Author Topic: Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild  (Read 468376 times)

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« on: May 09, 2015, 09:32:31 pm »
Hail.

Due to mod site being unresponsive, buggy etc. new version is  available on Mediafire.
If you're upgrading mid-campaign, make sure to check the 'upgrading saves' thread.


MOD HERE: http://www.mediafire.com/file/owsjdmyagco2gc3/Dioxine_XPiratez_0_99_H2.rar


Read the install instructions carefully. No joke. Srsly. Then the Bootypedia, to avoid premature death.
Suffering awaits. And boobs.

Video Tutorial: Install X-Piratez by Ivan Dogovich
https://youtu.be/L1WUpX9n7gY?t=54m11s

0.99H2
- Exec update to OXCE+ 3.9c 10-Oct-2017
- Fix: Nightmare's map
- Fix: Devastator's deployment
- Fix: Battlerifles
- New Missions: Raynerd Must Survive, Bank Robbery, They Came From The Sea, Mysterious Tower (special thx to Solar)
- New Armors: Assault Bike, Pillow Knight (Slave)
- New Weapons: Laserball, Sunblades, Slaver's Cane, Mammoth Chain Shotgun, Monstermano, D.C. Portable Mortar, MP Autocannon, Laslock Shotgun, Baby Nuke (Timed), Sonic Weapons
- New Equipment: Lunar Ward, Bejeweled Cap
- Update: Firing from outside LoS suffers 50% penalty. Also, enemies can now snipe you.
- Update: Infamy from Research roughly halved because Brainer spam outweighed other sources of income
- Update: Direct damage fire weapons disrupt Reactions now
- Update: Recruitment costs. Lokk'Naars are cheaper, Ubers more expensive.
- Update: Merged the Naughty Mod in. DO NOT USE IT ANYMORE! All 'naughty' content now available normally & fixed.
- Update: Crypt terrain more destructible
- Update: Removed "Gun Magazines", enemy craft ammo is looted directly now
- Update: Removed the dependency of certain manufacture and research on existence of Gauss/Las defense facilities. XG weapons and ammo require Printer instead now.
- Update: Pimpcraft rebalanced & diversified; removed forced prostitution
- Updates: Research: Zombies, Magic Shop/Red Mage/Wiz Biz
- Updates: More Bounty Hunt prizes
- Updates: Gfx: improved weapon sprites (by Bloax, Ivan Dogovich & RSS Wizard)
- Updates: Gfx: improved paperdolls (Nurse, Guardian)
- Update: Armor listorders
- Siberia respawns until Siberia Files are researched (again)
- Mercs have lower Camo now
- Increased crew sizes on Bonaventura (18/2), Metallo (16/2), El Fuego (12/2), Thunderhorse (24/4), Leviathan (36/5)
- Worm craft now has a hallucinogen bomb
- Slave armors buffed, faster to make and/or repairable
- Synthsuit +15 Throwing
- Nurse: decreased inventory space, decreased stat penalties
- Wench & Seductress: Removed TU penalties, but disabled running
- MC & Seduction tweaks
- Master's Cane Hex attack deals less damage now
- Rebalanced thrown stars, thrown knives, blowpipe, poisoned dagger, Power Mace
- Bows and Javelins accuracy +10%, removed most acc penalties for grenades due to no LoS acc penalty being a consideration now
- Autocannon 2x4 auto now; HMG 2x5 auto, but major accuracy loss if not kneeling
- Baby Nuke more powerful; no longer can be fired from RPG, now Ballista or D.C. Mortar
- Some HE rounds and some demolition charges have a terrain demolition bonus now
- Better yield on Plastic Chips, worse on Chems and Meds
- Minor fixes/updates/additions

0.99H1
- Exec Update to OXCE 3.9c 3-Sep-2017
- Fix: unread topic colors
- Fix: removed outdated language files
- Fix: chryssalid research crash
- Merge: White Rabbit mod by Clownagent
- New Armors: Pirate (Slave Soldier), Boss
- New Weapons: Trench Gun, Magic Cards, EMP Grenade
- Update: Gauss, Rail and XG weapons now deal TFTD damage.
- Gfx updates by Bloax
- Added Night Mission indicator
- Added item categories for all items
- Summoning Circle now gives space for 3 Brainers, but only 1/base allowed
- Reworked topless outfit (thx to Tylor)
- Improved bayonets (-10% armor)
- Spelling fixes (thx to Juff)
- Other small fixes

