Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 782706 times)

Offline Dioxine

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This version is obsolete and no longer being supported!
For the latest version, check out Piratez Extended

Version status: 0.9.j
Requires 30 Apr 2015 Nightly
Link Here: Thanks Ivan!

1.Use with other mods not recommended, unless they're minor and only add some new content
2.Contains (very little) NUDITY. You've been warned.
3. Be sure to decrease Air Combat Speed to a low level. Interceptions are brutal.


Special thanks to: Warboy and SupSuper for bearing with my endless questions and issues, Falko for his awesome sprite tools and bughunting, Ran for the help with graphics, Solarius Scorch for his drudgery with some of the flavor text, graphics and more! Full credits list included.
I take NO credit for any background pictures.

1.Rename your Data/SoldierName folder to something else.
2.Backup your original data, just in case. This mod will modify a lot of maps etc.
3.If you already have previous Piratez version, delete resources/pirates to get rid of any no longer used stuff
4.Dump the contents of the archive into the Data folder.
5.Be sure to have 31 March 2015 or later OXCom Nightly installed:
6.Enable Piratez, Piratez_Factions, Piratez_Planet and Piratez_lang .rul files (the last file contains all language data, ALL are required).
7.There are alternate paperdolls with exposed faces for some armor available in Piratez Alternate Armor folder. Just write it over same files in the Piratez folder if you want these.

Crucial Options (the mod is crap without them):
- Researched Items Will Be Spent (there are many items that can be researched repeatedly, plus otherwise research is much too cheap)
- UFO Extender Accuracy ON (all the weapons are balanced with this in mind)
- Live Alien Sale (releasing people for ransom is an important part of the game)
- Explosion Height: 2 (realistic explosions are very important too)

Recommended (Play-as-intended) OpenXcom options:
- Storage Limits (hard mode, forces decisions)
- Forced Aircraft Launch (pirates rarely have the luxury of having armed, undamaged and fully-fuelled craft... much less all at the same time!)
- Extra Soldier Inventory Info (crucial for keeping track of your encumbrance!)
- Alien Bleeding (to make it a bit easier to play... but harder to catch enemies alive. Plus they're mostly humans, they should bleed.)
- Extra Movement Options (because they're more in line with the adventurous approach to the theme)
- Airborne Transfers (make more sense)

NOT recommended OpenXcom options:
- Instant Grenades [ALL EXPLOSIVES HAVE 250 ARMOR LIKE IN TFTD, plus... explosives are already *very good* in this mod]
- Alien Weapon Self-Destruct [unless you never want to have top-tier guns]
- Psi Strength Improve [incompatible, allows Psi Str to surpass mod's limits]

- Fixed filenames for Linux compatibility
- Fixed Mutonesque sprites animation
- Fixed Data Disc research crash
- Fixed new tilesets
- New Faction: Bandits (Ratman, Blood Hound made so far)
- Mercenary Captain inventory picture fix
- Prison management texts updated
- Snapshot TU cost drastically increased for all sniper rifles
- Minor updates (extras, gfx, strings)

- New Weapon: Microwave Cooker that one-shots a Sectopod/Annihilator Armor if you get too close (added to some enemy deployments)
- New HWPs: Tank/Autocannon, Tank/Flak Cannon, Cyberdisc/Plasma, Mutated Reaper
- Major HWP updates (extra, rebalancing, new gfx)
- Fixed corpses for all (?) 2x2 units
- Stun Rod fix (new item: Cattle Prod takes its place, which fixes the hit sound; also +5 dmg, -5% acc). Old Stun Rods are next to useless now and can be sold for the full price.
- Projectile updates (gfx & speed)
- Ship maps & tilesets updates
- Gfx update: Pirate Armor, collab with Roxis231
- Updated manufacture durations on hi-end items
- Increased Factory cost
- Extra datadisk researches added
- Mercenary Captains all have a built-in melee attack
- Doom Imps: as above, plus their weak plasma attack was replaced by a faster fireball attack
- Doom creatures harder to stun
- Beer can restore 15 Stun Damage now
- Credit Chips take non-zero storage space now to avoid Transfer problems
- The Conqueror requires special fuel (speeds up the refuelling process)
- Slight Sniper Rifle damage nerf (-3/-2)
- Spear is Piercing now, +5 dmg, -5% acc

