Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 858377 times)

Offline Meridian

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1485 on: July 17, 2015, 05:15:25 pm »
You are using too new version of openxcom... that's why the pictures are incorrect.

Offline doctor medic

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1486 on: July 17, 2015, 08:52:07 pm »
At the end of the month i dont get any montly pay so what is the best  item to sell apart from x-grog?

Offline DracoGriffin

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1487 on: July 17, 2015, 09:51:10 pm »
Not 100% for Piratez, but it should be Finely Distilled Rum.

In X-Piratez, there's other options. :P

Offline doctor medic

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1488 on: July 17, 2015, 11:42:41 pm »
Really?Nobody has played long enough to sell the heavy laser tier


Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1489 on: July 18, 2015, 12:28:44 am »
Really?Nobody has played long enough to sell the heavy laser tier

You might discover that the PirateZ tech tree/manufacturing/profitability etc vary just a little bit from the vanilla game. ;)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1490 on: July 18, 2015, 11:58:29 am »
At the end of the month i dont get any montly pay

Are you a Greek? :)

Offline doctor medic

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1491 on: July 18, 2015, 02:25:53 pm »
Are you a Greek? :)
I thought if i made a base away from greece they wouldnt notice but the aliens work with merkel and gave her immortality so she can continue to force us to pay her denbts

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1492 on: July 18, 2015, 02:50:57 pm »
Grog is basically the only steady income option left, until you can get your Drachmas prints going (or, as someone found out, MPG plasma clips, until new version corrects that). If you want to expand agressively, forget about monthly payments, build up your industry instead.

Offline DracoGriffin

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1493 on: July 18, 2015, 08:48:13 pm »
Grog is basically the only steady income option left, until you can get your Drachmas prints going (or, as someone found out, MPG plasma clips, until new version corrects that). If you want to expand agressively, forget about monthly payments, build up your industry instead.

"Someone"... :(

Offline doctor medic

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1494 on: July 19, 2015, 01:21:37 am »
how many engineers should have making x-grog?

Offline DracoGriffin

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1495 on: July 19, 2015, 01:58:00 am »
how many engineers should have making x-grog?

More is always better.

There are some caveats regarding monthly costs (sometimes 30 Runts may be better than say 35 Runts) but generally, the more Runts making X-Grog to Sell, the higher your monthly net profit becomes. However, the soft "cap" is basically 240 Runts (as X-Grog requires 240 Work Hours to make) and the game handles "over-engineering" in weird ways.

Offline EuchreJack

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1496 on: July 20, 2015, 04:40:14 am »
I just had a crash on a mutant pogrom at the end of my first turn. On checking with debug my guess and with a lot of testing/editing of the save file is there's some problem with enemy soldiers (03,12,13,14,17 and 29) as that is when the screen freezes and I have to shut openxcom down. Attached is saves (before and after editing), config file and openxcom log. Thanks in advance for any help in this massive and wholly enjoyable full conversion. In test one A save I've changed the status of the 6 culprits to 7 and given them 200 stun. Could it possibly be where these soldiers spawn?

Possible map issue. I'm not fixing it since basic Piratez mod is discontinued - all developement goes to the Extended version.

Actually, I've encountered the same problem in the Extended version.  Posting in the Extended forum as well.

Offline doctor medic

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1497 on: July 20, 2015, 03:23:44 pm »
I cant be the only one who spams grenades on anything that isnt an unarmored academician.
Also what is the difirence between carapace and academician armored units.The latter dont have any information so i assume they have the same stats?

Offline DracoGriffin

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1498 on: July 20, 2015, 06:46:59 pm »
I cant be the only one who spams grenades on anything that isnt an unarmored academician.
Also what is the difirence between carapace and academician armored units.The latter dont have any information so i assume they have the same stats?

The latter should be more akin to the "pureblood"; whereas most "light" armored units should be following the carapace.

Raiders should be the only real caveat as they are considered mutants, so stats should be close to your Gals.

Offline doctor medic

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition
« Reply #1499 on: July 20, 2015, 07:31:00 pm »
So i will assume raiders are the armored academicians or the other kind of people found on terrorist mission.

I wonder if the cyberdisc has the same stats as the vanilla one

and i assume the scout disc  from xenonauts is weak to pierching?

also i would like to know how to use xcomutil day only to x-piratez
« Last Edit: July 20, 2015, 07:39:20 pm by doctor medic »