0.99H
- Exec Update to OXCE 3.9c 30-Aug-2017
- Fix: Shadowbat's deployment
- Fix: Ghost walls on Space Station maps
- Fix: Ratmen hideout attack HWD crash
- Fix: VIP/Leader research trap
- Fix: Plasma Bayonet on Super-Self-Charger
- Fix: Tazogun
- Fix: Blood Magic/Masochist outfit
- Fix: Armored Beastmaster fatal wounds bug
- New Experimental Palettes by: RSSWizard (Pedia), Bloax (Battlescape)
- New Enemies: Noblewoman, Merc Commander, Funky Zombie, Strix Zombie
- New Mission: Sunday Town
- New Craft: Zubrin
- New Soldier Type: Lokk'Naar (with 8 armors & 8 faces)
- New Armors: Slave G.I., Moloch, Holosuit, Furs
- New Weapon: Custom Lasgun
- New Ammo: .6g Buckshot
- New Items: Hellerium Charm, Drug Dispensor
- Update: Czech translation by Bartojan
- Update: Difficulty levels tweaked
- Update: Reduced Heat/Cold Enviro damage effects by another 10%
- Update: Item Categories overhaul
- Update: Starting Crew increased to 9
- Update: Psi Strength Evaluation enabled (req. voodoo school)
- Update: Some enemies are Leeroy Jenkins now
- Update: Some armors cannot kneel/run/strafe; energy regen upped where due
- Update: all Power Armors now more resistant to Burn
- Update: Machineguns/Chainguns/Miniguns/Shooty Guns train Accuracy slower
- Update: Improved gun butt attacks
- Update: Improved snap & auto range on light lasers
- Update: Most grenades are more accurate now
- Update: Mines now invisible on Minimap
- Update: Increased transfer time on new recruits
- Update: Major Bootypedia Overhaul; data on all enemy armors added
- Update: New Merc Inventory Images (by Bloax)
- Update: Church can field Rockies now
- Update: Enemy Hideout Assault gives -400 score per attempt, some mapblocks removed
- Update: Jellyfish & Shadowbat maps
- Update: Nightmare got its own map, +1 crew, -5% dodge
- Update: Wands rebalance
- Update: Slave armors cheaper and faster to manufacture; Slave Soldiers cost Mutant Meat
- Upped armor on some trees, rocks
- Star Gods, Cyclops +REA
- Prizes reshuffled
- Cardinals no longer have equips, armed with Tome of Lighting
- Boomosaur +HP, can explode if killed
- Cyberdiscs more resilient to Melee
- Cyberdisc/Rocket buffed
- Better loot on Disruptive Transmissions mission; mission starts later
- Pits/Corridors harder to destroy
- Medbay gives workspace for 1 Brainer now
- Expanded Codex access to VooDoo schools (each gives 3)
- Swordfish got +2 crew
- Tamed Boomosaurus changed to Boozeosaur
- Vampiric items now use Bio res as drain multiplier
- Tribal, Adventurer and Scout outfit change into a more suitable version automatically on some missions (namely Cold enviro)
- Brainer outfit buffed
- Sorceress armor +REA, evasion changed to V.Mastery based
- Destructor armor +REA, +TU, +MEL, halved Evasion back penalty
- Changed HP regen formula on Biosuit and Pestulator
- Added night camo on Xeno armor, buffed NV, worse res to Anti-E511, less equip space, Pain Resistance
- Evasion changes for seduction outfits: MEL -> BRA
- Faster Ident device on Brainer
- Rope redesigned
- New Musket sprites (by RSS Wizard)
- Master's Cane & TK Device buffed
- Small Launcher has lower 1-h penalty
- Heavy Gauss has a Snap Shot now
- Tome of Lightning redone to Warp
- Easier unlock of Plasma Pistol
- Stun bombs ignore 25% armor now
- Flag items now more dependant on Rank
- Improved some Items of Resistance
- Updated Synth names
- Minor fixes, rebalances
- Moar pinups & shit