- Un-pussied AI rules in force now (AI will use explosives starting Turn 1, instead of normal OXCom Turn 3)
- Sniper Rifles all have Snap Shot option, but suffer from close-range inaccuracy
- Pogrom Mission nonexistence fix for newer Nightly builds
- Tanks fix for 15 April and newer Nightly builds
- Sectopod production fix
- Military base map fix
- Cydonia map & text fixes
- Manufacture costs/durations on various hi-end stuff increased
- Added craft weapon ammo counts to the Pedia
- More alt armors by Roxis231

- 1-2 Crew capacity enabled for all fighter craft (just a single deployment map for now)
- New Craft weapons: 25mm Cannon, Ramjet Cannon
- New weapons: Death Blossom SMG, Big Ben SMG, Spikeball
- New Contact research: Rogue Fields
- Minor RMP & mapsize fixes
- Chinese Dragon tweaked to create better firestorms
- Throwing Skill range tweak (wider spread, higher cap)
- Some stuff removed from the store, including the Nigerian Deathchaser deal :)

- Fixed Nuclear Fuel recovery (Luke83's Extra UFOs not supported; thx to Solarius Scorch)
- New researchable Contact (with 2.5 weapons)
- More Alternate Armors by Roxis231
- More pirate names (thx to Clownagent)
- Enemy loadout fixes
- Lang fixes

- Default Smoke damage upped to 400%
- New Weapons: Poisoned Dagger, Flask o' Acid, 2 Death Realms' Arena weapons
- New tech: Robot Dissassembly, disassemble captured Cyberdiscs etc., required for Hovertank & X-Sectopod
- New tech: Contact Death Realms' Arena
- SSRL has a new fun gfx (also by Ryskeliini) and a solid damage boost (at the price of accuracy) to make it useful.
- Live capture of 2x2 robotic units is handled now
- Lobstermen equipment fix
- Grog & Rum Energy/Stamina bonus rebalance
- Upped Hammer's TU use and weight by 2 each
- Changed Explorer's interrogation boons to Countries
- Visor added to Annihilator Suit's sprite
- Updated Mysteries section of the Pedia
- Assassin armor takes full smoke damage now
- Combat Drugs require research to be used now
- Research updates

- Pedia overhauled, fixed sorting order of items in stores & workshops. Man that was tiring.
- Reworked monster corpse handling. Every monster corpse can be butchered to extract hides, meat, etc., which take less space. Butcher live specimens for extra spoils, if researched.
- Instead of corpses, now Hides etc. are components for armor & weapons.
- Added mask-less version of Smokey armor (copy files from Piratez Alternate Armor/Body_33 folder into Piratez/Body_33 folder & overwrite to use them); credit to Roxis231.
- New Weapons: Zapper, Black Powder Bomb
- New Armor: Mesh
- New Enemy: Govt General
- New Feature: landing lights have been added to all ships to make night missions a tiny bit easier. Just don't count on them too much.
- More rare stuff can be gained from random interrogations
- Old Earth Books can now be researched for tech & other info
- HC & AC aimed shots are faster but less accurate now
- Brass Knuckles deal Stun damage now, use Strength & Skill. Handle no longer uses Skill. Hope Stun Rod is still useful now.
- Mercenary Commando fixed & reworked
- 'live' Academy Drones can be dissassembled
- Celatids added to Deep One's monstrosities gallore
- Spike Launcher & Missiles stricken from manufacturing list due to redundancy. Spike Launcher cheaper to buy.
- Indonesia renamed to Pirate Straits by Ivan's request :)
- Mind Probes can be manufactured
- Minor fixes

- Updated to Terrain Pack 3.5, which fixes desert landing crash
- Weapons and ammunition manufacturing broken into smaller categories
- New Enemy Ships (2). These weaker ships *should* alternate with the Cruiser on the hideout assault runs, thus encouraging to build defenses. Con: more Crackdowns are likely.
- New Facility: Flak Cannon - lo-end defense facility, even a single one gives a decent chance of fending off the weakest assault craft.
- Researching Govt Papers will give you info on Missions or Countries now
- Slave boosts Storage by 1.5 instead of 2 now, Maid by 1.25 instead of 1
- Chaingun fires x6 bursts instead of x4
- Minor fixes

