Great work, but is there any way of having the MiB mod without new weapons?
Do the aliens have inventory screens?Download it and see.
(Like in the alien inventory mod)
Great work, but is there any way of having the MiB mod without new weapons?You have to modify the ruleset of the mod; or you can do an extra "disabler" ruleset.
Do the aliens have inventory screens?Yes they do. Terror units though don't, as they're not mind controllable.
(Like in the alien inventory mod)
I see no inventory pictures on the waspite.
alienMissions:
- type: STR_ALIEN_RESEARCH
raceWeights:
0:
STR_WASPITE: 100
1:
STR_WASPITE: 100
3:
STR_WASPITE: 100
5:
STR_WASPITE: 100
7:
STR_WASPITE: 100
- type: STR_ALIEN_INFILTRATION
raceWeights:
0:
STR_WASPITE: 100
1:
STR_WASPITE: 100
3:
STR_WASPITE: 100
5:
STR_WASPITE: 100
7:
STR_WASPITE: 100
- type: STR_ALIEN_BASE
raceWeights:
0:
STR_WASPITE: 100
1:
STR_WASPITE: 100
3:
STR_WASPITE: 100
5:
STR_WASPITE: 100
7:
STR_WASPITE: 100
- type: STR_ALIEN_TERROR
raceWeights:
0:
STR_WASPITE: 100
1:
STR_WASPITE: 100
3:
STR_WASPITE: 100
5:
STR_WASPITE: 100
7:
STR_WASPITE: 100
edit: deleted wrong explanation
Don`t know what to do. The Waspite doesn`t appear in my game with full hyperwave cover.
Do I have to start a completely new game for this?
I`ve got problems with the german translation. The game doesn`t get the special german letters Ä/Ö/Ü.
The MiB base is already a custom building built with a custom tileset:That base is hell to go through. Also, I have not seen any of the new races from this mod yet. It has already been three months, but I will make a new campaign to check if I am wrong. Also, if I didn't miss it already is there a specific month these races start to pop up or all of them can appear from the start?
(https://abload.de/img/mbase014yef6.gif) (https://abload.de/image.php?img=mbase014yef6.gif)
If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.
That base is hell to go through. Also, I have not seen any of the new races from this mod yet. It has already been three months, but I will make a new campaign to check if I am wrong. Also, if I didn't miss it already is there a specific month these races start to pop up or all of them can appear from the start?"is hell" in what sense?
That base is hell to go through.
regions:
- type: STR_NORTH_AMERICA
missionWeights:
STR_MIB_COVERUP: 12
STR_MIB_TERROR: 7
STR_MIB_BASE: 5
- type: STR_ARCTIC
missionWeights:
STR_MIB_COVERUP: 4
STR_MIB_TERROR: 5
- type: STR_ANTARCTICA
missionWeights:
STR_MIB_COVERUP: 4
STR_MIB_TERROR: 5
- type: STR_SOUTH_AMERICA
missionWeights:
STR_MIB_COVERUP: 8
STR_MIB_TERROR: 10
STR_MIB_BASE: 6
- type: STR_EUROPE
missionWeights:
STR_MIB_COVERUP: 9
STR_MIB_TERROR: 6
STR_MIB_BASE: 3
- type: STR_NORTH_AFRICA
missionWeights:
STR_MIB_COVERUP: 8
STR_MIB_TERROR: 10
STR_MIB_BASE: 5
- type: STR_SOUTHERN_AFRICA
missionWeights:
STR_MIB_COVERUP: 8
STR_MIB_TERROR: 8
STR_MIB_BASE: 3
- type: STR_CENTRAL_ASIA
missionWeights:
STR_MIB_COVERUP: 8
STR_MIB_TERROR: 6
STR_MIB_BASE: 3
- type: STR_SOUTH_EAST_ASIA
missionWeights:
STR_MIB_COVERUP: 10
STR_MIB_TERROR: 6
STR_MIB_BASE: 6
- type: STR_SIBERIA
missionWeights:
STR_MIB_COVERUP: 1
STR_MIB_TERROR: 2
STR_MIB_BASE: 7
- type: STR_AUSTRALASIA
missionWeights:
STR_MIB_COVERUP: 6
STR_MIB_TERROR: 5
STR_MIB_BASE: 4
- type: STR_PACIFIC
missionWeights:
STR_MIB_COVERUP: 3
STR_MIB_TERROR: 2
Also, I have not seen any of the new races from this mod yet. It has already been three months, but I will make a new campaign to check if I am wrong. Also, if I didn't miss it already is there a specific month these races start to pop up or all of them can appear from the start?
Frankly, I don't think it's that bad. However, I have another problem with it: it comes up way too often. After all it's the same damn building (even if in different environments), and I got tired of storming it five times a month. So I halved the MiB's activity values (missionWeights) and now it's just right for me:Very useful feedback!
The new alien races are mid-late game enemies, IIRC they should start appearing by the 5th month.
Very useful feedback!
You halved everything tho, not only the base: were MiB overall showing up too often?
Frankly, I don't think I've ever seen them except in bases. So I halved everything just in case.Ok, I updated the mod with the reduced base mission weight. I left the rest mostly the same since you didn't seem to encounter them as often.
Hello!Thanks for the feedback.
First of all, great work with you mods, love the new aliens!
Second, I have some questions regarding the MiB-mod:
1. Is there a way to destinguish a MiB-mission from a "normal" UFO? Had 2 landed battleships on my doorstep, only to find out that there was no UFO, just some MiB.
2. How can I research the MiB? So far i brought back some corpses and 2 stunned soldiers, but no project showed up.
Third, a sugestion:
If what i have seen so far stays this way later in the game you should maybe increase the reward for MiB-missions.
All I got from 3 Battleship-type missions are some low-tech weapons (instant sell), a few points (only a few because even on low difficulties the MiB kill nearly all civilians which brings the rating down) and some dead soldiers.
All in all, not really worth the risk.
I usw OXC 1.0, the latest version of your mod and the MiBxAlienArmoury-ruleset.
