Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 856908 times)

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1275 on: May 11, 2015, 05:50:17 pm »
Okay.  Thanks for the tips on how to play offensive gents!   I agree that it is the only current solution in the game. 

I'm pretty sure I can't buy a Pachyderm or build any craft nor will that be possible for months.  I don't know the tech tree or even the costs involved, so I'm probably completely wrong.

Some ruminations on Turn 1 vs Turn 3 explosives.  Turn one punishes a player for landing packed into a sardine can.  The ai never spawns in such tight clusters, so the player is an at immediate disadvantage.   The player must then rush through reaction fire to get out of the killzone that they immediately land in.  I'd guess that one in four landings would give them a breather, where the back of the Bonny would be close to the map edge and they could dismount deliberately.  But the "smoke the ramp, let them reduce their reaction capability" tactic definitely looks extinct at this point.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1276 on: May 11, 2015, 06:07:38 pm »
It is natural that the attacker should be at an disadvantage. It is always so in any armed conflict, unless the attacker has sufficiently superior artillery support. But aside that, the most important reason for disabling the turn 3 cheat: on the battlefield, player and AI should compete at equal terms. That's the point of the whole thing. By equal terms I mean, the AI soldiers should be given the right to defend their lives with any weapon at their disposal, and any tactic and trick that the player can use. Anything else is just disturbing.

Also bear in mind that smokescreens are initially flat. So they're not infallible. Also you've been provided with smoke grenades for the GL if you need smoke IMMEDIATELY.

I'm pretty sure I can't buy a Pachyderm or build any craft nor will that be possible for months.  I don't know the tech tree or even the costs involved, so I'm probably completely wrong.

Bonaventura sells for $2.5M, while a Pachyderm costs $1.25M or so to purchase. I wouldn't suggest an unrealistic option :)

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1277 on: May 11, 2015, 06:20:31 pm »
Yep, I agree that the footing was unequal.   One thought I didn't finish in my previous point is that maybe cutting back to turn two, would allow for the defensive tactics that I've grown used to.   

I know now that its beside the point.  I've been playing wrong, because I haven't learned to storm out of the craft.  I'll just have to adjust. 

Spoiler:
As far as a Pachyderm goes, there is no incentive for a player to sell the only craft they know and go for a complete unknown.  Even with your explanation, I still won't gamble on it.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1278 on: May 11, 2015, 07:18:41 pm »
Yeah sorry for bringing that Pachyderm up, you're naturally right a new player wouldn't gamble for it, and it is as designed - all the alternate buyable crafts were always intended for experienced players who want a challenge or simply something different. Don't be depressed, everyone who played Piratez seem to write that they only learnt to survive through being repeatedly whacked :)

Offline trinibwoy

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1279 on: May 11, 2015, 07:38:53 pm »
Yeah sorry for bringing that Pachyderm up, you're naturally right a new player wouldn't gamble for it, and it is as designed - all the alternate buyable crafts were always intended for experienced players who want a challenge or simply something different. Don't be depressed, everyone who played Piratez seem to write that they only learnt to survive through being repeatedly whacked :)

This mod sounds pretty awesome. I think most of us only learnt to survive even vanilla Xcom through being repeatedly whacked. lol.
Will definitely be trying this soon :)

Offline pilot00

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1280 on: May 12, 2015, 12:21:00 am »
Yeah sorry for bringing that Pachyderm up, you're naturally right a new player wouldn't gamble for it, and it is as designed - all the alternate buyable crafts were always intended for experienced players who want a challenge or simply something different. Don't be depressed, everyone who played Piratez seem to write that they only learnt to survive through being repeatedly whacked :)

Lets be honestly blunt about it here, thats not its use is it? With the space it provides and the price tag, its a more of a :"You lost the bonny, and your research is not in place to replace it yet. Sell everything (your mother included) and go on practically suicide runs if you dont want to restart. And mayyyyybeeeee you will pull through."

Same with the library. Or at least thats the vibe I got out of those two options. Nothings bad with that, it fits the lore and the game, but there are practically 0 reasons to swap the bonny voluntarily for a pachyderm.

Except if you are a sadist that is :D

This mod sounds pretty awesome. I think most of us only learnt to survive even vanilla Xcom through being repeatedly whacked. lol.
Will definitely be trying this soon :)

Dioxine worked hard to make sure, X-COM training is covering the bare basics of survival on Piratez. Its a whole different league.
« Last Edit: May 12, 2015, 12:26:26 am by pilot00 »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1281 on: May 12, 2015, 04:17:04 am »
True with the Library (it's also useful later on, when you have loads of cash), but Pachyderm is rather sort of: "You hard enough to tackle tactical missions with just 8 soldiers? Here you go, 1.25M in cash to invest in your base plus a ship that is fast enough to track most enemy craft to their landing". I did my last run starting with the sale of Ventura, was flying on a Pachyderm until I upgraded to Deliverator around October 2601 (a Hopper was required and it kept eluding me).

