OpenXcom Forum

Modding => Work In Progress => Topic started by: grzegorj on September 24, 2014, 02:13:54 pm

Title: [MAPS] YetMoreUFOs!
Post by: grzegorj on September 24, 2014, 02:13:54 pm
I would like to announce a new mod... even if partially with already known contents.

As long ago as in 1997, some people created new UFO maps as replacements or variants (chosen by the game randomly) of the well-known types which we all know well from our beloved game. Which is more, the original game creators must also have planned different UFOs set(s), and left their unfinished work in game files (see https://openxcom.org/forum/index.php?topic=2911.0 (https://openxcom.org/forum/index.php?topic=2911.0)). My ultimate aim is to revive results of all that job - make it available for OXC (and for the original game, if somebody would like it too), and thus show respect to them and to their work.

I have also found a number of less or more important flaws in more modern maps, made by Luke83 and published in his ExtraUFOs pack. For example: if you install that mod, you cannot have the original Harvester any longer in your campaign (or it would look very strange). It needn't be so, this is a problem that one can solve (even if with some own efforts, sometimes enough painful).

Having considered all of these, I have decided to make my own mod with a large collection of UFO maps. The most basic premise of mine is NOT TO RESIGN of the original maps (so, Harvester variants will still be usable along with the original, unmodified map). I am planning to include as much of maps known to me as possible, to make the campaign more attractive. The sources of the maps will then be:
- original UFOs that are present in data files but not occurring in the game,
- UFOs from MapPack1 by Robert Di Fiore, of 1997 (https://www.strategycore.co.uk/files/ufo-map-pack-1/ (https://www.strategycore.co.uk/files/ufo-map-pack-1/)),
- UFOs from MapPack2 by Luchian Deurell and Sam Jeffreys, of 2001 (https://www.strategycore.co.uk/files/ufo-map-pack-2/ (https://www.strategycore.co.uk/files/ufo-map-pack-2/)),
- (another) Bird of Prey (provided) by PolynomialRing (https://www.openxcom.com/mod/birdofprey (https://www.openxcom.com/mod/birdofprey)),
- Small Scout by Zombie, of 2008 (https://www.strategycore.co.uk/files/small-scout-mod/ (https://www.strategycore.co.uk/files/small-scout-mod/)),
- Extra UFOs by Luke83 (https://www.openxcom.com/mod/lukes-extra-ufos (https://www.openxcom.com/mod/lukes-extra-ufos)),
- New UFOs by SolariusScorch (https://www.openxcom.com/mod/solar-039-s-new-ufos (https://www.openxcom.com/mod/solar-039-s-new-ufos)).

Now the time for my own contribution. The mod will not be only a compilation of existing maps, created by other people. Less or more important changes are needed in maps and especially in route files. Luke's tilesets (UFOL83 and U_DISEC3) used with his maps will also need some changes (esp. U_DISEC3, to make the original Harvester and his Harvesters usable side by side). Reviving the forgotten UFOs from the game files would need creating special tilesets (even if Luke83 has already made some good job in this point).

Moreover, I am planning to add reflected, turned, etc. extra variants as my contribution, and perhaps several personal creations made from scratch.

All details will be described in the included readme file.

As for now, maps of two UFO types (Small Scout and Medium Scout) are ready to tests: https://www.openxcom.com/mod/yet-more-ufos (https://www.openxcom.com/mod/yet-more-ufos). Large Scouts are just in preparation and will be available in a few days with a new version of the mod (20-30 variants may be expected).

All so far published maps are UFO variants, not new UFO types, i.e. you will still have the basic 8 types, and no new Ufopedia entries, no new topics for scientists, etc. So, the only change in the game is that you have more various alien vessels in your combat missions. Thanks to this, the game is less schematic. You will never know where is the entrance to the UFO, and what is its floor plan. You must be more flexible in your tactics then.

I am planning to leave this option for as much new maps as possible. As for now, it will be impossible for all maps, though.

MapPack1 is fully applicable here (even if UFOs from the pack do not look like their well-known basic variants). The only problem are false walls, holed floors, etc. - I do not like them, and I will remove them all (in my humble opinion, the game reality is not Hogwart, and the aliens should not be warlocks who walk through solid walls - if you disagree, try the original maps from that mappack). Problems start with MapPack2 whose authors changed tilesets for their UFOs. One of possiblilities is to take:
• their Battle Cruiser and Evader as Abductor variants (and not Harvesters like they planned),
• their Freighter as a Terror Ship variant (and not an Abductor variant),
• their Marauder as a Harvester variant (and not a Terror Ship variant),
• their Warbird as a Supply Ship variant (and not a Battleship variant),
• their Attack Cruiser as an Abductor variant (and not a Supply Ship variant),
and I am doing so.