best regards
Hadan
alienDeployments:
- type: STR_MIB_SMALL_SCOUT
data:
- alienRank: 5
lowQty: 3
highQty: 6
dQty: 3
percentageOutsideUfo: 100
itemSets:
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
-
- STR_PISTOL
- STR_PISTOL_AA_CLIP
- STR_PISTOL_AA_CLIP
- STR_PISTOL_AA_CLIP
-
- STR_LASER_PISTOL
-
- STR_GAUSS_PISTOL
- STR_GAUSS_PISTOL_CLIP
- STR_GAUSS_PISTOL_CLIP
width: 40
length: 40
height: 4
- type: STR_MIB_MEDIUM_SCOUT
data:
- alienRank: 5
lowQty: 2
highQty: 4
dQty: 2
percentageOutsideUfo: 100
itemSets:
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
-
- STR_SHOTGUN
- STR_SHOTGUN_SHELLS_AP
- STR_SHOTGUN_SHELLS_AP
- STR_SHOTGUN_SHELLS_AP
-
- STR_LASER_PISTOL
-
- STR_GAUSS_PISTOL
- STR_GAUSS_PISTOL_CLIP
- STR_GAUSS_PISTOL_CLIP
- alienRank: 4
lowQty: 2
highQty: 3
dQty: 2
percentageOutsideUfo: 100
itemSets:
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
-
- STR_RIFLE
- STR_RIFLE_AA_CLIP
- STR_RIFLE_AA_CLIP
- STR_GRENADE
-
- STR_LASER_RIFLE
- STR_GRENADE
- STR_GRENADE
-
- STR_GAUSS_RIFLE
- STR_GAUSS_RIFLE_CLIP
- STR_GAUSS_RIFLE_CLIP
- STR_ALIEN_GRENADE
width: 40
length: 40
height: 4
- type: STR_MIB_LARGE_SCOUT
data:
- alienRank: 5
lowQty: 1
highQty: 3
dQty: 5
percentageOutsideUfo: 100
itemSets:
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
-
- STR_SHOTGUN
- STR_SHOTGUN_SHELLS_AP
- STR_SHOTGUN_SHELLS_AP
- STR_SHOTGUN_SHELLS_AP
-
- STR_LASER_PISTOL
-
- STR_GAUSS_PISTOL
- STR_GAUSS_PISTOL_CLIP
- STR_GAUSS_PISTOL_CLIP
- alienRank: 4
lowQty: 1
highQty: 1
dQty: 1
percentageOutsideUfo: 100
itemSets:
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
-
- STR_RIFLE
- STR_RIFLE_AA_CLIP
- STR_RIFLE_AA_CLIP
- STR_GRENADE
-
- STR_LASER_RIFLE
- STR_GRENADE
- STR_GRENADE
-
- STR_GAUSS_RIFLE
- STR_GAUSS_RIFLE_CLIP
- STR_GAUSS_RIFLE_CLIP
- STR_ALIEN_GRENADE
- alienRank: 2
lowQty: 1
highQty: 2
dQty: 1
percentageOutsideUfo: 100
itemSets:
-
- STR_ROCKET_LAUNCHER
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
-
- STR_ROCKET_LAUNCHER
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
-
- STR_ROCKET_LAUNCHER
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
-
- STR_BLASTER_LAUNCHER
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
width: 50
length: 50
height: 4
- type: STR_MIB_TERROR_MISSION
data:
- alienRank: 5
lowQty: 4
highQty: 6
dQty: 1
percentageOutsideUfo: 70
itemSets:
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
-
- STR_SHOTGUN
- STR_SHOTGUN_SHELLS
- STR_SHOTGUN_SHELLS_AP
- STR_SHOTGUN_SHELLS_AP
-
- STR_LASER_PISTOL
-
- STR_GAUSS_PISTOL
- STR_GAUSS_PISTOL_CLIP
- STR_GAUSS_PISTOL_CLIP
- alienRank: 4
lowQty: 1
highQty: 2
dQty: 0
percentageOutsideUfo: 20
itemSets:
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
- STR_GRENADE
-
- STR_RIFLE
- STR_RIFLE_AA_CLIP
- STR_RIFLE_AA_CLIP
- STR_GRENADE
-
- STR_LASER_RIFLE
- STR_GRENADE
- STR_GRENADE
-
- STR_GAUSS_RIFLE
- STR_GAUSS_RIFLE_CLIP
- STR_GAUSS_RIFLE_CLIP
- STR_ALIEN_GRENADE
- alienRank: 3
lowQty: 1
highQty: 1
dQty: 1
percentageOutsideUfo: 20
itemSets:
-
- STR_SHOTGUN
- STR_SHOTGUN_SHELLS_AP
- STR_SHOTGUN_SHELLS_AP
- STR_GRENADE
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
- STR_GRENADE
-
- STR_LASER_RIFLE
- STR_GRENADE
- STR_GRENADE
-
- STR_GAUSS_RIFLE
- STR_GAUSS_RIFLE_CLIP
- STR_GAUSS_RIFLE_CLIP
- STR_ALIEN_GRENADE
- alienRank: 2
lowQty: 1
highQty: 2
dQty: 0
percentageOutsideUfo: 20
itemSets:
-
- STR_ROCKET_LAUNCHER
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
-
- STR_ROCKET_LAUNCHER
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
-
- STR_ROCKET_LAUNCHER
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
-
- STR_BLASTER_LAUNCHER
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
- alienRank: 1
lowQty: 1
highQty: 1
dQty: 0
percentageOutsideUfo: 0
itemSets:
-
- STR_HEAVY_CANNON
- STR_HC_AP_AMMO
- STR_HC_AP_AMMO
- STR_HC_AP_AMMO
-
- STR_HEAVY_CANNON
- STR_HC_HE_AMMO
- STR_HC_HE_AMMO
- STR_HC_HE_AMMO
-
- STR_HEAVY_LASER
- STR_ALIEN_GRENADE
- STR_ALIEN_GRENADE
-
- STR_HEAVY_GAUSS
- STR_HEAVY_GAUSS_CLIP
- STR_HEAVY_GAUSS_CLIP
- STR_ALIEN_GRENADE
- STR_ALIEN_GRENADE
- alienRank: 6
lowQty: 1
highQty: 3
dQty: 2
percentageOutsideUfo: 50
itemSets:
-
- STR_SMG
- STR_SMG_CLIP
- STR_SMG_CLIP
- STR_GRENADE
-
- STR_SMG
- STR_SMG_AA_CLIP
- STR_SMG_AA_CLIP
- STR_GRENADE
-
- STR_LASER_PISTOL
- STR_GRENADE
-
- STR_GAUSS_PISTOL
- STR_GAUSS_PISTOL_CLIP
- STR_GAUSS_PISTOL_CLIP
- STR_ALIEN_GRENADE
- alienRank: 7
lowQty: 1
highQty: 3
dQty: 2
percentageOutsideUfo: 100
itemSets:
-
- STR_SNIPER_RIFLE
- STR_SNIPER_RIFLE_CLIP
- STR_SNIPER_RIFLE_CLIP
-
- STR_SNIPER_RIFLE
- STR_SNIPER_RIFLE_AA_CLIP
- STR_SNIPER_RIFLE_AA_CLIP
- STR_SNIPER_RIFLE_AA_CLIP
-
- STR_GAUSS_SNIPER_RIFLE
- STR_GAUSS_SNIPER_RIFLE_CLIP
- STR_GAUSS_SNIPER_RIFLE_CLIP
-
- STR_GAUSS_SNIPER_RIFLE
- STR_GAUSS_SNIPER_RIFLE_CLIP
- STR_GAUSS_SNIPER_RIFLE_CLIP
width: 50
length: 50
height: 4
civilians: 16
- type: STR_MIB_BASE_LANDING
data:
- alienRank: 5
lowQty: 2
highQty: 6
dQty: 2
percentageOutsideUfo: 50
itemSets:
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
-
- STR_SMG
- STR_SMG_CLIP
- STR_SMG_CLIP
-
- STR_LASER_PISTOL
-
- STR_GAUSS_PISTOL
- STR_GAUSS_PISTOL_CLIP
- STR_GAUSS_PISTOL_CLIP
- alienRank: 4
lowQty: 3
highQty: 4
dQty: 2
percentageOutsideUfo: 50
itemSets:
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
-
- STR_RIFLE
- STR_RIFLE_AA_CLIP
- STR_RIFLE_AA_CLIP
- STR_GRENADE
-
- STR_LASER_RIFLE
- STR_GRENADE
- STR_GRENADE
-
- STR_GAUSS_RIFLE
- STR_GAUSS_RIFLE_CLIP
- STR_GAUSS_RIFLE_CLIP
- STR_ALIEN_GRENADE
- alienRank: 3
lowQty: 1
highQty: 3
dQty: 1
percentageOutsideUfo: 20
itemSets:
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
-
- STR_RIFLE
- STR_RIFLE_AA_CLIP
- STR_RIFLE_AA_CLIP
- STR_GRENADE
-
- STR_LASER_RIFLE
- STR_GRENADE
- STR_GRENADE
-
- STR_GAUSS_RIFLE
- STR_GAUSS_RIFLE_CLIP
- STR_GAUSS_RIFLE_CLIP
- STR_ALIEN_GRENADE
- alienRank: 2
lowQty: 1
highQty: 2
dQty: 0
percentageOutsideUfo: 50
itemSets:
-
- STR_ROCKET_LAUNCHER
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
- STR_SMALL_ROCKET
-
- STR_ROCKET_LAUNCHER
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
-
- STR_ROCKET_LAUNCHER
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
- STR_LARGE_ROCKET
-
- STR_BLASTER_LAUNCHER
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
- STR_BLASTER_BOMB
- alienRank: 1
lowQty: 1
highQty: 2
dQty: 0
percentageOutsideUfo: 0
itemSets:
-
- STR_HEAVY_CANNON
- STR_HC_AP_AMMO
- STR_HC_AP_AMMO
- STR_HC_AP_AMMO
-
- STR_HEAVY_CANNON
- STR_HC_HE_AMMO