0.99G.5
- Fix: Scarab gets a proper bonus to damage
- Fix: Mutated Reaper properly regenerates health now
- Fix: Slave Soldiers have proper voodoo strength now
- Fix: Persuadotron now available with proper prize
- Fix: stranded govt agents now spawn properly
- Fix: some tiles in Commercial tileset now are properly destructible
- New Armor: Sorceress
- Update: cost of gun dodge changed to 0 TU, 10 Energy
- Update: sniper rifles now follow the Gaussian damage roll formula (2d100% instead of 1d200%)
- Update: slightly lowered Stun penalty to Energy Recovery
- Increased random loot on sea missions
- Church spawns adjustments
- Zombie research fix
- Werewolves and Ghouls take even more damage from Burn
- Sectogre has fist replaced with Seduction
- Power plant's price reduced
- Shadobat map made much less suicidal
- Charger laser's range reduced to 20km
- Shock'a'Fist cuts armor in half, inflicts more Shock now
- Zapper causes reactions disrupt now
- Slugthrower buffed with armor damage, double Shock, bit more range
- Super Shooty Gun has higher BRA bonus to damage if using long belts
- Riot Shield buff
- Pedia and other minor updates & fixes
- Spelling corrections (thx to Juff)

0.99G.4
- Fix: STR_LOC_Hitman crash
- Fix: Mk.801 corpse research crash
- Fix: thermal gear not working
- Minor fixes

0.99G.3
- Fix: crash on sunken UFO/USO damaged in battle
- Fix: mutated reaper's spit
- Fix: hot/cold enviro inflict proper damage types now
- Fix: damage types on varied weapons/armor now work properly
- Fix: jungle deployment for Shipwrecked Gal mission
- New Missions: Reservoir Dog, Disruptive Signals
- New Enemy: Mk. 801
- New Weapon: Sickle
- Update: Mission briefings now available from geoscape, before landing
- Update: Bughunt conditions eased
- Update: Some facilities now require special components to be built
- Update: added storage space requirements for 2x2 prisoners and tamed animals
- Update: HWP counts on crafts fixed
- Update: wearables lists for special missions now display correctly
- Even more music (special thx to Bloax)
- Siberia and X-Prison no longer respawn when they're won once
- Corridor has grates in the sewer level now
- Magical Girl outfit limited to green or gold Codex now
- Deathblade and Impaler now deal Warp damage
- Smaller smoke clouds from GL, Mortar and Blizzard smokes
- Hallucinogen grenade no longer causes excess Stun, costs more
- Removed melee dodge on doom demons (except Pinky/Spectre); removed melee threat on dogs, megascorpions, cockroaches
- Minor fixes/adjustments/additions (special thx to Juff)


0.99G.2
- Updated to OXCE+ 3.7 08-Jun-2017
- Fix: no mechtoid corpse = unwinnable campaign problem
- Fix: modified enemy scoring for their missions works now
- Fix: Fusion Torch should be more reliabe at breaching ship hulls now
- New: Added 6 damage types, updated weapons and armor
- New: 8 brand new faces for Gals (to a total of 96)
- New Soldier Type: Freaks
- New Maps for Commercial (by Solarius Scorch), Commercial terrain script update
- New Enemies: Baller, Giant Cockroach
- New Missions: Stranded Govt Agent, Shipwrecked Gal
- New Facilities: Burrow, Cloning Centre
- New Craft: Piranha
- New Armor: Pestulator
- New Weapons: Black Adder, Super-Self-Charger, Hallucinogen Gas Grenade, ES Ion Cannon
- New Ammo: AP bullets for A. Rifle, B. Rifle, Omega Rifle, Sniper Rifle, LMG
- New Item: Chem Coat
- Update: More music
- Update: Interface look updates (by Bloax)
- Update: Animals (both friendly and caught) now live in cages, take no storage space
- Update: CQC check now requires 6 Tu and 6 Energy. These are spent if the check succeeds.
- Update: More Distress Call missions
- Update: Prize system expanded
- Update: Hangars should be destructible now
- Update: Loader armor can be used by Slave Soldiers
- Update: Scroll of Inconsensuality now causes Morale damage instead of Stun
- Added a few missing Butcheries
- Added beastmen slavery
- Minor additions, fixes and updates (special thx to Zharkov)