It is so because the current rules used in rulesets do not allow UFOs with the same name and different tilesets. So, there is an appeal to the game creators then: please change it if possible! Especially that no tricks will help (for now) to survive the forgotten pyramidal UFOs from the game files to be just randomly selected variants of the plain UFOs known to all.

I mean that the game allows this:

Code: [Select]
  - type: STR_LARGE_SCOUT
    size: STR_SMALL
(...)
    battlescapeTerrainData:
      name: UFO_120
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
        - UFOL83
      mapBlocks:
        - name: UFO_120
          width: 20
          length: 20
       - name: UFO_121
(...)

and it would be nice if it allowed this (or something similar):

Code: [Select]
  - type: STR_LARGE_SCOUT
    size: STR_SMALL
(...)
    battlescapeTerrainData:
      name: UFO_120
       - mapDataSets:
          - BLANKS
          - U_EXT02
          - U_WALL02
          - U_BITS
          - UFOL83
        mapBlocks:
          - name: UFO_120
            width: 20
            length: 20
          - name: UFO_121
(...)
       - mapDataSets:
          - BLANKS
          - U_EXT02
          - U_WALL02
          - U_BITS
          - UFOL83
          - U_DISEC3
        mapBlocks:
          - name: UFO_122
(...)
(as for now, it does not work).

So, I am also planning another option (and a special, second ruleset for this mod) in the future: adding more UFO types (so you will have more than 8 UFO types in the game, and each of these still in many variants). It would need changes in Alien missions, the research tree, additional interception graphic, so this is a more distant future...

Finally, inform me please if you know other UFO maps aleady made, and want to have them in this mod as well.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on September 24, 2014, 05:07:46 pm
That sounds really nice! Breaching UFOs quickly becomes matter of routine once you figure out the layout and your preferred approach. More variation is great!

Quick question(s): Does your mod replace Luke's and Solarius' mods? Or does it complement them?

Since they add new UFO types (their fighters, especially) but you claim your mod doesn't, I am confused.

I guess in its current version, your mod only adds scout variants so complements the other mods, but you intend later to integrate them so your mod becomes "The one UFO mod"?
Title: Re: [MAPS] YetMoreUFOs!
Post by: davide on September 24, 2014, 05:18:48 pm
Me too tried to make it in the past but my few free time crash my wish :'(

In this link you can get the zip with the maps that I collected
https://openxcom.org/forum/index.php?topic=2546.0 (https://openxcom.org/forum/index.php?topic=2546.0)
It contains MapPack1 and MapPack2 and more.

Some big maps were fixed by Luke83 too

The zip contains a text file with the fragment to add to the MapView.dat to quick preview the ufo maps
(remember to add the two line for the Luke's tileset into Images.dat too)

The routes files are to check or to complete

If you want use/complete them I will appreciate a lot and the past efforts were nor spent in vain

The only requirements that I wish it is that you preserve compatibility with Luke's and Solarious's mods
Title: Re: [MAPS] YetMoreUFOs!
Post by: davide on September 24, 2014, 06:49:02 pm
 There is an other author of ufo maps:

https://openxcom.org/forum/index.php?topic=2501.0 (https://openxcom.org/forum/index.php?topic=2501.0)
 

Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on September 25, 2014, 09:21:11 pm
Quick question(s): Does your mod replace Luke's and Solarius' mods? Or does it complement them?

Since they add new UFO types (their fighters, especially) but you claim your mod doesn't, I am confused.

Solarius' mod does add new types; I am preparing a ruleset to make both mods (mine and his) usable side-by-side.

Luke's mod, as for now, does not add new types, only variants of the 8 basic, existing types. All his UFOs will be included in my mod (along with many other variants prepared by me). It is so because they need many corrections in both maps and terrain files. The corrections are necessary for many reasons, see above on one of them (and on the rest in the readme file in future versions of my mod).

I guess in its current version, your mod only adds scout variants so complements the other mods, but you intend later to integrate them so your mod becomes "The one UFO mod"?

