius Neophyte;



Academy's Security Guard;



Academy's high-ranking member - as of now, Medics, Engineers, Espers (leaders) and VIPs (commanders) are all using it;



Academy's low-ranking member.



Church's heavy trooper.



Church's Reverend - Leader/Commander, not sure as of yet.



Traders' Rep (Leader).



Trader's Engineer.
« Last Edit: February 10, 2014, 04:09:06 pm by Dioxine »

Offline Fox105iwsp

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Re: The Piratez Mod!
« Reply #22 on: February 10, 2014, 02:34:02 pm »
Cool, more Girls ^_^ and other good stuff, can't wait till your mod is done  ;D

Offline Dioxine

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Re: The Piratez Mod!
« Reply #23 on: February 12, 2014, 03:51:36 am »
A major milestone today - new UFOs constructed and introduced, along with new missions and loadouts, which will allow to more closely tie the danger and reward to the faction attacked...












Offline Mr. Quiet

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Re: The Piratez Mod!
« Reply #24 on: February 12, 2014, 11:25:15 pm »
You are really up to something big. A mod like this would really bring the masses in.

Are you also going to change the color of the ships so they match with the factions? I'm sure this is on your to-do list.

Offline Dioxine

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Re: The Piratez Mod!
« Reply #25 on: February 13, 2014, 12:04:53 am »
Making new tilesets is a lot of work (of which I have no shortage), also many ships still have to be shared between factions. But eventually, yes. At least the new ships will have their own interception pictures (eventually with a faction's logo displayed, for visual ident) :)

Offline Mr. Quiet

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Re: The Piratez Mod!
« Reply #26 on: February 16, 2014, 09:01:35 pm »
Can't wait to see more ship interiors. I'm very excited to breach them later on!

Offline robin

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Re: The Piratez Mod!
« Reply #27 on: February 18, 2014, 03:46:18 pm »
Amazing concept. And amazing the amount of work you're doing.

Offline Mr. Quiet

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Re: The Piratez Mod!
« Reply #28 on: February 18, 2014, 05:02:11 pm »
I have a suggestion. When innocent bystanders are roaming around, killing more than a few of them would help further increase infamy, but at the same time, you're increasing the number of government authorities showing up on your next raid, aside from the faction. So if you want to take the risk, you use this method to increase infamy, but expect a dedicated Government agency against you very early in the game whose budget will increase as you're giving them reason to. If you're careful with civis and only rob them, they will be much slower to act.

Anyways, I'm dying to see more progress!

Offline Solarius Scorch

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Re: The Piratez Mod!
« Reply #29 on: February 19, 2014, 08:38:18 am »
I had a go at the current (unreleased) version and I'm telling you: it's brutal. Battles are hard and unfair. You'll love it.

Also WHY WON'T THOSE SECURITY GUARDS JUST ^&*#^* DIE WHEN HIT, WHY