Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 858850 times)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.7.07
« Reply #135 on: May 13, 2014, 11:30:40 pm »
Yup, Church Neophyte bug found and eliminated.

Finally got ahold of the mystery ship (in a LEGITIMATE way :) ), managed to run a mission but it's a damned bugfest... I guess it'll take me a while longer.
« Last Edit: May 13, 2014, 11:33:14 pm by Dioxine »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #136 on: May 14, 2014, 11:39:24 pm »
Allright, 0.71 is finally up, hopefully solving all problems encountered so far... hopefully.

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #137 on: May 15, 2014, 12:32:13 am »
sweet, I'll take it for a test spin :)

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #138 on: May 15, 2014, 04:41:38 am »
are shrine ships rare now? I need those industrial scanners to get further in tech :p

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #139 on: May 15, 2014, 08:25:16 am »
Depends on your luck, but yeah, they're pretty rare for that very reason :) In my current game, no Academicians showed up after January, denying any chance to deploy craft lascannons/railguns... Looks like you need to explore alternative technologies...

Tip: Academician Provost gives Industrial Scanner tech for free

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #140 on: May 15, 2014, 10:05:10 am »
Guess I should tackle that academy hideout, hmm, but it's good for farming supply ships, actually a little too good imo, I got a church hideout and a academy hideout I farm supply ships on, a landed supplyship nets about 4,5M roughly I think, which is abit to much imo, maybe a nerf on life support price or nuclear fuel, never had to buy nuclear fuel and @ 11k per unit it's worth alot when it piles up.

just my 2 cents :)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #141 on: May 15, 2014, 10:14:10 pm »
Dammit. Old exploits never die, do they... Gotta make the Supply Ship WAY less profitable :)

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #142 on: May 15, 2014, 10:30:07 pm »
Dammit. Old exploits never die, do they... Gotta make the Supply Ship WAY less profitable :)

Is there a way to make a new, smaller UFO which handles most of the supplies, so the actual Supply Shi... err, Frigate is far less common?

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #143 on: May 15, 2014, 11:49:36 pm »
Yeah that was what I was thinking. Map replacement for Supply Ship, reusing the current Frigate for something else.

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #144 on: May 16, 2014, 12:48:25 am »
Yeah that was what I was thinking. Map replacement for Supply Ship, reusing the current Frigate for something else.

No, I was thinking about adding more ships to the Alien Supply mission. Like this:

Code: [Select]
  - type: STR_ALIEN_SUPPLY
    waves:
      - ufo: STR_SMALL_CARGO_SHIP
        count: 1
        trajectory: P9
        timer: 6000
      - ufo: STR_SMALL_CARGO_SHIP
        count: 1
        trajectory: P9
        timer: 6000
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P9
        timer: 6000

So only 1/3 of all ships that land at the base are Frigates, and the remaining 2/3 is some crappy little flying truck.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #145 on: May 16, 2014, 01:48:09 am »
More drastic means are in order. Supply missions can be farmed to absurd levels. Now if only there was no Blast size limit, I'd arm these ships in self-destruction nukes or something... :)

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #146 on: May 16, 2014, 02:45:55 am »
oh and I had an M_vector crash when a cruiser tried to land in my undefended base, tried to replicate it, but it didn't happen again, and running in ironman mode so it was saved over. retaliations seem very rare, even when I played on superhuman it didn't happen.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #147 on: May 16, 2014, 03:42:20 am »
Yup, the elusive base defense crash Warboy is trying to find... Do you have the crash log on that one?

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #148 on: May 16, 2014, 03:50:34 am »
More drastic means are in order. Supply missions can be farmed to absurd levels. Now if only there was no Blast size limit, I'd arm these ships in self-destruction nukes or something... :)

We can also just shoot all farmers :P

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.71
« Reply #149 on: May 16, 2014, 05:34:32 am »
I can't find any crash logs, openxcom.log seems to overwrite at every startup, not sure if crashes end up there. all I can remember was M_vector something, didn't take a screenshot since I thought it was easily reproducable from my save, I was wrong :/

oh, and I got my industrial scanners, from survey mission, cutter ship I believe :)