Sounds very neat. I'll keep a close eye on this and try it out once you have a download up.Awesome! Thanks for the info. One of the reason I am so enthusiastic about OpenXCom is that I have no computer capable of running the new game ;) I had no clue about the Raven, it just looks so much better than the interceptor based crafts that it needed its own high tech place (which means using at least some alien components).
But the Raven is sketchy. Canonly, the Raven is the most advanced fighter craft humanity has to offer. I've seen two mods now that change the Raven. While this may be a bunch o' hooey due to UFO and 2012 being in different timelines, it's still a little awkward to see the Raven with an elerium engine.
But hey, that's just my opinion. You do what you wish. I'm sure this will turn out great.
Any plans for HWP or just crafts and weapons?
Awesome! Thanks for the info. One of the reason I am so enthusiastic about OpenXCom is that I have no computer capable of running the new game ;) I had no clue about the Raven, it just looks so much better than the interceptor based crafts that it needed its own high tech place (which means using at least some alien components).
Maybe whoever developed the Raven from human tech in XCom-2012 is actually a scientist hired by XCom in this original, who will work on and name this Raven! As it is, the Raven uses UFO Power sources to be built, but does not use Elerium as fuel. The rationale being that it is a slow burning, safe, prototype engine since the Raven is the first human craft based on Alien propulsion.
As such, it is outclassed in almost every way (especially speed) by the Firestorm, the only exception being fuel economy. It sort of keeps the high tech feel of the Raven and its place relative to the Firestorm. It also makes the Raven better than Interceptors, the regular planes of 1999, which the Raven as a 2012 plane would be. It just happened to be developed differently since the UFOs came early ;)
As for plans, currently the XCom Armoury Expanded aims mostly at being a counterpart to the Alien Armoury Expanded. Which means new crafts and a few new weapons, to keep everything in parallel.
The new UFOs can be quite challenging if everything is kept vanilla, so more crafts for XCom is relevant (it also slows down progression a bit through research, restoring the challenge, and gives something for the engineers to build in the early game: new interceptors for your new bases).
There are only a few new weapons I am considering. One is Alien Alloy ammo (if we use it for armor and crafts, it makes sense to use it for weapons too!). Then conventional and laser versions of the new plasma weapons introduced in the Alien Armoury. If they can have a plasma sniper rifle, there is no reason why XCom can't have a laser sniper rifle (and then steal the plasma one, of course!).
I think further weapons should be kept to different mods. I prefer modular mods so each player can create their own perfect game, rather that the one mod to rule them all. That already exists any ways, in the Final Mod Pack, where maybe some of this work will end up.
Ouf.. I wrote more than I expected.. The main reason I came online was..: I have version 0.5 of the armory ready!! By that I mean I got all the crafts side of the mod done. There is now a few new research projects available, as shown in the first post, and the crafts are tweaked so they don't all overlap as a "next step up from Interceptors". It was roughly tested using a save game I had and going through the research to unlock everything, then build everything. I happened to have plasma beams already and the destruction that can be wrought by just one retaliator, one raven and one sentinel is beautiful!! There might be some tweaking of stats to do though.
I strongly suggest using this mod along with the Alien Armoury Expanded as they are intended to be counterparts. To go along with the more complex craft research tree I also made the "Plasma Needs Elerium Expanded" mod, which puts constraints on plasma research to slow down the squad weapons progression to be more in line with the crafts.
Awesome, thank you! I am looking forward to the feedback.
HWP have always seemed like such a waste to me, except maybe at the beginning for a rocket one and base defense where they don't really cost you anything. Otherwise, I'd much rather take 4 rookies that I hope to train into super-soldiers. Even if only one makes it, it was worth not having the HWP. So that means: LOTS of space for new stuff!!While I beg to differ, you do have a few good points. At first I was skeptical about HWP, but now I've come to love them.
If you want to "latch on" the XCom Armoury Expanded, I would be very happy to collaborate. Regarding HWP, there are already opportunities with the new code in this mode. One could make HWPs with alien alloy hulls after researching Allow Airframes and maybe more accurate and even sturdier HWPs once Hybrid crafts is researched.
