OpenXcom Forum

Modding => Work In Progress => Topic started by: Cirius on August 21, 2017, 11:42:40 pm

Title: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Cirius on August 21, 2017, 11:42:40 pm
Update by Meridian: updated to v0.2.1 to run on the latest nightly, download here: https://openxcom.org/forum/index.php/topic,5666.msg114975.html#msg114975

BACKGROUND:
The year is 1980. Mankind has landed on the Moon, put satellites into orbit and has begun reaching further into space. As governments and private organisations send probes further and further towards the stars and scientists transmit signals into the sky, little does humanity realise just how much attention they are drawing to themselves.

At first, it was all just rumours and gossip - Tall tales of metal men and lizard people walking the streets. Eminent scientists and politicians going missing, vanishing without trace. But soon the tales became news - photographs of terrifying creatures and mechanical terrors hit the headlines as the Earth's infrastructure came under assault. It was undeniable - the Earth was under attack.

Following an emergency session of the United Nations, a rapid-response organisation was established to combat the extra-terrestrial threat - The United Nations Intelligence Taskforce, or U.N.I.T.

Operating under the auspices of the United Nations and the guidance of an alien humanoid known only as the Doctor, UNIT's remit was to investigate and combat paranormal and extra-terrestrial threats to the Earth.

With the mysterious and elusive Doctor at their side, U.N.I.T stood firm against dozens of threats to the human race, but then suddenly the Doctor disappeared.

As the Doctor's enemies take advantage of his absence to step up their efforts against the Earth, U.N.I.T must stand alone against the increasing threat from outer space. Can they keep the Earth safe? Perhaps, more importantly, can they find the Doctor?

26/08/2017

Version 0.2 is now available for download: https://drive.google.com/open?id=0B4iARS4J-Bx8M1NUemNpQUZHUWc (https://drive.google.com/open?id=0B4iARS4J-Bx8M1NUemNpQUZHUWc)

A couple of points to make: -

1.) It's a work in progress (obviously)
2.) Alien races have not yet been integrated into the campaign, so V.01 is only so you can have a chance to fight them in quick battle mode.
3.) Races are missing unique inventory corpse items.
4.) Daleks / Cybermen / Toclafane are basically done. All other races are WIP so fight at your own risk.

DEVELOPMENT PROGRESS:
The below is a rough guide of my intentions, and an estimated percentage of how complete each element is. This is by no means a guaranteed content list, as I will undoubtedly add to it as I go, more of a rough reminder to me as to what I'm supposed to be working on.

RACES:
Daleks [90%]
Cybermen [90%]
Sontarans [50%]
Autons [50%]
Silurians [30%]
Sea Devils [30%]
Toclafane [90%]
Weeping Angels [80%]
Vashta Nerada [80%]
Ogri [80%]

TECHNOLOGIES:
UNIT Field Uniform [90%]
UNIT Officer Uniform [90%]
GR7A Harrier [90%]
C-130 Transport [90%]
Learjet [90%]
L1A1 Infantry Rifle [90%]
RPG-7 [90%]

New Maps:
0%

New Ships:
Cyberman Shuttle [0%]
Dalek Shuttle [90%]

(http://i.imgur.com/8nsDIPo.png)
Daleks!

(http://i.imgur.com/phDmWCk.png)
Sontarans!

(http://i.imgur.com/2WzxRUy.png)
Cybermen!

(http://i.imgur.com/dTSrNIN.png)
Dogs!

Suggestions are welcomed. Once I release I'll be desperate for feedback on unit balance and bug fixing. Also, if anyone else feels like chipping in with any contributions, feel free.
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Wolfstarr on August 22, 2017, 01:15:03 am
YESSSS!!!!

Been waiting for this for a long time! :) Thanks for your continued dedication to it.

I came across the attached sprites a while back, they might be of use to you!

I did have some sound files but appear to have been wiped in a recent system reboot.
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Cirius on August 23, 2017, 12:50:20 pm
Today, I realise that I may have created a slight problem for myself.

In deciding to set the mod in the 1980's and using authentic period weaponry, the result is that a large portion of UNIT's arsenal is basically completely ineffective against certain races.

Facing daleks with semi-automatic rifles and even light machine guns may look good, but when the bullets do little more than bounce off them, am I just annoying players unnecessarily?

I really don't want to tone down the armour of creatures that are supposed to be terrifying, so what's the solution?

