Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 849691 times)

Offline Ran

  • Colonel
  • ****
  • Posts: 196
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.66
« Reply #75 on: April 15, 2014, 02:34:06 am »
Mucht better - they even have Beastmasters and like to molest cows. ::)

Just finished the terror mission without losses, but it involved a lot of luck and several reloads.
Basically I mainly work with dynamite and then stun everything I get close to.

The Church was kind and sent 4 Shrine ships on conversion mission next to my base.
Let them land, raided them and sold the high ranking individuals to the Gypsies. Got me 10Millions and lots of cool stuff.
Yes, May was pretty awesome...  ;D
« Last Edit: April 15, 2014, 02:45:57 am by Ran »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67
« Reply #76 on: April 16, 2014, 01:13:23 am »
New version is up, mostly bugfixes, inventory buildup and other stuff you can see in the version changes section. Don't forget to download the latest nightly build, it is required for full functionality!

Offline xaphias

  • Captain
  • ***
  • Posts: 57
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67
« Reply #77 on: April 16, 2014, 02:39:43 pm »
I just wanted to thank you for an awesome mod to an awesome game, I consider Xcom one of the best games of all time, and it just got more interesting thanks to you! :)

I've seen some negative scores for killing enemies, that must surely be a bug right? looks like this, I'll see if I can find out what causes it, has happend to me twice only in 50ish missions.

Offline xaphias

  • Captain
  • ***
  • Posts: 57
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67
« Reply #78 on: April 16, 2014, 03:20:11 pm »
found a kinda gamebreaking bug, the ruleset calls for a directory path Resources/Piratez/Sprites/MUT_2/ that directory doesn't exist in the rarpack, so the game cant load :/
"[16-04-2014 14:10:57]   [ERROR]   Failed to open directory: Resources/Piratez/Sprites/MUT_2/"

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67
« Reply #79 on: April 16, 2014, 05:11:11 pm »
Thanks!
Yes you don't kill these guys unless you want to deal with a negative score... Read yer BootyPedia, mate :).

Uploading the correct version now... Sorry everyone for being an ass and posting an unchecked version.
« Last Edit: April 16, 2014, 05:20:04 pm by Dioxine »

Offline xaphias

  • Captain
  • ***
  • Posts: 57
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
« Reply #80 on: April 16, 2014, 06:28:10 pm »
oh really? there are guys you shouldn't kill? interesting, I have to read up some more then! no problem, keep up the good work!

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
« Reply #81 on: April 16, 2014, 07:33:07 pm »
Nobody said you shouldn't, their ships are pretty valuable loot... it just pisses your sponsors off, that's all :)

Offline Ran

  • Colonel
  • ****
  • Posts: 196
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
« Reply #82 on: April 17, 2014, 03:56:11 am »
One of the girls went to the forest and fell into a pit - and there's no way out.  :-\
Not sure if this is a bug of the piratez mod or OXC itself.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
« Reply #83 on: April 17, 2014, 04:02:18 am »
I haven't modified any terrain maps, so... :)

This stuff just happens if you destroy too much earth.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
« Reply #84 on: April 18, 2014, 01:12:32 am »
New version is up, some balancing and graphics upgrades, not that much... The major economy overhaul is still not there, but now I have the whole holidays to work on it :)

news:
- Buffed low-end interceptors (speed and toughness) and Drakkar's crew capacity (+2)
- Bow updated to use flat TU's (30), has a floorob now as well
- Added a new sprite for the Hunter-Killer based on Ran's recolored Interceptor
- Floor- and Handobs for Combat Shotgun
- Attempted to fix Bonaventura's roof (it appeared complete in the first place... strange)

Offline Ran

  • Colonel
  • ****
  • Posts: 196
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
« Reply #85 on: April 18, 2014, 01:13:50 am »
So I fell into the pit I dug myself ::)
Actually I walked straight through the hill into it but I don't have the previous save anymore. Must be a terrain bug then.

Just researched the live Chryssalid, I guess I had it coming... ;D

Offline xaphias

  • Captain
  • ***
  • Posts: 57
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
« Reply #86 on: April 18, 2014, 02:05:03 pm »
I wanted to submit a couple of minor cosmetic issues with the portable lasercannon I came across

1. Portable laser cannon clip, is under rechargable laser gun instead of portable laser cannon in the equipment menu.
2. Portable lasercannon lists having 255 ammo with no clip in when moving it in the outfitting screen.

the more I play the more I get hooked, you got some very interesting tech choices and love that almost everything you find has a purpose, even corpses! you learn new things every time, love it. thank you again for making one of my favorite games even better!

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
« Reply #87 on: April 18, 2014, 03:20:37 pm »
It is fixed now, the cause was Portable Lascannon using old Heavy Laser entry. The next update will cover that. Thanks for support :)

@Ran: There's a hole in Bonaventura indeed... Despite the map being done by the book. I need to find something to stuff that hole with...

« Last Edit: April 18, 2014, 03:25:52 pm by Dioxine »

Offline Ran

  • Colonel
  • ****
  • Posts: 196
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
« Reply #88 on: April 20, 2014, 01:58:23 am »
Very strange.
How do such holes happen?
Is it only on one side or on the other one too?
Unfortunately I have no idea about map issues so I can't help here. :(

volutar

  • Guest
Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
« Reply #89 on: April 20, 2014, 12:16:59 pm »
This screenshot doesn't mean anything. Why not to make it from closer distance? It could be just unrevealed ceiling tile. Also F11 with debug mode will help.