Another thing that could be really cool is a "learning HWP", which would address their main issue as far as I am concerned: They don't improve so it becomes much more efficient to bring 4 trained soldiers than one HWP. Having mind controlled HWPs that can actually progress would be awesome. It could be unlocked through a combination of Alien Entertainment (as a high tech interface) + Sectopod autopsy (the aliens' equivalent platform) + Psi Lab (the facility from where it would be controlled). Give it some cool weapons (AoE Plasma cannon? High RoF Laser?), potential to hover and now we're talking!There are some good ideas here, but most are probably out of my league. I'm not even sure if you can have a AoE Plasma Cannon. But I am working on a High RoF Laser Tank that acts as an advanced counterpart to the Minigun tank from SolariusScorch's Minigun mod. There is a mod out there that allows you to make XCOM Sectopods, and one where you can produce XCOM Cyberdisks. Both of which I am considering, and probably will, add into this pack of mine.
Ah! Damn.. I tested each as they got implemented but did not notice that the retaliator took over the raven picture.. I guess it makes sense since it originally also took over the in-base graphics.No other troubles found. It seems pretty solid so far. Having fun with the new skyrangers.
Awesome! There are surprisingly few mods for laser weapons. Lots for conventional ones and some for plasma, but no love for lasers..? They are by far my favorite weapons.
I'm thinking of at least recommending your jump armor (the one made from the floaters), as it makes sniper rifles much easier to use.
AH! Found it! I just realized that there needs to be a gap between the IDs you give to different handobs, otherwise they overwrite each others. (8, I guess, for the 8 directions for which handobs are created).
Here is version 7.1, for which the shotgun works perfectly. The sniper rifle is still a bit wonky, not sure why...Nice dude
8 for handobs, 35 for bulletsprites
To not forget it, I always add it as comment
[...]
It is important when you are building a big mod as FMP and others
Thank you for the info! When your source of information on "how to build a mod" is other people's mods with no instructions on how to do it, extracting all the information is tricky. I'm glad to have figured it out and now have the hypothesis confirmed! The comment tip is good too. I had seen that comment but did not know what it meant...Many here are qualified to answer your questions and are ready for, but you are right, it is some sport to start modding
You also gave me some extra info on how to approach the sniper rifle bullet issue. There is one included in the mod, but I don't as of now understand how the bullet sprite works.Does it work or not ?
Side note: still no idea why the sniper rifle looks weird in the battlescape. That one is annoying!Could you post a screen shot so that we don't have to install and test your mod for now ?
- Quickdraw A (To make pistols/knifes more relevant, plus quick access to more ammo for utility weapons)I recommend Extra Pockets (https://www.openxcom.com/mod/extra-pockets) instead. Much more versatile.
- New Craft Weapon: Elerium Rocket
Requires Elerium Bombs for small launcher, either with the mod, or as part of an further expanded Alien Armoury Expanded. An elerium intensive craft weapon to take out big UFOs, but not quite as intensive as the Fusion Launcher. Works well to bridge the gap between laser cannons, plasma beams and fusion launchers.
I saw that one too, but it's too much of a change for me compared to the original. I like the quick draw mod for how it makes single shot weapons and emergency pistol shooting worthwhile. The other one.. emergency rifle?! pockets everywhere?Funny you should say that...
It definitely does get the job done, if not better, but it's not quite the job I want done. I just want something that makes carrying a pistol meaningful, which the quickdraw mod (A, since it doesn't add any storage, just adds a quick-access slot), does perfectly.
if (_unit->getArmor()->getType() == "STR_POWER_SUIT_UC")
{
torso = _unitSurface->getFrame(maleTorso + unitDir);
}
else if (_unit->getArmor()->getType() == "STR_FLYING_SUIT_UC")
{
torso = _unitSurface->getFrame(femaleTorso + unitDir);
}
only soldier armors with the name STR_POWER_SUIT_UC and STR_FLYING_SUIT_UC have the same torso for both gender i assume because in the original data the graphisc was put into one pck file so the devs made a special exception for these names
@HelmetHair: I am glad the mod peaked your interest!
