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Author Topic: Re: [MAIN] XPiratez - N5 07-Jun-2023 Shadow Descent  (Read 3244419 times)

Offline Dioxine

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Re: [MAIN] XPiratez - N5 07-Jun-2023 Shadow Descent
« on: May 09, 2015, 09:32:31 pm »
Hail.
Here's latest download link and recent changelongs.
If you're upgrading mid-campaign, make sure to check the 'upgrading saves' thread.

MOD HERE: https://www.moddb.com/mods/x-piratez/downloads/dioxine-xpiratez-n5

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.N5 07-Jun-2023 Shadow Descent
- OXCE upgrade to 7.9.6, 21-May-2023
- New Arc Progress: Red Mage (major update; crossovers with Dr. X arc (minor) and Mystery Patron arc (minimal))
- New Non-Arc Progress: Guild and Academy warships carry better crews after 2-3 years of game; influences their related missions.
- New Missions: Gate of Fear, Plunge Into Deadzone, Deadzone Delve, Sewers of Death, Fountain of Youth, Bad Company, Endless Necropolis, Mysterious Tower II (harder version for later game)
- New Enemy Missions: Dreadknight Adventuring, Red Lilly Game, Govt Enmity
- New Enemy Shipping: Dread Fighter (gfx by Brain)
- New Enemies: Wraith Elite Guard, Wraith Tormentress, Dreadknight (gfx improved by Brain), Awakened Dead, Dead Resident, Dead Cop, Gun Runner, Golden Boy, Marsec Exoguard, Academy Pioneer
- New Facilities: Luxury Condo (sprite by Brain), Living Capsules (Pure Captain + Faith only), Black Tower, Rubble, Body Farm (Green Codex)
- New Craft: Airtruck
- New Craft Weapons: Twin Machinegun (GR), Gecko SAM (GR)
- New Craft Equipment: BTX Dodger
- New Armors: Tactical /Dog (merged mod by JDCollie), Tactical /Peasant (merged mod by JDCollie), Slimegal /Shade, Masterblaster (Ogre & Gnome versions, paperdoll by Brain), Biotank (Green Codex, Peasants & Gnomes only, battlesprite by RSSWizard), Medispider Suit (normal & SEA, gfx by Brain), Glittergnome (normal & SHA), Glittergirl (normal & SHA), Avenger (SHA version added), Martyr (proper SHA version made), Red Shield (Dogs & Hounds), Slime Graft (Blood Hounds, normal & SEA), Xenforcer Zortrium Shell (normal & SEA, gfx by Brain)
- New Weapons: Grav Cannon (Gold only), Memorial weapons (x3), Realm of Fear weapons (x2), Thunderstriker (Orb, Gray only), Blood Vine Whip (gfx by Brain), Gnome Autogun (no Codex only), Bane Blade (Orb, Red Only), Cupid Gun (Orb, Green or Gold only), Shadowforge Plasmagun (gfx by Brain), MP N-Lascannon (gfx by Brain)
- New Ammo: Atomic Cannonball, Autogun /ETAP
- New Trainings/Augmentations: Fusion Arts, Perfect Beauty (Green Codex), Syn Acceptance, Boot Camp (Soreass Captain), Sun Martial Rituals (Male Path)
- New Condemnations: Serial Widow, Unmaker, Medieval
- New Events
- New Feature: All small buildings, when destroyed, turn into Rubble now instead (keeping Hideout's connectivity). 4 tiles of Rubble added to starting base.
- New Feature: Ninja Love
- New Feature: Body Swapping (Green Codex only); contains several new possibilities
- New maps (by Solar and Brain)