- STR_HC_HE_AMMO
- STR_HC_HE_AMMO
-
- STR_HEAVY_LASER
- STR_ALIEN_GRENADE
- STR_ALIEN_GRENADE
-
- STR_HEAVY_GAUSS
- STR_HEAVY_GAUSS_CLIP
- STR_HEAVY_GAUSS_CLIP
- STR_ALIEN_GRENADE
- STR_ALIEN_GRENADE
- alienRank: 0
lowQty: 1
highQty: 1
dQty: 0
percentageOutsideUfo: 0
itemSets:
-
- STR_LASER_RIFLE
- STR_GRENADE
-
- STR_LASER_RIFLE
- STR_GRENADE
- STR_GRENADE
-
- STR_LASER_RIFLE
- STR_ALIEN_GRENADE
- STR_ALIEN_GRENADE
-
- STR_GAUSS_RIFLE
- STR_GAUSS_RIFLE_CLIP
- STR_GAUSS_RIFLE_CLIP
- STR_ALIEN_GRENADE
- STR_ALIEN_GRENADE
- alienRank: 6
lowQty: 0
highQty: 2
dQty: 1
percentageOutsideUfo: 50
itemSets:
-
- STR_SMG
- STR_SMG_CLIP
- STR_SMG_CLIP
-
- STR_SMG
- STR_SMG_AA_CLIP
- STR_SMG_AA_CLIP
- STR_GRENADE
-
- STR_LASER_PISTOL
- STR_GRENADE
-
- STR_GAUSS_PISTOL
- STR_GAUSS_PISTOL_CLIP
- STR_GAUSS_PISTOL_CLIP
- STR_ALIEN_GRENADE
- alienRank: 7
lowQty: 0
highQty: 2
dQty: 1
percentageOutsideUfo: 50
itemSets:
-
- STR_SNIPER_RIFLE
- STR_SNIPER_RIFLE_CLIP
- STR_SNIPER_RIFLE_CLIP
- STR_SNIPER_RIFLE_CLIP
-
- STR_SNIPER_RIFLE
- STR_SNIPER_RIFLE_AA_CLIP
- STR_SNIPER_RIFLE_AA_CLIP
- STR_SNIPER_RIFLE_AA_CLIP
-
- STR_HEAVY_LASER
-
- STR_GAUSS_SNIPER_RIFLE
- STR_GAUSS_SNIPER_RIFLE_CLIP
- STR_GAUSS_SNIPER_RIFLE_CLIP
width: 50
length: 50
height: 4
3. MiB weapon tech will improve as the game goes on. But yeah, rewards-wise it isn't great, since I didn't want to insert MiB-specific new tech.Is a money-reward possible?
The MiB base is already a custom building built with a custom tileset:
(https://abload.de/img/mbase014yef6.gif) (https://abload.de/image.php?img=mbase014yef6.gif)
If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.
I have another bug to report. Since MiB use human weapons, having these weapons in any kind of mission now gives you bonus for recovering alien artefacts. I mean for rifles and such that you take on a mission normally, you get points. When I removed weapon entries from your ruleset, this behaviour stopped. I'm not sure why it doesn't happen with alien weapons, perhaps the fact that they need to be researched takes care of this?It is not a bug. I did it on purpose because the final score for MiB mission was too low (the terror mission was the problematic one IIRC). So in the ruleset I added recovery points for human equipment, the same things happen in Apocalypse too after all. The problem is that UFOEU lists these points under "alien artifacts", instead of just "items " or whatever it was in Apocalypse. I can remove these points but then the MiB missions will tend to score a bit low until they start using plasma weapons. I can "fix" this by giving high scores to the MiB units, but then killing a human would became more rewarding than killing an alien.
Therefore I'd suggest dropping the point rewards from these weapons. They are just normal guns, so I don't know why the UN council would care about finding them.
I think I recognize that tileset ;)Yeah, sorry. I didn't know how to get to you to ask for permission. I was modding non-stop and I just used it.
It is not a bug. I did it on purpose because the final score for MiB mission was too low (the terror mission was the problematic one IIRC).
So in the ruleset I added recovery points for human equipment, the same things happen in Apocalypse too after all. The problem is that UFOEU lists these points under "alien artifacts", instead of just "items " or whatever it was in Apocalypse. I can remove these points but then the MiB missions will tend to score a bit low until they start using plasma weapons. I can "fix" this by giving high scores to the MiB units, but then killing a human would became more rewarding than killing an alien.
However.. yeah, I'll remove them and push up a little the score for MiB units and hopefully it'll be alright.
You can simply buy 200 rifles, load them on the Skyranger, do a Small Scout mission, bam! hundreds of victory points. ;)No, well, I don't think it works that way: you get scored only for extra stuff you get on the ground.
No, well, I don't think it works that way: you get scored only for extra stuff you get on the ground.
Otherwise it would have the same problem once you start using plasma weapon (which have recovery values by default), but it doesn't.
I don't know why it doesn't work for alien weapons, but I think the game checks if there's a finished research for these weapons; if there is, it stops counting their assigned victory points. Since rifles etc. don't have their own research, I think it causes the problem. This is just a theory though.oh, you may be right. Anyway I removed them. Once I manage to fix the research I'll re-upload the mod.
why not just add "$1 bills" you can sell them for $1 and give them the points
Yeah, sorry. I didn't know how to get to you to ask for permission. I was modding non-stop and I just used it.
The tileset is awesome, the only thin I don't like it that the external brick wall is too resistant (large rockets don't do anything, I haven't tried with blaster bombs but personally I think a small rocket already should be capable of punching an hole in it). The internal "ufo-like" blue wall on the other hand is fine if it is as resistant as ufo's.
But it is appropriate to give credit to whom it is due, for instance Nachtwolf (a UFO2000 developer) was the designer of many of Dawn City's graphics and I always include him on the credits. :)Thanks, I'll had him too in the readme credits.
Thanks, I'll had him too in the readme credits.
Hey robin, I'm not sure if you know this, but your mod is now the most discussed mod ever (in terms of posts) and the second most talked about topic in the forum's history. The only topic with more posts is the original battlescape development topic. Congratulations.
Hey, I've been lookin at your MiB mod to try to learn to do a couple of things regarding mission generation and I got a couple of questions I'd like to ask.1) You can't shoot those down because they spawn already on the ground (landed state).
1) Your MIB_TERROR_MISSION and MIB_BASE_LANDING essentially take place even if you manage to shoot down the UFO right?
2) This missions can take place in any terrain, but if they land on a specific texture (3) they'll use the Urban map instead?
3) The map that uses Area51's tiles you posted above is one of those UFOs?
4) Since you're using 40x40 and 30x30 maps, does the Skyranger usually lands on one edge of the map?
1) You can't shoot those down because they spawn already on the ground (landed state).