I just managed to get the nightly OpenXCom to run properly. 2 weapons HWP are something I am considering for sure. It should be simple to implement within the structure I already have. It most likely will be in an optional ruleset since the manufacture list is already getting long and it does not work for 1.0.
Regarding a quick draw sling slot, I am thinking about something like that, also related to the melee module I intend to make. If you have to keep a sword in your backpack and drawing it eats lots of TUs, then they become much less attractive. It could work for rifles as well.
I am concerned, however, by the flexibility it gives to XCom operatives, compared to the poor aliens who barely know how to use one weapon (almost always use snap shots, unaware of chance to hit when choosing which shot to use) and grenades.
Our operatives can already carry.. 2-7 weapons in battle. I sometimes use 2 rifles + 1 pistol, you can push it to 4 pistols + 3 rifles! And use the best one every time, unlike an alien who only has one weapon and no clue that snap shots lose accuracy after 15 tiles. I am planning a mod for aliens ("Starspawn: Horrors from Above" is my working name) and there is a lot to address.
Going back to the AI and doing things for aliens, you just confirmed that converting alien weaponry for human use is worth pursuing. I had the idea yesterday of using the plasma rifle look to make a new line of human plasma weapons, keeping the alien plasma weapons only useable by aliens. Then I can take away the accuracy concerns for aliens since they're too stupid to consider it, without overly buffing XCom. That'll be part of XAE Hard Mode for sure.If I may chip in my 2 dents:
(Man, that sounds like a corporate answer, doesn't it? I don't know what to change though.. and I really mean it!)It does, a little :D
Anyway, I'm all for unusable alien weapons and human plasma weapons.
items:
# ===============================================
# ===== RENEWED WEAPONS=====================
# ===============================================
#ADV_SHOTGUN
- type: STR_ADV_SHOTGUN
size: 0.2
costSell: 4000
weight: 5
bigSprite: 608
floorSprite: 608
handSprite: 608
bulletSprite: 2
fireSound: 56
compatibleAmmo:
- STR_SHOTGUN_SHELLS
- STR_SHOTGUN_AA_AMMO
- STR_SHOTGUN_DRAGONSHELLS
accuracySnap: 70
accuracyAuto: 60
accuracyAimed: 80
tuSnap: 30
tuAuto: 40
tuAimed: 45
battleType: 1
twoHanded: true
invWidth: 1
invHeight: 3
listOrder: 2008
maxRange: 13
aimRange: 11
snapRange: 8
autoRange: 6
dropoff: 5
requires:
- STR_ADV_SHOTGUN
- type: STR_SHOTGUN_DRAGONSHELLS
requires:
- STR_SHOTGUN_DRAGONSHELLS
size: 0.1
costSell: 800
weight: 3
bigSprite: 609
floorSprite: 609
hitSound: 22
hitAnimation: 36
power: 30
damageType: 2
clipSize: 8
battleType: 2
blastRadius: 0
listOrder: 2009
shotgunPellets: 6
# ===============================================
# ================= RESEARCH ====================
# ===============================================
research:
#ADV_SHOTGUN
- name: STR_ADV_SHOTGUN
cost: 800
points: 10
dependencies:
- STR_ALIEN_ALLOYS
- STR_ALIEN_WEAPONRY
listOrder: 901
#SHOTGUN_DRAGONSHELLS_AMMO
- name: STR_SHOTGUN_DRAGONSHELLS
cost: 500
points: 10
dependencies:
- STR_ADV_SHOTGUN
- STR_ALLOY_AMMO
listOrder: 903
# ===============================================
# =============== MANUFACTURE ===================
# ===============================================
manufacture:
