Author Topic: Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle  (Read 3681940 times)

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2115 on: March 25, 2016, 09:50:45 pm »


3. I think you can give the tank 240. As long as it is a multiple of 48 it should work.

4.  Yes, but first I expected that light weapons and missiles also fit into a 'heavy' slot (bacause they are light  :P)

Offline doctor medic

  • Colonel
  • ****
  • Posts: 383
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2116 on: March 25, 2016, 10:30:53 pm »
When i try to download the latest version of the mod i get this
THERE WAS AN ERROR
The page you requested was not found. Please try again.

[DISABLED: TEMPORARY PAGE]

Offline Dioxine

  • Commander
  • *****
  • Posts: 5420
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2117 on: March 26, 2016, 01:40:34 am »
Modpage is fukked, use the mediafire link in the first post.

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2118 on: March 26, 2016, 05:40:14 am »

Edit:
4. It would be good to have a ufopedia page which explains the different craft slots and which weapon/extension fits to which slot. Maybe I am too dumb, but it can be a bit confusing.

There is a page with vessels and which types of weapon slots they have.  (Expand it to display the whole table)
https://www.ufopaedia.org/index.php?title=Vessels_(Piratez)#Quick_Reference_Guide

Its a little out of date, but still useful. 

Likewise, there is a table with all the vessel armaments that show which class they are.
https://www.ufopaedia.org/index.php?title=Vessel_Armaments_%28Piratez%29

Offline doctor medic

  • Colonel
  • ****
  • Posts: 383
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2119 on: March 26, 2016, 10:25:46 am »
Modpage is fukked, use the mediafire link in the first post.
Thanks for the help

Online R1dO

  • Colonel
  • ****
  • Posts: 437
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2120 on: March 26, 2016, 11:45:11 am »
3. I think you can give the tank 240. As long as it is a multiple of 48 it should work.

Just a note on that.
If a clipsize is defined on vehicle, that number will be used when loading it into the battlescape.
In that case the clipsize on the ammo item will be used to determine the amount of clips to take away from storage (clipsizeHWP/clipsizeAmmo).

For conistency reasons it is best if HWP clipsize is an integer multiple of the ammo clipsize, but this is not enforced by the game. Meaning some free shots in battlescape since the floored number of clips is taken away from (when unloading a vehicle, given back) to the stores.

But OXCE must be updated to the OXC version of 2016-03-10 (f7d2c8e3) to prevent some free ammoclips upon mission return.

Offline doctor medic

  • Colonel
  • ****
  • Posts: 383
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2121 on: March 26, 2016, 12:38:56 pm »
Now openXcomEXPlus29  keeps asking me for a ton of dlls.After i download one and place it at system 32 and another one is requested.

Right now ucrtbase.abort cant find api-ms-crt-runtime-L1-1-0.dll.,anyone else having this issue?
« Last Edit: March 26, 2016, 12:43:58 pm by doctor medic »

Offline Roxis231

  • Colonel
  • ****
  • Posts: 484
  • Catching the feral kitten hiding in my rubish bin
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2122 on: March 26, 2016, 08:04:43 pm »
Try Meridian's resources and mods for X-PirateZ

It's a more often updated version of the .EXE

Also the thread has hints and fixes for these sort of problems.

Offline BetaSpectre

  • Colonel
  • ****
  • Posts: 128
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2123 on: March 27, 2016, 12:56:57 pm »
I think it would be cool if Academy Drones could be made, or captured and reprogrammed. I think it would be cool for base defense or just to watch them float around shooting things xD!

Offline doctor medic

  • Colonel
  • ****
  • Posts: 383
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2124 on: March 27, 2016, 02:39:38 pm »
There are diffirent icons in the ship equipment screen depending on what armor a gal wears.
That is fucking clever.

Offline BetaSpectre

  • Colonel
  • ****
  • Posts: 128
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2125 on: March 27, 2016, 11:59:00 pm »
There are diffirent icons in the ship equipment screen depending on what armor a gal wears.
That is fucking clever.
IKR. Its so cute!!! Its the reason why I updated the game. (I only update when the update is big enough with games cause I make a new save file.)

Just finished the game just now, I was kind of wishing that the show would go on after defeating the end haha.
« Last Edit: March 30, 2016, 08:28:03 am by BetaSpectre »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5420
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2126 on: March 30, 2016, 03:02:14 pm »
So the game was too short? We'll see what we can do in that regard, sir :)

I'll try to put at least a rudimentary Marsec arc together in 0.98B, no promises though. For now, I have their, more or less, complete weaponry (still needs to finish details like code, research, manufacture and text, but at least inventory pictures are ready). Bitz for small weapons mostly taken from XOPs designs, thanks for these awesome works, dude! I will take more :)


Offline Cristao

  • Colonel
  • ****
  • Posts: 404
    • View Profile
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2127 on: March 30, 2016, 06:39:16 pm »
I used XOPs stuff for my mod as well. I loved the above weapons.

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2128 on: March 31, 2016, 02:23:26 pm »
Terrific Article on X-PirateZ is out on Rock Paper Shotgun here:

https://www.rockpapershotgun.com/2016/03/30/x-piratez-xcom-mod/


Offline hellrazor

  • Commander
  • *****
  • Posts: 2011
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [MAIN] XPiratez - 0.98A - 12 Mar - Magic Missile Massacre!
« Reply #2129 on: March 31, 2016, 03:44:03 pm »
Hi Dioxine,
You maybe interested in the overworked Terrain Pack MCD files and Maps, i did publish in the  0.99 Version of Hardmode Expansion.
Fixed a lot of bugs, wrong or missing LOFT's, TU usage issues, patched the Swamp terrains and Scangs Data for the Mini Maps and some Map issues.

I still need to fix up the ScanGs data for the MCD's files from the converted Cargo and Liner Ship and the Island Terrain.
But all the others should be fine.

Also i am inclined to see that you pulled in all the Mapfixes and also some of the UFO Maps from me. :)