My mod will replace Luke's mod completely when all maps (and especially route files) are checked and corrected. You must wait for some time (I hope not too long), though, until it is complete (when the version 1.0 appears). Anyway, one cannot use both mods at the same time (unless you edit the rulesets).

It is quite differently with Solarius' mod (and other similar mods, if any are ready) which add new UFO types. The new types should never cause conflicts betweeen mods.

For this very moment, 16 Large Scouts have already been checked (but only on my computer), and twice as many (or more) of them will be added (and tested...) very soon, as only time allows. I also need some time to repair LUKE83 tileset (which has some inconsistencies in its present shape - Luke has been noticed about them and also waits for results of my work). Just now I am about doing some changes in this file to make his UFOs look and function even better than now (I really appreciate his hard work!).

I hope the next version (with Large Scouts, including all Luke's ones) will be available by the end of this week. It is hard to say when 5 further types are ready as there are larger and need much more time to be examined in all details. Anyway, I will do my best to finish with them as fast as possible. It will remove the problem of possible conflicts with Luke's UFOs.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on September 25, 2014, 10:02:33 pm
Sounds good! I just realized I was only using Solarius' mod, so now I use his and yours together.

Thank you for your work! I am looking forward to the upcoming version(s) :)
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on September 25, 2014, 10:32:02 pm
Me too tried to make it in the past but my few free time crash my wish :'(

In this link you can get the zip with the maps that I collected
(...)

The routes files are to check or to complete

As I have already explained, MapPack2 cannot be taken "as is" - it uses different tilesets than the vanilla maps. I am working on it.

If you want use/complete them I will appreciate a lot and the past efforts were nor spent in vain

The only requirements that I wish it is that you preserve compatibility with Luke's and Solarious's mods

I will check your changes and additions, and add them with pleasure to my mod, so nothing of your efforts will be lost :)

As I've explained, my mod is not and will not be compatible with Luke's (you cannot install both and expect all will be in order) because it will contain all his UFOs (corrected and under new, unified names), and also because of the convention of naming maps (it is necessary to make more order, and to adjust the mod to contain more UFOs). I will explain it in all details in my readme file (in the version 0.3), you will also find tables of comparison of Luke's names and my names. The most important reason is that Luke's mod uses a new U_DISEC3 tileset which makes new Harvesters incompatible with the genuine one. To tell it in the simplest words: my mod will not allow such an incompatibility with vanilla game UFOs, so it must be incompatible with Luke's, and there is no way to resolve it. However, once again, it will not be necessary since all Luke's UFOs will be present in my mod with no or only very subtle changes in their look (Luke's Harvesters are been tested by me in their new versions now, and will be available soon).

My mod is thought to replace Luke's mod, or to be its new, reworked generation, with many important changes, like making new Harvesters compatible with the original one which is not preserved in Luke's mod.

I will include tnarg's UFOs as well when they are ready. Thanks for the info!
Title: Re: [MAPS] YetMoreUFOs!
Post by: Hobbes on September 26, 2014, 03:30:06 am
The most important reason is that Luke's mod uses a new U_DISEC3 tileset which makes new Harvesters incompatible with the genuine one. To tell it in the simplest words: my mod will not allow such an incompatibility with vanilla game UFOs, so it must be incompatible with Luke's, and there is no way to resolve it.

I've had a look and one solution would be to simply edit the genuine Harvester and replacing the tiles that got changed by the new tileset order. The issue is that any other modded Harvesters that use the old tileset order will need also to be edited.

Luke should have created new tilesets to add the new tiles rather than replacing the old ones with different versions - that way it would be compatible with any other modded UFOs, as long as they didn't use new tilesets.
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on September 29, 2014, 01:37:42 am
Here are some news, good ones I think.

1. The new Harvesters have already been changed to fit the original tileset, and a new tileset has already been prepared, so there is no need for any additional actions. As for now, all this stuff is tested by me, and will be available for anyone very soon. Just wait several days.

2. As I promised, a new (0.3) version of the mod is ready to be downloaded. However, I have not had enough free time to finish with all Large Scouts. Only about one half of their total number is available in the current version. The mod contains 55 UFOs for now. Other 20 Large Scouts are waiting, and will be available with the next version. All other changes - see the readme inside the package.

3. I have edited the tileset UFOL83. A new version is available inside the package. You can safely use it with all other maps that need UFOL83. It is so because the total number of tiles has not changed.

So, what are the changes for?

