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Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 750018 times)

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #15 on: March 19, 2014, 04:48:36 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?

Just delete all name files except the pirate name file.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #16 on: March 19, 2014, 02:26:03 pm »
You've probably upgraded your OpenXcom version and it always comes with a complete SoldierName directory... You need to rename it to something else and keep only Pirate.nam in your SoldierName directory...

Offline ThatDude

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #17 on: March 20, 2014, 12:34:42 am »
You've probably upgraded your OpenXcom version and it always comes with a complete SoldierName directory... You need to rename it to something else and keep only Pirate.nam in your SoldierName directory...
Thank you, i'll try as soon as I can!

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #18 on: March 22, 2014, 08:59:51 am »
I've uploaded the latest version (0.56) to the openxcom modsite, but I plan to continue updating the mod here first and foremost.

Offline Ran

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #19 on: March 26, 2014, 01:08:31 am »
Just noticed there is a Bootypaedia - entry for the Tesla Coil from the very start, but you don't have it and can't buy it. So I assume it shouldn't be visible?
I would also recommend to have entries for the Old Fighter Hull and Cloaking Device just to clarify what they are for.

Also it would be cool for the Bonaventura to have Base- and Dogfight images, not just the ones for the Skyranger. I'm really bad at drawing but this should be a small task.




Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #20 on: March 27, 2014, 12:12:19 am »
New version posted, here as well as on the mod portal.

Seems that my mod could soon obtain major graphics improvements thanks to Ran, so stay tuned :) I'm pretty excited for that myself.

Offline ThatDude

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #21 on: March 27, 2014, 01:19:23 am »
I'm definitely fine with graphical improvements, as long as they make it match XCOM's graphic style!

Offline Ran

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #22 on: March 28, 2014, 07:52:07 am »
Well, it's a lot more work than I thought... ;D

I tried to give the girls a little makeover and improve the inventory images for all armor types. No major changes, just tuning the colors and streamlining shapes a bit.
« Last Edit: April 01, 2014, 12:50:47 am by Ran »

Offline Warboy1982

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #23 on: March 28, 2014, 11:43:02 pm »
i'd like to see a necromunda style mapset for this, as well as some gangers.


maybe in the late game you could come up against crusader marines?

Offline BlackLibrary

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #24 on: March 29, 2014, 05:38:29 am »
Necormunda!  Most awesome!

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #25 on: March 29, 2014, 08:49:01 pm »
Ahh, Necromunda, my favorite tabletop game. I've been modding it too :)

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #26 on: March 29, 2014, 09:00:22 pm »
Ahh, Necromunda, my favorite tabletop game. I've been modding it too :)

I still think we should release those rules we came up with as a fanbook :)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #27 on: March 29, 2014, 09:30:54 pm »
Too bad HURR DURR ALL FANBOOKS ARE INFRINGEMENT OF GAMES WORKSHOP COPYRIGHTS

Offline Warboy1982

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #28 on: March 30, 2014, 06:27:17 am »
going somewhat off topic here, but i've long thought the openxcom engine could be used to make a really sweet space hulk style game. the only thing it really lacks (apart from the maps) is a really good flamethrower.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod
« Reply #29 on: March 30, 2014, 07:18:08 am »
There is this little piece of mechanics that should make flame weapons more realistic IF someone implemented it...

1. There is chance to be set on fire, yes, but it must be based on the % fire resistance of the armor. Highly resistant armor (say, *0.33 modifier or better) protects from this effect. Possibly the actual armor points value should be ignored altogether when dealing damage. On the positive side, no Fatal Wounds are ever dealt by fire.
2. You take random damage each turn (0-16?), circumventing armor but still affected by the % resistance;
3. If the damage was below a certain threshold (4?), the fire goes out (hence resistant armors burn for a shorter time on average);
4. - Crucial - as long as you're on fire, you automatically PANIC unless your Bravery is 110 or more. I can't really picture someone who is able to fight despite being on fire.
5. - Optional - each turn, your equipment has a % chance of being burnt, again based on your armor's resistance. If it's a grenade or HE ammo, it goes off. As you drop items held in your hands anyway, since you panic, at least your main weapon is safe...
6. On the turn the fire goes off, Morale is 0 but this loss counts as being caused by injury (might be difficult to track).
7. The basic % chance to catch fire and burn equipment can be based on the general strength of the weapon.