- Fix: Some 2x2 units inventory issues
- Shotgun & HC Plasma shells boosted
- Handcannon/HE boosted
- New Ammo: Assault SMG / HVAP
- New Craft Weapon: Hammermite Missile
- Post-Apoc Meals much more profitable
- Enabled Inventory for unarmored Beastmaster
- Updated weapon gfx for Drones, Beastmasters, Laser Cyberdiscs/Sectopods
- Snapshot added for Disc'o'Death
- Avalanches have shorter range (-10)
- Craft Laser projectile speed is now 'instantaneous'
- Updated advanced installations
- Fusion Balls & Fusion Defenses enabled
- Added floorobs for Vodka, Molotov Coctail, Combat Drugs, Beer
- Other minor updates

- Fix: no more null tiles in the Hideout
- Fix: armored Beastmaster's capture issues
- Fix: Drone capture issues
- Fix: Battlescape ranks & potential hit animation crashes
- Fix: Pirate Hideout floor tile behaviour
- New weapon: Advanced Sniper Rifle
- New melee animations for various weapons & enemies (most credits to XOps)
- Added Floorob for Tech Blade
- Rebalance: Handcannon -5% Accuracy, Blitz Armor -5 TUs Bonus
- Starting Bravery capped at 80 instead of 100
- Research updates
- Lang fixes

- Complete Pirate Hideout graphic overhaul (and to a lesser degree, layout)
- Fix: some case-sensitive inconsistencies
- Fix: Data Disc is researchable again
- New Weapons/Research: Super Shotgun (Adv. Firearms), Crate of Violence (Flintlocks), Heavy Chainsaw (ultimate chainsaw, to be precise), & Officer's Pistol
- New Armor: Smoke-Ops Gear, Tactical Armor (helmetless)
- New Enemy Craft: Gunboat
- New Enemy Mission: Gold Transport
- Update: New smoke animation (credit to Robin)
- Update: Spelling & grammar. Credits to Ivan Dogovich and Solarius Scorch
- Update: Cruiser crew & Hideout Defense more hardcore
- Update: Attraction values added to all weapons; the enemies should be picking up misplaced weapons from now on
- Update: Some research shuffling (PS ammo a bit harder to get, Tac Suit has slightly changed preqs, Flintlocks provide an useful piece of gear)
- Update: Lasers universally do less damage to unarmored targets; some laser weapon damage buffed
- Update: EP ammo for Old Niner has a shotgun-like effect instead of increased damage (so the weapon might find some use)
- Update: Terrain updated to ver. 3.4.1 of Hobbes' pack (includes Civilian's farm terrain as well); this means a brand new map for Pogroms: Military Base. With goodies.
- Update: Assault Pistol & Smartpistol sprites standarized
- More names
- Electro-claw gfx updated

- Attempted to fix Lobstermen/Deep One research problems
- Fix: Excavator map
- Fix: Fusion explosives research bug
- Fix: some map crashes fixed due to update to Hobbes' newest terrain pack
- Fix: no more freebie Lancer missiles
- Fix: Cacodemon always hovers
- Base smoke damage raised from 200% to 300%
- Added a lot of spawning points in pirate bases, fixed possible security breaches around defensive buildings
- New Ammo/Research: Tornado Plasma & Fusion shells.
- New Enemies: Humongous Raider
- New Neutrals: Human Labourer (male & female), Govt Pilot, Military Police
- New civilian type
- Updated sprites: Beastmaster, Academician
- Updated mission: Resource Extraction
- Updated Drakkar map
- Added inventory & Pedia pics for Tough Guy