One idea is to increase UNIT's access to explosive weapons. To compensate, I've added the RPG-7 and M72 disposable rocket launcher. In addition, high explosives are still available for people who enjoy levelling buildings.  In test playthroughs, the best strategy against a lone dalek is to blanket the area with explosives and hope it doesn't come out the other side of it unharmed. In Terror missions, however, there's no way you'll be able to carry enough explosives to deal with all of them.

My second thought is to decrease the number of daleks on terror missions with a buffer unit - the Roboman.

(http://i.imgur.com/wCp66gC.png)

Slave to the daleks, his only role in life is to reduce the number of daleks on terror missions by taking up one of the spots and provide a purpose to UNIT's lighter weaponry. It's a poor job, but I suppose someone has to do it...

Furthermore, once more races start trickling in, I suppose I can start thinking of introducing aliens who are tougher against explosives, but weak against armour piercing rounds, to prevent UNIT from just showing up packing nothing but rockets and explosives. Swings and roundabouts...

Additionally, I've been having thoughts on the tech tree. I don't want to gallop upwards through laser and plasma weaponry, (not discounting certain 'exotic' weapons,') so the best solution I can think of is 'exotic' ammunition. Standard weapons firing ammunition derived from extra terrestrial alloys and materials.

As for progress, I'm still intending on releasing V.01 by the end of the week. I've got a little more done on the UNIT side than I was anticipating by this point, so most of the standard UNIT weapons are now operational with custom sounds.

(http://i.imgur.com/ZmpgKPY.png)
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: yrizoud on August 23, 2017, 03:32:37 pm
No matter how iconic the dalek are, and how much you want to battle them, it's a mistake to have them appear too early. Keep them terrifying, and let them appear in later parts of campaign. It's up to the player to scavenge extraterrestrial or back-from-the-future weapons, which are the only way to overcome the dalek's shields.
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Cirius on August 23, 2017, 04:10:40 pm
Definitely agree they should be late game enemies. It does mean I have to bulk out the early and mid game a little though, but eventually I'll have enough units that shouldn't be too much of an issue.
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Wolfstarr on August 23, 2017, 05:20:14 pm
You could have different generations of daleks.  Remember in revelation of the daleks UNIT was able to destroy the casing with those rockets that they could fit onto the barrel of their weapons.

Also ACE used Nitro 9 explosives to blow some up as well in the same story arc.

Defo stagger their exposure, also the daleks had different factions as well ;)

#DrWhoNerd ;)
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Cirius on August 23, 2017, 05:53:08 pm
Definitely planning on more than one dalek faction eventually, but I'd rather include some other units before increasing the number of daleks further. The current thinking is -

Cushing Movie Era
Genesis
Imperial
Renegade
Time War
Paradigm



Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: yrizoud on August 23, 2017, 05:59:09 pm
I don't know the show enough, but from what I get, it makes little difference from the point of view of UNIT, as they will shoot whoever is the monster-of-the-week.

I wonder if you can make a faction and monthly missions for "the doctor". One of the small UFOs you detect would actually be the TARDIS. You can't actually destroy it in flight (let's say it has insane hit points, shrugging off your attacks), and if you land on it there is nobody to fight, you just get some gadgets as loot. Probably not weapons, but crafting stuff, or alien / ancient / future stuff that you can sell ("I don't want to know *when* you found this")
If the game actually generates several overlapping missions with the doctor, you can have multiple TARDIS flying around, which is completely possible thanks to time travel.
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Wolfstarr on August 23, 2017, 06:36:31 pm
Doh it was remembrance not revelation!
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Cirius on August 23, 2017, 09:28:34 pm
That scene's always been one of my favourites -
I've used it a lot for art references. 

It also holds the honour of being the first Doctor Who episode I ever saw.

Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Wolfstarr on August 24, 2017, 03:40:49 pm
Is one of my favourites as well, love Sylvester McCoy :)

Love to see the weeping angels in this, I looked for some reference sprites to work with but couldn't find anything useful.

Also in Silver Nemesis a guy was able to defeat the cyber men with gold tipped arrows, this could be an excerpt from the ufopaedia.