0.99G.1
- Exec upgrade (OXCE+ 3.7 21-May-2017)
- Fix: underwater unit move sound crash
- Fixed melee threat on units like Drone, Celatid etc.
- Fixed Items of Resistance (no longer give infinite resistance)
- New Weapons: Harpoon Carbine, Assault Shotgun
- Update: Almost everyone and everything has melee dodge now (now caleed Evasion)
- Update: Overhaul of Evasion on playable units, some armors w/o Evasion gotten it, many undue extremes were cut shorter.
- Update: CqC accuracy values on all guns increased by 25-50%
- Update: Melee accuracy values on all melee wpns increased by 0-25%
- Update: Orbital maps' ship spawning (credit to Ohartenstein)
- Update: X-Prison spawn to allow a single-person mission
- Update: enemy stats better adjusted for CqC realities
- Refund option added to many manufacturing projects (mainly shadowtech, human bondage and trophies)
- Doubled synthmuscle requirements for armor manuf., doubled synthmuscle yield from Mercs robbery
- Minor fixes/updates

0.99G
- Exec upgrade (OXCE+ 3.7 24-Apr-2017); includes CqC changes, smoke vis. patches
- Fix: Syn repair bug
- Fix: Maps, routes & deploys: Warehouse Wars, X-Prison, Pachyderm, Drakkar, Escort, Kraken, others
- Fix: Few maps made larger to avoid crashes caused by 20x20 pirate ships
- Fix: Bong works now
- New: basic Bounty Hunting/Trophy system added. Cotains 8 new missions and 1 reworked old mission (Crackhouse)
- New Enemies: Reaper Cavalry, Mutant Crab, Vampire Bat (credit for these 3 to Solar Scorch), Tomb Runner, Bandit Dude, Megapol (4 types)
- New Enemy Craft: Megapol craft (x5)
- New Enemy Missions: Ratmen Raid, Megapol Patrols (+8 Bounty Hunt missions, for a total of 14 new missions!)
- New Terrain: Native/road (credit to Solar Scorch)
- New Soldier Type: Veteran
- New Craft: Golden Hawk, White Worm (8/8 STC ships done)
- New Craft Weapon: 20mm (x1) Cannon
- New Armor: Doomguy (Slave)
- New Weapons: Barbaric Axe, Commando Pistol, Tech Cleaver, Police Revolver, Heavy Baton, Mini SMG, Police Shotgun, Mini Shotgun, OGRE Shotgun, Pitchfork, Bandit Knife, Ninja Stick
- New Ammo: LC-BS (Buckshot)
- New Equipment: Stimm, Barbed Stockings, Safety Goggles, Radiator Shirt, Persuadotron 2000, Police Shield
- Update: Randomized civilian crews
- Update: Enemy nerfs: Nomads' armor weaker; less dangerous enemies on Sea Adventures
- Update: most Pinups available through interrogations
- Update: Pirate armors got proper loftemps. Underwater move sounds added.
- Update: Gfx for RPG, gas bomb
- Update: Adjusted score hits for landings and overflights. Neutral or friendly will generate none (invisible on graph!), highly threatening ones will generate more.
- Monthly bonus raised from 300 to 333
- Sectoweed added to Crackhouse and Ret deployments
- Spiders and Scorpions got tremorsense
- Chryssalids and Lobstermen got melee dodge
- Shadow ships got their HPs buffed; Scarab -5 Acc penalty because was too good
- Skyranger and Pigeon fuel capacity cut down to normal Chem-burning levels, prices and maint. reduced
- Ghost Armor and Dagger no longer available to Golden Codex
- Inventories updates for Grav Armor, Thief/Sea
- Hammer nerfed vs. moving targets but attacks faster
- Pickaxe the same, but now is faster to use.
- Reaper Rifle aimed range capped at 30
- Rail Driver slower & less accurate
- H. Slugthrower range nerf, weight increase
- Basic Cannonballs no longer explode, but have easier time defeating armor. Pyrotechnic cannonballs cause extra stun and TU damage.
- Shields use Melee/2 + Bravery/2 for skill
- Seduction TU cost doubled, damage output reduced
- Bandages, First Aid kit less cumbersome
- Assorted fixes/updates/rebalances/Pedia additions