- New gfx: +8 Ogre paperdolls (gfx by Brain); minimap & medikit interfaces (by Osobist); Deep One Berserker corpses/inventory (by AlexD), some Pedia backgrounds (adv. ammo types schematics, by Brain), Giant Cockroach paperdoll (by Mikkoi), Plasma Sub (by RSSWizard), Auto Rifle (by RSSWizard & Brain), Bullpup Rifle (based on RSSWizard, help by Brain), UAC Carbine (by Brain), projectile sprite updates (gfx by RSSWizard), Laser & Gauss defense sprites (by me), other minor stuff (by Brain & RSSWizard)
- Rework (Story): The hull/drill/codex sequence reworked to be more cinematic, also some intro changes
- Rebalance: Difficulty rules fine tuning. More -score needed to lose, enemy craft ROF bonus changed from flat to % (ponderous ships more murderous on high diff, quick firing ones less murderous), more granular/flattened ratio of enemies facing player craft.
- Rebalance: Reduced Ninja scoring from Fortresses and Firebases. Increased from HQ.
- Rebalance: global living quarters & training rooms capacity buff
- Dr. X duel mission less trivial now (updated from before-Condemnations version), incl. update of Ring-Dang-Doo.
- Magical Girls now auto-surrender after 3 turns
- Large barracks can be built over now
- Damaged barracks have less capacity penalty
- Cloning Centre no longer requires Surgery to be built
- Great Library buff (scroll needed to research, not to build; harder research, provides VooDoo training & Summoning service)
- Deliverator restored to its previous stats, but +1 LSX added.
- Faust map reworked
- Avalanches can now be used earlier after being found and researched (manufacturing still requires higher tech)
- Added extra shield damage to Plasma Beams, Plasma Spitters, Avalanches and Obliterator Cannons
- Peasants/Damsels: increased FRS caps by +10
- Bugeyes: now all get SENSE (default 3, less on some armors)
- Catgirls: Increased Energy Regen by 20% on all armors (again); increased min STA by 10 and STA cap by 15 (to 135); decreased FRS cap by 30 (to 60).
- Syns: Less resistant to Fire, more resistant to Chem.
- The research 'Soldier: Bugeye' unlocks VooDoo now
- Gals' lifeforce focusing reworked (no penalties, diff. bonuses, can use on all Gal types)
- Removed unnamed Dogs and Blood Hounds (sell or name your dogs before upgrading)
- Aggressor Armor can now be manufactured (Red Codex only, ofc)
- Admiral Armor: shields added
- Braine & Explorer outfits now yield Personal Databases
- Fairy outfit now viable for Shadowrealms
- Cat tactical armor takes much less material, slightly better Piercing/Concussive resistances
- Lessened TU penalties on most powered armors
- Tank accuracy formula changed to a bit less gnome-centric
- Gnomediscs are now equipped with Purple Shields
- Vehicles armors, their chassis and medikits no loger require monthly maintenance, but take extra storage space instead.
- Buffs to several old Orb wpns (Hellgun, Phantom Whip, Biofresh Gun; Masochist Outfit needs only 1 Orb now)
- Canteens restore a bit Energy now, as well
- Succubus and Arouser condemnations rebalance
- Slave changes: Super Maids -> Uber Maids, available to all, but a bit weaker. Gladiatrices generate less space, more income.
- Added Sniper/Spotter info to enemy examinations
- Minor gfx replacements/improvements (thanks to Brain, RSSWizard, Mikkoi and others)
- Minor fixes/polishing/improving (A LOT)