I must have corrected wrong assignation of some tiles (as ground, wall, object) in order to use them with the corrected maps. But thanks to this, no more patches are needed in the ruleset. Let me know if somebody find more errors...

There were "green screen" tiles in the tileset that duplicated the ones in U_WALL02. I have replaced them by their reflected (mirrored) versions, made by me. I have tried to do all my best. BUT... this is my first serious work in pixel graphics. In my humble opinion, the results are not bad (I have tested them in MapView and in the game). But if anybody can do it better than me, do not even ask, just do it and inform me about it, so that I will use the better version with my mod.

There were two new Alien Habitat bubbling devices in the tileset, looking the same, and only one of them was applied on maps. I have corrected the animation of the bubbling (now it is very fluent), and made a new reflected version as the other tile. Both have already been applied to the maps.

That gfx job has taken me some time (I have little practice...), and this is another reason why not all Large Scouts are present in the current version.

4. Everyone can add the new maps to MapView configuration and learn how they look (I hope it is not too hard). However, you may also want to see the new maps in the game. I have prepared a set of savegames, taken very shortly before landing of an Xcom ship by a landed UFO. The collection may be useful for testing purposes... See the attachment.

5. I have added other tilesets corrected by me as well to the mod. Use them to have jars with foetuses counted as Alien Reproduction and armchairs recognized as Alien Habitat. However, as for now, only the new, corrected version of UFOL93 is really needed for the UFO maps to look very good. All the other files in the terrain folder are facultative replacements/patches.

Wish me luck with the rest of Large Scouts, and they will be ready very soon! The same about Harvesters which are next to be checked.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on September 29, 2014, 02:56:29 am
Just downloaded it from the mod site and installed it.

I do wish you luck and appreciate all your hard work. Graphics and maps are not easy but they are a core part of the game. Especially for replayability. Keep up the good work! I'm looking forward to 0.4 already ;)
Title: Re: [MAPS] YetMoreUFOs!
Post by: ivandogovich on September 29, 2014, 05:41:25 am
Sounds like some awesome work grzegorj! Thanks!!
Cheers, Ivan :D
Title: Re: [MAPS] YetMoreUFOs!
Post by: guille1434 on October 01, 2014, 01:34:21 am
Hello. I just wanted to ask here if anyone knows if this mod can be used in conjunction with the Final Mod Pack without any compatibility issues... Thanks!! 8)
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 02, 2014, 12:32:30 am
The Final Mod Pack contains Luke's Extra UFOs, so the answer is simple (but brutal...). Both packages are not compatible (because my mod repairs Luke's). If you want to use Final Mod Pack, wait until I finish with all the basic UFOs (= all UFOs in Extra UFOs). I hope Solarius will add my mod to his megamod then...

And even if not, I will add a ruleset to my mod to use both mods at the same time. But now it is too early for it... Just be patient...
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on October 02, 2014, 12:52:30 am
Be patient, that's easy to say! :P At least I can use your mod as it is and I can say it's great.

Just had a few encounters we the new UFOs and breaching the funky large scouts brings back the hesitation I had before I developed the "best way". Even ran into a wall last night! *walks soldier up to division, right click to check through, nothing happens* Uh?! *facepalm*

It's very nice to have the variety, especially combined with the new terrain mod.

One thing: The alternate small scout doesn't give the one Alien Alloy. In the grand scheme of things, it does not matter much. But if it is the first UFO you intercept, that one unit allows you to start the Alien Alloy research now instead of waiting for the next one, which means earlier personal armor, which is invaluable!

Keep up the good work! We'll try to be patient :)
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 02, 2014, 05:14:07 pm
Arthanor, this must be a bug in the game. All parts of Small Scout (all types) contain Alien Alloys. For some reason, the game ignores tile properties, and gives Alien Alloys according to built-in procedures (which only our coders can modify), and not to tile properties.

I suspect OXC coders try to mimic the original game. Even if the original Small Scout contains several parts built of alloys, you receive only 1 piece in UFO:EU, so also not in accordance with tile properties. As the alternative variants use yet different tiles, you receive no alloys at all (even if you should).

I think that 1 piece of alloys is a bug also in the original game. You should receive as many alloys as there are parts of the UFO. It would be consistent with features of UFO materials. Small Scouts are enough rare in missions, so it has minimal influence on the game economy if you receive 1 or 10 pieces of alloys. But it would be easier if the game used the information from tile properties instead of using internal procedures.

