Author Topic: Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool  (Read 1110973 times)

Offline Dioxine

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Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: May 09, 2015, 09:32:31 pm »
Hail.

Mod available on Mediafire.
If you're upgrading mid-campaign, make sure to check the 'upgrading saves' thread.

Downloads blocked for now on the grounds of claims by Hobbes about me stealing his work.

MOD HERE: Temporarily Down


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


v.K2 2-Nov-2019 Ice Ice Cool
- OXCE upgrade to 6.1.1. 2-Nov-2019
- Fix: more tile fixes (thx to Meridian)
- Fix: bugged Space Station tile fixes from K1
- Fix: morale regen on Space Pod/Gal
- Fix: enemy radar circles were not being always drawn
- Fix: Trapmaster condemnation
- Fix: heat/cold resistances on items
- New Mission: Beach Sweep
- New Weapons: Heavy Rifle, Advanced Minigun, ATGM Launcher, Servo Mortar, Hand Mortar, Bootleg Plasma (x4), Singing Spear
- New Ammo: Bombard/WP, Minigun/ETAP, HMG/MAG (x3), Combat Bow Explosive Arrows
- New Music
- White Dragon has BH Tokens and offers prizes now
- Enemy fighters have lower weapon ranges
- Most enemy hunter-killers tries to flee when damaged instead of fighting to the death now
- Menace class ships got STC slots, weapons slightly reshuffled
- Shadowbat's armaments changed to 2xLT, 2xSTC
- Missiles buffed
- Admiral outfit buffed
- Throwing cost changed from 30 TU flat to 40% TU
- Grenade unpriming cost reduced, priming costs revised (baseline is now 30% TUs)
- Instant Explosives cost changed from flat to % (baseline assumed 70-75 Max TU), added unique strings
- Reduced extreme morale damage on most incendiaries (flamers excluded)
- Added unique rank images for Syns; fixed Lokk'Narr & Gnome ranks
- Adjusted ship attack bonuses for Mercs and Zombies
- Improved map light sources
- Additions, Fixes, Rebalances

v.K1 17-Nov-2019
- Exec upgrade to OXCE 6.0 13-Nov-2019
- Fix: Synth morale issues
- Critical Error Terrain Fixes (special thanks to Meridian for bugfinding)
- New Missions: Apocalypse Tunnels, Hell Outpost
- New Feature: Random Events
- New Feature: Freshness System
- New Feature: Condemnation Bonuses
- New Feature: Random Base Names
- New Feature: Enemy Panic & Berserk sounds; hence, enemy panic txt messages now locked OFF
- New & Updated Condemnations
- New Enemy: Spiderdemon (sprites by Abyss)
- New Facility: Love Clinic
- New Weapons: Staff of Explosion, Phantom Whip
- New Item: Bandaid Kit
- New Trainings: Mutant Martial Arts, Nepotism
- New Music: Castlemania by amIEvil (conversion by Bloax)
- All soldier races have ranks now (also lowered rank cash bonus)
- All grenades explode in inventory when the timer runs out
- Rabid Fans and Groupies removed; now Stardom brings special events.
- Combat-oriented enemy aircraft now actively attacks you
- Enemy morale regen lowered
- Advanced Medipack reduced to 3 charges, adjustments to many items
- Engineered Biomatter replaced by Boomfruit or removed in all manufactuing recipes
- Other Fixes, Rebalancing and Improvements

v.J17.A 8-Sep-2019
- Updated OXCE Common/Standard directories (lang fix)
- Fixed: agricultural goods recovery sheaningans
- Human-sized soldiers have lower kneel hitbox; general hitbox size updates
- New feature: Berserk and Panic sounds for player units
- New feature: Gotta Go Fast. Finishing missions quick is likely to award Glamour and extra score.
- New feature: Damsel In Lethal Distress, Ohhh!
- New Combat Unit: Robo-Parrot (co-made by Osobist)
- New Weapon: Advanced Rifle
- Minor Fixes (thx to Kato), Adjustments