v.N4.0.2
- New Training: Pariah (No Codex only)
- New Gfx: Update of Snow/Dead Mountains and Plains by Mikkoi
- Drakkar upgraded to be compatible with all space missions & gal party
- Scavenger armor now unlockable also via Wasteland Girl (ie. no longer Revolution exclusive)
- minor fixes

v.N4.0.1
- Fix: included new Cydonia music and RUS patches

v.N4 17-Feb-2023 First Ending
- Fix: missing VIP unlocks, Thunderbird crash
- New: SGR Cydonia by Kato & OAK group. Epic final mission replaces the original Cydonia! Tons of new stuff! (I have debuffed traps and turrets compared to original)
- New: Dr.X arc advanced by one stage (and related new stuff)
- New: Full Outro finally added
- New Feature: Captain Ranks
- New Terrains: Overgrown Catacombs/Jungle Pyramids; Forest (Frozen Swamp); Schorched Forest/Rad/Nuke Swamp (gfx by Brain)
- New Maps (1 for Urban, 2 for Industrial Slum, 4 for Jungle, many for forest swamps)
- New Missions: Doomed Farm expanded, Black Sun HQ, Black Sun High Temple, Man From The High Castle (BH lvl A for MA)
- New Enemies: Deep One Berserker, Quirian Mistress (gfx by Brain), Humanist Warpsoldier, D.C.S., Cyberhound, Humanist Mage, S.A.Z.
- New Facilities: Double Suite Prison (req. Flawless Captain + Idea: Pride), Ultimate Vaults (req. Flawless Captain; map by Brain)
- New Craft: Battle Cab (gfx by Brain)
- New Craft Weapon: 25MM Cannon/GR
- New Craft Systems: Engine Overcharger, Nitro Booster
- New Soldier Type: Pureblood
- New Recruitable: Apostate
- New Armors: Ogre Barrager (thx to Brain for gfx help), Ogre Powersuit (gfx by Brain), Ogre Annihilator (gfx by Brain), Sky Knight /SS (Male Path + Gudrun the Knight route only; based on 'Hellerium Knight' design by Drages), Misfortune
- New Armors: Removed Looted Cyberdisc, replaced with piloted Gnomediscs (versions: 14mm, lascannon, 2xLauncher)
- New Weapons: Holo-Spikey, Warpcore Grenade, Assault HMG (gfx by RSSWizard)
- New Item: Purple Ribbon
- New Gfx improvements: Plasma Blades by RSSWizard, Annihilator armor paperdoll by Brain
- New Trainings: Basic Gun Training, Arms Authority, Pure Maiden, Codex Hero Trainings (x3)
- All trainings now properly include bonuses in their requirements for other trainings
- Palette replacements (normal, hot & cold) to Delicious Colors by RSSWizard
- Black Forest terrain less black, minimap fixed. Dungeon of Doom less black too.
- Urban Waste terrain slight improvements
- Hideout Detector changed to Pirate Radio, +75 Radar, fits BTX, moved down tech tree, req. for Car Thieves
- Freak Gals can now be converted to Brainers
- Heroes now all get +10 armor trait (when recruited) but no longer will ride heavy vehicles.
- Catgirls: removed erroneous extra +8 morale regen on all armors
- Catgirls: reduced Evasion on some armor from absolutely invincible to practically invincible
- Catgirls: reduced max VPWR from 100 to 75. Increased max VSKL from 10 to 65.
- Neko Armor Adaptations research cheaper by 60%, several armor research too, their trainings bit cheaper as well
- Neko Guerilla armor better Piercing resist, costs less Kevlar to make
- Brute 10% better Piercing resist, Annihilator 5%
- Updated Shadow-related NPC armors reg. Warp Damage
- Alien Gauss weapons buffed
- Golden Stormcannon buffed
- Ogre recruitment from free market limited to 1/month
- Piloted Tanks: armor reductions, HP buffs
- Several big melee weapons converted to range = 2 (great club, big bone, iron rod etc)
- Some rebalancing
- Small fixes, various terrain fixes, event interruptions fixes

v.N3.1.3
- Fix: N3.1.1 bug with no energy recovery on some armors
- Fix: catgirl tourist recruitment now requires actual catgirl tourists
- Rebalanced Scourge SMG
- Buffed Spider Queen's HP

v.N3.1.2
- Fix: JS Ninja HQ script
- Drastical reduction of Catgirl Outlaw recruitment cost
- "Catgirl Recruitment" actually allows to recruit them again (with different cost and lore)
- Added more events variety

v.N3.1.1
- Fix: Hellerium Plant base defense crash
- Fix: Ninja Firebase radar crash
- New Unit: Nekomimi Renegade (missed in previous changelog)
- New Terrain: Autumn Forest (by Brain)
- Barbarian Ax and Bardiche have a range of 2 now
- +20% energy regen on average for Catgirls (more for fast attack outfits) but base NV now is 16.
- Energy Shield added to Zortrium Suit
- minor terrain fixes, other fixes, language updates