This is excellent to hear. But if I'm understanding the relevant part correctly:100 stands for "100%" and it is the speed of the ufo. Check the rusleset reference: https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29
id: B0
groundTimer: 50000000
waypoints:
- [1, 1 , 100]
- [1, 0 , 100]
The UFOs are actually first generated with a Low altitude but land immediately (how much 100 translates into seconds of game time?)
I was thinking of adding something akin to the Abductions/Council missions on Enemy Unknown 2012 since getting so many UFO ground missions gets tiring after a while. I have a terrain that consists of several 50x50 and 60x60 buildings but I would prefer not to use those for terror missions.
100 stands for "100%" and it is the speed of the ufo. Check the rusleset reference: https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29
The first coordinate (1, 1, 100) is the "enter point", it is needed but, as you said, it immediately lands following the instructions given by the second (1, 0 , 100) coordinate.
About the size of the maps: frankly I think that UFO map sizes are perfect. Bigger maps means the missions will drag on too long, especially when hunting down the last alien alive hidden somewhere and you have only few men left (because of the casualties you had during the mission) to search for it. TFTD already had maps too big (Gollop said so too and I agree). So I personally would be VERY careful about adding "big maps".
Yup, somehow I got confused with that 100 setting.Yes, TFTD suffered from the "alien in closet" syndrome which made everything worse.
This is a very interesting discussion.
The issue with TFTD's maps that suffered from that problem (ship attacks, artifact sites and alien colonies) had less to do with their sizes, but more with being multi level missions and how the maps and AI were designed (too cramped, making it harder to find the last alien). Considering that Gollop enlarged slightly the map sizes on Apocalypse (specially using more levels) but at the same time redesigned the AI to make it more likely to meet the player says a bit of how these different factors play out.
Anyway, anyone is of course free to do what he believes it's better for what he's aiming to realize! In my mods I'll stick with UFOEU-sized maps because they're the ones I prefer.
Is men_in_black_x_alien_armoury_expanded.rul updated to the new version of MiB?
Thanks, I will give it a try :)Remove a space at line 995
/edit:
Error when activating mod, see screenshot
I said it was a quick job, didn't I? :P
Sorry about that, it was really late and I forgot to validate it. Here's an update.
- type: ru
strings:
STR_WASPITE: Осоид
STR_CYBERMITE: Киберклещ
STR_CYBERMITE_TERRORIST: Киберклещ-террорист
STR_WASPITE_SOLDIER: Осоид-солдат
STR_WASPITE_MEDIC: Осоид-медик
STR_WASPITE_ENGINEER: Осоид-инженер
STR_WASPITE_NAVIGATOR: Осоид-навигатор
STR_WASPITE_LEADER: Осоид-лидер
STR_WASPITE_COMMANDER: Осоид-командующий
STR_WASPITE_CORPSE: Труп осоида
STR_CYBERMITE_CORPSE: Труп киберклеща
STR_WASPITE_AUTOPSY: Вскрытие осоида
STR_CYBERMITE_AUTOPSY: Вскрытие киберклеща
STR_WASPITE_UFOPAEDIA: Осоиды это элитные агенты и бойцы террора. Генетически спроектированные, кибернетически улучшенные и агрессивные, они являются грозным противником. Однако общая хрупкость указывает на то, что они выполняют скорее артиллерийскую роль, нежели пехотную. Спиральное устройство, заменяющее их исходные тела, генерирует анти-гравитационное поле, которое позволяет им летать.
STR_WASPITE_AUTOPSY_UFOPAEDIA: Анатомия этого существа граничит с безумием. Тело состоит из спирального устройства жизнеобеспечения, объединенного с симбиотическим, искусственно выращенным растением. К телу присоединена пара механических рук и насекомоподобная голова, являющаяся, надо полагать, единственной частью от исходного существа. Растительная часть тела уязвима к огню.
STR_CYBERMITE_UFOPAEDIA: Этот миниатюрный робот, автоматизированное оружие террора, представляет собой вершину робототехники пришельцев. Как только мощный оптический сенсор замечает цель, существо подбегает к ней и нападает. Миниатюрное элериумное ядро настроено на возгорание и взрыв при получении достаточных повреждений. Тем самым убивать существо на близком расстоянии - смертельно опасно.
STR_CYBERMITE_AUTOPSY_UFOPAEDIA: Самая выдающаяся часть этого невероятно сложного робота - его оружие, жало из сплава, соединенное с миниатюрным бачком, который, судя по найденным следам, заполнен мощным токсином. Силовое ядро слишком сильно повреждено для более точного анализа, но похоже что оно было спроектировано очень чувствительным к повреждениям, что и заставляет его взрываться.
- type: ru
strings:
STR_GAZER: Зритель
STR_HOLODRONE: Голодрон
STR_HOLODRONE_TERRORIST: Голодрон-террорист
STR_GAZER_SOLDIER: Зритель-солдат
STR_GAZER_MEDIC: Зритель-медик
STR_GAZER_ENGINEER: Зритель-инженер
STR_GAZER_NAVIGATOR: Зритель-навигатор
STR_GAZER_LEADER: Зритель-лидер
STR_GAZER_COMMANDER: Зритель-командующий
STR_GAZER_CORPSE: Труп зрителя
STR_HOLODRONE_CORPSE: Труп голодрона
STR_GAZER_AUTOPSY: Вскрытие зрителя
STR_HOLODRONE_AUTOPSY: Вскрытие голодрона
STR_GAZER_UFOPAEDIA: Зрители напоминают стоящих на задних лапах черепах и в действительности настолько же крепки. Их объемистая тяжелая броня дает значительную защиту от любых ударов, особенно от пуль и плазмы.
STR_GAZER_AUTOPSY_UFOPAEDIA: Единственный большой глаз - самая заметная анатомическая особенность этого пришельца. Существо имеет черты ракообразного, но гораздо более развито. Толстая броня не съемная, она соединена кибернетическими имплантатами с органами существа и является по сути его оболочкой.
STR_HOLODRONE_UFOPAEDIA: Голодроны - живое, летающее артиллерийское оружие. Они защищены плазменным пузырем, который препятствует прохождению плазмы и огня. Похоже что они были специально разработаны для боев с противником, вооруженным плазменным оружием. Механизм слишком горяч и радиоактивен чтобы применить его к человеческой броне.
STR_HOLODRONE_AUTOPSY_UFOPAEDIA: Очень сложный автомат, питающийся от весьма крупного, для его размера, элериумного ядра. Два ствола выходят из этого ядра и генерируют плазменный пузырь, окутывающий существо. Также очевидно, что это ядро может быть перегружено и эта остаточная энергия использована для генерирования мощного лазерного луча.
Is this right?
With Waspite Alien, my troop shoots this alien who is looking in the OPPOSITE direction. I hit this alien, this alien is still alive....
No reaction fire occurs.
I move my troop from one placement to next adjacent placement as insufficient TU to shoot again.
This Alien turns round 180 degrees and shoots my troop!
Is this normal? In my years of Xcom, I never had a alien troop turn round completely to shoot after moving my soldier?
Yes, this is how OpenXCom currently works: once an alien is tagged as under fire (in other words, hit), they become aware of everything around them. If you spend more TUs behind their back, they may still react by turning and firing.
A recent comment on the FMP thread made me wonder if we could make the MiB a little him more believable by giving them more Earth-like craft.
The idea is simple: instead of modified UFO Scouts, make them use Skyrangers.
Why do Men in Black do Terror Missions? Also, why do they don't do normal Terror Missions?
As for the latter, probably because they would be using alien weapons then. And we can't have that. :)If they use adopted alien craft, then why not alien weapons?
The animations are fine.I have build 1.0.
You either have something wrong with your installation, or something is up with the OpenXcom build you have installed.
MiB do terror missions to silence (AKA: eliminate) people who have had some kind of contact with aliens. The people in those villages probably saw some alien activity, so they need to "disappear".Would silencing a whole village be even possible?
