Author Topic: Stuff I'd love to see in XPiratez!  (Read 339486 times)

Online Delian

  • Colonel
  • ****
  • Posts: 283
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1005 on: April 19, 2024, 05:35:11 pm »
It's important that Ball Bat hit sound be changed to this.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11540
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Stuff I'd love to see in XPiratez!
« Reply #1006 on: April 20, 2024, 11:55:40 am »
It's important that Ball Bat hit sound be changed to this.

Your wish has been granted. ;D

5 minutes job, but seems to work fine.

Offline RSSwizard

  • Commander
  • *****
  • Posts: 768
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1007 on: April 24, 2024, 02:46:19 am »
SS have the skyknight, but its late and requires a specific path with dr x.
Catgirls get flycat, which is very similar to lokks nightflyer.

Here's an idea for flying slave soldiers:

Rocketman
patterned after the rocket propelled jetpacks shown in the flying armors ufopedia splash screen. Except there's the catch that they're 0% damage smoke protective rather than space suits.

Because like other tongue in cheek references he'll get enemies high as a kite too - he has a forced item chemical sprayer that douses enemies (20 damage spread) with hallucinogenic compound (use UAC Space Suit movement sound).

Requires researching green lighter, smugglers (to get access to hallucinogen grenades), smokey armor, and pest control manager for gals to get the idea.

Production requires a smokey armor, grav pack, about 20-30 hallucinogen grenades.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5439
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Stuff I'd love to see in XPiratez!
« Reply #1008 on: April 24, 2024, 11:23:03 am »
With the addition of "hand craft weapons" I think the 14mm rifle would be a good addition to the weapon class.

...And this could be said about a crapton of other weapons. One needs to make some selection.

May i also suggest to import the warthog from the mod "oxc factions" (here)? it would suit well in xpiratez low tech stuff; it's clearly the Fairchild Republic A-10 Thunderbolt II wich i suppose was the plane in the dedicated game A-10 Tank Killer  :P

There is already A-10 tribute craft in the game (Thunderbird).

With recent addition of things like gunwagon and angrybird I also think game is in dire need of those small hangars. A couple of weeks ago I've written how I see criteria of what would use small hangars.
1. Is not hellerium powered.
2. Would take 1 grid space in battlescape.
3. Can carry less than 10 units to combat.

Anyway, it's good to hear Dioxine is considering adding those. Can't wait.

I'm only waiting for OXCE code to allow it. So far, AFAIK, it does not. As for criteria, I'll make my own, will probably be all ground craft (trucks, expedition and convoy for consideration) + small helicopters (probably).

Sorry forgot to mention in the previous post: would also be nice too see more sci fi/pop culture stuff from '20 to '90, for instance:

  • rococop's handgun auto 9 (see fandom page) maybe avaiable as smuggling weapon unlockable after research "contact: smugglers"


Was already added to the game a long while ago.

2) would be nice if would be some chance to seduce cleopatra to get some advantages, like in "centurion: defender if rome" one of the very few games i finished in my past videogame career, if interested guys,see here

Planned. But you forgot it wasn't YOU who was doing the seducing in Centurion. Also the power balance was completely different so it was safe to let yourself be seduced by her :)

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?

That's actually a cool idea, they are a bit boring, especially now, as you fight endless hordes of them. Could have fat guy replace 1 in 4 Ruffians or sth. As for weapon variation this would be far harder to achieve since it would require modyfying a metric shitton of enemy deployments.

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones

Read the description of Human Commando. They are related to Humanists but not part of Humanist faction, since they can have varied allegiances and political views. Spartans? Lol they lack the funds and training capacity to field such guys. As for idea of adding Humanist camo unit - no, I decided this faction will lack camo units to keep its distinct character; everyone-has-everything is poor design. If there is such need or inspiration or lore need, I could add a mission where Humanists are supported by Human Commandos. Spartans will get a different unit, Geront in an old and broken Powered Armor, but when, hard to tell, they're tertiary priority.

It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.

Ask OXCE guys for such features. As of now, there is no way whatsoever of influencing craft regen speed, except for innate craft bonus.

Reminder: including correct-game-format gfx assets for your suggested new stuff increases the chance of it being implemented in some way by a factor of 10.

Finally, Slave Soldiers will get a flying Doom armor variant, but this will require arc progress beyond what's in the game so far.
« Last Edit: April 24, 2024, 11:24:43 am by Dioxine »

Offline Psyentific

  • Colonel
  • ****
  • Posts: 116
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1009 on: May 03, 2024, 04:24:04 pm »
Something that's come up during the Caturday run is how Cat Path has very early access to the Claw fighter, which is suitable for engaging endgame-tier UFOs. The Claw is singlehandedly carrying the airgame, to the point where other non-Claw fighter techs can be safely de-prioritized. Cat Path seems like it would benefit from a downgraded-Claw type fighter, similar to H-K or Predator, to fill the spot where Claw is now while moving Claw later.

Carrying on with improvements to Slave Soldier gameplay and Male Touch, the Male Touch route could benefit from a Sickbay-like facility (combined Sickbay and Mess? MASH army hospital?) to increase uptime. Peasant Revolution solves the sustainability problem by giving you lots of decent recruits, so Male Touch could distinguish itself from that by using actual medicine instead of more gunhands. Male Touch's early techs have a bit of a "skipping ahead on the techtree" theme with SS Operations, early Trucks and Wrench, Operator Armor, etc. so it would make sense to import hot mercenary doctors instead of teching all the way to Medicine ourselves.
« Last Edit: May 03, 2024, 06:11:49 pm by Psyentific »

Offline ontherun

  • Colonel
  • ****
  • Posts: 319
  • "The only thing necessary for the triumph of evil"
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1010 on: May 03, 2024, 05:59:52 pm »
Here's an idea for flying slave soldiers:

Rocketman
patterned after the rocket propelled jetpacks shown in the flying armors ufopedia splash screen. Except there's the catch that they're 0% damage smoke protective rather than space suits.