v.N3 20-Dec-2022 Clear Skies
- Gameplay: Ninjas won't start building bases anymore until provoked (except Jack Sparrow difficulty)
- Gameplay: drastically reduced radar ranges of non-Shadowtech hunter-killer enemies
- Gameplay: Breaking people in workshop no longer needed, works through gated interrogation instead
- Fix: crashed plane map crashes
- New Missions: Tribals In Catacombs, Trawell That Ends Well, Help The Lokk'Naars (Narlock variant)
- New Missions/enemy Missions: Rimrider Outpost, several new Ninja Missions
- New Enemies: Giant Spider Queen, Rogue Sectoid (paperdoll & corpses by Solarius), Animatron Marauder, Clickor, Narlock Soldier, Mutated Chupacabra, Narlock Noble
- New Civilians: Tribal Hunter, Catgirl Tourists
- New Facilities: Hellerium Plant
- New Armors: Ogre Pyroman (Shield ver.), Lokk'Naar Nightflyer (paperdoll by Perekrylo & Solarius), Bugeye Thin Man (by Solarius), Lokk'Naar Avenger (Shield)
- New Weapons: Nekomimi Sword (gfx by Brain), Primitive Bow, Golden Shotgun, Covert Ops Rifle (gfx by Brain), Vibro Spear, Spy Pistol, Narlock Lasgun, Narlock Scepter
- New Ammo: Linux Slayer & EP Rounds
- New Item: Hyperweapons Strongbox
- New Gfx: Improved Pinky, Imp and Cacodemon sprites by Kronptl666
- New Music: themes for Aurora and Red Mage, some music script improvements
- New City: Great Maui
- New Terrains: Wasteland Urban (by Brain), Slimy Catacombs
- New Maps
- New Events: over 50 of them, all related to captain types and aspects (by Solar); event scripts redesigned
- CBT event arc finished (bonus stuff added)
- Captain's Personality Test event arc finished
- California start now gives you 8 Catgirl Outlaws
- Pirate Straits start now gives you 1 of each classical XPZ guns + ammo
- Cold now causes much less Energy damage, but more Health damage
- Lokk'Naar basic armor value raised from 5 to 7
- Unfucked catgirl stats & armors, basic Catgirls much easier to recruit
- Neko Bodybuilder training adjusted
- More Xeno lore
- Bugfixes and improvements