#ADV_SHOTGUN
- name: STR_ADV_SHOTGUN
category: STR_WEAPON
requires:
- STR_ADV_SHOTGUN
space: 4
time: 820
cost: 18000
requiredItems:
STR_ALIEN_ALLOYS: 1
listOrder: 811
#SHOTGUN_DRAGONSHELLS_AMMO
- name: STR_SHOTGUN_DRAGONSHELLS_BATCH
category: STR_AMMUNITION
requires:
- STR_SHOTGUN_DRAGONSHELLS
space: 2
time: 40
cost: 400
producedItems:
STR_SHOTGUN_DRAGONSHELLS: 4
listOrder: 812
# ===============================================
# ================= UFOPAEDIA ===================
# ===============================================
ufopaedia:
#ADV_SHOTGUN
- id: STR_ADV_SHOTGUN
type_id: 4
section: STR_WEAPONS_AND_EQUIPMENT
text: STR_ADV_SHOTGUN_UFOPEDIA
listOrder: 2106
requires:
- STR_ADV_SHOTGUN
#SHOTGUN_AADART_AMMO
- id: STR_SHOTGUN_DRAGONSHELLS
type_id: 4
section: STR_NOT_AVAILABLE
requires:
- STR_SHOTGUN_DRAGONSHELLS
# ===============================================
# ============= EXTRA SPRITES ===================
# ===============================================
extraSprites:
- type: BIGOBS.PCK
files:
608: Resources/XCom_Armoury_Expanded/Shotgun/ReinforcedShotgun.gif
609: Resources/XCom_Armoury_Expanded/Shotgun/EleriumShotgunAmmo.gif
- type: FLOOROB.PCK
files:
608: Resources/XCom_Armoury_Expanded/Shotgun/ReinforcedShotgunF.gif
609: Resources/XCom_Armoury_Expanded/Shotgun/EleriumShotgunAmmoF.gif
- type: HANDOB.PCK
files:
608: Resources/XCom_Armoury_Expanded/Shotgun/ReinforcedShotgunH.gif
width: 128
height: 80
subX: 32
subY: 40
# ===============================================
# ================== SOUNDS =====================
# ===============================================
extraSounds:
- type: BATTLE.CAT
files:
55: Resources/XCom_Armoury_Expanded/Shotgun/Fire.wav
56: Resources/XCom_Armoury_Expanded/Shotgun/Fire2.wav
# ===============================================
# =================== STRINGS ===================
# ===============================================
extraStrings:
- type: en-US
strings:
STR_ADV_SHOTGUN: Reinforced Shotgun
STR_SHOTGUN_SHELLS: Shotgun Shells
STR_SHOTGUN_DRAGONSHELLS: Shotgun Dragon's Kiss
STR_SHOTGUN_DRAGONSHELLS_BATCH: Shotgun Dragon's Kiss (x4)
STR_ADV_SHOTGUN_UFOPEDIA: Utilizing the properties of Alien Alloys, this semi-automatic shotgun features a stronger barrel compared to the conventional counterpart.{NEWLINE}Its resistance allows the use of high-calorie ammo ("Dragon's Kiss").
- type: en-GB
strings:
STR_ADV_SHOTGUN: Reinforced Shotgun
STR_SHOTGUN_SHELLS: Shotgun Shells
STR_SHOTGUN_DRAGONSHELLS: Shotgun Dragon's Kiss
STR_SHOTGUN_DRAGONSHELLS_BATCH: Shotgun Dragon's Kiss (x4)
STR_ADV_SHOTGUN_UFOPEDIA: Utilizing the properties of Alien Alloys, this semi-automatic shotgun features a stronger barrel compared to the conventional counterpart.{NEWLINE}Its resistance allows the use of high-calorie ammo ("Dragon's Kiss").
- type: fr
strings:
STR_SHOTGUN: Fusil à Pompe
STR_ADV_SHOTGUN: Fusil à Pompe Renforcé
STR_SHOTGUN_SHELLS: Cartouches Fusil à pompe
STR_SHOTGUN_AA_AMMO: Munitions AET Fusil à Pompe
STR_SHOTGUN_DRAGONSHELLS: Bisou du Dragon (Mun. F.Pompe)
STR_SHOTGUN_DRAGONSHELLS_BATCH: Bisou du Dragon (x4)
STR_SHOTGUN_UFOPEDIA: Fusil à pompe tactique standard calibre 12. Délivre une puissance de feu dévastatrice à courte portée, mais la dispersion des projectiles et leur faible force de pémétration limite son efficacité face à des cibles éloignées ou fortement blindées.
