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Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4310293 times)

Offline Zharkov

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #420 on: July 22, 2015, 12:02:10 pm »

2.
Spoiler:
Im not sure if this is a bug or intended, but I recently took on a smuggler mission and went up against some enemies that looked like Succubi and the Na'vi from Avatar, but my soldiers could only see them on a diagonal and not if  they were directly next to them. Meaning I couldn't use my hammer or chainsaw on them (and when I tried the shots flew halfway across the map and at one point hit and killed a guy a good 20 tiles away) and I couldn't optimally try to stun them because I had to leave enough TUs to get out of the way for the next gal to come in to stun.

They are stealthy - it is not a bug, only a pain in the errr... somewhere.

3.
Spoiler:
Also on the smuggler mission I encountered an alien that looked like a recolour of Robin's anthropod alien in brown to look almost Wookie-like and it in addition to the Na'vi like aliens left corpses on the battlefield but on mission complete I couldn't find them in my inventory. I've had a few other items go missing like this too. Crates, for example, vanish once mission is complete, I feel like I should have to research and then "manufacture" opened crates to get at goodies inside.

You need to catch them alive for research.

Offline Samscale1

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #421 on: July 22, 2015, 12:10:32 pm »
They are stealthy - it is not a bug, only a pain in the errr... somewhere.
Dang, its a nuisance when you can clearly see them with other soldiers but aren't allowed to melee them from the sides because "there's nobody there"

You need to catch them alive for research.
Ah okay, I figured they'd be like some of the other things I've fought that leave researchable corpses and prisoners

Thanks, just the first one I need help with then :D

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #422 on: July 22, 2015, 01:45:30 pm »
Last thing about the crates - they're there just for aesthetics. Breaking them up in workshop would be fun but it is impossible to code-in a random production result...

Offline Samscale1

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #423 on: July 22, 2015, 02:17:19 pm »
What about my first question with the research tree not popping properly?  Or am I just missing some pieces of a puzzle or can you not help without a save file?

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #424 on: July 22, 2015, 03:02:07 pm »
Yeah I cannot help you without a save file :)

Offline Samscale1

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #425 on: July 22, 2015, 04:42:22 pm »
Okay - Here is a Rar file with the 3 saves that I figured would be most useful.

Pre Vodka Bug is very early before the Vodka Research popped from something else (interrogation, data disk of govt papers)
Closest to post vodka bug is the closest save I have from just after vodka was unlocked from something else
Empty Research Tree is my latest save file

https://www.dropbox.com/s/kdhx6v7xgyjhtop/Piratez%20Saves.rar?dl=0

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #426 on: July 22, 2015, 07:07:19 pm »
I don't see any bugs related to vodka...

As for the research tree - keep interrogating people and looking for new ship components.

Offline Samscale1

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #427 on: July 22, 2015, 07:28:16 pm »
Isnt the Vodka meant to unlock finely distilled rum as a research and then manufacturing option? 
Or has that been changed so you can't make it any more? 

I currently can't research rum even when I have some in my inventory

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #428 on: July 22, 2015, 07:47:43 pm »
No, Rum needs another prerequisite now.

Offline LexThorn

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #429 on: July 24, 2015, 02:04:00 pm »
Hi, Dioxine! Any news on progress? I even registered to ask ^___^

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #430 on: July 24, 2015, 04:19:36 pm »
Just one major hurdle before the next release - a tileset for Sectoid ships. Then it's just odds and ends, maybe 3-4 workdays if I could devote full time. But I can't say when it'll be done, since I am quite busy with other stuff than modding, plus it's hot like hell so any work goes slowly.

Offline Samscale1

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #431 on: July 24, 2015, 07:41:06 pm »
Hey, sorry to keep asking questions but I just unlocked the surgery room and discovered that I cannot place or build it or the still  I double checked manufacturing to see if I had to make something but I couldn't see it there


EDIT: Here's the save file https://www.dropbox.com/s/7lsltf7flz5akqu/Can%27t%20Build%20Still%20or%20Surgery%20Room_.sav?dl=0
« Last Edit: July 24, 2015, 07:44:29 pm by Samscale1 »

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #432 on: July 24, 2015, 07:53:00 pm »
I don't know what you mean. Fired up your save, started building a Surgery Room no problem (in the 2nd base).
As for the Still, you don't have the tech (probably missing X-Grog research, dw X-Grog research is going to be scrapped next version).

Offline Samscale1

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #433 on: July 24, 2015, 09:15:59 pm »
How odd they don't appear in my expand option.

Edit : They do appear in my expand option but only in my Second base. Not the other 2
« Last Edit: July 24, 2015, 09:18:46 pm by Samscale1 »

Offline Dioxine

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Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #434 on: July 24, 2015, 09:29:09 pm »
Naturally, the 2nd base is the only one that meets prerequisites.