v.N2 Apocalyptic Edition 22-Oct-2022
- OXCE upgrade to 7.7.5 21-Oct-2022
- OXCE feature: XCOM Apocalypse-style soldier equipping option (on by default)
- New Missions: Ground Vehicle Race, Sunken Airplane, Fallen Stars, Executive Outcomes, Black Sun Outpost, Guns of the Patriots, Underbase Facility
- New Eniemies: Hanabu, National Units (x13)
- New Soldier Type: Ogres (thanks to Brain and Solar for help with gfx) with 8 armors
- New Facilities: Irradiator Tower (Ax-crazy only; thx to Ivan D. for txt beautification), Bunker (Soreass only)
- New Craft: Highway Star (gfx by Brain), Warbird, Thunderbird (ideas/cooperation by Berriebun)
- New Craft Weapons: Broadside versions of appropriate HV guns (7 weapons), 2 new sizes of Tractor Beams, return of Goblin Rokkitz (as DV weapon), UAC Megachaingun
- New Craft Equipment: Battery Pack, Supercompressor, Dragonscales, Combat Radar, Hideout Detector, Battle Scanner
- New Weapons: Kitchen Knife, Gnome Gun, Black Fang, Ramses Gun
- New Ammo: Battlecannon Shells/HEAT, Compressed Flamethrower Fuel (normal & heavy)
- New Equipment: Compact Fire Extinguisher
- New Enviro: Dust Storm
- New: Takeoff sounds for craft and build sounds for facilities added
- New: +16 Peasant avatars (for a total of 104) (half of them by Brain, some others based on faces by Robin)
- New Mapblocks (Jungle, Guild Warehouses etc)
- Improved Gfx (by Mikkoi):
-- Paperdolls: improved Peasant bodies
-- Item Sprite: Hunting Rifle (both versions), Mutant Egg, Machete, Spiked Knuckles
-- Paperdoll/Pedia: Ruffian, Troublemaker, Smoothie, Mutant Bugeye, Guild Hostess
-- Battle Sprite: Dog, Maid/PEA, Hunter/PEA, Dress/PEA, Nude/PEA, Swimsuit/PEA, Gladiatrix/PEA, Guild Hostess
-- Corpse Sprite: Hunter/PEA, Guild Hostess
-- Corpse Floor Sprite: Dog, Default nude female, Guild Hostess
- Improved sprite Gfx: (by Brain): Smartrifle
- Improved sprite Gfx: (by Solarius Scorch): Plasma Sub
- Improved sprite Gfx: (by RSSWizard): Homefront Rifle (both), HMG ammo belt (PS and MAG), Super-Self-Charger, Hand Mortar, Shock'a'Fist, RPG Nuke Rounds, Jetbike, Red Scorpion, Purple Turtle
- Improved sprite Gfx: (Based on RSSWizard's work): Adv. SMG, Acid Grenade, HMG ammo boxes (PS and MAG), Armored Car turret
- Improved Gfx: Peasant/Camo body brought up to the new standard
- Improved Gfx: Smoothie Captive paperdoll, Merc paperdolls
- Improved Gfx: Recolored Corpses for Star Gods by Osobist
- Improved Gfx: Correct colored paperdoll/pedia images for Eridian Beastmaster by Garr Inc.
- Improved Gfx: other sprites
- Crafts now can carry unlimited number of 1x1 Auxiliaries (like unnamed dogs, cats etc) - up to max crew size.
- Added auxilary slots to many crafts, some stats readjusted to balance, incl. Airbus now back to original stats
- Updated old craft equipment to reflect new slots
- Bombs deal +50% damage (except Implosion bombs)
- Buffed Holy Warrior training, renamed to Iron Warrior
- Buffed HP bonus on player's Armored Cars and Tanks
- Buffed Lokk'Naar Avenger outfit
- Sniper-fooling code and being-spotted indicator added to armors: Holosuit, Nightblade, Unipuma
- All Chainsaws faster now
- Added melee attack option to both Shooty Guns
- Changed damage type on Fusion Explosives, Blasters, Baby Nukes and similar to Plasma
- Buffs to some Gray Spellbook spells
- Space Medipack (including Space Pod) and Medical Shield now restore Energy as well
- All turrets in the game no longer ignore Evasion
- Fix: truck and base defense turrets are now properly recovered
- Increased accuracy of all mind-control related weapons using the standard formula (eg. VooDoo Rod)
- Fixed lack of TUs on turn 1 of allied turrets/cannons in Hideout Defense and Govt Defense
- Some turrets no longer ignore CQC checks
- Replaced Mk.801s in Isolated Valley missions with Imps
- Puma Sisters event: much harder to get, fixed Pedia
- Lots of other fine-tuning
- Minor fixes (Raynerd map, aqua suit /eva gfx, neko grav actually flies now & more)

v.N1.1
- Fix: Ninja HQ upgrades crash
- New Armor: Dullahan (Shade)
- New Item: Zombie Cocktail (Green Only)
- New Feature: Sleeping Beauty Project (ressurection method)
- Zombigal Revival requires VooDoo: Communion instead of Cloning now
- Further sound expansions (thanks to Mr. Red for selection)
- Small fixes, rebalances, improvements

v.N1 29-Apr-2022 Every Day Is Caturday
- New Feature: Merged Nekomimi soldier race expansion by OAK Group & friends. Huge amount of content.
- New Feature: Ninja HQ. The first ninja base is different than the others now. It's much tougher, but also much less active, significantly curtailing Year 1 geoscape pressure (much less free-roaming interceptors, lessened score hits, player gets a fighting chance to carve some score back)
- New Enemies: Raider Sludger, Raider Flame Guard
- New Enemy Mission: Ninja Raid vs. Lokk'Naars
- New Mission: Raider Arms Factory
- New Weapons: Mutant MG, Pepper Pistol
- Glamour half-life increased from 7 to 9 turns; added some Glamour to certain missions vs. Factions.
- HMG and LMG can now be used as GR craft weapons
- Gfx improvements to paperdolls: Academy Nurse, Researcher, Medic, Engineer, Esper, Osiron Yeoman, Church Neophyte, Mutant Half-Uber, Brute, Lamia (by MIKKOI w/ some slight modifications)
- More weapon sounds variety
- Bootypedia reforms
- Bugfixes
« Last Edit: June 07, 2023, 04:18:37 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.