Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 750188 times)

Offline robin

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #195 on: May 22, 2014, 04:32:50 pm »
I'm making a total conversion mod too and I have a question:

how do you "disable" the X-COM standard items if you're not "replacing" them?
I mean: I made this new rocket launcher (with new set of rockets) and I of course don't want the classic rocket launcher to appear ingame; but my new one uses a different name so I want it to have have its own string, instead of putting it under the STR_ROCKET_LAUNCHER string.

Thanks.

Offline yrizoud

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #196 on: May 22, 2014, 05:04:11 pm »
See https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29
In your case, add a non-existing requirement, also set costBuy = 0 so that it doesn't appear in BUY screen.

Offline robin

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #197 on: May 22, 2014, 05:48:53 pm »
looking at the link, I should be ok with this
Code: [Select]
items:
  - delete: STR_ROCKET_LAUNCHER
  - delete: STR_SMALL_ROCKET
  (so  on..)
.. right?

Offline SupSuper

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #198 on: May 22, 2014, 06:34:58 pm »
Update on the ground tile bug:

All right the problem is on my side after all. It will be fixed once and for all in 0.74.

EDIT: The problem comes from the fact I'm using Zombie's patch... which is, I think, recommended for OXC in general, isn't it?

We can't confirm whether Zombie's patch does anything harmful, so we have our own patch with 100%-tested fixes. I'd recommend using that one instead.

looking at the link, I should be ok with this
Code: [Select]
items:
  - delete: STR_ROCKET_LAUNCHER
  - delete: STR_SMALL_ROCKET
  (so  on..)
.. right?
Should work fine. Note that this will break any saves that already have rocket launchers, so if that's a problem it's best to just "disable" them (like with costBuy: 0) than outright delete them.
« Last Edit: May 22, 2014, 06:36:37 pm by SupSuper »

Offline robin

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #199 on: May 22, 2014, 07:19:22 pm »
Thanks. I think in my case "disable" is better.
Sorry for the little thread derail.

Offline Claireity

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #200 on: May 22, 2014, 07:49:20 pm »
So! Things I am apparently not allowed to capture under threat of immediate crash upon mission end so far:

Government enforcers
Anything from the Doom(tm) ship.

Will update with more as I find them

Offline Warboy1982

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #201 on: May 23, 2014, 03:19:58 am »
EDIT: The problem comes from the fact I'm using Zombie's patch... which is, I think, recommended for OXC in general, isn't it?

i know we discussed this on IRC but i'll post this for the sake of clarity:

the problem was using the lightning map data, which is slightly altered in Zombie's patch to address some issues with LOS in the original.
the solution is to include the appropriate MCD (perhaps altered piratey themed versions even?) with the distribution package.

and yes, we do highly recommend Zombie's data patch.
« Last Edit: May 23, 2014, 03:23:36 am by Warboy1982 »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #202 on: May 23, 2014, 03:39:48 am »
1. Tileset errors:
Yeah, Warboy explained it in more lenth but in short a custom tileset will be supplied to avoid more of that crap.

2. @Robin:
Set the "buy cost" to 0 and make an impossible requirement for Ufopaedia articles, that's all you need to do. It won't break the saves. Alternatively, change the stats of the rocket launcher and all ammo to your ends, that's what I did.

3. @Claireity:
I have no idea what's wrong with Doom creatures, they should work by all accounts... must be dark magics.
However, I am almost absolutely sure Govt Enforcers do not generate a crash, I've catched and interrogated them many times... The engine is a real bitch on capturing live enemies and even making a small omission results in these crashes.
« Last Edit: May 23, 2014, 03:43:46 am by Dioxine »

Offline Claireity

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #203 on: May 23, 2014, 03:49:45 am »
Well, Perhaps it's the live captures with voodoo that's causing it? Because that's how I do it.

If I still have a save around then, I'll post it. I hope that there wasn't critical research from live capturing doom creatures... and if so I hope there's more than one such ship.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #204 on: May 23, 2014, 04:20:46 am »
No, there is no critical or even worthwile research based on them. There wasn't any intention to make any research topics for them, but well, defining no research, let alone not observing the hardcoded research pattern religiously, results in crashes on live capture. The method of capture doesn't matter, it's the problem with research engine and apparent lack of some ruleset data... I've made a lot of researchable enemies and I'm still struggling with understanding how this damned thing works.
Research-wise, all worthwile stuff is contained on the "UAC Blueprints" item.
« Last Edit: May 23, 2014, 04:26:47 am by Dioxine »

Offline Claireity

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #205 on: May 23, 2014, 10:24:33 am »
I didn't get that at all. Just a drained battery that didn't even provide a research topic.

Offline Falko

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #206 on: May 24, 2014, 05:20:18 pm »
i stumbled upon this:
Code: [Select]
research:
....
  - type: STR_LASER_PISTOL_LT
    cost: 40
    points: 10
    needItem: true
shouldnt that be name instead of type?

Offline xaphias

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #207 on: May 24, 2014, 05:39:14 pm »
that's an old file and not how it looks in v0.73, what version of the mod are you running, if u're running the latest make sure you installed it correctly

Offline Falko

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #208 on: May 24, 2014, 05:41:55 pm »
ah yes https://www.openxcom.com/mod/piratez is not up to date

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« Reply #209 on: May 24, 2014, 06:28:06 pm »
ah yes https://www.openxcom.com/mod/piratez is not up to date

That site is still unavailable for logging in. :(