- Fix: black rectangles in map drawing no longer appear.
- Fix: There shouldn't be any enemies spawning at Factory now
- Fix: missing weapons in enemy deployments aren't missing anymore.
- Feature: Enhanced & repaired soldier sprites, as well as many enemy and civilian sprites, 12 March 2015 Nightly required for full support.
- Battle Update: Basic Autofire range upped to 11 tiles (weapons with longer autofire range updated accordingly). Most tank weapons now only have an accurracy dropoff of 1% per tile.
- Soldiers/Armors Update: soldiers get more TU and stamina, so Unarmored gives no boost. Other armors updated accordingly. Some armor rebalancing.
- Research Update: Early dynamite spam curbed, early-to-mid research tree rebuilt
- New Craft: Deathchaser
- New Craft Weapon: Lancer Missiles
- New Weapons: Small Revolver, Tornado Rocket Mortar, Billhook, Blackmarch SMG, Canister Launcher, Precision Laser
- New Ammo types: Electro-Pulse (early advance), additional 3 types of Grenade Launcher munitions.
- New Facility: Library. Some facility rebalancing.
- Weapon balance: Autocannon slight accuracy/range buff; Smartpistol smarter; ASMG faster firing.
- Craft weapons balance: Avalanche has 70% Acc now, to almost ensure a hit against Large targets. Also damage boosted to 600. Added more Pedia entries.
- Update: Refubrished Mutant Pogrom mission
- Update: Mission loadouts tweaked. Since the enemies can make full use of 2 weapons now, Church missions received a lot of melee weapons. Also the prevalence of Confederate Eagle was reduced.
- Update: Interrogations. Added post-Interrogation articles to avoid double-interrogations.
- Update: Catgirl Surprise
- Update: Prison capacity raised to 20 (for those who play with storage limits).
- Added some custom melee hit sprites
- Pedia updates
- Slight craft rebalance
- Correct weekday set for 1 Jan 2601 (it'll be Thursday!)

- Terrains & maps fixes
- Port Attack mission removed as Terrors didn't seem to be working properly (but the port maps will still appear in normal Terror)
- New enemy mission: Resource Extraction
- New enemy craft: Excavator (based on FMP)
- New weapon: Shovel
- Added pedia Article for Forgery

- Hobbes' terrains fully integrated & the 04 March Nightly compatibility & functions added. PIRATEZ_COUNTRIES & PIRATEZ_COMPATIBLE_TERRAIN_PACK no longer valid. Use PIRATEZ_PLANET instead.
- Iterrogation changed to a more logical/challenging model. To get advanced info out of your interrogations, you need to first research Slavery and Social Hierarchy, then Interrogation, then put a prisoner through a Workshop then finally you can research him/her once again. Naturally you need to have completed a normal interrogation first, so you need to catch at least 2 enemies of the same type to get full info (this is mainly engineers/leaders, you still get basic unlocks from the normal interrogation).
- New Craft: Thunderhorse, bridges the gap between the Bonaventura and the Brig.
- New Craft: Deliverator, a Pachyderm on steroids. Replaces useless Firestorm ("Medusa")
- New Armors: Xeno Armor, fashioned from the remains of Chryssalids and Celatids! Also Loader Armor, a superheavy rig for carrying big guns.
- New Weapons: Manstopper (Colt M1911),Tech Blade, Ripper, Auto-Ax, 37mm Rifle, Vulcan RFG
- New Enemies: Cyclops, Explorer
- New Enemy Ships: Bomber, Messenger
- New Enemy Mission: Supervision
- New Facility: 3x3 Factory! (used XOps sprites as the base)
- New Manufacture/Research: You can now research Forgery to manufacture counterfeit money, if you're tired with the same-old moonshine empire!
- Fix: Contact (group) research that gives you buyable items since this OXCom option finally works!
- Fix: Melee hit sound for the Stun Rod.
- Fix: Non-weird .rmp for Bonaventura and some other craft.
- Fix: Health bonuses removed from Armor suits to prevent soldiers from being unable to fight. Warrior and Heavy Suit defensive value boosted to compensate.
- Overhaul of the Spaceship. Now it's called the Conqueror and has a totally new map.
- Overhaul of the Crab, with a new role (Heavy Fighter) and a modified map.
- Overhaul of the craft research tree, research tree updates & additions.
- Updated starting base.
- Updated Handobs, thanks to Ivan Dogovich for completing the original UFO objects handobs and inspiration! Now the default handob is an empty hand.
- Updated weapon graphics: Flamethrower (based on redraw by Gifty), Grenade Launcher (based on: Sportb), Stun Grenade (by popular demand), Minigun (the old one used for Vulcan)
- Updated Enemy Missions and shipping trajectories (they should make more sense now). Ex. warships land more seldomly, Shrine Ships stay landed for days, more consistent loadouts.
- Updated many weapon stats.
- Updated backgrounds.
- Tiny Drill no longer needed to finish the game, & removed from starting base stores. Do not think it's kicked outta game, though :)
- Removed Heater blueprints, you can still discover the Tommygun through a random chance from 3 sources.
- The Cruiser map increased to 60x60 (25 outside blocks instead of 14 :)
- Added Bootypedia entry for the improved Cyberdisc armor
- Snubby and Manstopper are buyable, yet ammo for them needs to be manufactured.
- Dogs have 5 armor instead of 0 (duh) but cost a double price so you won't throw their lives away so readily.
- The Bonaventura can only carry 2 tanks now (curbing tank/dog spam), but the troops are deployed in an orderly style now, instead of just standing haphazardly, face-to-wall.
- 105mm Rockets no longer cost Academy Booty to produce, but are more expensive.
- Hangars no longer have storage space, +50% Vaults' storage space.
- Ouposts now have a small(-er) radar installed.
- Stun explosions have a new animation (credit to Arthanor).
« Last Edit: April 02, 2016, 12:20:33 am by SupSuper »

