Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4310925 times)

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4185 on: March 08, 2017, 09:09:29 pm »
Briefly looking at the tilesets, I think it'd be trivial to add some lamps to the mansion terrain (provided it's not yet filled to the brim).

Offline clownagent

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4186 on: March 08, 2017, 09:37:55 pm »
Greetings Dioxine.

I got a error with XPratez 0.99F.3.
"A fatal error has occurred: Sprite InterceptionCIHarverster not found"

There error happens as soon as i move in to intercep what i can only expect to be a Harverster.
I never had a problem with the Harvesteris in XPratez 0.99F1.

This is the first time i reported a error so don't realy know what to do.

had the same problem

go to line 18505 in the file
.\Dioxine_XPiratez\user\mods\Piratez\Ruleset\Piratez.rul

Code: [Select]
    modSprite: InterceptionCIHarve'r'ster  and delete the 'r'
« Last Edit: March 08, 2017, 09:43:58 pm by clownagent »

Offline legionof1

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4187 on: March 08, 2017, 11:19:25 pm »
Briefly looking at the tilesets, I think it'd be trivial to add some lamps to the mansion terrain (provided it's not yet filled to the brim).

More at fault is that mansions(along with a ton of other mapsets) predate the lighting engine update some months back. While it is a better lighting engine is quite a bit darker then unmodded xcom in terms of the bottom of the range and the average. We didn't use to require at NV mode just to see what the hell was going on. Everything not specifically updated to account for the shift or built after it has this problem. Doesn't help that the bottom half of lighting range(including the lvl 9 that counts as day) may as well be black murk to the majority of end users.

Offline ivandogovich

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4188 on: March 08, 2017, 11:36:34 pm »
had the same problem

go to line 18505 in the file
.\Dioxine_XPiratez\user\mods\Piratez\Ruleset\Piratez.rul

Code: [Select]
    modSprite: InterceptionCIHarve'r'ster  and delete the 'r'

Thanks: the actual file is Piratez_factions.rul

Offline Roxis231

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4189 on: March 08, 2017, 11:39:33 pm »
Thanks: the actual file is Piratez_factions.rul

Damm - Ninjaed

I wasn't the first to find it then.
« Last Edit: March 08, 2017, 11:41:07 pm by Roxis231 »

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4190 on: March 09, 2017, 02:34:50 am »
Thanks for the heads up on the error.

Regarding mansion's ligthing, yes, it is dark at night; but since almost no enemy units in this mission have any NV, I consider it a small grace to the player. Going at night can represent cutting the power to murder everyone in the dark, or make snatch and grab safer.

Legion is right about old maps - I'm still learning how to use the new lighting properly; the 'X-Prison' map that comes with a new mission in F.3 can be considered my first large map custom-built to make sensible use of the new lighting system (and minimize its pitfalls). Sure the new lighting is with us since some time, but I haven't made many maps in the meantime, busy with other stuff.

What I'd appreciate would be settable light diffusion (per deployment, ideally), so the lines between light and dark are less binary, especially underwater (but not in space).

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4191 on: March 09, 2017, 11:44:16 am »
I understand it makes it a bit easier, but nevertheless I'd prefer it illuminated. Mansions have power generators, especially in the Hellerium age. Stumbling around in the dark just feels unnatural.

We could go lightless with this hypothetical gothic mansion discussed before.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4192 on: March 09, 2017, 03:13:23 pm »
BUT the Gothic mansions needs to be illuminated, no point in making a kewl tileset and then nobody ever being able to see it because darkness :)

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4193 on: March 09, 2017, 04:30:27 pm »
It'd be visible by day!

Offline ohartenstein23

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4194 on: March 09, 2017, 05:17:29 pm »
You could make the gothic mansion with something like maxShade: 10, so it can still be somewhat visible at night.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4195 on: March 09, 2017, 09:21:08 pm »
I rather wanted to make it minShade: 8 but well-lit with light sources, so it's always mysteriously dark :)

Offline Lorskel

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4196 on: March 10, 2017, 03:09:29 pm »
Hello Dioxine!

Wonderful mod, been playing for some time but somehow didn't register on the forums yet.
Anyhow, I just had a crash in the new version (F.3), when I shot down an "ambulance" ship.
When sending gals to the crash site, I got the following error:

"OpenXcom has crashed: MAPS/VESSEL_AMBULANCE.MAP not found"

Thanks!

Offline legionof1

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Offline Scorrpio

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4198 on: March 10, 2017, 08:10:45 pm »
Ok, this new financing is insane.   Normally protection money is a piddling sum (start Nov of 1st year, got just over a mil with 99F1, that with my monthly expenses being in 3 mil range).   
Then I had a real good month, starting December with 11k points, and I get a 5.5mil bonus.   On top of the usual 'pittance'.   

Not complaining here, but this looks like it could be overpowered....

Offline legionof1

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Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« Reply #4199 on: March 10, 2017, 09:12:38 pm »
Seems fine to me. The score bonus while potentially high wont always be possible. There are months where you barely get any activity compared to months chock full of freighters mansions and pogroms. Given the increased cost of expansion from increased salaries and needing at least 2-3 more craft(anti shield work) beyond what it was a few patches back and the loss of nearly all the spendable wealth from early mansions due to time limits, its good to have a quasi reliable source of spike income.