And it's not the normal terror mission because, as Solarius said, I wanted them to use human weaponry at the beginning (and switch to alien weaponry only later).
I have build 1.0.
There have been some weird shenanigans with the colour black.It also applies to the armoured MiBs. And dead sprites look normal.
However, I think it works fine for me...
Hi guys,
i like the idea of MIB very much.
Is it also some kind of reference to Deus Ex?
- type: STR_NORTH_AMERICA
missionWeights:
STR_MIB_COVERUP: 25
STR_MIB_TERROR: 12
STR_MIB_BASE: 6
Robin, a question about the MiB ruleset. As an example you have:Code: [Select]- type: STR_NORTH_AMERICA
missionWeights:
STR_MIB_COVERUP: 25
STR_MIB_TERROR: 12
STR_MIB_BASE: 6
Doesn't this remove the vanilla alien missions since you didn't include them in the mod?
items:
- type: STR_PISTOL
costBuy: 5500
all the other, mising info on the pistol will be taken from the base ruleset.research:
- delete: STR_LASER_WEAPONS
The mod ruleset only overwrites what's in it, all the rest is taken from the Xcom1Ruleset (and any other enabled rulesets, in priority order). So these mission weights are just added to the already existing ones.
Hmm, so that's how it works... Probably. All this hard-coded stuff makes it kind of hard to track what mission is disabled - and having little knowledge of it when I started modding (and observing what I though to be erratic responses to my changes in Mission Weights) I've just assumed it's better to include all original missions anyway, to stay on the safe side, so my actual experience is slight. Also, you should be getting a single Alien Research in the first month as well - it's supposedly hard-coded.
Getting back to original topic - Terror, Retal and Infiltration could still appear as what Robin describes as "lots of alien missions"... I talked with Solar about the MiB mod and he was saying something about having to do MiB missions all the time, with alien missions being a minority...
I don't suppose you'd like to recreate the Popper from Apocalypse as well?You don't suppose but you ask anyway...
Why you put them all in the same thread? I almost missed this, but noticed it on the mod site.Do not disturb him, let him making us an army of terrifying aliens ;D
A few strings for the Sppiters are declared under a different name in extraStrings then in items and don't display in the game properly though.fixed, hopefully
robin, great work! there are a couple of typos on the ufopaedia text:typos fixed!
STR_ANTHROPOD_UFOPAEDIA: The respiratory system is rudimentary
STR_SPITTER_AUTOPSY_UFOPAEDIA: It also has a very resistant carapace.
I don't suppose you'd like to recreate the Popper from Apocalypse as well? I still cringe whenever I see one of them running towards my troopers before self detonating...
[img]https://ufopedia.csignal.org/apocapedia/219.png[img]
Why you put them all in the same thread? I almost missed this, but noticed it on the mod site.I prefer having everything in one place :P
Amazing work, as usual :D
Robin,I know about Falkos's amazing tools. But for now I'll keep them separated, it's more convenient to me to have them like that and also: laziness.
As I heard performance was better using unique files instead of folders containing many unitary sprites (I mean for spriteSheets, handobs, ...), I did convert them while integrating your stuff for my own use
In case it maybe useful, I attached the converted files
I did not tested it yet, but I used this method for all other stuff I integrated, so there is no visible reason that it would not work this time (in any case, do not lose your original folders !)
To do this :
- first I used Falko's Python script (thanks Falko) to convert from GIF to PNG
- then I used Falko's web link (thanks again dude) to convert a folder to a unique file respecting the number of sheets, that is to say 80/96/272
- type: fr
strings:
STR_MIB: Men In Black
STR_MIBTANK: PALs MiB
STR_MIB_SOLDIER: Agent MiB
STR_MIB_NAVIGATOR: Soldat MiB
STR_MIB_MEDIC: Médecin MiB
STR_MIB_ENGINEER: Saboteur MiB
STR_MIB_LEADER: Leader MiB
STR_MIB_COMMANDER: Commandant MiB
STR_MIBTANK_TERRORIST: Tank Terroriste MiB
STR_MIB0_CORPSE: Corps MiB
STR_MIB1_CORPSE: Corps MiB
STR_MIB2_CORPSE: Corps MiB
STR_MIB3_CORPSE: Corps MiB
STR_MIBTANK_CORPSE: Carcasse de Tank MiB
STR_MACHINE_PISTOL: Pistolet mitrailleur
STR_MACHINE_PISTOL_CLIP: Chargeur de Pistolet mitrailleur
STR_MACHINE_PISTOL_UFOPEDIA: Ce pistolet mitrailleur est conçu pour tirer d'une seule main. Il est moins précis qu'un pistolet, mais fourni un tir automatique très rapide de cartouches de 9x19mm et utilise un grand chargeur de 25 balles.
STR_SNIPER_RIFLE: Fusil de précision
STR_SNIPER_RIFLE_CLIP: Chargeur de fusil de précision
STR_SNIPER_RIFLE_UFOPEDIA: Le fusil de précision est conçu pour maximiser la précision à très longue distance. Il utilise un gros calibre de 12.7x99mm pour rendre ses tirs de précision aussi efficaces que possible et capables de faire des dommages significatifs même contre des cibles blindées.
STR_MIB_CRAFT_0: Transporteur MiB
STR_MIB_CRAFT_1: Transporteur - Amélioré MiB
STR_MIB_CRAFT_2: Transporteur - Hybride MiB
STR_MIB_TERROR_MISSION: Mission de terreur MiB
STR_MIB_BASE_LANDING: Mission de base MiB
STR_MIB_BASE_ASSAULT: Assault de base MiB
STR_URBANA: OVNI Urbain
STR_MIB_COVERUP: Couverture MiB
STR_MIB_TERROR: Terrorisme MiB
STR_MIB_BASE: Base MiB
STR_MIB_ACTIVITY: Activités Men In Black
STR_MIB_IDENTITY: Men In Black
STR_MIB_ACTIVITY_UFOPAEDIA: Cette organisation mime en quelque sorte XCom, s'équipant de technologies avancées et intervenant lorsque des événements liés aux aliens arrivent. Il semble cependant qu'elle est plus encline à dissimuler les aliens qu'à les repousser. Nous devons capturer un de leurs leaders pour en savoir plus.
STR_MIB_IDENTITY_UFOPAEDIA: MiB et XCom sont les deux faces d'une même pièce. Les deux ont été fondées par les élites mondiales, mais alors que XCom a été établi pour combattre les envahisseurs, MiB l'a été pour les apaiser. On dirait que les leaders du monde voulaient garder toutes les options ouvertes.
extraSprites:
- type: GAZER.PCK
width: 32
height: 40
files:
0: Resources/gazer_alien/GAZER/
to extraSprites:
- type: GAZER.PCK
width: 512
height: 680
subX: 32
subY: 40
files:
0: Resources/gazer_alien/gazertest.png
and give feedback for the gazer?
Are you using linux?Well well.. I am using Linux, yes. I suspect it is giving me issues with graphics as yours is not the first mod with that kind of problem for me. I have a few weapons mods where the graphics are all over the place too. I suspect graphics in individual files are not handled well by the Linux version of OpenXCom. (At least, when using shotguns or laser weapon sprites all in one file, all works well, but the sniper rifle with many files doesn't)
I never had that problem, all sprites/anims are in and working correctly.
I already did the job (Waspite, Gazer, Anthropod and Muton Commander) for my own purpose so I attach files, I let you take what you need (I guess only the spritesheets)Thank you! I'll play around with them and report.