"During research the armour of the Cyberman seemed impervious to much ballistic weaponry until one of our scientists brushed his wedding ring against it wherein the structural integrity of the armour began to deteriorate to the point of collapse.  We can easily develop gold tipped ammo for our ballistics to effectively fight this Cyberman race"
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: chaosshade on August 25, 2017, 02:58:29 am
There was a Dr. Who browser game on Google's AU page for a while.  Try looking for the archive of that.  idk how to do it or I'd dig it up myself ^^;
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Cirius on August 25, 2017, 01:45:08 pm
Also in Silver Nemesis a guy was able to defeat the cyber men with gold tipped arrow.

Yes, gold-tipped bullets are pretty much an inevitable addition. I don't think vanilla can cope with additional damage types, so I'll need to move to OXCE at some point down the line.

Love the Ufopaedia entry.
Title: Re: [UFO] [WIP] U.N.I.T. Operations - A Doctor Who Conversion for UFO: Enemy Unknown
Post by: Duke_Falcon on August 25, 2017, 09:05:40 pm
A Who-mod with Daleks! Now heaven become a place on Earth!
Title: Re: [UFO] [WIP] [V0.1 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on August 26, 2017, 01:43:22 pm
Version 0.1 is now available for download - See original post for link.

In other news, we've just had a rather unexpected delivery to HQ. Did anyone order any statues?
(http://i.imgur.com/TrgMoRz.png)
Title: Re: [UFO] [WIP] [V0.1 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: yrizoud on August 26, 2017, 06:34:07 pm
I hope you got them transparent (invisible) sprites while moving :)
Title: Re: [UFO] [WIP] [V0.1 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on August 27, 2017, 12:02:59 pm
Of course!

It's not a perfect effect, but it's about as close as I'm ever going to be able to get in the OpenXcom engine.

The signature strings sound is in though, and they're still creepy as hell in night terror missions. The graphics are obviously a work in progress, but I'm pretty happy with the direction they're going in.

(http://i.imgur.com/wORPnj5.png)

I'm pretty happy with the overall look of them, but will no doubt go back to them for a few tweaks at a later date. They're basically a combination of an Ethereal, female x-com soldier and female civilian sprites, but I don't think they look too bad overall.

Gameplay-wise, you're essentially looking at something of Chryssalid speed but without the zombification mechanics. So, you know, it's probably just best not to blink.

(http://i.imgur.com/oRzEPpb.gif)

Title: Re: [UFO] [WIP] [V0.1 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Wolfstarr on August 29, 2017, 11:50:11 pm
Some stellar work here :)

Been binge watching doctor who since this was uploaded!
Title: Re: [UFO] [WIP] [V0.1 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on September 02, 2017, 02:01:01 pm
And today's trivia question for ten points, can anyone identify this rather obscure Doctor Who villain who is soon to be joining the rogue's gallery?

(https://i.imgur.com/mII05Wg.png)
Title: Re: [UFO] [WIP] [V0.1 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Yataka Shimaoka on September 02, 2017, 03:16:16 pm
Looks like pillar to me....
Title: Re: [UFO] [WIP] [V0.1 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Wolfstarr on September 02, 2017, 07:38:53 pm
Is it a static Pyrovile?
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on September 03, 2017, 07:14:37 pm
And the answer is...the sentient stones of the Ogri!

(https://i.imgur.com/Gw9heS0.jpg)

Version 0.2 has now been uploaded, and is all about rocks! The terrifying Weeping Angels and the not-quite-so-terrifying-but-still-very-rocky Ogri have now been added to the alien roster.

I've also added rough maps for the Dalek Assault Shuttle and Sontaran Scout. These are placeholders until I've had time to do new tiles for them, but represent the basic layouts of the ships to come.

The download link can be found on the first post of this thread.

(https://i.imgur.com/u1igNvE.png)

(https://i.imgur.com/TCGXFNO.png)

Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Yataka Shimaoka on September 04, 2017, 03:59:43 pm
Will they appear at campaign games?
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on September 04, 2017, 09:20:38 pm
Do they currently appear in campaign? No they do not.

The campaign is currently completely vanilla, other than a few tweaks and changes to the starting craft and a few texture changes. I'm more concerned at the moment with getting a large selection of units and ships ready before I start working on the campaign. If it's a campaign you're after, you'll probably be waiting a little while I'm afraid, but there's nothing stopping you from trying things out in the quick battle option.

Will they appear in the campaign? Most definitely. At some point. One day. Just not today.

In other news, a new Dalek paradigm has begun.

