Author Topic: Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale  (Read 873887 times)

Offline Dioxine

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Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« 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.


MOD HERE: http://www.mediafire.com/file/dzgp82gv4inuacu/Dioxine_XPiratez_J13a.rar/file


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.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

0.99J8 19-Oct-2018
- OXCE update to 5.1 14-Oct-2018
- Fix to stealth research of tokens, newspapers
- Fixed Codex research
- Fixes to Savage Armor, Contraband
- Fixed Bugeye VooDoo powers
- Fix to acid weapons (corrected wound formula)
- Fixes to academy buildings (see-through floors on the corners)
- Fixes to Robin's Apocalypse ship tilesets (Airbus, Aircar etc etc), some map updates
- Fixed Convoy map
- New: Peasants: +16 faces
- New Armor: Hunter (Peasant)
- New Tank Armors: Bombard (replaces the Howitzer Tank) w/5 ammo types; Armored Car /Lascannon; Tank/Heavy Lascannon (replaces robic version); Gyrocopter
- New Ammo: HMG Small Clip, Tank 60mm AC/HVAP
- New Mission: Beautiful People
- New Enemy: Sharp Girl
- New/Updated hit animations by RSSWizard
- Update: Peasant Morale recovery raised by around 1/3 (less Stress)
- Update: Changed accuracy formulas for many weapons (mostly dakka-dakka weapons and all piloted tank weapons)
- Update: Possession slower in general (both AI and player's), buffs to voodoo dispensed where due to compensate (Terror same as was or faster)
- Update: Sandbags removed from researchable items
- Added ship engine + minor loot to Academy Airbus
- Extra loot on Atrium map added
- Clearing Mysterious Island now unlocks Ghost Gal analysis
- Adjustments to Kraken, Swordfish, Hydra (More armor, pedia fix, Kraken loses regen)
- Added more powerful weapons to later Megapol patrols
- Buffed Sectopod to be competitive with new tanks
- Tanks can no longer be used in underground missions
- Synths can now be revived (not only repaired), at a minor stat loss
- Lessened combat penalties for Nurse outfits
- Added monthly maintenance for Armored Cars
- Quarterstaff has a ranged attack now
- Halved TU cost and significantly buffed the effect of Battle Flag and its upgrades
- Updated items of recovery: Hellerium Charm (now heals Stun), Drug Dispensor (buffed). Lunar Ward and Bejeweled Cap add Morale per turn.
- Jewelry now regens Morale in exchange for TUs. Skull (now Demon Skull) regens Energy in exchange for Morale.
- Changed manufacturing formula for the pirate flag - but you no longer get any from Codex
- Other fixes, adjustments, additions, rebalances

0.99J7 25-Sep-2018
- Exec update to OXCE 5.0 21-Sep-2018
- Fix: AI no-Spotter Snipers (like Osiron Security) are now Spotters so they no longer ignore player's units
- Fix: Moloch V.Def works now
- Fixes to Jungle terrains, other terrain fixes
- New Mission: Death and Taxes
- New Terrain: Village
- New Enemies: Singer Zombie, Ruffian
- New Armors: Militia (Peasant), Gladiatrix (Peasant), Ravenclaw (Peasant)
- New Vehicle Armors: Recon Quad (Slave), Armored Car (6 variants with their weapons), Tanks (2 variants - replaced 2 old robotic variants)
- New Weapons: Electric Net, Quarterstaff, Plasma Caster, Scout Rifle, Blackmarch Rifle, Heavy Grenade Launcher
- New Ammo: Machinegun/PS, RPG Round/Hell, GL/Gas, GL/Knockout
- New Item: Sandbags
- New Soldier Race: Bugeyes! 11 armors (w/ versions) (they replace the Alliance Advisor unit) (Bugeye nude doll and new Advisor outfit mainly by Jim Applegate)
- New item gfx by Bloax
- Updates to Airbus, Airvan maps
- Update: Tank armor/resistances/HPs rebalanced
- Update: ninja missions/researches
- Extra loot on Pyramid of Pain
- Zeppelin and Convoy got more HP, +25 speed, light weapon slots. Convoy got 5 armor on top of that.
- Automatic Hideout Defenses: Security Cameras (Security Corridor, Large Prison)
- Power Plants extra profitable
- Reduced Combat Stress penalty for most armors by about 25%
- Updated outdated Morale formula for Sorceress
- Space Pods less susceptible to Overstun; have updated paperdolls
- Weapon Buffs: Grenade Launcher, M-Lasgun, Mammoth, Super-Self-Charger, Hammer, Fusion Torch, Commando Rifle, Hi-Ex, others
- Crossbows now use TU percentage, not flat value
- PS ammo now more powerful on most weapons (consistently +25% power or slightly more).
- Blizzard is one-handed now, allowed Snap shot
- RL's rockets are heavier and more expensive; HEs have a bit more concentrated blasts
- Heavy thrown explosives and mines do some armor damage now
- Cheaper magical powers
- Minor fixes, rebalances
- Warning: may cause conflicts with the current version of Tanks and Cars