Offline Arthanor

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1282 on: May 12, 2015, 04:22:31 am »
Piratez definitely changes the game and makes it a lot more offensive. I 100% agree on the first turn explosives since we can use them too and I often do. Clearing the landing zone is one time where taking hostages is a far second in my priorities, after making sure I get a "safe" situation. You also have the advantage of having 18 units with full TUs packed in there ready for murder, with their hands full of pre-primed explosives and black powder bombs. Think of it as boarding a ship.

On the flip side, in Piratez, your gals can take a few conventional pistol and rifle (maybe shotgun) shots before they drop, even when running naked. In XCom, rookies in pajamas die as soon as an alien sneezes plasma in their general direction. I have had a lot more wounded in my game of Piratez, but a lot less dead. This, in turns, leads to better gals since they don't die and don't have to be replaced by green swabbies.

An interesting twist of the higher smoke damage is also that your gals are likely to drop stunned from taking a hit (their health drops below the applied stun damage), which means that the enemy will stop shooting at them. Passing out from being fired at has saved a fair few of my gals from otherwise certain death situation. Then you just need to yell "MEDIC!!!" and rush someone with rum or a surgery kit to them.

In short, Piratez must be played in character. You are a pirate, aggressive, ruthless and out for money! And all the hands a babes! It's awesome! ;D (but the tech tree on a first, blind, playthrough is really full. I'm in June now, finally able to supply more than starting guns, the game is a changing!)

Offline pilot00

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1283 on: May 12, 2015, 03:55:41 pm »
True with the Library (it's also useful later on, when you have loads of cash), but Pachyderm is rather sort of: "You hard enough to tackle tactical missions with just 8 soldiers? Here you go, 1.25M in cash to invest in your base plus a ship that is fast enough to track most enemy craft to their landing". I did my last run starting with the sale of Ventura, was flying on a Pachyderm until I upgraded to Deliverator around October 2601 (a Hopper was required and it kept eluding me).

Yes about the library, though I felt like a hooker been hit and raped by her pimp in order to give him her cash, I had to build 5 of those, because the lab itself and its space simply cant keep up.

Didnt even build the delivirator because by the time I start my flight research, I usually unlock the craft by succession and as soon as I saw the thunderhorse pic, I knew what it was from the FMP and I build that instead. Though the discription of the dev is epic :)

How do you feel about the prospect of either reducing their price tag (not significantly just a bit) or allow space for a second brainer?
« Last Edit: May 12, 2015, 04:01:31 pm by pilot00 »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1284 on: May 12, 2015, 04:56:02 pm »
How do you feel about the prospect of either reducing their price tag (not significantly just a bit) or allow space for a second brainer?

There will be progress to that, not a Library itself, but some sort of a more advanced building in this vein (that has to be researched first). About the Library, I'm on the fence. I was planning to drop the price by 100-200k but then I saw your 5 Libraries and decided, if that guy is able to do it so early, then it is properly balanced (especially since it shows that you had to postpone other expansions to afford them) :)

Offline pilot00

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1285 on: May 12, 2015, 05:11:52 pm »
There will be progress to that, not a Library itself, but some sort of a more advanced building in this vein (that has to be researched first). About the Library, I'm on the fence. I was planning to drop the price by 100-200k but then I saw your 5 Libraries and decided, if that guy is able to do it so early, then it is properly balanced (especially since it shows that you had to postpone other expansions to afford them) :)

2 years in the game is early? I feel the chills up my spine now. Also note its not superhuman but the veteran (cant remember the name) difficulty in my current run.
Yeah it delayed me, on many other things (mainly base expansion) but I decided tracking every damn UFO if I cant do nothing about it, its not that worth it. So moar research.

Speaking of Research:

I backtracked a bit on my saves and I noticed that after upgrading to the latest, I cant brake a Cardinal and after researching the sectopod wreck I cant research the start God operatives.
Are those changes or something is wrong in my game?
« Last Edit: May 12, 2015, 05:19:00 pm by pilot00 »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1286 on: May 12, 2015, 05:59:36 pm »
I backtracked a bit on my saves and I noticed that after upgrading to the latest, I cant brake a Cardinal and after researching the sectopod wreck I cant research the start God operatives.
Are those changes or something is wrong in my game?

It was never possible to break the Cardinal, you just need to interrogate him normally and that's it. As for the Star God Operative, you need VooDoo and Star God Guardian - do you have those? Because I can't spot any error in that research that could've been introduced by recent changes...

Offline pilot00

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1287 on: May 12, 2015, 06:19:33 pm »
It was never possible to break the Cardinal, you just need to interrogate him normally and that's it. As for the Star God Operative, you need VooDoo and Star God Guardian - do you have those? Because I can't spot any error in that research that could've been introduced by recent changes...

Oh ok, its a missperception on my part. On the first time I got them, I had the Guardian unlocked after finishing the sectopod so it went that way. No currently i dont have one, so theres that.