0.99F.5
- New Enemy Missions: Secure Freight, Distress Call
- New Shipping: Heavy Freighter
- New Craft: Sapphire Jellyfish, Shadowbat, Devastator, Blowfish
- New Craft Equipment: STC Fusion Drive
- New Weapons: Rotogun, Rail Rifle (recycled), Shiny Niner
- New Gfx: 8 New Avatars
- Update: Reworked global mission structure (Ongoing campaigns: delete the whole 'possibleMissions:' section in your save to avoid crashes)
- Update: V.Defense of all units is now influenced by current Morale; high Morale gives buff, low - penalty.
- Update: V.Defense for Ubers increased to Str+0.5 Skill; voodoo stats of some enemies, chiefly Star Gods, increased accordingly
- Update: added Descriptions to all marker missions
- Some people taken off slavery lists
- Silver Towers slight nerf
- Aircar, Airvan and Airbus no longer viable for Sea missions
- Airspeeder's crew buffed to 3
- Purple Turtle can take 3 STCs now, fuel & HP buffed
- Verdant Snake +5% Gun Acc.
- Ship map updates: Pachyderm, Drakkar
- M-Wing redesigned
- Fusion Balls are Missile-type now, range buff
- Tamed Boomosaurus got HP buff
- Cyclops Gaze deals higher Armor damage, Cyclops Convert fix
- Smokey Armors got buffed vs. Chem
- Nerfed Fatty's ROF and damage a bit, but increased Acc and faster to fire; Vulcan made bit slower
- Grog is consummable now
- Paperdoll updated: Tac Vest, Ghost
- Minor fixes/updates/rebalances

0.99F.4
- Executable update to 12 Mar 2017
- Fix: civilian ships crashes
- Fix: Electrics & Electronics research bug
- Fix: surplus/wrong natural weapons on many monsters
- Fix: Supply Ship map/spawn
- Fix: Some pirate aircraft maps. Roofs and ramps no longer count as EZ, engines no longer illuminate you where it'd be silly.
- New Mission: EuroSyndicate Elimination
- New Weapons: ES SMG, ES Markslaser, Poison Gas Bomb, Barrel Bomb, Auto Rifle
- Update: Monthly Bonus reduced from $500 to $300 per point
- Update: Plunder enemy mission redesigned
- Update: Backpack -2 TUs item removal costs
- Update: Small Medipack, Space Medipack, First Aid Kit & Canteen now consummable, slight buffs to the 2 former.
- Celatids' SENSE reduced to 20, accuracy by 20% and fire rate to 2/turn
- Updated some natural weapons on some monsters, Silacoids get a secondary melee Acid weapon.
- Some manufacturing-for-money abuse nerfs
- HWPs cleanup
- Vulcan and Tornado updated
- Rebalanced Blaster Launcher
- Bandages hold just 2 uses now
- Node fixes
- Spelling corrections (thx to Juff)
- Other fixes & balancing