STR_ADV_SHOTGUN_UFOPEDIA: Tirant parti des propriétés des alliages E.T., ce fusil à pompe semi-automatique dispose d'un canon plus résistant que le modéle standard.{NEWLINE}Sa résistance permet l'usage de munitions hyper-caloriques ("bisou du dragon").
Yeah, because alien weapons require opposable thumbs, which humans clearly don't have. :PDoesn't it just require a trigger finger? That's even less special! I want to give a heavy plasma to some raccoon now! :P
Removing the Sniper Rifles are probably a bad move for the mod. Not the modder personally, as they can remove that, but the mod in general. It would be a better move to let modders do as they wish at their discretion.
Secondly, the tank manufacturing is kinda BS. In the Vanilla game, the non-hovering researched tanks typically took 25 manufacturing spaces. I would imagine that a more close-to-home manufacturing project would be at most 15 spaces, and at least 10, IMO.
And to answer TaxxiDriver's last question, no it isn't possible IIRC. Each HWP weapon only has one ammo type, but with the new two weapons thing it's the closest thing we'll get to something like that.
producedItems:
STR_ALLOY_TANK_ROCKET_LAUNCHER: 1
producedItems:
STR_ALLOY_TANK_ROCKET: 1
You're right about the tank. One name I forgot to change. If you want to fix it (instead of just not making the tank), go in your XAE_Tanks.rul file, line 846 and change:Thanks, changed it.
I hope you had a save from not too far before. It will be fixed in v1.02.No worries, I had a save from a few hours before ;)
Hi lordkrike,
I was going to reply asking a bunch of questions and then decided to try it. Quick reply: It used to work for me but it doesn't anymore... I will get back to you ASAP.
The amounts of bug that a little bit more attention are bringing up is surprising me.. I hope you guys are having fun nonetheless!
EDIT: I found the errors, stuff I should not have changed in the last update. In view of these and the tank error above, everyone please download the rulesets below and use them instead of the ones present in v1.01.
Whaat? Those crafts are going to drive me insane..! I have no idea whatsoever what could cause a craft to disappear like that. Do you have a save just before the end of the month? Is it reproducible? If I can't make one disappear, then I am afraid I won't be able to find out what's happening.
The XCom Armoury Expanded does not add or change any content for aliens, so it has nothing to do with lab ships UFOs. Where did you get that one from?
manufacture:
- name: STR_DIS_ALIEN_REPRODUCTION
producedItems:
STR_ENERGY_CELLS: 1
listOrder: 4020
manufacture:
- name: STR_DIS_ALIEN_REPRODUCTION
producedItems:
STR_ALIEN_ENERGY_CELLS: 1
listOrder: 4020
Turns out that I have a couple more questions. Are the Raven and Sentinel crafts fueled with elerium?
And about the Lightning. I noticed its fuel capacity has been bumped up to 1200. That sounds like a lot of elerium... unless that's been changed?
- type: Projectiles
height: 27
width: 105
subX: 3
subY: 3
files:
385: Resources/XAE_Utility/ProjectileSprite.png
- type: Projectiles
width: 57
height: 3
subX: 3
subY: 3
files:
385: Resources/XCom_Armoury_Expanded/SniperRifle/BulletSprite.png
- Cannon: 10*.2/2 = 1 @ 12
- Alloy: 14*.3/2 = 2.1 @ 12
- Laser: 65*.4/8 = 3.25 @ 21
- Elerium laser: 90*.4/10 = 3.6 @ 25
- Gauss: 80*.5/10 = 4 @ 14
- Elerium Gauss: 90*.5/10 = 4.5 @ 18 (40 shots/Elerium)
- Plasma: 110*.5/12 = 4.58 @ 48 (10 shots/Elerium)
battlescapeTerrainData:
name: SKYTROOPER
mapDataSets:
- BLANKS
- SKYTROOPER
mapBlocks:
- name: SKYTROOPER
width: 10
length: 20
battlescapeTerrainData:
name: SKYTROOPER
mapDataSets:
- BLANKS
- PLANE
mapBlocks:
- name: SKYTROOPER
width: 10
length: 20
I don't know what, but something got screwed up in the MCD/PCK/TAB with the ramp, which only becomes an issue with the more recent builds, not 1.0.