I have found a similar problem with Xcom-made ships. Their maps are buggy, but when I patched them, soldiers start to walk through walls (https://openxcom.org/forum/index.php?topic=2988.0 (https://openxcom.org/forum/index.php?topic=2988.0)).

If the game relied rather on data files than internal algorithms, it would be easier to patch / mod / change things.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on October 02, 2014, 07:45:45 pm
Oh wow, this map business is even more complicated than I thought... I was hoping it was just a matter of adding some missing info in the map/tileset.

How about adding one unit o alloy lying on the floor of the UFO? Kind of ugly, but it's the easiest way to keep the game consistent, instead of "I got a whole UFO and not a single alloy?!" Or maybe it's the one steel UFO ;)
Title: Re: [MAPS] YetMoreUFOs!
Post by: guille1434 on October 02, 2014, 09:27:23 pm
 grzegorj: Thanks for the answer! I hope your excellent work will be sometime included in the FMP mod...
Thanks for sharing your work!
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 06, 2014, 12:30:58 am
I was hoping it was just a matter of adding some missing info in the map/tileset.

It should work this way. I have already reported a bug to OXC coders. This is the best solution: I have no idea what part of the original Small Scout does generate the Alloys... each one should.
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 06, 2014, 12:59:53 am
The version 0.4 is ready to download but it still does not contain all planned Large Scouts. It is so because of three reasons:

1. Two models have appeared to be really time-consuming (I mean UFOKLATU and UFOBOP), especially their route files. It is not so simple to check 62 nodes... And all of them twice, but each of UFOs has also its symmetrical twin in the mod.

2. I have also made some gfx work. Thanks to it we now have double pillars to plug holes in wall edges when there are short skew external walls in UFOs (there are no such walls in any original models but there are plenty of them in community models). No more seeing or firing through edges... I hope. Any possible errors which can still exist in this matter are probably generated by the game itself, not by maps. Adding those double pillars have made me correct some already done UFOs.

Wedges for external, convex angles in UFO walls have also been added to the tileset. Now we can place external UFO doors just by an angle. Previously it caused ugly graphic result. Now it looks really nice, see the corrected UFO_111(A) / UFR_111(A) (there are 4 doors now in the stand of the mushroom-like UFO instead of 2 in the previous version).

Replacing all files with newer version is absolutely necessary then. As for now, no genuine (game) UFOs have been modified in any way, only the ones made by the community (and the modifications are as tiny as possible).

3. This is only a hobby which I can cultivate only in my free time :) So, please be patient. There are already 71 UFO maps in the package so I think that my speed is relatively fast :) I really plan to finish all the work... in several weeks.

Note also that ALL Luke's Scouts are already in my package. All Scouts from MapPack1 and MapPack2 (plus "new" Bird of Prey) are here too.

The nearest plans are: 12 more Large Scouts (yes!), including 3 maps by davide, 3 of 4 maps by Solarius (I hope they are all right now but I will take a look at them once again) and 6 maps being mirrored version of the six ones.

Then I will repair harvesters and abducters... I have also an idea how to remove those nasty black triangles in floors of Abductor.

The version 0.5 is expected next Sunday :)
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 06, 2014, 01:07:39 am
PS. The new version of UFOL83 terrain files contains more tilesets than the previous one. However, in all maps known to me, including those from Luke's Extra UFO package, it is last on the list. So, using the version corrected and supplemented by me should not cause any problems, even if you use it with other maps. On the other hand, the new version is absolutely necessary to use with UFO maps corrected/prepared by me.
Title: Re: [MAPS] YetMoreUFOs!
Post by: guille1434 on October 06, 2014, 02:00:20 am
Hello grzegorj!

   As I really want to see all those new ufos in action... I was thinking about a way to implemenmt them in a Final Mod pack modded game... Those steps are the ones I think should be done to replace luke's ufos present in the FMP and replace them with yours:

1) Copy all your mod files present in the MAPS, TERRAIN and ROUTES folders to the equally named folders present in the Data folder of the game installation (previously having made a backup)
2) make a new ruleset (.rul file) where the following types in the ufos section are deleted, refering to the ones present in the FMP ruleset: "- type: STR_SMALL_SCOUT", "- type: STR_MEDIUM_SCOUT", "- type: STR_LARGE_SCOUT", then in the same ruleset, copy the information from your ruleset...