v.J17 1-Sep-2019
- Exec Update to OXCE 5.6.1 special build by Finnik w/ loading splashscreen feature by Stoddard
- Fixes to Gfx and Code to support new exec; some tidying-up and new gfx involved
- Rebuilt special mission enviros/starting conditions for the new exec. Report any suspicious behaviour!
- Fixed underwater explosions
- Fix: Sonic weapons crash
- Fix: Spacesuits not protecting from the coldness of space
- Fix: Devil's Reef mission (first stage removed)
- New damage type: Stabbing
- New soldier type/transformation: Weirdgal. Only weirdgals can wear voodoo outfits (which were streamlined accordingly).
- Expanded Recon Expeditions mechanics
- Adjustments to Amazon, Savage, Berserker and Tamed Werewolves. The last three can now use the Wild Howl skill.
- Updated soldier ranks and flags
- Minor Fixes, Additions

v.J16 08-Aug-2019
- Now contains html format external Bootypedia by Tylor/Baturinsky
- Fix: Crash on wearing Operator armor
- Fix: Saviour and Destructor outfits researchable again
- Fixed/Improved the Truth is Out There mission
- Fixes to globe
- New Missions: Devil's Reef, Zombie Panic
- New content on Demon God Shrines
- New Enemies: Aquaman, Marauder of Apocalypse, Tomb Guard, Black Pyramid
- New Facility: Metagarden (green codex)
- New Armors: Purgatoria (red codex), Runt/Bug
- New Weapons: UAC Heavy Nailgun, Metagenic Plant (green codex), Warhammer, Boathook
- New Ammo: Heavy Shotgun Slugs/AP, Painbringer Clip/Inc
- New Consummables: Fun-Go!
- Jack Sparrrow difficulty level increased
- Buffs to Gray Codex: Sorceress easier to research, Conversion Launcher +50% damage, extra Gnome + Brainer Outfit when Using Drill.
- All vaults and Outposts provide more storage. All vaults provide some workshop space. Hangars provide more workshop space.
- Slavery gives Glamour now
- Airbus is slower, but has more range. Similar crafts adjusted slightly.
- Witch Outfit now Gray-Only
- Brainer Outfit buffed
- Overhauled O'Harty's gun
- Secret Bases are now defended by Hunter-Killers
- Tweaks to missions: They Came From The Sea, Secret Base Supply
- Church Cardinal's MC replaced with Seduction, +V.STR
- Tweaks to Wrestling and Martial Arts
- Adjustments to Killgun, Linux, Assault and Big Ben SMGs, and other weapons
- Window transparency added to "Apocalypse Craft" tilesets (originally by Robin), eg. battery craft, guild warehouses etc.
- Hit animation consistency improved
- Minor and less minor Fixes, Improvements, Tech tree adjustments, extra lore

v.J15 11-Jun-2019
- Fixed Gnome recruitment
- Terrain fixes (Savanna, Steppe, Pirate Hideout)
- Fixed non-working Shields of enviro versions of Aqua, Furiosa armors
- New Mission: The Truth is Out There
- New Facility: Personal Labs (+4 Brainers). Tech Tree adjustments, Old Earth Lab capacity 15->12.
- New Craft: Trucks
- New Soldier Type: Pirate Dog
- New Armors: Operator (SS)
- New Vehicle Armors: XEC/Paladin, XEC/Archer (old Archer renamed to Lancer), XEC/Exorcist
- New Weapons: Mini Cannon, Marsec Frag Grenade, Ol' Rifle, Light Machinegun, Chaos Dagger
- New Ammo: Minibombs (HE, Gas, Hellerium), Imperator Missile
- New Items: Small Arcane Shield, Small Disruptor Shield, Small Refractor Shield, Small Energy Shield (two old handheld shields replaced), Arcane Strongbox, Prepper Box
- New Dark One Soldier spritesheet by Кнроптл
- New Hot and Cold enviro palettes by Кнроптл and Bloax
- Complete Energy Shields system overhaul
- Lessened TU penalty on some armors which don't allow running (esp. Loader)
- Extra loot in Space Freighter
- Improved accuracy of most enemy military vessels by +5, fighters by +10 (DPM in desc. adjusted)
- Overhauled item categories
- More paperdoll layering
- Lots of minor fixes
- Plethora of rebalances, tweaks and additions