Look for the size of the image, then use same technique as above
If Falko is able to provide them too, it will be safer as he is more comfortable with sprites conversion
If not, use these ones, I think they are ok but I did not really tested them as I am more focused on modding for the moment
Anthropod Alien (1.4) and MiB (4.0) merged (the sprites I mean) and updated. The others in the following days.
Does it include an update of the Spitter research (three separate research topics)?What do you mean? All research topics should be in.
What do you mean? All research topics should be in.
It can be made as a melee attack with HE damage type.
However, the "no explosive attacks before turn 3" rule would hamper the effectivity of the kamikaze-mites in the early mission.
that's impossible for sure since the AI has no concept of "maximum range"; the mites would take sniping positions, try to fire, then run away after their weapon mysteriously refused to fire
HE melee attacks were once impossible, but this bug had been fixed ages ago... Unless specifically the enemies can't use it (player's units can use HE melee just fine). Anyway, if you meant ranged HE with limited range - that's impossible for sure since the AI has no concept of "maximum range"; the mites would take sniping positions, try to fire, then run away after their weapon mysteriously refused to fire :)So you say I can make Cybermites behave like Poppers, like I originally intended?
ok, so how my silacoids do for use their limited range 4 fine ? they not fire as often has other, it's right, but they run to my soldier and then fire at point blank so it can work.
But for cybermite it don't. I have made an HE weapon with 2 max range, which work perfectly fine in mind control, but cybermite don't use it, even if they are close to the target. I have first think the IA try to not suicide itself, so I have gave cybermite immunity to HE, but they already don't fire.
EDIT : it's work with 20 square max range, so maybe 4 or 5 maxrange is enought to make the AI able to use it, but 2 square is not. But by the way, how do you make a HE melee weapon while damagetype are HE OR Melee ?
Can you write here the code for this weapon ?
In the ruleset reference, there is "damageType" and you can choose 3 - HE or 7 - melee, but not both, isn't it ?
I have try to make a damagetype=3 weapon with battletype=3 and the game freeze when I try it (but don't crash).
- type: STR_BATTO
size: 0.2
costBuy: 50
costSell: 25
weight: 6
bigSprite: 283
floorSprite: 97
handSprite: 662
meleeHitSound: 79
power: 50
damageType: 3
blastRadius: 0
accuracyMelee: 70
tuMelee: 12
flatRate: true
battleType: 3
twoHanded: false
skillApplied: false
invWidth: 1
invHeight: 3
armor: 60
listOrder: 1540
Impressive work, was shocked to see anthropods in my terror mission in 2nd month.AFAIK there's no way to add health regeneration to an alien. And to be fair I'm not sure I would add something like that without a way to "communicate its presence" to the player.
I wonder, to make one of your custom alien breeds unique, should one of them have the ability to slowly heal itself?
May sound daft, but would the alien bleeding being turned on, and the initial starting "wound" damage to be minus 2 as an example?
I finally made the custom terrains for human crafts, so MiB can have proper airships.Will my soldiers still spawn in that craft or no?
Also the MiB base "indestructibility" has been fixed, shoot it down like every other building (oh but its core is resistant).
Also the MiB base "indestructibility" has been fixed, shoot it down like every other building (oh but its core is resistant).
Very nice ships! :)Yes, with these new terrains (which are basically ufo terrains with graphics replaced) they spawn inside (though they tend, during the battle, to get out a little too much).
Did you figured out that issue with the spawn points?
-type: de
strings:
STR_ANTHROPOD_CORPSE: Toter Anthropod
STR_ANTHROPOD: Anthropod
STR_ANTHROPODT: Anthropod (terror)
STR_ANTHROPODB: Anthropod (base)
STR_ANTHROPOD_SOLDIER: Anthropod-Soldat
STR_ANTHROPOD_NAVIGATOR: Anthropod-Navigator
STR_ANTHROPOD_ENGINEER: Anthropod-Anführer
STR_SPITTER_CORPSE: Toter Spitter
STR_SPITTER_RETRACT_CORPSE: Toter Spitter
STR_SPITTE_RETRES_CORPSE: Toter Spitter
STR_SPITTER_NAKED_CORPSE: Toter Spitter
STR_SPITTER: Spitter
STR_SPITTER_RETRACT: Spitter
STR_SPITTER_RETRES: Spitter
STR_SPITTER_NAKED: Spitter
STR_SPITTER_TERRORIST: Spitter-Terrorist
STR_SPITTER_RETRACT_TERRORIST: Spitter-Terrorist
STR_SPITTER_RETRES_TERRORIST: Spitter-Terrorist
STR_SPITTER_NAKED_TERRORIST: Spitter-Terrorist
STR_ANTHROPOD_AUTOPSY: Anthropod-Autopsie
STR_SPITTER_AUTOPSY: Spitter-Autopsie
STR_ANTROPOD_UFOPAEDIA: Anthropoden sind aggressive Kreaturen, die in den außerirdischen Reihen wahrscheinlich die Rolle schwerer Infanterie einnehmen. Sie zeichnen sich vorrangig durch ihre Stäärke aus. Aber sie sind auch um einiges zäher als ein Mensch. Nun, da wir ein lebendes Exemplar erforschen konnten, ist die Anfäälligkeit ihrer Atemwege in unserer Atmosphääre offensichtlich. Sauerstoff hat eine giftige Wirkung und töötet sie innerhalb einer Woche. Wir glauben, dass diese Kreaturen, biologische Roboter von vollkommen künstlichem Ursprung sind.
STR_ANTHROPOD_AUTOPSY_UFOPAEDIA: Trotz seiner humanoiden Gestalt, weist die Anatomie dieser Kreatur im Gegensatz zur menschlichen deutliche Unterschiede auf. Das Skelett besteht hauptsächlich aus knorpeligem Gewebe und wird nur durch wenige robuste Knochen zusammengehalten. Die Organe können nur schwer voneinander abgegrenzt werden und bilden eine Masse von Eingeweiden. Das Gehirn ist etwas größer als das eines Menschen, da es sich aus mehreren Nervenknoten zusammen setzt, resultiert daraus eine niedrigere Gehirnmasse. Die Atemwege wirken verkümmert, teilweise sind Entzündungsanzeichen erkennbar.
STR_SPITTER_UFOPAEDIA: Spitter sind Wesen mit sehr einfachem Verhaltensmustern. Sie schießen ihr zerstörendes Enzym auf alles was sich bewegt. Die Außerirdischen können sie wahrscheinlich daran hindern, die eigenen Einheiten anzugreifen, indem sie sie mit ihren Psionischen Kräften steuern. In ihren Schalenpanzer zurückgezogen sind sie gegen alle Angriffe sehr resistent, vor allem aber gegen Angriffe durch Bewegungsenergie. Diese Kreaturen sind lebende Waffen, denen man im Nahkampf besser aus dem Weg gehen sollte.
STR_SPITTER_AUTOPSY_UFOPAEDIA: Der Körper des Spitters ist durch einen sehr widerstandsfähigen Schalenpanzer geschützt. Im Inneren sitzt eine gewaltige Drüse, die Unmengen an zerstörenden Enzymem produziert. Das Enzym wird an der Basis der Trichter gespeichert, um dann unter hohem Druck auf das Ziel gespuckt zu werden. Das Enzym ist ein hochkomplexes Polymer, welches in der Lage ist fast jedes Material oder Gewebe zu zersetzen. Wir sind im Moment nicht in der Lage dieses Enzym zu reproduzieren.
hi,Yeah it is a known thing. And it'll likely stay that way for a long time.
awesome mods :D
Today i have found a strange bug into the main campain using gazers and cover alien mod.....if i capture a gazer or cover commander or leader i can not research alien origins or matian solution. :'(
Is a mod problem? or it is a engine problem? (it does not read complitely the research dependecies)
I have tested all, with the latest night build (cover and gazer mods both enabled) ....reaserching with classic aliens commanders or leaders works fine (sectoid snakeman and so on).
