Author Topic: Re: [MAIN] XPiratez - N11 22-Mar-2025  (Read 4898495 times)

Offline Psyentific

  • Colonel
  • ****
  • Posts: 195
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9360 on: March 26, 2025, 08:50:39 pm »
The cannon volley gun sounds like it would be an absolute riot once it's loaded with special cannonballs. One acid cannonball is ded killy, so obviously more would be even killyer right? Maybe two cannons, one in each 'hand' slot, so you could follow up one special cannonball with another?

The 25mm field gun sounds like it would end up as "Armored Car but worse" and I can't see it being that great on the battlescape. Might be a good fit for Male Touch, but I'd still rather just have an actual A-Car. Rather, for the lowtech 2x2 heavy weapons platform niche, something like the ratman reaper cavalry might be fun. Get a Reaper Cav, swap the rotogun for a 25mm autocannon, put a Lok'Naar (peasant? slave? gal?) on top, and there you go. Heck, just get the Gal Hyena Rider and give her a cannon.
« Last Edit: March 26, 2025, 09:02:44 pm by Psyentific »

Offline Blind Cedrick

  • Sergeant
  • **
  • Posts: 19
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9361 on: March 27, 2025, 04:22:35 am »
I like these thoughts. I should note that "Armoured Car but worse" is intentional. My idea for the field gun is that you could manufacture it as soon as you acquire a 25mm. Add a 14mm and punt gun while we are at it. More orky is always more better

Offline ontherun

  • Colonel
  • ****
  • Posts: 480
  • public troll no. 1
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9362 on: March 27, 2025, 03:41:10 pm »

add new kit? Field guns.
Early game 2x2 units gals can use. High firepower but low mobility (TU = 50?). Big guns that gals may already have access to but reconfigured.
The bandits already have the 25mm.
2x2 wheeled pirate cannon. Alternate to the hand held cannon but much higher fire rate and reload.
Volley gun. 4x pirate cannon with 1 or 4 shot option.
Same idea with MGs, grenade launchers, rockets, and mortars.

The cannon volley gun sounds like it would be an absolute riot once it's loaded with special cannonballs. One acid cannonball is ded killy, so obviously more would be even killyer right? Maybe two cannons, one in each 'hand' slot, so you could follow up one special cannonball with another?

a 2x2 wheeled pirate cannon might be used by the males on their patch, while a volley gun might be added as a gal-only unit, since wuld be rather heavy to move and smewhat slow to operate, in fact might require lots os TUs..

The 25mm field gun sounds like it would end up as "Armored Car but worse" and I can't see it being that great on the battlescape. Might be a good fit for Male Touch, but I'd still rather just have an actual A-Car. Rather, for the lowtech 2x2 heavy weapons platform niche, something like the ratman reaper cavalry might be fun. Get a Reaper Cav, swap the rotogun for a 25mm autocannon, put a Lok'Naar (peasant? slave? gal?) on top, and there you go. Heck, just get the Gal Hyena Rider and give her a cannon.

a hyena might not bear the weight of a cannon, i'd suggest to use it on tamed reapers since these appear to be more strong (?)

Offline nicedayright

  • Colonel
  • ****
  • Posts: 141
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9363 on: March 28, 2025, 02:32:18 am »

1) A close-range attack. The opponent can deflect the attack completely. How to deflect chainsaw blade with hands is to our imagination.

Clap your hands on either side of the bar.

Offline eharper256

  • Colonel
  • ****
  • Posts: 146
  • Purveyor of Medicinal Snake-Oils since 1885
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9364 on: April 02, 2025, 11:54:47 pm »
Just checking for accuracy sakes for updating my guide; the RED BARON/SHRIKE/FROG/ECLIPSE, do these ONLY require their respective parts (+ Chems I guess) researched to build and use?

And those parts are ONLY as drops from missions that spawn with WESTTOWN as a modifier, right? (including presumably new Wasteland Trouble, Bandit Airfield)

It seems that's the case, but I want to be sure.

Offline nicedayright

  • Colonel
  • ****
  • Posts: 141
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9365 on: April 04, 2025, 06:31:41 pm »
Would it be possible for a unit to have "reverse invisibility"? As in it's visible from afar, but not up close?

Had an idea for a decoy dummy that would attract sniper fire, but nearby units wouldn't target it because "up close you can tell the difference".

Offline Blind Cedrick

  • Sergeant
  • **
  • Posts: 19
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9366 on: April 05, 2025, 01:52:15 am »
I don't know the underlying code but maybe the decoy could be a high visibility spawn with a low target priority. Combine this with an automatic "here I am" every turn to the AI. Then the computer will target it when it doesn't have anything else. This can look like a decoy drawing fire at long range and then an annoyed hostile at short range.

Offline shinr

  • Colonel
  • ****
  • Posts: 159
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9367 on: April 06, 2025, 08:04:46 pm »
New Update today, a bit bigger compared to previous smaller fixes, but one change stands out to me:

Quote
enemy dogs can surrender

This gonna make it easier to rout the early game bandits.

Offline mvp7

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9368 on: April 07, 2025, 01:34:14 am »
Thanks for making this mod.

I seem to have a performance issue with the latest version: the geoscape is running way slower than  N11.0.2 or any other OpenXcom mod I have ever played. I don't know what the FPS is but it feels like I have gone from the usual 100 fps to somewhere around 30 fps. Is anyone else experiencing this?

