Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4305202 times)

Offline Meridian

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #255 on: June 17, 2015, 06:42:11 pm »
;-) I would take almost exactly the opposite:
- scout model 2
- rifleman model 2
- heavy model 2
- officer model 1
But all of them are very nice (well, maybe except the goggles guy), so it doesn't matter too much.

Offline pilot00

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #256 on: June 17, 2015, 06:44:29 pm »
This Council would also need a military arm - an Imperial Guard? Earth Guard? Earth Defense Force? True the 3 Factions have their own militaries but there is still space for a dedicated military force.

Would the Etherials allow this though? Not that it would pose any threat to them in the sense, but maintaining a standing army outside the mercs which as far as I understand is an empirial instituition, would give the factions some measure of power to disrupt the power of the goverments.

Plus there is already a high chace that you wont meet/capture them all in the time frame of your play as is, due to their seer numbers (I finished the game without ever having several of them) and adding more factions would clutter the game a bit.

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #257 on: June 17, 2015, 07:02:16 pm »
Would the Etherials allow this though? Not that it would pose any threat to them in the sense, but maintaining a standing army outside the mercs which as far as I understand is an empirial instituition, would give the factions some measure of power to disrupt the power of the goverments.

Plus there is already a high chace that you wont meet/capture them all in the time frame of your play as is, due to their seer numbers (I finished the game without ever having several of them) and adding more factions would clutter the game a bit.

1. Yeah that's a caveat, even if this force would be technically subservient to the Solar Governor. Otoh it means that the power is divided between 4, not 3 major factions, so all the better as longs as they don't unite (looks like the Guard would need special arrangements with the Governor to keep the others jealous...)

2. That's not a problem, you're not required to meet everyone during a single playthrough.

On the other topic, I'm personally leaning towards the same choices as Meridian, except the last three guys aren't exclusive - the guy #2 was supposed to be some sort of special forces. I'm not yet done with designing (stealing & remaking :) ) the high-level spartan specialists.

Aside from Rifleman, Scout, Heavy and Officer, there will be a Commando (not sure if armored, but with high stats and night vision), General (power-armored) and 2 as of yet undetermined units.
« Last Edit: June 17, 2015, 07:06:19 pm by Dioxine »

Offline Zharkov

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #258 on: June 17, 2015, 10:53:42 pm »
Also this question is for Zharkov: I'm considering breaking up the batglad unit into a male and a female version with slightly different capabilities, since all slaves have a set gender now (male would need Slave Lasher while the female - Slave Gladiatrix).

I see no problem there, however, I would stay with the Batman SM theme concerning Equipment. Just say the word if you need additional flavour text for this one.

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #259 on: June 18, 2015, 12:04:29 am »
I see no problem there, however, I would stay with the Batman SM theme concerning Equipment. Just say the word if you need additional flavour text for this one.

SM? You mean Stun Melee, right? Nothing untowards? :)
Yeah I was thinking so. The female unit would be more advanced (her suit looks more 1990s Batman than 1970s Batman, after all), would have a batarang as a stun weapon, not sure about melee option... maybe a kick? :) The male unit shouldn't be useless in comparison, either, so it ain't easy to balance that out (maybe he would have better melee?).

Offline Geneoce

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #260 on: June 18, 2015, 04:21:46 am »
Hey Dioxine.

Just installed Piratez Extended and it seems somethings gone wrong. Near everything starts with STR_, like STR_DAMAGE_STUN for the cattle prods damage. Maybe the language file is broken? Would you know how to fix this?

Cheers.
« Last Edit: June 18, 2015, 04:27:08 am by Geneoce »

Offline ivandogovich

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #261 on: June 18, 2015, 04:42:41 am »
Hey Dioxine.

Just installed Piratez Extended and it seems somethings gone wrong. Near everything starts with STR_, like STR_DAMAGE_STUN for the cattle prods damage. Maybe the language file is broken? Would you know how to fix this?

Cheers.

Set the language to en-us

Offline Geneoce

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #262 on: June 18, 2015, 06:32:16 am »
Set the language to en-us

Yeah, that did it. Thanks Ivan.

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #263 on: June 18, 2015, 04:43:35 pm »
Trying to include more-or-less finished facility dependencies tree for the next release, so the developement tree isn't missing any major focal points, hope I'll be able to include the Spartans as well.

I'm expanding the line of specialized workshops, to make the manufacture of top weapons more difficult. Here's the latest one, the Industrial Printer. It is a 2x2 workshop for 100 Runts, so less space effective, but more cost effective. It is also needed for nuclear laser ammo, plasma weapons & ammo, and three of the best armor suits.

« Last Edit: June 18, 2015, 08:56:59 pm by Dioxine »

Offline XOps

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #264 on: June 19, 2015, 05:47:05 pm »
Trying to include more-or-less finished facility dependencies tree for the next release, so the developement tree isn't missing any major focal points, hope I'll be able to include the Spartans as well.

I'm expanding the line of specialized workshops, to make the manufacture of top weapons more difficult.

This is a big temptation for me. Mostly because it's finally a way to control all of the manufacturing screen clutter. Also, congrats for finally getting this out the door. I will be watching, ready to pirate your code should I ever jump ship to Extended.  :) Also the Spartans look cool. Makes me want to redo my cammo patterns on my paper dolls.

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #265 on: June 20, 2015, 10:42:21 pm »
The camo uniform was taken from here: https://www.openxcom.com/mod/combat-uniform-armors
although I think it needed some repairs...

EDIT:
Today I've made 2 new base facilities and placed an awful lot of damned apples on Native Urban terrain. Phew.

Offline Edrick

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #266 on: June 21, 2015, 12:38:26 pm »
Any news on that Pirate Queen Bridge/Palace you were planning? (if my memory noes not fail me)

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #267 on: June 21, 2015, 12:46:35 pm »
Any news on that Pirate Queen Bridge/Palace you were planning? (if my memory noes not fail me)

It's noted down, but I'm not tackling this anytime soon. Still not sure what would you need it for, mechanics-wise.

EDIT: Spartans are coming together. There is still a lot to finish up but the major part of the work is done - they're alive.

« Last Edit: June 21, 2015, 11:59:17 pm by Dioxine »

Offline Edrick

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #268 on: June 22, 2015, 01:52:35 am »
Aaaaawesome! And with a shiny new bazooka!
Can't wait for it   ;D

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« Reply #269 on: June 22, 2015, 11:17:38 pm »
Working on Spartan-based armor... the WIP below, still could be better IMO.