0.99J6b 2-Sep-2018
- Fix: Stun recovery bonus is no longer reversed
- Fix: BH Prize: MC weapon parts manufacture crash
- Fix: Secret Base mission no longer fails to spawn Secret Bases
- New Terrain: Junk Urban
- Morale decay formula more mellow
- Dogs and Blood Hounds have some passive Morale regen now
- Ambience sounds added to some missions
- Minor updates

0.99J6 31-Aug-2018
- OXCE+ version upgrade to 28-Aug-2018
- Fix: Poison Arrows manufacture crash
- Fix: Cydonia brain now always spawns
- Fix: Cats and Rabbits can no longer be zombified
- Fix: male death scream definitions, 1 more death scream added
- Fix: Secret Base maps & spawns
- Fix: Adding missing Recovery score to several artifacts
- New Missions: Cannibal Camp, Cave of the Technomancer
- New Enemies: Technomancer, Ninja Warrior, Zombie Sentinel
- New Armor: Chain Mail / Shield
- New Weapons: Laserfist, T-T Grenade Launcher
- New Ammo: EMP Minibomb
- New Gfx: Lokk'naar Villager (by Jim Applegate)
- Update: The current Combat Stress system replaced with an updated version of the old one (constant, slow Morale loss).
- Update: Reverse is true for enemies now. Because of that, Bravery score of many enemies lowered.
- Update: Stun regeneration raised for everyone: 9% of current Stun per turn on top of the current formula. Does not apply to Sea and Space.
- Advanced the Red Mage arc a step
- Enemy missions may now be interrupted by shooting down/raiding their component vessels.
- Enemies carry more antitank weapons now
- Reduced Zombie Strix ranged damage
- Basic facilities can now be built over with new ones (with a refund), but price of teleporting facilities jacked up to $333k
- Medical facility tag taken away from the Lab, given to Medbay. Zombie research requires it.
- Increased Farms build time to 24/32/26 days
- Dogs and Blood Hounds suffer less penalty vs. armor. Dogs cause CqC tests again. Blood Hounds get a smell scanner.
- Increased REA bonus (and STA in one case) on most Loknar armors by 5-10
- Plasma weapons now set things on fire, laser hits and powerful AP hits sometimes cause puffs of smoke
- Explosives now cause +50 or +100% Stun compared to before
- Extra Stun for heavy SMGs
- Instant-throwables now follow flat TU cost as well
- Prizes which have been already researched disappear from the manufacturing list
- Power Armor Parts now can be manufactured
- Spelling fixes (thanks to Juff)
- Minor fixes, improvements, additions (special thanks to Silencer_pl and his LP)