I updated from N11.0.2 to N11.1.0. I extracted the N11.1.0 Dioxine_XPiratez folder and copied the UFO and TDTD folders as well as the piratez folder and options.cdf from old instal user folder. The new version loads without errors, as does the save., but even after resetting the settings to defaults and manually restoring the settings to what I have used, the geoscape keeps running way slower.

edit. Geoscape in XPiratez 11.1.0 also runs slow when I start a new game as soon as I start selecting the initial base location. On the other hand, Reaver's Harmony running in OXCE 8.1.0 is also running perfectly smooth for me. I'll test OXCE 8.1.1 and some other possibilities later.
« Last Edit: April 07, 2025, 01:47:39 am by mvp7 »

Offline ontherun

  • Colonel
  • ****
  • Posts: 480
  • public troll no. 1
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9369 on: April 07, 2025, 11:21:02 am »
Thanks for making this mod.

I seem to have a performance issue with the latest version: the geoscape is running way slower than  N11.0.2 or any other OpenXcom mod I have ever played. I don't know what the FPS is but it feels like I have gone from the usual 100 fps to somewhere around 30 fps. Is anyone else experiencing this?

I updated from N11.0.2 to N11.1.0. I extracted the N11.1.0 Dioxine_XPiratez folder and copied the UFO and TDTD folders as well as the piratez folder and options.cdf from old instal user folder. The new version loads without errors, as does the save., but even after resetting the settings to defaults and manually restoring the settings to what I have used, the geoscape keeps running way slower.

edit. Geoscape in XPiratez 11.1.0 also runs slow when I start a new game as soon as I start selecting the initial base location. On the other hand, Reaver's Harmony running in OXCE 8.1.0 is also running perfectly smooth for me. I'll test OXCE 8.1.1 and some other possibilities later.

I have actually tryed out N11.1.0. and there is no problmem. Interestingly, from this verison, xpiratez is loaded automatically at start, makes absolutely sense!  8)

changelog:

Quote
v.N11.1.0
- OXCE update to 8.1.1
- Fix: restored missing loot for Void Catacombs after accidental deletion
- Fix: rare bug of shields causing zombiImmune flag to not work (by zRrr)
- 8 new male soldier avatars (total 128)
- 16 new female peasant avatars (total 120), paperdoll tweaks
- 1 new Church of Sirius map
- a few more civilians in Pogroms
- New inventory picture for Reticulan Commando by Mikkoi
- Ubers: Melee cap reduced from 130-133 to 125-130. Young Ubers: starting Firing -5.
- Cats: max starting REA reduced to 100-110, min starting for cat warriors increased to 90
- Lokk'Naars: fire resistance raised; big REA buff; +5 HP
- Enemies: Lokk'Naar related and Ratmen REA buff
- Dogs have lower BRA, enemy dogs can surrender, smelling costs less Morale
- Airtruck: back door changed to a ramp, 1 BTX slot changed to LSX
- Minor updates/improvements
- Pedia fixes
« Last Edit: April 10, 2025, 02:46:32 pm by ontherun »

Offline hth

  • Captain
  • ***
  • Posts: 62
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9370 on: April 07, 2025, 02:12:48 pm »
Is 50mm cannon way too fat booty for Excavators? They are slow and weak on crew, can be assaulted very early only with muskets and 50mm anyway kinda OP start for airgame. Getting 25mm from scouts / cutters is much harder task.
« Last Edit: April 08, 2025, 12:14:21 am by hth »

Offline alex-g

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9371 on: April 10, 2025, 10:25:24 am »
Quote
- Airtruck: back door changed to a ramp, 1 BTX slot changed to LSX

 First time see Dio make such changes on craft for balance, a'm i sleep?

Cross fingers for more.

Offline nicedayright

  • Colonel
  • ****
  • Posts: 141
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9372 on: April 11, 2025, 04:11:49 am »
Is 50mm cannon way too fat booty for Excavators? They are slow and weak on crew, can be assaulted very early only with muskets and 50mm anyway kinda OP start for airgame. Getting 25mm from scouts / cutters is much harder task.

Sometimes you get lucky. Getting an early excavator landing in your intercept window hasn't been exactly common for me, so I think it's fair to be blessed by RNGesus sometimes. He doth give and He certainly doth take.

Offline Tamren

  • Captain
  • ***
  • Posts: 92
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9373 on: April 24, 2025, 09:37:57 pm »
Having an excavator land at all within reach of your base in the early game is pretty rare. I've only seen one across three campaigns. Usually you can only tackle them much later on when you have multiple bases and/or the means to shoot them down, since they tend to focus activity on a specific continent.

If you have the opportunity go for it. In my latest campaign I managed to storm a government UFO with spiked clubs.

Offline Earthquake

  • Captain
  • ***
  • Posts: 86
    • View Profile
Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9374 on: April 25, 2025, 11:48:10 am »
Is that supposed be like this in Halls of Fear?
You have zero instruments to break walls.
Lucky I had already hero with decent skills, so he broke wall in 2 turns with blade.


Also, I made into late game, but didn't get Precinct Attack Orders. I guess this must drop from someones corpse, but which one?
« Last Edit: April 25, 2025, 11:53:23 am by Earthquake »