Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 857028 times)

niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
« Reply #345 on: July 27, 2014, 05:59:51 pm »
Recolored my ass:


umh..  huge sorries from mine :,(  ;D ;D  :o

Also, while Ryskeliini's Magnum is nice, I think mine fits the mod better. And it has a scope :P

I like mine better, looks far more deadly, dirty and less off-the-shelf. And Snubby won't be manufacturable, needlessly cluttering the already bloated workshop list with subpar weapons is out of question.

Ok i wont' bother anymore ;)

OK for the rest!

Also, forgot to mention:

a new sprite for the vanilla ufo grenade, a HE grenade:



(should be a model similar to the one in Counterstrike, but after some palette reworking should be fine.

regarding for the humanists (nazi) how about to add an mp-40:



and a grenade model 24 (Stielhandgranate)



for the former, may be possible to use sprites from the numeroud sùdoom mods acreoss the web, fir the latter modify the stick grenade  :P

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
« Reply #346 on: July 27, 2014, 06:04:22 pm »
Woo! Nice graphics for both the MP-40 and the grenade (the MP-40 would need some polishing though). As for the stick grenade, I did what I could - there is only so much you can do with 16x16 pixels. I think at least it's immediately obvious what it is, and that's the most important thing.

niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
« Reply #347 on: July 27, 2014, 08:03:21 pm »
Woo! Nice graphics for both the MP-40 and the grenade (the MP-40 would need some polishing though). As for the stick grenade, I did what I could - there is only so much you can do with 16x16 pixels. I think at least it's immediately obvious what it is, and that's the most important thing.

eh sorry of my "skills" -.- also proper palette needs to be allppled. Over and out ;)

Edit: may we also get in the distan tfuture another let' play wideo on your youtube channel, for the 0.80? These currently avaiable on the channel, waht version are referred?
« Last Edit: July 27, 2014, 09:49:00 pm by niculinux »

Offline Imeryak

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
« Reply #348 on: August 09, 2014, 06:51:03 am »
I am playing v0.79 and discovered bug with AP clip for HSR. Game crushes when you complete the production of one of them.
Reason for crush are those strings.

Code: [Select]
    producedItems:
      STR_HSR_CLIP: 5

If change them to

Code: [Select]
    producedItems:
      STR_HSR_CLIP_AP: 5

game works like it should.

Also i found that tank corpse can't be researched for some reason. Don't know, is this a bug or not.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.79 - 27 Jul
« Reply #349 on: August 09, 2014, 02:04:27 pm »
Thanks for pointing that one out!

Tank wrecks (and grav harness by the way) recovery is fixed in 0.8 (release soon), it was indeed a bug, cutting the player off the whole tank/hovertank research tree.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #350 on: August 09, 2014, 11:23:08 pm »
0.8 posted with a lot of new stuff. Enjoy.

Offline Edrick

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #351 on: August 10, 2014, 10:53:59 pm »
I must say I’m eager to play v 0.8, with the new weapons and armor and stuff. This mod is awesome. Well, some extra ideas here:

- Holdout Laser. “This gun can fit anywhere, even in the middle of your... belt. And a single shot is more than enough to melt your brains off. Well, maybe two.” Cheap, moderately-damaging, buyable laser pistol.

- Stone, as a 1-dollar-worth grenade or “grenade” (like pipe grenade or Molotov cocktail), with non-blast concussive damage or ranged, strength-dependant damage. Come on, Metal Slug commandos are deadly when replacing grenades by stones. Why not my hearty crew? (for climate-ish purposes/joke weapon?)

- Two-handed, double-barrelled shotgun. Buyable, far more accurate than any other shotgun, and could get acidic shells with decent power (somewhere in the thirties?). Early, you can only get acid shots for the SMG and the Domestic Shotgun, and both are crappy weapons with very low damage.

- Laser/Neon bow (à la Far Cry 3: Blood Dragon). “Welcome to the future, baby.” Also, are these Rambo-style explosive arrows you talked about possible? (together with a decent bow and not that toy bow thing that only deals 5 damage).

- Nerfing Ethereals. Seriously, how I am supposed to deal with a map full of mass-mind-controlling bastards that one-shot me with their plasma bolts? Either nerfing their psionic powers, their numbers or replacing some of them with aliens from the base game (Sectoids, for example, who in-context go with their Ethereal masters to deal with the menial work).