v.J14a 1-May-2019
- Fix: XEC suits available for Cydonia
- Fix: Moloch armor now really available to Green
- Fix: Crash on Ruff Raiding
- Cyclops buffed, minor polishing of SG abilities
- Auto range on Golden Rifles buffed
- Gambling exploits nerfed (thx to Grub for being crazy exploiter)
- Added D/A for Sectopod and Hovertank wrecks
- Other Fixes

v.J14 29-Apr-2019
- Exec upgrade to OXCE 5.4.1 29-Apr-2019 (custom splashscreen build by Stoddard + Fonzo)
- Fix: crash on Named Blood Hound sale, Blood Hounds have accessible inventory
- Fix: Security Corridor no longer counts as Casino
- Fix: catacomb/cellar terrain
- Fix: VooDoo Excess now reachable to Gray and Green Codex again
- Fixes/Improvements to Death Dungeon mission
- Fixes/Improvements to Pirate Hideout terrain
- Fix: Some passability fixes to Swamp/Arctic watery terrains and Sewers
- Fix: Vehicle Armors properly incur their maintenance costs now
- Fixed loot issue with Cannibal Camp mission
- Fix: Bugeyes now revert to proper armors after underwater stage
- Fix: Guild Spacemen can fly
- New Missions: Smuggler Hideout, Highway House
- New Enemy Missions: Ruff Raiding, Academy Passenger Ferrying
- New Enemies: Smuggler Negotiator, Golden Saint, Troublemaker, Stormrat, Field Gun
- New Craft: Bikes
- New Craft Weapon: Airballs (Missile slot). Airballs fire slower, but hold more ammo.
- New Armor: Saint (Gal, Peasant and SS), Kummissar (Lokk'Naar)
- New Vehicle Armor: Armored Car/Flamer, XEC/Scout, XEC/Terminator, XEC/Havoc, XEC/Archer, XEC/Armageddon, XEC/Retributor
- New: Golden weapons line (6 guns). Available through Casino Coupons and Smuggler Strongboxes.
- New Ammo: PS Shells for R-Rifles (personal and tank), Havoc/Fusion
- New Items: Smuggler Strongbox (added to smuggler ships' loot), Foam Grenade, Mumbleball, Gnome Research Notes
- Added more laser sound variation (by Kipoltli)
- Completed Golden Apple stuff and added more Shadowmasters stuff in general
- Researching Broken captives now removes the Breaking project from workshop list
- Gambling yields nerfed (OY VEY)
- Teleporting facilities no longer works in Supermutant (Ironman) mode.
- Chem weapons have harder time penetrating armor now (melting effect was unaffected or increased).
- Lowered TU costs on some instant throwables
- Reworked throwable light sources
- EMP resist tweaks for 2x2 units
- Looted Sectopod removed. The XEC Suit line introduced in its place. (sprites by Drages)
- Some armor buffs (gnome, vampy)
- Moloch armor reworked (general debuff but more specialized at tanking - shield regens), now allowed to both Red and Green codexes
- Light Cannon and R-Rifle buffed in antiarmor role
- Revisited Hot Pursuits (thanks to Kipoltli for new palette, also used on Mars now). Is more burny and more looty now.
- Updated Red Scorpion map
- More names for the names god!
- Merged Country Flags mod by OAK group
- Updated alt Smokey/Tac armor sub-mods by Roxis, and RU sub-mods by OAK group
- Lots of Minor Fixes (special thanks to just_dont) and Some Additions

