Author Topic: Re: [MAIN] XPiratez - 0.99G1 - 25 May - Evasive Maneuvers  (Read 375549 times)

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99G1 - 25 May - Evasive Maneuvers
« 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/qr0234fpv9qd5ye/Dioxine_XPiratez_0_99_G1.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

0.99G.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

0.99F.1
- Exec Upgraded (OXCE+ 3.6b 09-Feb-2017)
- Fix: Research & manuf. crashes, missing research
- Fix: Craft weapon modifiers vs. shields work now
- Fix: Zombie height/width issues
- Fix: no more enemies surrendering on mission abort on some maps
- Fix: long-range chainsaw shots
- Fix: vampiric weapons now work
- Fix: acid cannonball
- Fix: Cydonia Landing deployment
- New Enemy: Academy Nurse
- New Enemy Missions: Fugitive Search, Plunder
- New Soldier Type: Slaves can be recruited to fight! Feature several armors, including the old Superslave line.
- New Facility: Mess Hall
- New Crafts: Expedition, Ashen Scarab
- New Weapons: Incendiary Grenade, O'Harty's Gun, Automatic Harpoon Gun, Riot Grenade
- New Ammo: Aqua clips for XG weapons
- Update: Helmetless Tac Armor Mod now features Guardian Armor as well
- Update: Using Gauss Weapons requires their unlock now
- Update: Pillow Book research moved to Naughty Mod
- Update: Facelift of 2 avatars, #5 Meg, #47 Teesha (F0 and F22)
- Downed USOs now yield lots of Aqua Plastic (Personal Armor Parts)
- Hot/Cold/Adic enviro effects start inflicting damage on turn 2 now, and background color informs of danger
- Updated underwater weapon/ammo usage and resistances
- Mansions are now timed
- New medal bar by Carfax
- Shock Immunity removed where due
- Shadow Orbs
- Spa healing buff
- Red Scorpion reworked
- Plate Mail lighter, Plate Mail /S heavier, shield stronger
- Adv. Power Amor buffed, also now allowed on Sea and Eva missions (like Mars)
- Xeno armor now sea-capable
- Blowpipe darts no longer damage armor, or are any good vs. terrain
- Research updates
- Minor fixes & tweaks

0.99F
- Exec Update: OXCE+ 3.6 (29-01-2017) [better purge your old directory]
- Fix: Performance issues (sprite numbering problem)
- Fix: Weird retals by Zombies etc.
- Fix: Weird Pogroms caused by Sway Govt missions
- Fix: Dogfight icons for some weapons
- Fix: Cattle Prods etc. Plasma/Laser based stun affects large and robotic units now, same true for Electro Sword & Claws
- Fix: Powers of Seduction no longer require psi training
- Fix: Rebel Mutants can be caught, researches added
- Fix: map crashes. Various scripts/maps/nodes fixes
- Fix: move sound of the Space Pod
- New Mechanics: Some enemy and player ships have regenerating shields now; armor values lowered accordingly.
- New Mechanics: Vampiric weapons and armor! (scripts by Ohartenstein)
- New Mechanics: You get damage from extreme weather, armor resistances added accordingly
- New Mechanics: Stun Damage results in some Energy Damage
- New Missions: Crackhouse (maps by Solarius Scorch), Lost Spaceship, Blood Rituals
- New Maps: 4 Polar Mapblocks by Solarius Scorch; 3 interceptor maps, Jetbike map (credit to Bulletdesigner); Swordfish map (credit to Robin)
- New Soldier Type: Syn (credit to Bloax), with specific paperdoll in 14 variants and over 10 armors!
- New Enemies: B-Boy, Hovertank/Gauss Cannon, Werewolf, Nomad, Zombie Trooper
- New Crafts: Verdant Snake (Red & Gray only), Airvan
- New Craft Weapons: Medusa Missile, Tesla Cannon, Goblin Rokkitz
- New Craft Equipment: Heavy Shield Generator, Shield Capacitor, Tractor Beam, Hull Plating
- New Armors: Officer (Gold only), Castaway
- New Weapons: Throwing Axes, Small Shotgun, Officer's Lash (Gold only), Kustom Handcannon, Infantry Rifle
- New Ammo: Cannonballs o'Acid
- New Equipment: Levitator, Moonshine
- New Font by Bloax
- Update: Soldier salaries now rise substantially with rank
- Update: All Mutant Civilians now may carry arms
- Update: Interface Recolors
- Update: Significant Research/Pedia updates/streamlining/additions
- Update: Pain Immunity added where due (Baron of Hell!)
- Update: Radars a bit more fallible
- Update: Monster Hunts enriched
- Update: Merc fighters and security no longer available. Contact Mercenaries allows to kidnap low-level leaders now.
- Update: Catgirls/Stealthsuits
- Update: Rebalancing (HWP, armor, facilities, ship weapons...)
- New Hideouts more costly
- Tileset lighting fixes
- Bomb Launchers are now Missile-class
- Parrots got flapping wings by Ivan Dogovich / Yankes
- Attack Dogs can 'scan' for enemies now
- Sentry Gun rework (for Waypoint use), idea by Ivan Dogovich
- New Xeno Armor gfx by Bloax
- Superhero Armor version for 0-G missions added
- Knives/Stars have a much harder time breaking walls
- Electro Whip renamed to Neural Whip, deals extra Stun
- Changed stat bonus behaviour on: Officer's Pistol (now based on Rank), Super-Magnum (Reactions), Master's Cane, Tome of Lightning (partially based on Rank)
- Radical weight increase of UAC & other primitive Plasma weapons
- Gauss ammo, Blaster Bombs, Cooker ammo can be manufactured
- Advanced ammo can be broken down to extract Hellerium
- Manufacturing & other minor fixes
- (Naughty Mod) Slave Outfit redesigned

