aliens

Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 758389 times)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #495 on: September 19, 2014, 05:03:28 am »
New version is up, back on the modsite. Features tank machineguns and research rebalance. Feeling tired of this so there could be a longer period without updates coming. The new fighter is a reworked XOps sprite.

« Last Edit: September 19, 2014, 05:05:31 am by Dioxine »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #496 on: September 20, 2014, 09:53:11 am »
Thanks to Supsuper's tonight's Nightly and Falko's tools, I can finally start to divide & empera. The changes include (but certainly aren't limited to) rebuilding N. America to make it more atrractive racket, errr, funding-wise.


Offline Imeryak

  • Sergeant
  • **
  • Posts: 36
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #497 on: September 20, 2014, 01:37:57 pm »
Сhange California Republic to New California Republic. It just need to be done.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #498 on: September 20, 2014, 03:35:03 pm »
I didn't want to be THAT hamfisted, even though its alias is STR_NCR :)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #499 on: September 20, 2014, 07:14:47 pm »
Globe rebuilding completed. 3 new countries in N. America, 2 in Far East, 2 in S. America so these regions should be more attractive now. Also a few new cities and most borders have been redrawn too. Hotspots shown below. Warning: while these changes won't wreck saves, you won't get new countries fully working unless in a new campaign (or with hell of a lot of save editing :) ).

« Last Edit: September 20, 2014, 07:17:46 pm by Dioxine »

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #500 on: September 20, 2014, 07:21:33 pm »
I love your vision, Dioxine.  8)  This is some really cool stuff. ;)

Cheers, Ivan :D

Edit:  Also, I had to share:
https://www.reddit.com/tb/2gyl8g
« Last Edit: September 20, 2014, 11:15:19 pm by ivandogovich »

Offline Imeryak

  • Sergeant
  • **
  • Posts: 36
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #501 on: September 21, 2014, 09:02:08 am »
Will there be made ​​new region-specific guns or equipment like EuroSyndicat laserifle? Expensive, but more effective analog of common weapon?

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #502 on: September 21, 2014, 03:19:16 pm »
It's already starting, you have stuff like Fuso Knives or Confederate Eagle. There probably will be more. There is even a possibility of introducing some country-specific enemies too.

I won't make it with the Deep Ones this edition, I'm franticly trying to release the updated-globe version asap, as this feature is awesome and arrived pretty much unexpected. There will be a short summary of each country, unlockable through interrogations/Data Discs (with a +100 score bonus for each)... which I need to write first and that's not a 5 minute job.

Also there was something else due for overhaul first: armors. Hover, Defender and Assassin have been taken off the store and now are a part of the research tree (as an intermediate step between green armors and the good armors). Pros: they're cheaper and have better stats. Cons: require research, manufacture & some resources. And there is a 4th blue armor now: Stormy (lighter, flying Defender with a good movement bonus).

A new special ammo for selected firearms has been introduced: MAG ammo, which halves the clip size but adds extra half damage.

I'll also try to fit in special missile launcher munitions (bigger rocket, buckshot & AP rocket) and maybe some new weapons too.

The default weapon accurate autofire range will be raised from 7 to 9 as autofire seems to be underused with non-dedicated weapons.


Offline HappyCat

  • Sergeant
  • **
  • Posts: 24
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #503 on: September 23, 2014, 05:19:45 pm »
Looks cool.
I've yet to try this conversion. ^^' Basically because I'd like to find some big enough chunks of time to spend on it.
Hope appearance of new weapons/faction/etc. won't jeopardize the balance.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.84.5 - 19 Sep
« Reply #504 on: September 23, 2014, 07:03:34 pm »
Balance only exists in the relative power of weapons, both battle- and geoscape. Other than that, random is the god, and the mod has a steep learning curve (some people even brand it as "Nintendo hard"). I have a philosophy of a three stage game:

Phase 1: Learn and adjust or die. No balance here, the game is out to kill you.
Phase 2: Still alive? Good. Welcome to the balanced part of the game, now once you can appreciate it.
Phase 3: Late game. You have survived so far, you've earned the right to use all the coolest stuff and most of the missions will consist of unabated carnage. Enjoy, although some enemies are never easy to defeat.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
« Reply #505 on: September 24, 2014, 02:53:18 am »
0.85 is up, and with it, new countries. Note that while the borders will be updated, the new countries will have their names displayed on the map and their dues paid only when you start a new campaign.

Attached Pedia page on what today is called Australia; not all countries have their backstories written yet.

Offline Imeryak

  • Sergeant
  • **
  • Posts: 36
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
« Reply #506 on: September 24, 2014, 10:35:12 am »
Quote
  - type: STR_SLAVE_MAID

Bootypedia article required.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
« Reply #507 on: September 24, 2014, 04:27:49 pm »
Some things are better... left to imagination :)

Offline Edrick

  • Captain
  • ***
  • Posts: 51
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
« Reply #508 on: September 24, 2014, 06:21:59 pm »
Is the $475,000 protection fee from Dark Dominion (AKA Brazil) a bug, or are they particularly afraid of me, or have they striken it rich and don't know what to do with their money?
And that Death Realms Bootypaedia entry is gold. Keep up on that!

PS: After deleting and fully reinstalling OpenXcom twice, I'm still getting these palette issues centered on my ship and *gasp* the DEAD instead of "booty" bug and crashes when trying to interact in any way with large vaults or living quarters! I suspect my computer is a potato.
« Last Edit: September 24, 2014, 07:42:16 pm by Edrick »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.85 - 24 Sep - NEW COUNTRIES
« Reply #509 on: September 24, 2014, 08:31:02 pm »
It is a bug, well, thankfully a happy one :)

To get rid of other bugs, try to purge all Piratez assets and reinstall the mod from zero... that's all I can help, sorry.