Nuff’said. Keep this up!

Offline Ran

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #352 on: August 10, 2014, 11:18:22 pm »
Great as usual, unfortunately I only have very little time to play atm...

I've thought about the stone as ultimate weapon for quite some time as well, but I don't think it's easy to implement. As a grenade? Just imagine forgetting to prime your stone before throwing it! ::)
The ideal stone would be both a melee weapon and a re- usable un- primeable armor piercing grenade, the pinnacle of post-apocalyptic technology.
Easiest way to implement it would probably be as ammo for a slingshot.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #353 on: August 10, 2014, 11:56:29 pm »
Thanks for ideas!

So, without further ado...

- Holdout laser - definitely, but with a nifty price tag - else, who'd want the poor holdout pistol?

- Stone - hell, why not. I was thinking myself A BIG ROCK, maybe both. Exactly with the mechanics you've described, anyway :)

- Super shotgun: 2 things. Firstly, the shotguns are up for a massive accuracy boost, +30% or more (the price will be reduced accurate range), so they'll be much more useful, at least when the enemy is close. Secondly, the weapon you describe is planned, only with a twist... 4 barrels, heavy weight, you can fire all of them at once :)

- Bow. Sorry to say that but it seems you've missed the BIG LETTERS saying soldier's strength is added to the damage :) Bows are actually almost on par with plasma guns... if you have a str 80 soldier wearing a synthsuit, that 5 damage becomes 125 :) The neon bow, though... yeah that joke was part of the reason that the bow is in the game in the first place :) HE arrows are possible, but reloading bow looks really stupid... we'll see about that one.

- They're STAR GODS, man. You're supposed to avoid them. If you want to fight'em, prepare for hell. With best armor, best weapons and numerous, high psi-str crew you stand a chance. I've actually managed to defeat Ethereal Escort on Superhuman with a mid-game crew... losing 11 out of 18 people, but still. The only problem is when they launch a retal against your base... But there you (should) wield massive advantage of having many tanks. Plus, terror and retal allow to possibly nab a Sectopod which is pretty much death incarnate in your hands. Having said all that, an alternate Star God crew, mixed with vanilla(-ish) aliens is a good idea. But no sectopods to loot in that crew :)

@Ran: nah, I've circumvented that problem - it can be a single-shot "firearm", no priming required (as with how currently Molotovs and Stick Grenades work). This is also how the thrown knives will be implemented... along with katanas... guess what faction I am working on now :)
« Last Edit: August 11, 2014, 12:02:01 am by Dioxine »

Offline Falko

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #354 on: August 11, 2014, 12:00:29 am »
- Bow. Sorry to say that but it seems you've missed the BIG LETTERS saying soldier's strength is added to the damage :) Bows are actually almost on par with plasma guns...
you know you can assigne a negative power value so the damage starts at a reasonable value

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #355 on: August 11, 2014, 12:03:38 am »
I know but I was talking about extremes. The bow is pretty well balanced, as it's flatrate TU and low ACC so you need a superhuman to attain that levels of performance.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #356 on: August 11, 2014, 04:36:04 pm »
oh, nice to see some updates, it's really hard past 0.69 with the economy rebalance, but I'm liking it.

I ran into an issue, seems a geoscape event I have no control over is crashing the game, no error message nothing, see no logs, it just closes openxcom.
provided save, any ideas what I could try? upgraded to 0.80 still same thing.


Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #357 on: August 12, 2014, 01:22:26 am »
God damned to hell. Looks like I've edited the wrong file before posting update.

The problem (already reported) is HSR Clip /AP manufacture. Stop manufacturing it, or open Piratez.rul and change:

producedItems:
STR_HSR_CLIP: 5

into

producedItems:
STR_HSR_CLIP_AP: 5

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #358 on: August 12, 2014, 07:40:57 am »
Thanx! I thought I checked the manufacturing, but apparently I didn't

also the encrypted data disc not being consumed when researched, is that a known issue too? you can just research it over and over again, unlocking all there is to unlock.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.8 - 9 Aug
« Reply #359 on: August 12, 2014, 12:06:41 pm »
You need to enable "items consumed upon research" OXCom option; else you could abuse this mod in many ways :)