- type: PLANE
data:
- MCDIndex: 13
bigWall: 6
- MCDIndex: 14
bigWall: 6
- MCDIndex: 49
LOFTS: [6,6,6,6,6,6,6,6,6,6,6,6]
- MCDIndex: 51
LOFTS: [6,6,6,6,6,6,6,6,6,6,6,6]
- MCDIndex: 62
bigWall: 0
@BBHood217: I'll try to get v1.03 out to you soon.
Also, turning does not actually trigger reaction fire. If one turns around to move, that'll definitely get them shot; but turning alone shouldn't cause reaction fire.
@HelmetHair: Technically, if you could pick the zombie unit that is created, it could be possible! :) There the graphic work for a zombie dog too though.
Regarding tanks:
Currently the stats (Front/Sides/Rear/Under) are:
Regular tanks: 90/75/60/60 (as per vanilla)
Alloy tanks: 130/110/90/90
Hovertanks: 130/130/130/100 (as per vanilla as well)
The alloy tank is a big improvement on the starting tank (maybe still too big?) for only an investment in alien alloys and a little bit of research, especially against the aliens rather weak starting weapons (pistols are useless, rifles not so good.. grenades are ok but rarely used). Of course, you have to manufacture it.
It's hard to balance for me since I prefer soldiers to tanks to begin with, so I don't use them much.. They correspond to tiers 1 to 3 of my intented tanks, missing the tier 3 ground tank (Elerium Engine + heavier plating) and tier 4 hovertank.
The dual weapon tanks I am working on currently will be the same hulls as the current alloy tank and hovertank. There will other rulesets (XAE Advanced Tanks and XAE Advanced 2W Tanks) with the T3 ground tank and T4 hovertank shortly after the release of XAE 2W Tanks (It should be a relatively quick matter of find and replace plus tweaking some numbers in the Tanks and 2W Tanks mods). That will probably be accompanied by a rework of the stats too (tanks are really inaccurate...)
Developers might hate me, but I think letting the possibility of zombification for other units might be great, not just restricting it :-\ It gives a lot more freedom for ruleset-modders.
research:
- name: STR_SCOUT_ARMOR
cost: 100
points: 10
listOrder: 3361
dependencies:
- STR_ALIEN_ELECTRONICS
- STR_ALIEN_ENERGY_CELLS
- STR_PERSONAL_ARMOR
- STR_MIND_PROBE
- STR_ALIEN_WEAPONRY
Hi!
Are you using the depleted elerium mod by itself? In that mod, Elerium Weaponization has no dependencies, which means that you get it for free if you start a new game with the mod enabled (and it shows up as a research project with 0 cost if you load it mid game). This is done in order to not add extra research for people who don't want to use my research tree, in XAE_Research_and_Manufacture.rul mod (XAE_R&M).
If you are using the whole collection, the dependencies of Elerium Weaponization are defined in the XAE_R&M. Those dependencies might be broken. I was trying to keep things compatible with other mods, but I am not sure it works. Elerium Weaponization requires you to interrogate an alien engineer after having researched the alien grenade. If you have mods that change the engineer interrogations, or if you enabled modded alien races after this mod, the research will not work.
If you added dependencies in the DE_Ammo mod and reloaded the mod by itself, it will overwrite the dependencies I set in XAE_R&M with whatever you defined in DE_Ammo. That seems to be what you did. It works now but might not once you load more mods.
Due to the code structure of OpenXCom, it is impossible to make a complicated research tree without pulling everything into a megamod (of which there are already quite a few and which goes against my philosophy of modding, except for total conversions). To circumvent that, I am working on a compromise with a resilient implementation of a simpler research tree, as well as an advanced research tree for users that are willing to play with the dynamics of mod loading.
I was using the whole set of your mods (even I messed up as I read later the tank mod section not no put all of them together :P, some tanks got lost during research).