MiB armors for XCom?... Men are so easily corrupted by evil... :)
XCom Lilly? :)
(https://fc09.deviantart.net/fs71/i/2012/321/1/8/vigilo_confido_by_cursedredbaron-d5l3yi1.jpg)this looks liek samus on a sectopod :O "drools" i love samus :3
About half my missions are MiB missions.This is very strange. Maybe MiB missions got generated next to each other so you're having a period of high frequency, but the overall proportion should be about 25%MiB/75%aliens.
The MiB base looks like a landed UFO that stays there for a long time (2 years IIRC). And technically IS a UFO, so you're not getting any message or mark unless your radar spots it. If one exists somewhere in the world, you should be able to spot it by patrolling over it with your crafts. There will be a base at some point in time, it's guaranteed.
Can you make so that you can research Cydonia or Bust with any alien commander from your mod?Yeah that should be added, at least for Gazers; but.. don't hold your breath, I have very very little time right now and I want to dedicate all of it to my new (unreleased) mod.
I have very very little time right now and I want to dedicate all of it to my new (unreleased) mod.A new mod being developed by Robin? This can't be true, it's a miracle!
Sorry :-[
Yeah that should be added, at least for Gazers; but.. don't hold your breath, I have very very little time right now and I want to dedicate all of it to my new (unreleased) mod.Ok cool, but if you do implement it don't allow MiB commanders to be used to research Cydonia or Bust. Even though they are working with the aliens I highly doubt they would be told everything by the aliens.
Sorry :-[
extraStrings:
- type: fr
strings:
STR_GAZER: Gazer
STR_HOLODRONE: Holodrone
STR_HOLODRONE_TERRORIST: Terroriste Holodrone
STR_GAZER_SOLDIER: Soldat Gazer
STR_GAZER_MEDIC: Médecin Gazer
STR_GAZER_ENGINEER: Ingénieur Gazer
STR_GAZER_NAVIGATOR: Navigateur Gazer
STR_GAZER_LEADER: Leader Gazer
STR_GAZER_COMMANDER: Commandant Gazer
STR_GAZER_CORPSE: Corps Gazer
STR_HOLODRONE_CORPSE: Corps Holodrone
STR_GAZER_AUTOPSY: Autopsie Gazer
STR_HOLODRONE_AUTOPSY: Autopsie Holodrone
STR_GAZER_UFOPAEDIA: Les gazers ressemblent à des tortues bipédes et sont aussi corriaces qu'ils en ont l'air. Leur énorme armure leur confère une résistance incroyable contre toutes les attaques et tout particulierement les munitions perforantes et les armes à plasma.
STR_GAZER_AUTOPSY_UFOPAEDIA: L'oeuil de cyclope est la caractéristique principale de cette créature qui sinon ressemble à un crustacé en plus évolué. Son importante armure n'est pas qu'un blindage, elle est greffé sur la créature par des implants bio-cybernétiques et constitue une vrai coquille.
STR_HOLODRONE_UFOPAEDIA: Les holodrones sont des pièces d'artillerie volantes. Ils sont protégés par une bulle de plasma qui interfère avec les tirs de plasma et le feu. Il se pourrait qu'ils aient été développés spécifiquement pour combattre les ennemis équipés d'armes à plasma. La température très élevé et les radiations émises par ce dispositif empéchent de l'utiliser pour des armure humaine.
STR_HOLODRONE_AUTOPSY_UFOPAEDIA: Un automate très complexe alimenté par un coeur d'élérium surdimensionné. Deux diffuseurs sortants de ce coeur générent la bulle de plasma enveloppant l'unitée. Il est également évident que le noyau peut générer une surcharger et l'utiliser pour générer un puissant faisceau laser.
what do you think about those crafts for mib forces ?Amazing, I like them. The designs are unique.
Hi, first of all, your mods are amazing, Robin.Thanks for the feedback.
Everything works so far, but there seems to be a problem with the Men in Black.
I have the MIB Mod installed for quite some time now and in the mission generator
everything works just fine, but after a while I noticed, that they never show
up i a regular game. I am only getting normal UFOs, but no MIB Missions. I am running
the Feb. 3. 2015 Nightly with Commendations Mod EXE, but also tried the regular EXE to no
avail.
I overlooked the ruleset a bit, but didn't find a reason why they are never appear. My experience with
alien missions is not so good at the moment though. I even tried to load the mod last, but no change.
It would be very nice if you could have a look at the mod. Maybe something changed in the Nightlies?
For the last few weeks, i am working on a big personal mod pack and really want to include the MIB.
Hope this can be fixed somehow. Thank you.
I just tested your new experimental version and after three months of shooting down small and large scouts
and losing hope, my identification scanner was jammed by a UFO. Finally there they are. I engaged the mission and
everything works fine in it. After that just 3 more UFOs later, another MIB Craft appeared.
also, a mod like this requires starting a new game post-installation for the mission stuff to propagate correctly
I first noticed the problem in a test game for my mod pack (it was a new game).
When I began to test strictly the MIB Mod, I startet many test games (all new games, around 7 maybe) until I
was game over (3 to 4 months most of the time, didn't do much because I was only looking for spawns).
Maybe it was really just bad luck, but maybe not.
Need more time for testing I guess.
Every time the MIB attacks my base on OpenXCOM android, it crashes.It shouldn't happen. Are you running other mods? I'm putting out another version (4.4a) in which they don't retaliate anymore (they weren't meant to be).
It shouldn't happen. Are you running other mods? I'm putting out another version (4.4a) in which they don't retaliate anymore (they weren't meant to be).
This version will be available only here on the forum (for other modders), I'm going to pull the mod form the mod site.
I'm waiting for upgraded MIB to latest nightly using custom mission sites.I won't do anything about it until 2.0 "TFTD" milestone.
I personally think MiBs SHOULD retaliate. :)The problem is that if they do, they're given the alien weaponset instead of their own weaponset, since there is only one alienDeployments for retaliation.
Occasionally when doing a MIB Terror Mission through the battle generator(PC version this time, not Android) it crashes because the map/ufo/something is too tall.Idk, it's a strange error, as mib terror mission now uses default urban terrain, in theory; maybe latest nightly missions changes made it outdated again. But you're never saying which OXC version you're using, nor if you're using other mods: at least if you report some issue this kind of info should be given.
Idk, it's a strange error, as mib terror mission now uses default urban terrain, in theory; maybe latest nightly missions changes made it outdated again. But you're never saying which OXC version you're using, nor if you're using other mods: at least if you report some issue this kind of info should be given.
Anyway, I already pulled the mod form mod site; right now it exists only in this topic as an unsupported WIP project, on which I won't work until I have a fixed target (aka, 2.0 milestone). So if you're playing a campaign I discourage you using the mod.
I've checked the MiB Terror alienDeployment and the problem doesn't seem to be there. I'd be more inclined to it being a bug with the battle generator since SupSuper has made changes and he has been fixing bugs since then.Nightlies are super stable! I just don't want to follow a moving target with this mod. The mod just needs to be heavily revised, there's no shortcut; but now my WIP efforts are focused somewhere else. I can't do both and mib mod was always about learning OXC modding, understanding the extent of what I could do; the mod I wanted to make was apocalypse-releated from the very beginning.
I completely understand the frustration of nightlies causing bugs and crashes but you don't actually have to wait for 2.0 to get a version stable enough. The current nightly still has a few bugs with the new mission changes but pretty soon it will be stable enough.
And you'll want to use the new features for the MiB missions - I've been spending the last days just letting my imagination go wild :) I'm already planning to have an MJ12 Base being generated and the new Mission Sites should also be very useful to avoid the need to generate UFOs for missions.
