Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 758644 times)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #915 on: April 03, 2015, 08:24:44 pm »
Hmm... Super Shotgun is cheesy enough for me; I agree that Advanced Sniper Rifle is a bland name, but I haven't come up with a better idea yet (Hybrid... maybe... but this could suggest it's used by Hybrids and doesn't convey its sniper-y nature). Assault Railgun is stop-gap, it will be replaced with an entire custom-made Gauss range in time (weaker than originals, but lighter, more agile and most importantly, with manufactureable ammo).

As for Leaders and specialists (ex. Medics), no, they're usually only good for one important topic and do not bring in random stuff like lower classes. Raider boss is an exception, since he's a Leader only in name and fits into the "grunts" category.
In short:
Engineers & Pilots: random craft type
Support personnel: Missions
Security: usually nothing
Civilians: Countries
Some special grunts (like Raider Boss): guns
Some special grunts (like Bodyguard): info on other enemy types
Most of the above: general stuff like Vodka, Crack or Old Earth Books

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #916 on: April 03, 2015, 08:32:45 pm »

How about "Better Snipin' Rifle" or "Long-Range Boomstick"  ( just brainstorming here ) ;)

Offline VodkaBear

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #917 on: April 03, 2015, 08:33:26 pm »
Okay, I've got, thanks. Still  big problem to remember if I already researched/interrogated this kind of enemies or not, but notepad helps a little.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #918 on: April 03, 2015, 08:48:44 pm »
If there is absolutely nothing more to be gained from an enemy, the research topic won't come up anymore (I think).

I think I'll go with Custom Snipin' Gun :)

EDIT:
If you researched anyone once, his/her entry appears under the Factions section in the Pedia, usually with hints about further researches. Read the Pedia! :)
« Last Edit: April 03, 2015, 08:57:47 pm by Dioxine »

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #919 on: April 03, 2015, 09:00:34 pm »
I think I'll go with Custom Snipin' Gun :)

Just got to say this... I am REALLY enjoying this. :)  The mod has so much Flavor, it really brings you in!  I mean, 1994 graphics, but just the small bit I've seen in the bootypedia, in the interface etc,.... Got me "talking like a pirate" in ep 2 when we downed our first enemy vessel!  Its such a hoot! ;)
Thanks!

And I think that's the perfect name!

( umm... bad brainstorm here.  better names for the attack dog that the ones I suggested earlier:  "Carnivorous Canine" , and for the corpse: "Canine Carrion" )  ;)

Cheers!

Offline VodkaBear

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #920 on: April 03, 2015, 09:34:12 pm »
If there is absolutely nothing more to be gained from an enemy, the research topic won't come up anymore (I think).
If you researched anyone once, his/her entry appears under the Factions section in the Pedia, usually with hints about further researches. Read the Pedia! :)

I'm not quiet sure, but when I played some of previous versions I researched trader GO or security 20-30 times. And I just researched "interrogation", what made things even more confusing to remember who and when I researched or not, without full understanding how it all works and if I missed something and will new interrogation option appears to previously interrogated enemies but without "interrogation" research... Yeah it's all cool and interesting but confusing a lot too. Still thanks that you keep working on mod, it's great.

Offline Ridаn

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #921 on: April 03, 2015, 10:02:16 pm »
I just equipped a BFG on my X-Sectopod :)

Tried a New Battle a few times and here is a list of problem HWPs:
Cyberdisc/Gatling Laser - has an inventory
Tamed Boomasaurus - has an inventory, also lacks a second weapon - only bite attack is active
X-Sectopod - has an inventory

Also got a clean CTD trying to start a Military Base Pogrom through New Battle, was unable to reproduce it, rare bug with terrain I guess.

Offline VodkaBear

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #922 on: April 03, 2015, 11:37:18 pm »
Uh, hate to ask same things, but I hope "one resultative research per one member" works for "broken %factionmember%" too? Has something changed to bases and ships personal? It's great, from poor pirate, that cannot afford spare mortar shell I've became treasure lord, but I've never meet such quantities of member at early game stages(3-4 month from beginning) in other versions. And one more thing - after destroying base 2 large and 1 very large ship landed at same place (between my and their bases), so I easily farmed them.
Spoiler:
« Last Edit: April 03, 2015, 11:39:27 pm by VodkaBear »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #923 on: April 03, 2015, 11:45:43 pm »
Tried a New Battle a few times and here is a list of problem HWPs:
Cyberdisc/Gatling Laser - has an inventory
Tamed Boomasaurus - has an inventory, also lacks a second weapon - only bite attack is active
X-Sectopod - has an inventory

Fixed inventory issues. Cannot confirm Boomosaurus - works fine for me. Also there is an issue with the buyable Mercenary - looks like some nightly "fixed" hwp routine and his weapon handob is no longer displayed. I'm thinking about dropping this unit altogether.

@VodkaBear - everything @interrogations is explained in the Pedia, and completing them brings up special articles, THAT SPECIFICALLY SAY "THERE IS NO NEED TO INTERROGATE ANY MORE BROKEN NAME_HERE". I did that for you, dude :) . I know it is confusing but I did what I could. I think it's better overall - I mean, complex research system over a simplistic one. You're unlikely to miss out any important stuff even if you interrogate just specialists and only once each, though. Maybe some hidden stuff, but you won't miss any important tech.
I'm not quite sure about your other question? What? So 23 enemies is a lot? Every terror on Jack Sparrow has around 33 enemies, and Gunships in excess of 20 :) Nah this was pretty much unchanged for a long time. Except for Cruiser/Hideout Defence.