0.99F.3
- Executable update to 6 Mar 2017
- Fix: faulty researches
- Fix: faulty ship maps
- Fix: shield recovery at base now should work properly
- Fix: Slave Soldiers no longer unable to learn VooDoo
- Fix: grenade unpriming
- New Missions: Church Boot Camp, Hideout of Dr. X
- New Enemy: Academy Student
- New Armor: Crusader (Slave)
- New Weapons: Fan, Heavy Particle Accelerator, Dragoon Rifle, Precision Pistol, Laslock Pistol
- New Equipment: Protective Gear
- Update: lowered initial funding, added monthly Infamy Bonus instead
- Update: randomized mission start timers
- Update: added interception pics to civvies, as well as some loot randomization
- Update: stun level greater than current HPx3 slowly drains HP (so better not leave heavily wounded in the smoke)
- Update: Large Vaults, Large Barracks, Armored Vaults - increased capacities
- Update: Actually working Tractor Beams (credit to Ohartenstein); they also are Heavy Weapons now
- Update: Slave Soldiers no longer liable for promotion, you have to pay them but they do not generate more officers.
- Update: One-handed accuracy penalty for 2-handed items upped to 50% (stays at 33% for melee weapons), with exceptions, tho.
- Update: bows do less reliable damage (but same max/specials)
- Update: Sniper rifes got 20% armor piercing
- Update: each use of an item capable of healing recovers 5 Morale on use
- Cold deals a bit more Stun (to avoid 'freeze' situations), base damage of Heat and Cold lessened by 10%.
- Hideout's lighting level upped
- Bottle of Rum and Kustom Handcannon got melee attacks
- Better underwater dodge on basic outfits
- Improved camo on guerilla & sniper armor for better sniping
- Grav armor has better energy regen and enviro res, but deals 5 Stun/turn
- Some weapon balancing/reimagining (Electro-Claw, Power Mace, Handcannons, Silver Snake)
- Added more info/articles
- Lots of minor fixes/updates
- Naughty mod fixes/updates
« Last Edit: October 28, 2017, 06:50:29 pm by Dioxine »

Offline pilot00

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #1 on: May 09, 2015, 10:11:15 pm »
Looking forward to it bro :D

Offline Roxis231

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #2 on: May 09, 2015, 10:47:35 pm »
Extended just replaces the EXE, right.  No other modifications to Open-Xcom are needed?

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #3 on: May 09, 2015, 11:24:32 pm »
It doesn't even replace the OXCom exe, you just dump it alongside. If you don't start the game using the custom .exe, it will just work as normal. No modifications at all.

Offline Arthanor

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #4 on: May 10, 2015, 01:41:29 am »
Oh! I have been looking forward to that! Count on me to give it a try as soon as you push something. Hopefully I will finish my current game too though..

I'm guessing you consider the latest Piratez release to be as "feature complete" as possible in OpenXCom?

Just the idea of multiple craft slots for customization and power ups fits really well with pirates! This is exciting!

Offline Phoenix7786

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #5 on: May 10, 2015, 03:17:03 am »
And so, I'm starting to work on it, and this will be the developement thread. Any further expansion of vanilla Piratez is cancelled, effective today.

Understood. I'll be looking forward to it!

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #6 on: May 10, 2015, 08:22:27 am »
Oh! I have been looking forward to that! Count on me to give it a try as soon as you push something. Hopefully I will finish my current game too though..

I'm guessing you consider the latest Piratez release to be as "feature complete" as possible in OpenXCom?

Just the idea of multiple craft slots for customization and power ups fits really well with pirates! This is exciting!

Well, complete enough to be fully playable & enjoyable. It has everything it has to have, but I'm not saying there won't be new factions/weapons etc. in the future :)

Offline robin

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #7 on: May 10, 2015, 10:13:53 am »
good, good!

unravel all those features,
so when it's my turn I'll just have to copy-paste from your ruleset

 ;D

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #8 on: May 11, 2015, 01:18:38 pm »
So I've started to build new melee weapon balance and boy it is a complex problem now :)

Here's a table with what I have so far, thoughts on that are welcome (keep in mind that damage is only a single factor: accuracy and TU cost varies, plus every attack will cost Stamina, equal to weapon's weight):


Offline ivandogovich

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #9 on: May 11, 2015, 02:45:33 pm »
I think the stamina cost is too high, as it will make the current Hammer unplayable.  I guess an "extended" hammer could be lighter.  Or you could boost the stamina range of the Pirates. 

Creating stamina costs is not bad, it will just make the already very difficult early game, almost impossible?  At least much more bloody. I think the player would suffer many more casualties this way.

Offline pilot00

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #10 on: May 11, 2015, 02:59:15 pm »
I think the stamina cost is too high, as it will make the current Hammer unplayable.  I guess an "extended" hammer could be lighter.  Or you could boost the stamina range of the Pirates. 

Creating stamina costs is not bad, it will just make the already very difficult early game, almost impossible?  At least much more bloody. I think the player would suffer many more casualties this way.

