Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 856870 times)

niculinux

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Dear Dioxine,

I thought i won'nt be posting for a long time, but i noticed something of interest: on your youtube channle in the video Let's Play: OpenXcom Piratez Mod, pt. 2 at 09:13 you say that the 30mm cannon should not be avaiable at the beginning of the game because it needs to be researched,but actually it's a starting weapon avaiable from the beginning, plus the 30mm ammo are also avaiable at the black market as well!

Screenie:



Other things: I'd replace the SMG with the machine pistol (the one from Men in Black mod one, because is less compact than the machine pistol mod  on the forums v.3.0) , at least someone said. It should be buyable from the market (it's a old weapons) and peraphs the actual SMG may be manufactured after some research and renamed "improved submachinegun" (researching Advanced firearms weapons--leads to-->improved submachinegun, along with  snub revolver as manufacturable items).

Af for the mace you may use the one featured in the elerium mace mod, it's squared not rounded but can be easily modified so no more head bashing on the keyboard :D In the end I changed my mind as for the molotov weapon, see my previous post.

OK that should be it for this summer!!!  :o ;D

Offline Dioxine

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New craft weapons: keep researching looted personal arms and related topics, you will get there (in 4 or 5 steps). There's a ton of them. If you can't, it could be related to the tech tree troubles, 0.76 should fix most of these. Lootable vessel weapons are possible to implement, but you'll have to wait, it'd require major rebalancing - I want to finish the current "to do" list first.

30mm cannon: It's unavailable as in: you can't get more of them until you research it, but you happen to have a single weapon of that type in stock, presumably stolen from somewhere, and ammo is commonplace enough to be buyable (even if the price is high).

Advanced Firearms: it's kind of an empty topic for now, but this will change. There will be several very good weapons (for firearms) available there.

Maunufacturable weapons: nah, generally only completely new weapons are supposed to be manufacturable, the rest has to be looted. I want the player to be forced to improvise a bit with weapons loadouts.


Offline Edrick

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Another potential bug: I've been whacking at some Dark Ones, Demons, Imps and Hell Barons with Elerium Maces, charged with Stun Coils. But when mind-controlling them later, it reveals that no srun damage is being dealt at all.
This, or they are unstunnable and I'm a fool.

Offline Dioxine

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They're unstunnable by design. They're demons, they mock your mortal concept of "stun weapons" :)

Offline Guggulf

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Hey there, really enjoying the mod so far and I've gotten quite a far ways into it, having raided two church bases so far and researched just about all the laser and gauss weapons. However I've hit somewhat of a snag when it comes to booties.

When I kill enemies in the battlescape they clearly drop booties, or well, corpses. But after the mission it seems all booties get turned into slaves. So instead of getting trader or church booties, I end up with slave [enemy] instead.

Offline Dioxine

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Yes... it's a bug. The 0.75 isn't fully compatible with the latest OXCom build. The problem has been dealt with already in 0.76, wait for its release.

Offline Guggulf

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Yes... it's a bug. The 0.75 isn't fully compatible with the latest OXCom build. The problem has been dealt with already in 0.76, wait for its release.

Ah I see, shame that.
Oh well, cheers for the quick response at least. 
Can't wait for 0.76 then. :)

Offline Dioxine

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It's being tested hard on Jack Sparrow, should be posted tomorrow or the next day.


Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
« Reply #323 on: July 17, 2014, 11:56:32 pm »
All right, v.0.76 is up. I believe all major issues have been fixed (check the lengthy changelog), and the research tree and Pedia received major overhauls.

@Niculinux: 30 mm ammo should indeed be unbuyable. Do NOT use this mod in conjuction with any other mod that changes vanilla weapons (only these with completely new stuff are ok).

Offline Guggulf

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
« Reply #324 on: July 19, 2014, 04:23:02 am »
Great job Dioxine!  :D

Finally got my booties and I've been storming through the tech tree. Gotta say those fusion missiles are just way too fun
to use  in urban maps.

One little thing is that I really wouldn't mind being able to manufacture more rocket launchers, as they're kinda hard to come by.
After 150 or so completed missions and well over 500 UFOs I've got a whopping two launchers so far.

Oh and the fighter and ordinator UFOs seem to be missing their descriptions in the Bootypedia.


niculinux

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
« Reply #325 on: July 20, 2014, 10:37:27 am »
Wow thanks dioxine! In the end hope that in the 0.77 we may get the rid of all researching bugs, plus have something a bit better in the black market to buy, well if tommy gun won't be there, hope at leas thst machine pistol i posted above)

On second thought, since the paluer has from beginning a handful of handcannon and a board gun, good starting weapons, i'd suggest to have them not even from start in the stores but instead both manufacturable after some me researching, (2 or 3 steps, boarding gun already is now, actually) to make the game even more challenging! have a nice summer! <3
« Last Edit: July 20, 2014, 10:40:27 am by niculinux »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
« Reply #326 on: July 20, 2014, 10:52:57 am »
1. There will be not 1, but 2 more rocket launchers, actually :) Quad Launcher (fun store-available weapon) and an advanced rocket laucher (researchable, uses same rockets as Rocket Launcher, more accurate & generally more swag). Indeed, Escorts are the ships to get a RL from and they're not that prevalent lately. Else is same old RPG over and over :)

2. Pedia & research are being updated, indeed there was one more major bug, which made researching autocannons and related weapons impossible if you researched  Cannon Munitions Manufacturing before Autocannon AND Rifle Munitions Manufacturing before Minigun/Chaingun. Which is a likely occurence.

3. Handcannon IS manufacturable. You just need to get appropriate research prerequisites from the field.

4. Update soon... a morbid work is being done - varying corpses for every enemy


Offline maw3193

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
« Reply #327 on: July 20, 2014, 01:08:39 pm »
I am getting consistent crashes when standing on the Leviathan's roof. Most of the tiles in front of the soldier, and the tile 2 squares to the right of the soldier cause a crash (reportedly a segfault) when I move the soldier to stand on them. From the timing of the crash, I have the vague guess there might be missing sounds for stepping on it, but I have no evidence of this.

I am running OpenXcom 1.0, and have tested on both Windows and Ubuntu Linux.

Can anyone confirm they are having this problem/have any idea how to fix it?

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.76 - 17 Jul
« Reply #328 on: July 20, 2014, 04:06:42 pm »
Just checked, no crash for me...

I think your guess might be right - and the solution, probably, is Zombie's patch which amongst other things, fixes vanilla tilesets. Lightning tileset is included in the latest mod package ( /TERRAIN_FIX ), but not the Avenger... Make sure your game is installed as OXcom reccomends it (I obeyed these instructions religiously :) )

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.77 - 20 Jul
« Reply #329 on: July 20, 2014, 07:49:26 pm »
New version up, enjoy. This time the research tree should work without fail, craft weapons have been rebalanced, and the most visible change - almost every enemy unit has their own inventory corpse object, that took some work... :)