EDIT: Holy cows, the cash on the cardinal!!!!!!!!

Offline Arthanor

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1288 on: May 13, 2015, 10:27:01 pm »
A few questions for you Dioxine:

1- I finally am making progress with craft weapons. I have discovered the 50mm cannon and can make it, but I can't find where to get more ammo for it. I'm starting to run low on the starting stash too, so I am getting a bit worried. On the other hand, discovering the 30mm cannon allowed me to build both the cannon and its ammo. Is there something special needed for the 50mm? (Just say yes if that's the case, I don't want spoilers!)

2- I got "Old Earth Books" by interrogating a Guild Hostess (she must have been the daughter of a rich dude I guess?). It feels like I "broke the game" because I am concurrently researching basic tech like the craft cannons or ammo, but at the same time researching superconductive wires and industrial tools. My brainers are a century behind on weapons compared to general tech?!

3- After researching the Slave AI, I got Improved and Heavy interceptors at once. I suspect one is supposed to be more high tech than the other, would it make more sense if they came in succession or is this as intended?

4- I think I shot down a probe like Ivan did (I discovered that reading his LP comments) and I'm pretty disappointed. Are all very small scouts imperial probes for fancy missions? Is there a way to know besides having already played the mod, luckily getting the right mission fluff piece from interrogations or read spoilers? If the player isn't likely to know beforehand, maybe reducing their interception time so they run away before getting destroyed would be good. Then the player would chase the probe to the site and after finding it, we would know to follow the probes instead of shooting them down. Being technically a Star God craft (I think), it would make sense for it to have good evasive maneuvers.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1289 on: May 13, 2015, 11:36:23 pm »
A few questions for you Dioxine:

1- I finally am making progress with craft weapons. I have discovered the 50mm cannon and can make it, but I can't find where to get more ammo for it. I'm starting to run low on the starting stash too, so I am getting a bit worried. On the other hand, discovering the 30mm cannon allowed me to build both the cannon and its ammo. Is there something special needed for the 50mm? (Just say yes if that's the case, I don't want spoilers!)

2- I got "Old Earth Books" by interrogating a Guild Hostess (she must have been the daughter of a rich dude I guess?). It feels like I "broke the game" because I am concurrently researching basic tech like the craft cannons or ammo, but at the same time researching superconductive wires and industrial tools. My brainers are a century behind on weapons compared to general tech?!

3- After researching the Slave AI, I got Improved and Heavy interceptors at once. I suspect one is supposed to be more high tech than the other, would it make more sense if they came in succession or is this as intended?

4- I think I shot down a probe like Ivan did (I discovered that reading his LP comments) and I'm pretty disappointed. Are all very small scouts imperial probes for fancy missions? Is there a way to know besides having already played the mod, luckily getting the right mission fluff piece from interrogations or read spoilers? If the player isn't likely to know beforehand, maybe reducing their interception time so they run away before getting destroyed would be good. Then the player would chase the probe to the site and after finding it, we would know to follow the probes instead of shooting them down. Being technically a Star God craft (I think), it would make sense for it to have good evasive maneuvers.

1. Hmm there's slight discrepancy there indeed. You should not generally be able to get the cannon before its ammo, but there is indeed a loophole and you've managed to find it. No there is nothing very "special" needed, just a bit more gun-related research.

2. Schizotech world. Your science is not progressing linerarly; you're discovering bits and pieces. Sometimes you invent, sometimes retroengineer, sometimes you just find how-to manuals. Superconductive wire is actually not that hard to use once you have it and once you've read certain manuals (after all, you don't have to know HOW it is made or how it was DISCOVERED). On the other hand, getting to the "basic" tech of craft weapons required from your brainers to invent a lot of stuff, since there are no manuals available on "how to build an industrial capacity to make big guns". The tech level might seem all over the place but... well, it is: you're in a world that's very, very advanced but with restriced access to tech. It's not that hard to tweak very advanced tech if you don't go too deep inside it. As for the Industrial Tools breakthrough, you simply had all the other bases covered already - 4 varied requirements in total, one of them having those "useless" power tools laying around - the books were just the last piece of the puzzle :)

3. H.I. IS a tiny bit more hi-tech, but looks like not for you - you got the other prerequisites earlier on. But there is no inter-dependence, since each of these two craft is something different, with a different combat role and profile; they're alternatives, even if the I. I. indeed is a bit more basic.

4. Well learning through trying. It was never supposed to be a give-away or delivered on a silver plater. Some players would always rather trail a very slow, strange-looking craft to find out what's the deal with it. Other players just shoot everything down. This mission is a reward to these former players, as their risk-taking behaviour generally makes them getting burned more often.
About the evasive behaviour - this fragile little thing would never outrun a damned F-4 Phantom, much less the Bonaventura :)

« Last Edit: May 13, 2015, 11:38:24 pm by Dioxine »