(https://i.imgur.com/KD9r2k8.png)
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Wolfstarr on September 07, 2017, 12:17:42 am
Awesome progress :)

Had another binge of classic who recently, not sure how I ever missed the Battlefield serial ... loved it!

Keep up the good work!
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on September 07, 2017, 11:06:52 pm
Behold, the restoration of the daleks.

(https://i.imgur.com/UIsgLxy.png)

And yes, there are rather too many chairs in that dalek ship.
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Wolfstarr on September 08, 2017, 12:59:55 am
Behold, the restoration of the daleks.

(https://i.imgur.com/UIsgLxy.png)

And yes, there are rather too many chairs in that dalek ship.

Nice :) just need Davros and a 2x2 Dalek Emperor!
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on September 09, 2017, 05:29:06 pm
Davros, you say?

"Repeat after me. Ex...ter...min..."

(https://i.imgur.com/EeiUh5k.png)

(https://i.imgur.com/3eDL52c.png)
"Wacca, wacca, wacca..."

Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Wolfstarr on September 11, 2017, 01:49:39 am
Davros, you say?

"Repeat after me. Ex...ter...min..."

(https://i.imgur.com/EeiUh5k.png)

(https://i.imgur.com/3eDL52c.png)
"Wacca, wacca, wacca..."

Cirius, one word ... amazing :) Clearly the work of another die hard doctor who fan!
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: chaosshade on September 12, 2017, 08:38:40 am
How are the Orgi coming along?
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on September 12, 2017, 09:43:34 am
I've not done too much on them this week as I've been learning how to make new tilesets to work on the Ufos and other missions.

Off the top of my head, they still need death anims, corpse and inventory items, then a balance pass (along with every other alien I've added...)
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: chaosshade on September 12, 2017, 10:16:45 am
I can't wait for them to be finished.  That short arc was one of my favourites!  The other arc I really loved was the time crystal one... *mutters incoherently*
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Solarius Scorch on September 13, 2017, 06:54:52 pm
Yay! Davros!
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on September 14, 2017, 11:09:06 pm
After a mysterious stone structure appears from nowhere in a farm in Eastern Europe, UNIT is sent to investigate.

(https://i.imgur.com/vxtLJqm.png)
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: chaosshade on September 15, 2017, 03:16:25 am
EEE!  I can't wait to cannibalize play this!
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: Cirius on September 16, 2017, 11:13:13 pm
"Well if you didn't make it Sergeant, then who did?"

(https://i.imgur.com/H8FCabF.png)
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Meridian on July 27, 2019, 02:49:21 pm
Updated to run on the latest nightly.

Download attached.
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: EleriumWard on April 11, 2022, 04:21:13 am
Good morning.

I would just like to make a request. I know that it's been years since you last worked on this mod, but if it's not too much trouble, may I please ask if you could make it run on the latest OXCE? Here are some of the important info I found in the log when I tried to run this mod.

[11-04-2022_09-20-33]   [INFO]   Supressed Error for 'STR_ANGEL_SOLDIER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[11-04-2022_09-20-33]   [INFO]   Supressed Error for 'STR_AUTON_SOLDIER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[11-04-2022_09-20-33]   [INFO]   Supressed Error for 'STR_CYBERMITE_TERRORIST': This unit can be recovered (in theory), but there is no corresponding item to recover.
[11-04-2022_09-20-33]   [INFO]   Supressed Error for 'STR_OGRI_SOLDIER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[11-04-2022_09-20-33]   [INFO]   Supressed Error for 'STR_SONTARAN_SOLDIER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[11-04-2022_09-20-33]   [INFO]   Supressed Error for 'STR_SPECIAL_TERRORIST': This unit can be recovered (in theory), but there is no corresponding item to recover.
[11-04-2022_09-20-33]   [INFO]   Supressed Error for 'STR_SWARMIDS_SMALL_TERRORIST': This unit can be recovered (in theory), but there is no corresponding item to recover.
[11-04-2022_09-20-33]   [INFO]   Supressed Error for 'STR_TRIFFID_TERRORIST': This unit can be recovered (in theory), but there is no corresponding item to recover.
[11-04-2022_09-20-33]   [ERROR]   During linking rulesets of units:
Error processing 'STR_DALEK_SOLDIER' in units: Item SPECIALDALEK_WEAPON not found

Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Cirius on June 13, 2022, 09:03:28 pm
Believe it or not, but I'm actually working on this again!

