aliens

Author Topic: [MOD] Ivan's X-PirateZ Tweaks (v.6 No Zombie Mansions)  (Read 7833 times)

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
[MOD] Ivan's X-PirateZ Tweaks (v.6 No Zombie Mansions)
« on: June 08, 2018, 12:47:06 am »
I have a number of tweaks that I use while playing Piratez.  They are minor enough that I keep them in their own mod folder and just add or remove rulesets as necessary.

The following adjustments are included here:

  • ( Deprecated in v.6 as this was mainstreamed by Dioxine) : Dont Hide Mines  This allows the player to see any mines they place on the mini-map but does not reveal traps that are spawned on the maps.
  • Make Grenades Great  This removes some of the accuracy penalty associated with throwing grenades out of sight.
    Spoiler:
    schema:

    # Hand Grenades.  Up to 4 weight. Designed to be thrown accurately.  (Through a window from 20 m.  This comes from my memories of grenade training as part of Army basic Training.)
    # Lets go with No-LOS penalty of 80 for these

    # Explosive Bundles.  5 to 8 weight. Designed to be tossed and then the soldier has to clear the immediate vicinity.  (Into a bunker or tank hatch like a satchel)
    # Lets go with No-LOS penalty of 70 for these.  They are still heavy enough that throwing them far, and thus out of sight, is challenging.

    # Demo Charges.  Super heavy (over 8).  Extremely powerful blast (200+?)
    # no-los penalty of 60?  most peeps drop these anyway.

    # Instant explosive grenade likes
    # Molotov, Black Powder, etc.  Mechanically are single-shot expendable arcing weapons.
    # Use similar weight based values above
  • Arcing Training Adjust - Changes weapons that fire arcing shots like grenade launchers from training firing accuracy to either training firing or throwing.
  • Cavehunt Convenience - Adds a simple project that allows manufacturing all the components for a cavehunt as well as completing the hunt itself.
  • Advanced Slave Manufacturing - Allows simpler batch manufacturing of Yeomen, Drone Herders, and Super Maids.
  • Streamlined Slave Manufacturing - Allows simpler slaving of the ubiquitous Savvy Girl by adding the needed whip into the project cost.  Now includes Ninjas, Nomads, and Pestcontrollers.
  • (Deprecated in v.6 as this was mainstreamed by Dioxine: Rank Names for All - provides simple rank names for the auxiliary soldiers in xpiratez.  Lokknar (Gobbo Gurl), Slaves (Slaveboy), Peasants (Peasant Gal), Syns (Synth Babe))
    Spoiler:
  • No Zombie Mansions - NOT APPROVED BY DIOXINE: Removes Zombies from the possible Mansion occupants.

You can use the whole batch by installing the attachment like any other mod, or customize it to your desires by removing any of the individual rulesets.

ChangeLog:
v 0.6  Added No Zombie Mansions.  Deprecated Ranks for All.
v 0.5  Rank names for non-promotable soldiers (Lokknar, Slaves, Peasants, Syns) https://openxcom.org/forum/index.php/topic,6331.0.html.
v 0.4  added Super Maid to advanced slave mfg.  Added in Streamlined Slave MFG to include Ninjas, Nomads, and Pestcontrollers.
v 0.3  added Savvy Girl with Whip

Other tweaks that I use are standalone mods that you can find in these threads:

Streamlined Armor Manufacturing: allows for making armor from components without intermediate steps.
Streamlined Vehicle Production: These recipes allow producing the entire vehicle in one project by including all sub-components by manufacture or purchase.
Unified Uniform Production Names: unifies armor names across manufacture and equipping, etc.
Simplified Endgame (Quality of Life): allows for batch manufacture of endgame armor and lower costs for final craft.
Reversed StatStrings for Multiple Soldier Types: allows for statstrings to account for different soldier types.
Soldier Type Statstrings identifies your different soldier types after their name.
« Last Edit: September 29, 2018, 01:24:18 am by ivandogovich »

Offline The Think Tank

  • Captain
  • ***
  • Posts: 80
  • "If we can't see them, they can't see us!" - Rook
    • View Profile
Re: [MOD] Ivan's X-PirateZ Tweaks
« Reply #1 on: June 08, 2018, 12:57:15 am »
Always nice to have more QOL changes! I'll probably be installing this on my next run-through of the Campaign.

Offline bouchacha

  • Captain
  • ***
  • Posts: 59
    • View Profile
Re: [MOD] Ivan's X-PirateZ Tweaks
« Reply #2 on: June 08, 2018, 02:26:42 am »
I'm a big fan of your mods Ivan

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [MOD] Ivan's X-PirateZ Tweaks (now with more slaves)
« Reply #3 on: June 21, 2018, 05:55:44 pm »
Update to the mod:

Just worked up another tiny convenience mod that simply includes the cost of the whip in the project to create a slave maid from the Savvy Girl. 

After that I found three others and added them Savvy Girl's whip, Ninja Gal (Mutant Meat), Pest Controller (Porn), Nomad (Crack)

To update, either down load the whole .zip from the OP, or  just drop the attached file in the mod's ruleset file to use it. 
« Last Edit: June 21, 2018, 07:28:50 pm by ivandogovich »

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Update: [MOD] Ivan's X-PirateZ Tweaks (v.5 ranks for all)
« Reply #4 on: June 28, 2018, 11:24:20 pm »
Rank Names for All - provides simple rank names for the auxiliary soldiers in xpiratez. 
  • Lokknar (Gobbo Gurl)
  • Slaves (Slaveboy)
  • Peasants (Peasant Gal)
  • Syns (Synth Babe)


Just attaching the ruleset for this tweak separately to this post as well.  Otherwise its bundled in the package in the OP.

Note that this requires a newer version of OXCE+ than the one delivered with 99J2.  You will need 6-20-2018 or later for this to work.
« Last Edit: June 28, 2018, 11:31:00 pm by ivandogovich »

Offline Meyow

  • Squaddie
  • *
  • Posts: 7
  • The Derp Queen
    • View Profile
Re: [MOD] Ivan's X-PirateZ Tweaks (v.5 ranks for all)
« Reply #5 on: June 29, 2018, 07:16:52 am »
New version, Nyce!

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MOD] Ivan's X-PirateZ Tweaks (v.5 ranks for all)
« Reply #6 on: June 29, 2018, 12:35:35 pm »
I'm adding the rank names to the main build next ver. Good job! Although Syns don't need special rank, since they rank normally like Gals :)

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
[MOD] Ivan's X-PirateZ Tweaks Updated: v.6 No Zombie Mansions
« Reply #7 on: September 28, 2018, 03:51:45 pm »
v 0.6 
 - Added No Zombie Mansions.  This is NOT APPROVED BY DIOXINE.  Zombies have a 5% chance of spawning in Mansions normally.  My feeling is that Mansions are enough of a challenge just the way they are, so this ruleset removes their chance to spawn in Mansions.
 - Deprecated Ranks for All.