@Ivan - Nah your ideas are fine, but I  really don't think renaming... dogs... to something-else... is what I want. Attack dogs are attack dogs, not everything must be a joke - it ain't World of Warcraft :)
« Last Edit: April 03, 2015, 11:47:54 pm by Dioxine »

Offline Geneoce

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #924 on: April 04, 2015, 04:44:36 am »
That was a fun Jack Sparrow playthough.

Unfortunately I did too well on a base defense. Should Gov forces be able to attack hideouts? Hard to get back from a negative odd 1200 haha

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #925 on: April 04, 2015, 05:58:44 am »
Unfortunately I did too well on a base defense. Should Gov forces be able to attack hideouts? Hard to get back from a negative odd 1200 haha

Woah! That's Awesome!  Sounds like a Lose-Lose proposition!

Did you end up losing or winning the game, Genoece?

Offline Geneoce

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #926 on: April 04, 2015, 11:18:57 am »
Nah I lost that run. Abandoned a terror mission the previous month with only a couple of kills. I was still recovering from an academy courier recovery that screwed up royally when that one popped up. That base defense was supposed to save my pirate crew, Damn government cockblockers!

Ill start up another run tommorrow, see if I can get a few freighters instead of all the zippy mediums and flighty small ships this go around. RNG really hated me that time around!

Offline VodkaBear

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #927 on: April 04, 2015, 11:37:56 am »
@VodkaBear - everything @interrogations is explained in the Pedia, and completing them brings up special articles, THAT SPECIFICALLY SAY "THERE IS NO NEED TO INTERROGATE ANY MORE BROKEN NAME_HERE". I did that for you, dude :) . I know it is confusing but I did what I could. I think it's better overall - I mean, complex research system over a simplistic one. You're unlikely to miss out any important stuff even if you interrogate just specialists and only once each, though. Maybe some hidden stuff, but you won't miss any important tech.
I'm not quite sure about your other question? What? So 23 enemies is a lot? Every terror on Jack Sparrow has around 33 enemies, and Gunships in excess of 20 :) Nah this was pretty much unchanged for a long time. Except for Cruiser/Hideout Defence

Just right now I finished another V.large battle with same kind of mission and there were only 13 guys, wondering why. Also, I've got an idea. While attacking any kind of ship enemies just walking around without any seeming point, okay it's original poor AI, it's hardcoded, you cannot change it, I understand. Here a few solutions I thought about:
1. Is it possible to place tiles which blocks movement but allows firing? It's quiet stupid that there no single embrasure on assault kinds of ships.
2. Make few new types of enemies = turrets, they can have ~3 ap(so they cant move and stays at place) and 33%-50% ap to shoot.

Also, even with Luke's extra UFO i still having 1 kind of V.large ship is it okay or I messed up something again?

Uh, now I struck strange bug, if ship was pretending to land at dark side of planet, but you waited for bright = game crash. If you landing while it's dark = everything okay. Here the save: https://rghost.net/6wscxkNBY current xcom version is git 2015-03-31 05:10
« Last Edit: April 04, 2015, 12:34:22 pm by VodkaBear »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #928 on: April 04, 2015, 12:42:17 pm »
Just right now I finished another V.large battle with same kind of mission and there were only 13 guys, wondering why.

It's tied to difficulty level.

Also, I've got an idea. While attacking any kind of ship enemies just walking around without any seeming point, okay it's original poor AI, it's hardcoded, you cannot change it, I understand. Here a few solutions I thought about:
1. Is it possible to place tiles which blocks movement but allows firing? It's quiet stupid that there no single embrasure on assault kinds of ships.

Yes it is possible to make such a tile, but I don't understand what you're trying to say... Could you rephrase that?

2. Make few new types of enemies = turrets, they can have ~3 ap(so they cant move and stays at place) and 33%-50% ap to shoot.

It's even easier - they can have as many TUs as you want, all you need is to set their Stamina at 1. However it's really hard to prevent them from spawning ex. inside a barn, UNLESS you specifically design an UFO so no one spawns outside. I was planning to introduce turrets one day, one day I will if I think they won't look stupid.

Also, even with Luke's extra UFO i still having 1 kind of V.large ship is it okay or I messed up something again?

Luke Extra UFO's do not add any UFOs, his mod only adds dozens of random internal UFO maps, mostly for Medium and Large Scout (Runabout & Cutter here). Yes there is only 1 kind of V.Large ship in this mod - so far :) At least 2 V.Large ships are planned for foreseeable future - one will be named Battleship (since the old Battleship is named Cruiser, this was inevitable) and you will need a maxed-out airforce to even try engaging it. The other will be Lab Ship from FMP, added to some Academy Survey missions.

Meanwhile, a new version is up - churning them out mainly for Let's Play sake :) Not a major update this time, it just fixes several minor issues and rebalances defence buildings, preparing for 0.9.1 (where there will be several possible types of ships attacking your base, weakest of them with 400-ish hp, so even having a single defensive facility won't be useless). Updating from 0.9.a to 0.9.b does not require much ado, just replace Resources and Rulesets, no changes to maps & other folders were made this time.

EDIT:
Yes, govt can and will launch retaliations. The chance for it is very low (unless you attack them directly), but it WILL happen sometimes. It works as intended, as kind of a natural-disaster situation. You will normally be able to weather a 1000+ points hit... unless you're not doing well in general.

EDIT2:
Checked that save, VodkaBear. No crashes for me. I think it was one of those random terrain-related crashes. Enable Save-Scumming if you have it disabled and simply try to land again.
« Last Edit: April 04, 2015, 12:56:51 pm by Dioxine »

Offline VodkaBear

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I told about something like this
Spoiler:
but not sure will it be advantage to AI or not. As for numbers which depends on game difficulty, can I do something about to make them bigger for existing saves?
« Last Edit: April 04, 2015, 01:05:05 pm by VodkaBear »