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Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 760140 times)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1245 on: May 08, 2015, 05:44:31 pm »
You think the morrows version might fix the deployment issue too as a side effect?

No. This is an unrelated issue.

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1246 on: May 08, 2015, 05:48:39 pm »
Gah! So many updates!   :o I hardly play one or two episodes on each one! ;)

Thats cool though! Means lots of progress! Thanks Dioxine! :D

Offline eatthepath

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1247 on: May 08, 2015, 09:16:13 pm »
I haven't upgraded to 0.9.i yet, but I don't see any relevant patch notes so.... I don't know what part of the deep one you make a pie out of, and neither does the game. I get STR_DEEP_ONE_MEAT as the item name instead.

Also, pipes of doom? You crazy crazy man.

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1248 on: May 09, 2015, 01:58:21 am »
Hey Dioxine, good news for handobs. :) 

The #1000 or 125 item limit is gone for "Master" mods.  As a total conversion, I completely believe that PirateZ qualifies as a master.


Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1249 on: May 09, 2015, 02:05:23 am »
Making it a master would require merging it with all the basic rulesets. If you have ever merged huge text files with one another you'll know that's an enormous amount of work, and better suited for a monkey than a human at that. PLUS updating everything every time the basic rulesets are changed, which is basically every other nightly. Ridiculous. There is a loophole that allows exceeding 1000 limit for a non-master though, so worry not.
« Last Edit: May 09, 2015, 02:09:08 am by Dioxine »

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1250 on: May 09, 2015, 02:20:37 am »
I'm pretty sure, in the new schema, you wouldn't have to merge them.  They just go in folders. 

But, I have just a tiny idea of how vast your mod is and you have far more experience that I in these matters, so I'll assume you certainly know of what you speak. :)

I considered an additional handobs rule to start a new run of 125, but again, you are the Jedi. :)

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1251 on: May 09, 2015, 04:11:38 am »
S+  ??  What does this mean?


Offline Roxis231

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1252 on: May 09, 2015, 04:54:38 am »
S+  ??  What does this mean?



It's one of the ways Dioxine uses to show the diffrence between the types of Slave.  s=maid, S=Slave, S+=Specalist and S*=Magic Girl - I think? not to sure, I don't really keep track of it in my games.

Offline pilot00

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1253 on: May 09, 2015, 04:55:40 pm »
I have lost a bit track of the versions so I dont remember if the 0.9i is pre or after the new nightly any tips?

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1254 on: May 09, 2015, 04:59:59 pm »
Tips are in the first post.
To reiterate: this and the next version to be released today requires about 20th-30th April nightly and is probably incompatible with anything later.

Offline pilot00

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1255 on: May 09, 2015, 05:10:45 pm »
Tips are in the first post.
To reiterate: this and the next version to be released today requires about 20th-30th April nightly and is probably incompatible with anything later.

Well ok, Ill have to wait it seems, or....I have a scratching feeling I might just try anyway...dunno cant decide.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1256 on: May 09, 2015, 05:32:40 pm »
All right, 0.9.j is up, fixing stuff that was broken, rebalancing the sniper rifles, and adding a few minor extras.

EDIT: Ooops, a mistake. If somebody already DL-ed, please do so again, I've replaced the file with a fixed version.
« Last Edit: May 09, 2015, 05:50:56 pm by Dioxine »

Offline myk002

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.i - 6 May - Tanks und Fashion
« Reply #1257 on: May 09, 2015, 06:28:35 pm »
Making it a master would require merging it with all the basic rulesets.
I was able to make a few changes, so this isn't true anymore.  All you'd have to do is unify the sprite numbers amongst your rulesets and declare xcom1 as a master of your master.  This would be your metadata.yml file:
Code: [Select]
name: "Piratez"
version: "0.9j"
description: "The year is 2600. You run a gang of mutant pirates. Rob aliens and their human proxies for fun, profit and power."
author: "Dioxine"
id: piratez
isMaster: true
master: xcom1

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1258 on: May 09, 2015, 06:35:02 pm »
Oh, that is cool! It fixes a major hurdle in one fell swoop.

Offline pilot00

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1259 on: May 09, 2015, 07:18:56 pm »
Experiment complete (short off).

New version seems to be running (at least on the geoscape everything seems stable) with the new nightly.

Ill fiddle with it a bit more :D

DISCLAIMER: I Dont suggest anyone to try this, I do it because I am crazy.

EDIT: DIoxine remember the deployment problem? Either the new nightly or your new version fixed that. I reloaded a bit back, and now its not standard to have them spawn near the engines. They will at times but not as everytime as before.
« Last Edit: May 09, 2015, 08:13:43 pm by pilot00 »