v.J13 29-Mar-2019
- OXCE version change to 4-Mar-2019
- Fixed item recovery for the Tank mission
- Fixed doors on Raynerd mission
- New Enviro: Shadowrealm (with specific items and weapons)
- New Mission: Death Dungeon
- New Enemies: Carnodemon, Wraith
- New Facility: Casino
- New Armors: Aqua Suit (Peasant; land, eva & sea), Theban Dress (sea), Speaker (Lokk'Naar)
- New Weapons: Wheeled Machinegun, Lynx SMG, Shotgun Shield, Super Stapler, Knockout Bomb
- New Ammo: Phoenix Birdshot, UAC Rifle Aqua Clip; Nuclear Ammo for shotguns (6 types), Chaingun, Kustom Handcannon; BM SMG Clip/EP
- New Items: Kaltes-Klares, Mystery Box, T-D Locker, Golden Apple
- New Feature: Gambling
- New Soldier Race: Gnome (7 outfits)
- Increased score for kill/capture dangerous enemies across the board
- Updates to Sea environment (BUBBLES)
- Lokk'Naars got +2 NV
- Fire can damage fragile loot now
- Improved Personal Lighting on Armored Cars, Tanks
- Personal Lighting added to all 0-g armor
- Flamethrowes now use diff. Acc formula, LR flamer lighter/more accurate
- VooDoo rods redesigned; separated from armor, lower dropoff, the great rod needs nor LoS.
- Hybrid innate VooDoo weapon nerfed by 10%
- Advanced and Space medipacks are infinite now, but cost maintenance
- Minor fixes, rebalances, additional gfx by Perekrylo and Bloax

v.J12 24-Feb-2019
- OXCE update to experimental build 24-Feb-2019
- Fixed crash on stripping gal #f39 nude.
- Fixed exploding LZ on Organ Grinder & Hot Pursuits
- Fixed Academy Thrall's capture
- Fixed Shadowbat's illumination
- Fixed item recovery scores
- Fixes to armor changes in Starting Conditions
- Fixed Witch outfit and VD: Communion being Gold-Exclusive by mistake
- Fixes to terrains: Savanna and Steppe (asbestos grass and other curiosities), Island Town (SCANGs)
- New Mission: Smuggler Lair
- New Armors: Frogman (SS & PEA), Defender (SS & PEA), Fusilier (PEA), Mud (Pea)
- New Weapons: Reticulan Laspistol, Aqua Javelins, Medical Slicer, Hand Flamer, Sludge Hammer, Shredder, Laser Stars, Survival Bow
- New Ammo: Small Revolver Drum/Mag, Ol'Carbine Ammo/Slay
- New Facility: Onsen
- New 8 faces for Peasants
- Slight rebalance to interceptor speeds
- Slight rebalances to craft weapons
- Peasants get increased V.Def
- Weapon rebalances - basic firearms (thx to Thinky)
- Pedia reordered
- More layered armors (thx to Roxis231 for help)
- Improved Deep One sounds and gfx by Кнроптл
- Gfx improvements
- Minor fixes, updates, smoothening, stuff

v.J11 27-Jan-2019
- OXCE upgraded to 5.2, 21-Jan-2019 experimental build
- Fix: some wrong armor transformations on special envinros
- Fix: erroneus spawns of Comms Tower with Guild Warehouse terrain
- New geoscape palette by Chronicle Commando
- New Missions: Siztzkrieg, Gnome Lair, Demon God Shrine
- New Enemies: Armored Gnome, Hallucinoid
- New Civilian Type: Lokk'Naar Militia
- New Soldier Race: Blood Hound
- New Vehicles: Car*Flak Cannon (replaces Flak Tank), Car*XGauss, Car*Havok, Car*XPlasma
- New Vehicles: Hovertanks! Lascannon, XGauss, XPlasma, Havok. Replace the 3 old HWP hovertanks.
- New Armors: Nurse (Peasant), Tac Vest (Slave), Avenger (Lokk'Naar), Ratmeister (Lokk'Naar), Pointman (Slave), Demolisher (Slave), Punk (Slave), Tac Vest (Bugeye)
- New Weapons: Battle Ax, Barrel of Nuke, Stick Bomb, Hornet, Plasma Breaching Charge, Poisonous Tentacle, Kraken Cannon, Infantry Laser, Killgun
- New Ammo: Poisonous Cannonball
- New Items: Ninja Badge, Merc Bizcard
- Basic Formula for VooDoo Defense changed: morale has only positive effect, and extra +0.2*Bravery bonus. Enemy mages' skills improved to adjust.
- Cockpit windows on many ships are see-through now. Watch your heads.
- You can now turn rescued Castaways into Brainers
- Diverging Paths. Choose between being able to recruit Gals or Slave Soldiers for money. Other sources of recruitment unchanged.
- Bounty Hunt Challenges. Once Crowned, you can take one B-Class mission of choice before getting B-Class Badge.
- Improved Slave Soldiers sprites (thx to Jim)
- 88 New Slave Soldier faces (63 by Jim)!
- Added Public Enemy Inventory & Pedia pics (by Kato)
- Added 1-handed & 2-handed categories
- Security Cameras got INVIS 15/15
- Most piloted tanks no longer suffer natural morale decay or regen
- Rebalanced Lokk'Naar and Hybrid hot/cold resistances
- Amazon Armor buffed but now Gold-Exclusive; can be used undersea
- Zombies no longer resist Laser
- Sligtly lowered tanks' fire resist, and increased WP armor bypass to 80%.
- Added minor Camo values to all small creatures (animals, lokk'naar civs, ratmen).
- Merc Hovertanks got Shields now
- Chinese Dragon now Codex Red exclusive
- Electric Lassos, Mines and Barrel Bombs are now 2-handed weapons
- Buy Prices on basic firearms cut across the board
- Slightly lowered shotguns' accuracies
- File count reduced by over 5000 thanks to armor layering - faster loading
- Minor fixxes, rebalances, updates, additions, tidying up and tying up loose ends