The problem is that if they do, they're given the alien weaponset instead of their own weaponset, since there is only one alienDeployments for retaliation.
hi robin,Uh? No spritesheets are missing.
i received questions from people, if i could add compatibility for your 3 alien races (waspite, gazer and anthropod) for my Research alive aliens mod. Would you mind if i dig throu your mods and eventually repack them (in case spritesheets are missing or so)?
What happened to the men in black mod? It's gone!I temporarily removed the mod from the site because it isn't compatible anymore with 1.0, but at the same time I currently can't keep it updated for compatibility with the nightlies: being this the situation, you were bound to download an non-functioning mod. Therefore until the situation stabilizes (AKA next OXC milestone comes out) the mod is only available in this thread (first post) as "work in progress, no guarantees, no support" package.
The mods are there and you can use their contents. Of course, if you do, it's better to add some somewhat meaningful personal work before re-releasing: integrating them in your project is already enough.
Hey robin,
I want to add some more alien races to the Redux mod and I really like the 3 aliens you got here, although I'm avoiding adding material from the other XCom games (with the exception of TFTD terrains), so the Anthropod looks great but he's out.
Hey robin,I'll go back on MiB once FromApoc is done.. far far far future. So don't worry about that.
I want to add some more alien races to the Redux mod and I really like the 3 aliens you got here, although I'm avoiding adding material from the other XCom games (with the exception of TFTD terrains), so the Anthropod looks great but he's out.
I would like also to add the MiB units to my mod and combine them with the Mercenary/Omega/MJ12 faction. I haven't decided how to but I'd like to know if that's OK since you were planning to get back to MiB once TFTD and the new mission structure is implemented.
I'll go back on MiB once FromApoc is done.. far far far future. So don't worry about that.
Of course you can use my aliens too. Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P
I'd be careful about adding too many alien races though, because it may prevents having meaningfully lengthy confrontation with them, during the campaign. You may encounter a particular race only once, or not at all -this happens with vanilla races already, so the more you add the worse- which is imho disappointing. Having mixed crews should mitigate the issue.
How about using the orange version, from Dioxine's Piratez? It looks completely different and is only vaguely similar to the original Anthropod at best. Or you could convert it to, I dunno, green.
It is such a pretty unit, it would be a shame to skip it.
I'll go back on MiB once FromApoc is done.. far far far future. So don't worry about that.
Of course you can use my aliens too. Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P
I'd be careful about adding too many alien races though, because it may prevents having meaningfully lengthy confrontation with them, during the campaign. You may encounter a particular race only once, or not at all -this happens with vanilla races already, so the more you add the worse- which is imho disappointing. Having mixed crews should mitigate the issue.
I'll go back on MiB once FromApoc is done.. far far far future. So don't worry about that.
Of course you can use my aliens too. Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P
I'd be careful about adding too many alien races though, because it may prevents having meaningfully lengthy confrontation with them, during the campaign. You may encounter a particular race only once, or not at all -this happens with vanilla races already, so the more you add the worse- which is imho disappointing. Having mixed crews should mitigate the issue.
But the terror unit of the Anthropod is the Spitter, which is also from Apocalypse.
And my approach is opposite than yours on the FMP, to choose from what is available rather than trying to get everything into the mod.
Isn't this a mark of replayability? Even if you miss something, you can always get it next time. For example, Piratez seems to be taking this principle and running with it, as it's unreasonable to expect to research everything on one playthrough (well, you can, but it'll be a monstrous campaign).Piratez is conceptually a little different AFAIK. I haven't played it but IIRC Dioxine himself said there's almost no progression, so running with that principle makes much more sense: since there's little progression, all the content is potentially always appearing at any time.
Besides, alien missions come in waves, so you always fight the same race for some time in the region. I'm not against mixed races though.
Piratez is conceptually a little different AFAIK. I haven't played it but IIRC Dioxine himself said there's almost no progression, so running with that principle makes much more sense: since there's little progression, all the content is potentially always appearing at any time.
Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P
Isn't this a mark of replayability? Even if you miss something, you can always get it next time. For example, Piratez seems to be taking this principle and running with it, as it's unreasonable to expect to research everything on one playthrough (well, you can, but it'll be a monstrous campaign).
You know, I am getting tired of explaining I don't take everything there is out there. If I did, the FMP would be at least twice as big, and half as fun. There is a net barrier between what goes in and what doesn't, and I think it's pretty strict, as I only add stuff at a certain quality and which plays nice with the rest of the mod, i.e. isn't superfluous and adds something to the game.
Could the mod be cut down and still function more or less the same way? Sure. But why remove pieces that are still a bit unique meaningful? I know some people, mostly from the West, disagree with this approach to game design, saying that "perfection is simplicity", but that's certainly not the approach I like as a player.
Sorry about this off-topic, but I felt the need to explain it again... No homo :P
He has a point though, for me who I am trying to be a perfectionist its more frustating rather than making me replay the game. It gets boring and tiresome to wait for a couple years (in game) just for x faction to spawn y UFO to get z crew member just because you want the entry. It spoils your fun.
Apologies if my comment offended you, I didn't meant it as a criticism, and you're right that you haven't included everything on the FMP. The FMP has a merit of it own for two resons: since includes the majority of the mods that are available, and it is popular for players who like to try everything, and it is a fine resource for other modders, like a library of mods.
You mean enemy progression? Well, there is progression in the sense of some races appearing only after a number of months passed (Mercenaries, for instance). But I'm not sure how it relates to the problem; all I meant to say that there is no problem with some elements of the game not appearing. That's the beauty of it, each campaign is different and the game itself feels rich.No, there is no problem obviously. But as a player I prefer replayability built upon content appearing in different configurations-circumstances, rather than content appearing/not appearing. So my advice was just to be careful not having too much of the latter, for people like me ;D
he's gonna update all once a new milestone comes along. im kinda waiting 4 the same thing.Wait: Cover, Gazer and Anthropod mods, should all work without issue. Only Men in Black needs updating.
Wait: Cover, Gazer and Anthropod mods, should all work without issue. Only Men in Black needs updating.
Fiddled with the sprite a little, but frankly didn't notice the problem during my checking.
Hi robin, this is a long shot but do you still have the mib base you made years ago shown on this thread? I wanted to try adding in mib missions for myself that includes attacking a base and that place looks like a lot of fun (and stressful) to siege!This is the last version of the mod that included that map (MBASE01.MAP) and the terrain (AREAURBITS, AREAURBAN, AREAROADS, AREAFRNITURE)** it needs.
This is the last version of the mod that included that map (MBASE01.MAP) and the terrain (AREAURBITS, AREAURBAN, AREAROADS, AREAFRNITURE)** it needs.
In terms of ruleset, it was simply a landed UFO (though, with mapscripts there could now be a better way to handle it).
** The terrain was by Hobbes.
The MiB base is already a custom building built with a custom tileset:
(https://abload.de/img/mbase014yef6.gif) (https://abload.de/image.php?img=mbase014yef6.gif)
If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.
I'm trying to use the Waspite mod, but get this error:
[15-11-2020_15-53-13] [WARN] disabling mod with invalid ruleset: cover_alien
[15-11-2020_15-53-13] [ERROR] failed to load 'Alien Waspite'; mod disabled
Error for 'CYBERMITE_WEAPON': offset '-3' has incorrect value in set 'BIGOBS.PCK' at line 30
How can I fix it?
Replace the negative numbers with positive:i haven't included the sprites so the following syntax is needed:
-1 to 61
-2 to 60
-3 to 59
-4 to 58
-5 to 57
bigSprite: { mod: xcom1, index: 60 }