aliens

Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 858634 times)

Offline pilot00

  • Colonel
  • ****
  • Posts: 487
  • Back in the day it was gameplay not a feature....
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1380 on: May 25, 2015, 07:48:57 pm »
Raiders do not have anything higher ATM. No idea what's the story with the Traders, hopefully it'll be gone by the time Extended is rolled out :)

Prepare a trap-base then, w/o any shroud and near a city in the middle of a continent. Launch many interceptions from there. Come on, some creativity there (and hope it won't bug out...) :)

I was considering blowing up the shrouds but I have a gut feeling that there is something in the traders as a faction that causes this. Hm...I ll try it.

EDIT: And yes my guts were right.
« Last Edit: May 25, 2015, 11:11:54 pm by pilot00 »

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1381 on: May 26, 2015, 02:59:51 pm »
Hi Dioxine and I must say this conversion looks brilliant as I've been following Ivan's LP on youtube and had a troop that did well b4 her untimely demise in the hideout defense of episode 3. Currently in the late stages of a redux game and would like to give piratez a go next but was wondering on 2 points. Firstly the latest version of piratez (0.9j) is just b4 the file changes to installing OPXC and mods, will 0.9j work with nightlies from 05-07-2015 onwards and if so is there any difference in the way u install piratez compared to b4? And secondly I noticed that the commendations mod has been updated (05-25-2015) to the new system. Can u use the commendations with piratez? Thanks in advance.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1382 on: May 26, 2015, 03:22:34 pm »
Short answer: check the first post you lazy boy.

Long answer: Requires 30 Apr 2015 Nightly. You will find the link in the first post. This also means it is not updated to the new system; indeed it cannot be updated since the new system enforces 1000 objects/mod limit.

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1383 on: May 26, 2015, 04:06:55 pm »
Woops missed that and ta for the quick response, understand fully, will use either nightly 04-30-2015 0720 or 05-04-2015 1846 when I start a new game if I use v0.9j. Tho piratez extended sounds intriguing and it'll be a while til I hopefully finish redux so maybe piratez extended will be up and going by then.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1384 on: May 26, 2015, 04:36:43 pm »
I think the release will be in about 2-3 weeks. Experimental version might become available sooner.

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1385 on: May 26, 2015, 04:47:46 pm »
Well I still haven't done an alien base mission in redux atm and I think I'll have to get @ least 2 base commanders, one being an Ethereal b4 attempting Cydonia so prob still won't have finished redux by then anyway. Looking forward to it tho.

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1386 on: May 28, 2015, 07:01:16 pm »
Short answer: check the first post you lazy boy.

Long answer: Requires 30 Apr 2015 Nightly. You will find the link in the first post. This also means it is not updated to the new system; indeed it cannot be updated since the new system enforces 1000 objects/mod limit.
AFAIK if your mod is "master" it don't have any limit.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1387 on: May 28, 2015, 07:41:16 pm »
AFAIK if your mod is "master" it don't have any limit.

I'd rather not comment on that since I've managed to get it to work on Piratez:Extended and I don't want the solution to be "fixed" away :) Anyhow 1000 item limit is still enforced for masters that have masters themselves.

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1388 on: May 29, 2015, 05:51:35 pm »
So.... how do snapshots work beyond the LOS limit?

ie.  Scoped Rifle:  "Increased Snapshot Accurate Range (22)

erm... I guess I was thinking reaction fire.  So of course I won't be able to reaction fire with it at that range.  I can only reaction fire to range 20, my sight distance.    But I can use this to snap beyond my LOS on my turn so thats cool.   

Ok. Nevermind the derpy question.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1389 on: May 29, 2015, 06:06:19 pm »
These numbers tell you at what range the accuracy dropoff starts (when the litlle% numbers turn yellow and you're losing accuracy with every subsequent tile).

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1390 on: May 29, 2015, 06:08:02 pm »
Yeah, all it means is that you won't get range accuracy penalties until 22 tiles (instead of the default 15 tiles for snap shots). Some weapons also have increased auto-range, which makes them not take penalties at the default 7 tiles, but further.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1391 on: May 29, 2015, 06:24:42 pm »
The default for Auto in Piratez is 11 not 7. As for the Snap, it stayed at the default Accuracy Extender value - 14.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1392 on: May 29, 2015, 06:25:42 pm »
Oh man.. I've got my numbers all wrong! Thanks for the info :)

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1393 on: May 30, 2015, 01:16:01 am »
Heavy Flamer Love. <3  ;D

Spoiler:

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1394 on: May 30, 2015, 01:52:24 am »
Flashy, reliable, widespread destruction. What's not to like eh? :D

Told you! ;)