Y m2. It already gets bad with certain soldiers having useless stats when you hire em and they will be unable to effectively use melee weapons. This complecates things even further, when used in conjunction with the constant draw of stamina from moving you will be running in situations where, run or fight will not be an option since you wont be able to do anything of the two.

Personally I find it to a be an unnessary complication, but thats me. Especially since the gals are starting with terrible accuracy almost always.

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #11 on: May 11, 2015, 03:30:32 pm »
Maybe the full weight cost is too much for melee weapons; 2/3rds might be better. I will also put a Stamina cost on throwing, about 2x the weight of an item (capped at about 16 or so).

Anyway, this will curb the over-reliance on melee and thrown weapons in damage dealing; Ivan's LP shows clearly that you practically don't need to use guns, which is definitely a bad sign.

Offline ivandogovich

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #12 on: May 11, 2015, 04:00:18 pm »
It may be true that in the early game you can play without guns, in fact its probably the only way to survive.   Early guns are just too horrible to bother with.  You will almost always face enemies that will just laugh at them.   

My point is that if you nerf melee and grenades, you may make the early game so difficult that there may be no way to get past it.

Offline Arthanor

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #13 on: May 11, 2015, 04:02:17 pm »
Yup, I agree too. The reason for not using guns is that they can't penetrate armor. Melee and explosives are the obvious (and only) answer to that.

A pirate would be crazy to engage a trader security guard in a firefight until quite late in the game (I've got heavy armor now but still nothing to shoot him with reliably). You don't have a gun that can hurt him and you don't have armor that can resist his gun. It's a losing proposition and the answer is black powder bombs and melee rush.

Then you get the unarmoured ones (GOs, hostesses and especially engineers), which are often worth thousands as hostages (which you also only catch in melee) but nothing dead. I've used the harpoon gun relatively successfully for that but it's the only gun I use much.

I have smgs and scoped/sniper rifles for support gals but they can't take out armor so I only use them for reaction shots or if I end up badly positioned. They are basically there for training as it is pointless to have 18 melee gals,  the slower ones get left behind anyways. They might as well have a gun amd carry medikits. Even then, with a tac vest or better I'll often face tank a pistol/shotgun/rifle and punch the GOs in the face next turn for the ransom. Melee is also much better in small spaces.

In pogroms I actually use explosives (rpgs too, if that counts as a gun) more because I value saving civilians more than taking hostages. But you still meet power armor dudes that need melee and a few valuable targets that make good hostages or interrogation fodder. Explosives are too expensive to use in shipping crashes though so I use black powder bombs a lot.

The only time I'll happily use guns is on raiders. They are unarmoured so the guns work and they are worth nothing to ransom. They are actually a bit refreshing because of that.

We use guns irl because they hurt people at a distance well enough to take them out and it is obviously safer because you can duck back instead of rushing forward. In Piratez conventional guns can't really hurt the dangerous types so you are more in a middle ages situation. I believe that when lasers (and other advanced guns) become available, it will change the game.

In fact, I think of your mod as a kind of late middle ages situation where melee dominates because of armor, then you invent guns that bypass it and it becomes more balanced. Which works really well to represent a primitive gang starting up as pirates then coming into modern warfare as they make progress. It is something that adds to your storytelling and that I think is great in Piratez.

It takes a while to get to guns that actually do something (or have enough cash that rpg and grenade launchers can be used regularly) but that's ok. It gives the game a different feel and makes the guns welcome when they show up and it works with the narrative.
« Last Edit: May 11, 2015, 04:09:39 pm by Arthanor »

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended
« Reply #14 on: May 11, 2015, 04:42:07 pm »
Fair points, guys. I will certainly not impose these ideas upon people without serious prior testing. Maybe it's just my playstyle: I know that personal-armored guys can be brought down with continuous barage of Str 30+ firearms, and using a grenade is basically an easy way out. I usually keep 60% ranged, 40% melee+ranged squad; true I don't want to force this playstyle upon people, but guns seem to be under-appreciated. Like I said, I will test this new melee formula out and see how really it does hamper the melee combat; I think the debuff will be rather slight. Plus there will be new advantages and ways to handle the enemy.