I'll try and take a look this week about getting it compatible with OXCE for you.

This week has mainly been about getting the mod running again with a version of OpenXcom that's nearly 5 years more advanced than when I previously dabbled with it, plus figuring out how to use the modding tools all over again...

I have, however, managed to cobble together the Defence Drone, for those of you who want to send your own daleks into battle. Cobbled together from a hybrid of dalek and human technology, it's weaker than a real dalek, but still a very capable HWP platform and an ideal scout.

(https://i.imgur.com/FhrOeKC.png)
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: EleriumWard on June 14, 2022, 02:40:46 am
That's great news! Looking forward to it.
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Cirius on June 18, 2022, 05:07:48 pm
The UNIT Transport truck will be your primary transportation into conflict zones.

A work in progress art-wise, but you can definitely see what I'm going for here.

(https://i.imgur.com/BGj19Mo.png)
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Solarius Scorch on June 19, 2022, 12:33:53 am
Wow, a real truck! I've never seen a truck or bus in X-Com before.
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: efrenespartano on June 20, 2022, 05:32:41 am
Excellent truck, mate!

Im glad to see this cool mod is back to action. Looking forward to see more!
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Cirius on June 21, 2022, 10:31:28 pm
This evening's little project, and my first attempt at a 4 tile unit - A WIP Mechonoid.

(https://i.imgur.com/2X34WUh.png)
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.3
Post by: Cirius on June 25, 2022, 05:41:47 pm
Given that it's been about 5 years since I last updated, please see the attached file for the latest version.

PLEASE NOTE: This is a Work in Progress - I have not even started work on the main campaign, but feel free to poke around in the quick battles if you're after a little bit of Doctor Who in your X-COM.

Bugs - Many
Sprites - Unfinished

What time I've had free this weekend I've used to cobble together the mobile conversion units that the cybermen will be using to increase their numbers.

(https://i.imgur.com/YxJr1dc.png)
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Cirius on July 03, 2022, 04:04:23 pm
Finally figured out where I was going wrong with the UFOPedia palette this weekend, which means I can start bulking out the UFOPedia a little more.

Added the Tornado GR4 - a step-up from the Harrier jump jet that you start with. The Tornado is faster and capable of a longer range than the Harrier, but it's still a great deal more fragile than anything from outer space.

(https://i.imgur.com/eYMmdrz.png)
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Cirius on July 11, 2022, 10:55:00 pm
Hit a bit of a brick wall with respect to mission generation. Regardless of what I'm requesting, the game seems insistent on providing me with Sectoids and vanilla ships, regardless of what I'm requesting from the alienMissions ruleset.

If anyone's able to advise what I'm doing wrong here it would be greatly appreciated...

Updated mod is attached for your perusal..
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Solarius Scorch on July 12, 2022, 09:35:06 am
Hit a bit of a brick wall with respect to mission generation. Regardless of what I'm requesting, the game seems insistent on providing me with Sectoids and vanilla ships, regardless of what I'm requesting from the alienMissions ruleset.

If anyone's able to advise what I'm doing wrong here it would be greatly appreciated...

Updated mod is attached for your perusal..

You haven't deleted any vanilla scripts, so they still get executed.

Try adding this at the beginning of your missionScripts:

Code: [Select]
  - delete: gameStart

Same for any other vanilla scripts that you want to disable.
Title: Re: [UFO] [WIP] UNIT Operations - A Doctor Who Conversion v0.2.1
Post by: Cirius on July 20, 2022, 04:32:26 pm
Hooray!

So, mission generation is now functioning. If you try out the new game option it will instantly generate a mission for you and your soldiers.

(https://i.imgur.com/CEa4UD8.png)

UFOs are now also being generated, but there's not much variety going on there just yet.

This week's big project is trying to figure out static maps. There's a sewer map in the new build that for some reason is refusing to play ball. If anyone feels like having a look, feel free to dig in and let me know where I'm going wrong...
Title: Re: [UFO] [WIP] [V0.2 RELEASED] UNIT Operations - A Doctor Who Conversion for UFO:EU
Post by: chaosshade on March 20, 2023, 07:25:20 am
After a mysterious stone structure appears from nowhere in a farm in Eastern Europe, UNIT is sent to investigate.

(https://i.imgur.com/vxtLJqm.png)

Has there been any progress made on the Oogi stones?