Offline Iapetus

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #1 on: February 26, 2014, 08:09:58 pm »
Wow nice work. I'm both impressed by how much work you've put into this and by how modable openxcom is. I've not tried it yet, in the middle of a game already, but I did add some of your melee weapons into my current game.

Offline Ran

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #2 on: February 26, 2014, 09:42:25 pm »
Try it, it's absolutely hilarious. I love the humor... ;D

Offline ThatDude

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #3 on: February 27, 2014, 01:13:52 am »
[ERROR]   C:\Program Files\OpenXcom\data\Ruleset/Piratez.rul.rul not found

What am I doing wrong?

Offline Ran

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #4 on: February 27, 2014, 01:30:34 am »
Check your options.cfg and see if you have named the rulesets correctly.
It's supposed to be
Code: [Select]
  - Xcom1Ruleset
  - Piratez
  - Piratez_Factions
  - Piratez_lang

Do not add '.rul' to the filenames!
« Last Edit: February 27, 2014, 01:32:23 am by Ran »

Offline Warboy1982

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #5 on: February 27, 2014, 11:22:52 am »
Known issues:
- new UFO Interception pictures do not work. Wrong graphic format? If anyone knows what's the problem, let me know.

1: use the following:

    modSprite: blah

  - type: blah
    singleImage: true

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #6 on: February 27, 2014, 05:53:41 pm »
Thanks man, now it works just fine.

Offline ThatDude

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #7 on: March 08, 2014, 05:25:28 pm »
I'm seriously surprised that this mod doesn't have ALOT more replies, It's the best overhaul mod I've come across!

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #8 on: March 09, 2014, 02:39:09 am »
The story of my life :)

Anyway, new version available, this time a more thorough overhaul. Enjoy.

Offline Ran

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #9 on: March 11, 2014, 01:48:59 am »
I just don't know what to say - it's just too awesome! ;D
Please keep up the good work and thanks for the effort.

I'll continue looking for bugs.

Offline ThatDude

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #10 on: March 13, 2014, 12:58:02 am »
Maybe this is too much to ask for, but corpse sprites would be fantastic to have!

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #11 on: March 13, 2014, 06:46:17 pm »
It's actually quite complex to implement, as viability of capture and interrogation mechanics are based on what corpse the unit leaves, and this is in some arcane way linked to unit's race... I think it is doable, but still a lot of work. So no promises here :)

Offline robin

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #12 on: March 13, 2014, 09:59:45 pm »
I'm studying your mod for my Men In Black one, and I have a question.

I see that in the "regions" section, you use very high values for mission weights.
copy-pasting from your ruleset:
Code: [Select]

Vanilla game values are way lower, IIRC the higher is 20 or 20-something.

Does increasing these values, increase the frequency of the missions?

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #13 on: March 14, 2014, 11:32:44 pm »
As far as I know, the actual numbers are irrelevant, only their relations to each other are relevant. So I used 100 as an average 'watermark' value and set various mission frequencies accordingly. From my testing, it doesn't seem that the actual mission frequency is higher than in the vanilla game.

Note that while new missions are started with - as it seems - hard-coded frequency, there seems to be no limit to the number of missions that can be conducted simultaneously, so missions with a lot of waves set will produce far more encounters.

Offline ThatDude

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #14 on: March 19, 2014, 04:09:07 am »
I've noticed something odd... first time I attempted to install it I failed terribadly, but all the hilarious pirates names were there. Later I found out what my mistake was, and correctly installed the mod, but this time I had the original game names instead of the pirate names...(If that made any sense)

Most likely just me doing something wrong again, but I kind of want those names,  :P have any Idea why this happened?