0.99J5 16-Aug-2018
- Exec upgrade to OXCE+ 2-Aug-2018
- Fix: Aircar Race actually despawns as intended, accepts proper ships
- Fix: 0 TU cost floor tiles gone, some broken death tile fixes
- New Enemy: Canny Gal
- New Enemy Craft: Ninja Seeker
- New Enemy Mission: Pirate Hunt
- New Armor: Tac Vest (Peasant)
- New Weapons: Holy Club, Throwing Hammer
- New Ammo: RPG round/FAE, Gas Rocket, Poisoned Arrows
- New Item: Grrrl Guide
- New Transformation: Gladiatorial Training
- Hideout map updates
- Fixed erroneously balanced Condemnations: Gal of Steel, Bullet Magnet, Triggerhappy, Lady Luck
- Updated Item Categories, categorized missing items. New Categories: Trappings, Artifacts, Merchandise
- Low-end slaves less effective, Magical Slave more effective
- New Book floorobs by Ivan Dogovich
- Plantation profits raised by 25%
- Speed of Expedition raised by 50%
- Worm's Hallucinogen bombs now visible on the minimap
- Dragon's speed raised to 3000
- Rebalances to Heavy Craft Weapons
- Loknar cap on REA reduced to 125
- Slave Soldiers die harder
- Separate rank images added for peasants, loknar etc.
- Minor buffs to Brainer outfit, gfx update
- Wearable Rags are not a limited item anymore
- Improved Day camo on Stalker/PEA outfit by 5, increased manuf. costs
- Slightly lowered Weed costs on Green Codex stuff
- Melee wpns slight rebalance (knuckless less dmg bonus, +acc; most large melee wpns buffed)
- SMGs rebalanced (added snap-multishot, longer bursts)
- Slightly increased Snap Acc on most assault rifles
- Machinegun and Smartgun got snap-multishot now
- Added reload sounds for energy weapons
- Recoilless Rifle causes more armor damage, has a melee option
- Buffed RPG, Mortar rounds
- Cobra staff now has a melee stunning attack
- Shawl is now a choking weapon, like the Rope
- Rebalance to Items of Resistance: buffed Shawl, added Energy Reg. to Thermal Shirt, Space Towel less good vs. Cold but also protects vs. Hot, Shawl & Ushanka lighter
- Enemy tanks and armored cars are no longer capturable
- Many enemies do not lose consciousness as easily as before
- Increased rewards for the Mysterious Island mission
- Temple Raid needs to be approached by foot now.
- Minor fixes, rebalances, additions

0.99J4 19-Jul-2018
- Exec Update to OXCE+ 14-Jul-2018
- Fix: Mythos Research crash
- Fix: Doom Terror/Crackdown crashes
- Fix: Exotic Dancer manufacture crash
- Fix: Energy Shields on Church units work again
- Fix: Terrain: Uber vegetables now get harvested from Uber farms only, not normal farms
- Fix: Moloch armor no longer accessible to non-Red Codex
- Fix: Mini SMG no longer unbuyable
- Fix: Missing weapons for mutant civilians
- New Terrains: Uber Farm, Reticulan Farm
- New Mission: Padlocks of Chaos!
- New Enemies: Megazombie, Vampire Dude, Vampire Gal
- New Craft: Convoy
- New Craft Weapon: Quadcannon
- New Soldier Type: Spectre
- New Armors: Swashbuckler, Spectre, Legion (Slave & Peasant)
- New Weapons: XG Sniper Rifle, Chitin Knife
- New Feature: Fund Expedition (inspired by Grub)
- New! Soldier Transformations: Shakeup, Repentance, Spectre Summoning
- New! Custom reload sounds added for many weapons
- New! Spray fire mode (CTRL+SHIFT+Click)
- Update: Revised manufacturing for Green-codex related stuff, now needs much Sectoweed.
- Update: Crafts: Shadowbat Speed&Dodge buff; Aircar got doors both ways; back door added to Airbus and Airvan; Zeppelin +50% speed; Scorpion and Scarab +HP, +Acc
- Update: Crafts: Turtle +range; Worm +range, +radar, +repair rate, 2 extra hallucinogen bombs, redesigned map
- Update: Added new unarmed weapon: Clawed Gauntlet. Updated Synths, Furiosa armors.
- Update: Bootypedia overhaul (ordering, formatting)
- Update: Coherency between armor manufacture/research/item names and armor worn names
- Relaxed constrainst on Zombie research
- Added manufacture and disassembly for Codex craft weapons: Conversion Launcher, Flame Cannon, Lil'Ilya (Ilya doesn't get dissassembly)
- Cheaper Dojo and Spa
- Increased Freaks max starting HP to 120, TU to 115
- Buffs to Pirate outfit, Crusader armor
- Added melee attack to the FUCKING ninja sickle
- Manacles rebalance
- Improved Shotguns' heavy shells; Less pellets in Acid shells
- Added Greater Mage's Hand as 3rd Sorceress Outfit weapon (at Surrealistik's suggestion)
- Buffs to Neon Bow, Laslock Pistol, Laslock Shotgun
- Buffs to Slayer Ammo
- Increased max range by 2 on most instant explosives, but added acc. dropoff from 3/4 range onwards
- Added missing unarmed attacks for enemies (not all enemies are intended to have them, mind you)
- Implemented overstun icon
- Tanks and Cars+ mod by Greatluna updated to ver. 8.0, fixed to work with 0.99J4
- Minor rebalances, Text updates, Extra Lore
« Last Edit: March 29, 2019, 02:46:43 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.