Because like other tongue in cheek references he'll get enemies high as a kite too - he has a forced item chemical sprayer that douses enemies (20 damage spread) with hallucinogenic compound (use UAC Space Suit movement sound).

Requires researching green lighter, smugglers (to get access to hallucinogen grenades), smokey armor, and pest control manager for gals to get the idea.

Production requires a smokey armor, grav pack, about 20-30 hallucinogen grenades.

oh i missed it might be cool

Something that's come up during the Caturday run is how Cat Path has very early access to the Claw fighter, which is suitable for engaging endgame-tier UFOs. The Claw is singlehandedly carrying the airgame, to the point where other non-Claw fighter techs can be safely de-prioritized. Cat Path seems like it would benefit from a downgraded-Claw type fighter, similar to H-K or Predator, to fill the spot where Claw is now.

yesc actually it might be avaiable more late ingame, or maybe reducing claw cannon range, but that would makebgame even more harder, oh well it' xpiratez  :D

Carrying on with improvements to Slave Soldier gameplay and Male Touch, the Male Touch route could benefit from a Sickbay-like facility (combined Sickbay and Mess? MASH army hospital?) to increase uptime. Peasant Revolution solves the sustainability problem by giving you lots of decent recruits, so Male Touch could distinguish itself from that by using actual medicine instead of more gunhands. Male Touch's early techs have a bit of a "skipping ahead on the techtree" theme with SS Operations, early Trucks and Wrench, Operator Armor, etc. so it would make sense to import hot mercenary doctors instead of teching all the way to Medicine ourselves.

ok ageee.

just thinking, helicopter plans give the warbird which in turn is given rearching gnome tech, but i'd lock it after some human ancient tech, gnome are supposed to give more weird and creative tech fior example gyrocopter. They should give something like "weird flying machine plans" to unlock some strange flying thing...

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11540
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Stuff I'd love to see in XPiratez!
« Reply #1011 on: May 05, 2024, 11:00:26 pm »
Something that's come up during the Caturday run is how Cat Path has very early access to the Claw fighter, which is suitable for engaging endgame-tier UFOs. The Claw is singlehandedly carrying the airgame, to the point where other non-Claw fighter techs can be safely de-prioritized. Cat Path seems like it would benefit from a downgraded-Claw type fighter, similar to H-K or Predator, to fill the spot where Claw is now while moving Claw later.

This is mostly random. This event starts in the 2nd year, with 3% chance per month, and if you are on the Cat Path then you get another 7% chance each month.
So in other words, someone got lucky.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5439
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Stuff I'd love to see in XPiratez!
« Reply #1012 on: May 06, 2024, 12:48:02 pm »
I analyzed the Claw problem and found discrepancy, Jasana Cannon has way too high ammo capacity for its tech level and the ammo is free. I have solved both issues, but I also added a chance to obtain one more Claw later in the campaign (for 3 max on Cat Path).

As for the Slave Soldiers' MASH idea, it's quite interesting one.

Offline ontherun

  • Colonel
  • ****
  • Posts: 319
  • "The only thing necessary for the triumph of evil"
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1013 on: May 23, 2024, 03:01:06 pm »
Another quick ideas for a brand new bounty misison -  an hardcore verison of bandit warehouse - there might be an one man one without escape, where nly 1x1 and 2x1 wepoans are allowed (pistols, mini shoutguns and mini SMGs):


Another one might be same as above, but woth another character that has to survive, but regular shoutgns are allowed, but again no escape:


Don't like it? "Screw you" then....(just joking!  ;D )

Edit: as for ordinary misison would be cool also some kind of two stage imsison bank robbery, where is no escape bu most of weapons should be appowed; first stage inside a bank, second stage outside, fighting to reach the escape zone (green tiles) an example:

« Last Edit: May 23, 2024, 03:25:34 pm by ontherun »

Offline Psyentific

  • Colonel
  • ****
  • Posts: 116
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1014 on: May 24, 2024, 08:37:04 pm »
If you want a beefed-up Bandit Warehouse, just make one of the bandits (two?) secretly a Terminator Robot. You could probably fit that into Precinct Under Siege, too.

I think XCOM Files also has a good Warehouse Assault type mission where you're busting some arms dealers and some of their elite goons have heavy weapons or the occasional armored car.
« Last Edit: May 24, 2024, 08:39:19 pm by Psyentific »

Offline shinr

  • Colonel
  • ****
  • Posts: 115
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1015 on: June 01, 2024, 11:52:27 pm »
1) From my recent experience trying a few trial runs, Fort Defense could use more variety, at the very least the APC could spawn elsewhere other than near the north-eastern corner.

2) Remembering from experience from longer runs in previous versions, I would like for the Access Lift and/or Vaults to be able to house the Hunt Party and/or Expedition in case that "Differently sized Hangars that are able to house several different crafts at once in them, with a Craft dis/allowed list" code gets implemented. Or at least have them host the "Just Walk Outside You Lazy Bums-"Craft"" with very, very, very limited range but high max crew.
« Last Edit: June 01, 2024, 11:55:55 pm by shinr »

Offline peirceg

  • Captain
  • ***
  • Posts: 72
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1016 on: June 21, 2024, 02:28:08 pm »
Some enemies to have randomized stats. I tried it a while back but jesus it was a pain.

Offline Yarrr

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: Stuff I'd love to see in XPiratez!
« Reply #1017 on: June 24, 2024, 02:11:29 am »
It would be nice to show the resistences of your units somewhere after all their equipment, it gets tedious to calculate.