v.J10 28-Dec-2018
- Exec Update: OXCE v5.2 27-Dec-2018
- New Missions: Ratmen Cache, Reticulan Vats (Bounty B)
- New Armors: Sailor Uniform, Punk (Loknar), Slayer (Loknar), Slayer/Shield (Loknar)
- New items: Mutant Fish, Mutant Egg, Glitterskull, Chocolate
- New Flamethrower sounds by FG
- New Craft Equipment pictures by FG
- New Forest maps by Finnik
- New Village map by Solarius Scorch
- Added Russian names sub-mod by Perekrylo
- Secret Bases now count as Underground enviro
- Civilians worth more points
- Combat Stress slightly worse
- Buffed Codex Gold to receive more gold bars
- 105mm launcher is now 250mm launcher (new sprite), stats readjusted
- Spike Rockets moved from Heavy to Missile slot
- Some Missiles do extra damage to Shields now
- Removed Goblin Rokkitz
- Buffed Shadowtech
- Some outfits grant extra secondary stats XP now (script by Ohartenstein)
- Reduced inv space on gym suit, swimsuit, bikini
- WP munitions now ignore 75% instead of 100% armor
- Terrain updates (thx to Kato & others)
- Minor fixes, rebalances, additions

0.99J9 24-Nov-2018
- OXCE updated to 07-Nov-2018
- Fixes to terrain
- New Missions: Comms Tower, Terminal Terror
- New Enemy Missions: Flesh Hunt, Necro Patrol
- New Enemies: Necropirate, Clerk
- New Armors: Glitter, Chains
- New Weapons: Reticulan Electrogun, Harquebus, Air Musket, LASS, UAC Rocket Launcher
- New Ammo: Flintlock SC-Balls, Flintlock WP-Balls
- New Forest map tiles by Finnik
- New music: GMTACTIC8 by Makeup, GMGEO11 by Vanity Set, TAC_CITY by Jesper Kyd, GMENBASE2 (thanks to FG for suggestions)
- New sound: Ambient Sounds added to many terrains (thanks to FG)
- Update: Base Defenses (SAM/Missile/Fusion get bigger radar, Flak/Laser/Gauss/Plasma maps reworked and a turret for tactical Hideout defense; Flak loses extra crew space; costs adjusted)
- Dojos and VooDoo Schools now house 8 students each. Luxury Spa - 40. Stills cheaper to build.
- Church Exalt reworked
- Added cover art by Berggen
- Flintlocks slower, but more accurate
- Buffs: Flame Cannon +Acc, Flintlock Rifle +Dmg
- Buffs: Rifles: Aim Shot improved on some. RCF clip better pierces armor. Improved Snap ranges
- Nerfs: Hellblade (drains Morale), Impaler (slower to fire, firing costs Morale, drains Morale), Clockwork Gun (-range, +wt)
- Nerfs: Enemy Armored Cars have a little less armor and fire res
- Minor fixes, adjustments, additions, rebalances, gfx improvements
« Last Edit: November 25, 2019, 11:43:04 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.