0.99E.3
- Fix: Desert map crashes
- Fix: Cold Storage unwinnable map spawn
- Fix: Fuego & Fortuna maps
- Fix: Shambler loftemps
- New: +16 avatars!
- New Armor: Vampire
- New Weapons: Super Magnum, Loli Chainsaw, Ol' Revolver (remake), Powerball Bat
- New Item: Healing Gel
- New Merchandise: ICBM
- Integrated Crowbar mod by Solarius Scorch
- Update: Condemnations (new and old)
- Update: scream variety (a'la XCF)
- Updated Refinery Pogrom map
- Updates to Hideout tilesets, maps
- Update: buyables
- Increased Space Missions enemy count
- Large Barracks & Vaults built faster, less maintenance
- Cyclops gaze buff (Added TU and Energy damage)
- Red Scorpion dodge buff
- Beam Laser, Plasma Beam buffs
- Tanks more res. to fire
- Swimsuit has o2 bottle space
- Whips now train Reactions & Throwing, not Reactions & Melee
- Bows accuracy nerf
- Flintlocks acc/speed nerfs
- DB Shotgun nerf
- CAWS range buff
- Tommygun accuracies nerf
- All Rifles: Aimed Shots accuracy buffed; 15% Armor Penetration added
- Boarding/Shooty Guns damage lowered but has a +10% Bravery bonus
- Reaper Rifle now based on Bravery + Firing
- Mining Laser reworked
- Seduction: lower TU, higher Energy cost, flat accuracy bonus changed for Bravery-based
- Research & Manufacture updates
- Slavery updates (Yeomen & Farmhouses added, Drone Herders redesigned)
- Minor fixes/rebalances
- Text fixes/updates

0.99E.2
- Fixed craft manufacture crash
- Fixed Sleek Hull production & codex researches
- Fix for Naughty mod crash
- Fixed watery footsteps sounds on TFTD Port and Mansion maps
- Updated Czech translation (by Bartojan)
- Updated Marker Missions flow
- New Mission: Organ Grinder
- New Enemy: Ghoul Scientist
- New Armor: Ganger
- Hideout hangar maps upades: enemy spawns in sewers, some blast doors
- Replaced some Cyclops spawns with Guardians
- Updated craft lists for special enviro missions
- Armor tweaks, especially Ragnarok
- Reapers of all kins a bit faster
- Major Tanks' mobility buff
- Mutant Reaper has Health Regen now, and tweaked spit weapon (serious buff)
- Minor fixes/updates/rebalances

0.99E.1
- Fix: Small Revolver research crash
- Fix: Scorpion map
- New Missions: Orbital x4 (+ all basics for 0-G space missions)
- New Enemy: Guild Spaceman
- New mapblocks and tiles for deserts (by Solarius Scorch); Pink Ship map update
- New mapblocks and tiles for deserts (by Solarius Scorch); Pink Ship map update
- New Outfit: Camo Paint
- New Items: Manacles, Fairy Dragon
- Updated Czech translation (by Bartojan)
- Updated Cydonia mission (Governor's Aura of Fear added, more enemies on landing)
- Slavery time cost doubled
- Pachyderm & Deliverator maps rebuilt for Space; Pachyderm cost hike
- Bonaventura projects overhaul (one of 4 variants available, depending on the codex chosen).
- General Craft rebalancing
- Tank & Car corpses now buyable
- Nurse Condemnation fix
- Naughty mod updates
- Research updates
- Text & Pedia updates

0.99E
- Fix: giant spider crash
- Fix: alt armor: Smoke
- Fixed Pink Ship deployments
- Update: Camo/Anti-Camo overhaul, streamlining
- Update: Added visible/audible enemy craft weapon effects, and shot damage display (by  ohartenstein23)
- Update: biggest crafts have lower crew size by 2-4, except Leviathan which became slower instead
- Update: SENSE/Ultravision rebalance
- Update: Backpack TU costs a bit less punishing
- Update: Starting Throwing skill raised to 40-65
- New Features: Market of Wishing, Rise of the Living Dead
- New Mission: Save a Sister
- New Enemies: Drifter, Hoe, 2x Zombie
- New Craft: Red Scorpion
- New Armor: Barbarian (Shield)
- New Weapon: Wakizashi
- Explorers got some Thermovision
- Thunderhorse and Leviathan weapon loadouts reduced
- Decreased v.pwr on parrots, dogs
- Parrot NV reduced to 4
- Rags give 1 camo now
- Scale Mail vs. Warrior resistances rebalanced
- Plate Mail/Shield -5 TU, -10 Reactions
- Ghost Dagger slightly stronger, but attacks STUN resistance (useless against machines)
- Dart Pistol overhaul (retool for an early medic's weapon)
- Flechette Gun nerf
- Rail Driver overhaul
- Bombs/molotovs etc. max range -2
- Grenades 25% less accurate
- Mutant meat rebalance
- Mushroom beer cheaper to manufacture, but harder to use
- Shipwrecked Gals
- Hiring workers from captures produces 2 Databases each (sharing knowledge!)
- Minor content additions
- Minor tweaks & fixes
- Txt fixes & updates
« Last Edit: May 25, 2017, 09:56:10 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.