Author Topic: optional stuff for Piratez Extended 0.95c  (Read 16507 times)

Offline Zharkov

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optional stuff for Piratez Extended 0.95c
« on: October 30, 2015, 06:10:02 pm »
Adds a Voodoo Rod that is independent from the costumes like in the previous versions of piratez - I like the flexibility too much to discard these. For balancing it has reduced range and increased stun.

Offline DracoGriffin

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Re: optional stuff for Piratez Extended 0.95c
« Reply #1 on: October 30, 2015, 09:14:06 pm »
I think it's best to keep all your stuff in one thread and just indicate what version is what made for (so if people try to download it for earlier or later versions, they are aware it may not work).

Offline Zharkov

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Re: optional stuff for Piratez Extended 0.95c
« Reply #2 on: November 02, 2015, 07:53:18 pm »
Usually it is easier to take these from a dead body, but the gals do not like us killing the cyclopses after they put so much effort into catching them alive. So we shave the plates off with an angle grinder. The cyclopses do not seem to mind and after the procedure is done they are whisked away to the endless faux tea party in hanger 1 where they are fed dog biscuits by the gals. Sry, we still have no clue why the gals treat the cyclopses like dolls or pets. Clearly more research is needed in this area!

Adds a way to separate needed resources from a living cyclops without the gals freaking out.

Edit: Okay, to shave the Cyclops Guards, you need the newest Version 02. Sry!
« Last Edit: November 07, 2015, 11:32:24 am by Zharkov »

Offline Cristao

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Re: optional stuff for Piratez Extended 0.95c
« Reply #3 on: November 04, 2015, 12:56:28 pm »
What are cyclops and why havent I seen them? Instead i am getting massive church, mercs and reticulan attacks.

Offline doctor medic

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Re: optional stuff for Piratez Extended 0.95c
« Reply #4 on: November 04, 2015, 02:52:32 pm »
Cyclops are the escorts of star gods.Its easy to find them as there is only 1 race of star gods in general and that they almost always have them

Offline DracoGriffin

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Re: optional stuff for Piratez Extended 0.95c
« Reply #5 on: November 04, 2015, 05:23:27 pm »
What are cyclops and why havent I seen them? Instead i am getting massive church, mercs and reticulan attacks.

You will eventually. Each month factions are RNG'd; unfortunately sometimes a faction will be repeated for a few months.

Offline Alex_D

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Re: optional stuff for Piratez Extended 0.95c
« Reply #6 on: November 05, 2015, 05:02:18 am »
Adds a Voodoo Rod that is independent from the costumes like in the previous versions of piratez - I like the flexibility too much to discard these. For balancing it has reduced range and increased stun.

Is this thread only for mods made by, or anyone can posts their optional stuff here as well?  :)

Offline Zharkov

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Re: optional stuff for Piratez Extended 0.95c
« Reply #7 on: November 05, 2015, 10:07:39 am »
Is this thread only for mods made by, or anyone can posts their optional stuff here as well?  :)

No! Yes! Go ahead! Post your stuff here!

Offline Alex_D

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Re: optional stuff for Piratez Extended 0.95c
« Reply #8 on: November 05, 2015, 10:23:32 am »
The Star God Coordinator is very elusive, as no show up in several in-game years.

So I made a reskin of the "Ethereal Commander". All other properties remain the same.

The mod has been tested with X-Piratez version 0.95c. Please reports any bugs you may find.

With apologies to Dioxine  ;D


Offline Meridian

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Re: optional stuff for Piratez Extended 0.95c
« Reply #9 on: November 05, 2015, 10:38:20 am »
Lol, this is too good :D I want it!

Edit: the death ray seems to be commented out in the ruleset... is that OK?
« Last Edit: November 05, 2015, 10:44:49 am by Meridian »

Offline Alex_D

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Re: optional stuff for Piratez Extended 0.95c
« Reply #10 on: November 05, 2015, 10:59:29 am »
Lol, this is too good :D I want it!

Edit: the death ray seems to be commented out in the ruleset... is that OK?

I wanted for the SGC to have a "secondary" weapon as all the ethereals have a built-in weapon as main weapon. But I couldn't make it work as such, I tested it as a primary replacement, so the sounds and damage are working.

At the end, since the mod is just a re-skin, I left it out. Maybe I'll put it back once I figure it out how.

Offline Cristao

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Re: optional stuff for Piratez Extended 0.95c
« Reply #11 on: November 05, 2015, 03:26:52 pm »
Finally saw Cyclops. We are getting closer ...

Offline Dioxine

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Re: optional stuff for Piratez Extended 0.95c
« Reply #12 on: November 06, 2015, 09:25:52 am »
With apologies to Dioxine  ;D

LOL! Awesome! You've figured her out! Have you actually seen the movie? :)

Also you can't make the AI to use 2 weapons, unless it's 1 melee + 1 ranged. If you have 2 ranged or 2 melee, the AI will use the one which cost the least TUs to use.

Also I might add some other way to procure Coordinator's codes.... This elusiveness is needlessly prolonging the campaign...
« Last Edit: November 06, 2015, 09:28:44 am by Dioxine »

Offline Alex_D

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Re: optional stuff for Piratez Extended 0.95c
« Reply #13 on: November 06, 2015, 10:19:28 am »
LOL! Awesome! You've figured her out! Have you actually seen the movie? :)

Yes, I saw the movie. Actually, the Bootypedia image is one capture I made when Nyah leaves the flying saucer for the first time.

I saw the movie on the internet, right after a quick reverse image search from someone's avatar :)

Spoiler:
I like the movie, it has the good epoch feelings for the B sci fi movies of the mid 50s. As a bonus, Patricia Laffan, the actress that portrays Nyah is still alive (in her mid 90s) after more than 60 years since the move came out.
One link for "Devil Girl From Mars" is:


Also you can't make the AI to use 2 weapons, unless it's 1 melee + 1 ranged. If you have 2 ranged or 2 melee, the AI will use the one which cost the least TUs to use.

I see. Not only that but when controlled by the player the aux weapon didn't showed at all in the hands of the unit. I tested the mod with the attached savegame.

Also I might add some other way to procure Coordinator's codes.... This elusiveness is needlessly prolonging the campaign...

I made the re-skin (yay! my first mod ever!) as a "cheat" way to easily spot the Coordinator amid the chaos of a head-on fight against a fully Star God crewed vessel.
Spoiler:
In spite of downing every single vessel that is being detected by my almost planet-wide radar network, in those in-game years, I met maybe two Cruisers from the SG' s race. And both times the crews were mainly Cyclops. So, I haven't had the time to use it for a real in-game encounter.

I haven't figured out the code behind the chances of "ETHEREAL" crews popping out on vessels with ranks up to SGCs, or even as on a base building scenario, but I have the feeling it may be a bit lower than expected.

Offline Zharkov

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Re: optional stuff for Piratez Extended 0.95c
« Reply #14 on: November 06, 2015, 11:26:16 am »
So I made a reskin of the "Ethereal Commander". All other properties remain the same.

This is so strangely fitting... pls, Dioxine, can we keep her?