Then I tweaked the DE ruleset as I thought it was giving me issues into achieving its contents (I had already all alien captures and autopsies).
I assume the issue was as you said that the research of the engineer before the alien grenade. Some thoughts about that would be to forfeit the alien grenade research. Alien engineers are quite hard to come by (they are not found easily unless you go for base assault, in which case you should have steeped deep into the gauss/laser technologies, specially for your overfed mutons XD).
Seems the issue also happens with plasma, as you require the engineer again after the two tech trees are completed I think (or that's what I understood from the ruleset).Yes, plasma weapons require you to have developed more tech and interrogate another engineer. I split the game into tiers, which require an alien engineer to progress. The order is supposed to be:
Also I have a CTD with the small launcher upon accessing the ufopaedia but I have to check it further just in case.Are you using the Alien Armoury Expanded? Or another mod that changes the ammunitions of the small launcher? The XAE uses 4 different ammos for the small launcher (Bomb, Smoke Bomb, Stun Bomb, Elerium bomb), but if another mod changes the item definition, that can make the UFOPaedia crash.
Then, giving feedback about your mod:Glad you're enjoying the new stuff :) I tried to add variety and come up with weapons that encourage different battlefield roles so that not everyone in the skyranger has the same equipment.
I liked your approach for the tanks and the mod in general. The salvaging and tank customization is quite an interesting way of boosting the engineering department. Then the dual tech tree (laser/gauss) is quite appealing, specially with the nice versatile variants of the gauss launcher and the laser blaster. Also, the skywarden is really cool, I loved the side doors.
About the tech tree, there is still some sharp edges such as the improved medikit. Some ufo elements can be hard to come by just by the spawn rate of some higher size ufos (luke extra ufos could help with this). Also, the manufacturing list is quite huge at the end and a little bit annoying to navigate by ( I believe some other mods I tried had some kind of sorting).The improved medikit is basically free health (since it heals more HP per fatal wound) which also means faster soldier recovery from being wounded (recovery time is a function of how wounded a soldier is at the end of the mission, I think?). Since it is a "free improvement" over vanilla, I decided to keep it difficult to obtain.
Lastly, there are some elements that seems to give quite small improvement (armors and crafts) that fall in the gap of "short-term useful or avoidable by waiting the long term solution". Is it viable to use the same approach as with the HWP?It would be possible to implement some armors as "basic armors" and then add different properties to it. The problem with that is the conversion takes a project just like the creation does, and ideally you have another project to turn the upgraded one into a basic one again.. Maybe I could make it such that all corpses from one category can only be repaired to the basic armor, which would remove some of the repairing project and then you have to re-upgrade the armor (costing more materials). Overall though, that gets into the "more bothersome for the player than anything else" territory.
-In the case of the armor it could define a "basic armor" and then some upgrades upon it (flying, atribute and so...).
-In the case of interceptor/skyranger variants, it would be nice to "pimp them" progressively from the initial model ( I understand that the game mechanics can be unfriendly to this).
Last but not least, I would like to say I appreciate your approach to the modular modding. Your code is very welcoming and easy to understand, which helps a lot in learning the inner outs of the ruleset system.Cool! I'm glad you enjoy it. I am trying to make things approachable and customizable (both in choosing which mod you want to use, and modifying the mods for what you like). Have fun playing around. Hopefully I can get v1.1 out soon-ish and it will fix some of the problems. And I'm always happy to add more stuff to the XAE too!
Damn, that's a tricky one.. I never play with HWPs (this new module is an attempt to make them more interesting for myself, mostly) so I never noticed that.Sorry to up this old topic, but I found a solution to fix the ramp issue making tanks not able to exit new crafts
I have no knowledge of how to make maps, these were created by Aldorn for me. I will try to get a hold on him and see if he can fix it. If not, I don't know what to do. I can't even run MapView (although that might be the incentive I need to finally figure out if it's possible on Linux).
My apologies! The only way to make it work for now is to hack the ruleset and give your tank hovering capabilities by changing the movement type... :/ Not great.