Do you think this will be enough to enable the use of your new ufos, or is there something I am missing, for example if there is any other ruleset section(s) affected by changing some types in the ufos section?

I hope I could explain myself in a clear way...

Also I want to say a big "Thank you!" for sharing such a wonderful and thorough piece of work! 8)
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 06, 2014, 12:21:22 pm
Yes, guille1434, it will work. Do not forget to install Final Mod Pack at the start, i.e. before my mod. Such a changed Final Mod pack ruleset will be available soon without the need of manually editing anything. But as for now, if you cannot wait, you need to do it by yourself, exactly as you have described.
Title: Re: [MAPS] YetMoreUFOs!
Post by: guille1434 on October 06, 2014, 06:17:28 pm
Thanks for your answer, man! I will do so, because I want to add more variations on the theme of Ufo maps... Besides, I will upload the ruleset here, with complete instructions for anyone who wants to do the same, and may be saving you some time and work...
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on October 06, 2014, 06:27:01 pm
As usual: Nice work! Recovering a large scout used to be a chore, not it's a surprise every time. I can't believe the variety out there (Just discovered the one with 4 corner elevators and a second level, I was like: "WHAaat?!" And I sent my rookies to recover this one thinking "It's just a large scout..."!).

Without you, I would have never seen all those. This is great! With your mod, the alien remix mod (Who thought of Ethereals+Chryssalids as a good idea?!) and a few new races, now I just don't want to leave Earth to see what's coming next :D
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 20, 2014, 12:50:44 am
As I am rather busy these days, I cannot still finish with Harvesters. Moreover, the mod website has been down for two days now. In order to give a sign of life (:-) ) I have decided to upload a beta (incomplete) 0.5 version here.

Which is the most important... It is time to definitely quit with Luke's Extra UFOs, or at least with his Harvesters. It is so because I have changed U_DISEC3 terrain file, so if you do not copy the new version, your UFOs will not work well. But with the new version, Luke's Harvesters will not work.

At this moment 106 UFO variants are ready: 3 Small Scouts, 32 Medium Scouts, 59 Large Scouts, 12 Harvesters. More Harvesters will come very soon (all Luke's maps will be added; as for now, only A, B, C and D are implemented).


There are three rulesets inside, choose only one of them.
YetMoreUFOs - if you do not know what to choose (it is the basic option);
YetMoreUFOsMini - if you want all UFOs of a given type to preserve their outer shape (no strange, new constructions will appear then);
YetMoreUFOTypes - if you like to play Solar's UFOs just as he has designed them.

I have added 3 Solar's New UFOs either as Large Scouts or as new UFO types - you can choose what you prefer: to have more Large Scouts or to have more UFO types (see readme inside). Just choose the proper ruleset. The archive contains the entire Solarius' mod (and all his files) so you do not need to worry about incompatibility. If you want to have both mods, choose YetMoreUFOTypes ruleset, and do not choose Solarius mod (all its contents is already inside)!

I have also added several UFOs designed by myself, including "double Large Scout" and some triangular ships. They originated long time ago, and have never been published.

Have a nice time with new UFOs!
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on October 20, 2014, 05:31:20 pm
Hi grzegorj,

Once again, thanks for all your work! You're the reason recovering UFOs (especially large scouts!) can be enjoyable again!

I wish I could offer you something that's as game changing as your mod has proven to be for me. Let me know if there is some weapon/armor/craft/research/balance/alien change that you'd like to see and I would be happy to look into it.

And.. I apologize for asking, but since you're doing such great work on UFO maps, I was wondering if you could maybe fix this craft (https://openxcom.org/forum/index.php?topic=2634.0) redesign? Mainly fix the "elevator" on the roof so it looks like it's the top (no vertical yellow lines), maybe change the chairs to human ones, and apply the fixes you did to the lightning?

Thanks in advance and keep up the great work!
Title: Re: [MAPS] YetMoreUFOs!
Post by: davide on October 21, 2014, 10:33:34 am
Which is the most important... It is time to definitely quit with Luke's Extra UFOs, or at least with his Harvesters. It is so because I have changed U_DISEC3 terrain file, so if you do not copy the new version, your UFOs will not work well. But with the new version, Luke's Harvesters will not work.

Could you rename your version of tileset U_DISEC3.* to an other unused name such as U_DISEC4.* or any other ?
It is a tiny effort but it could resolve the incompatibility

Thanks in advance
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 27, 2014, 01:17:54 am
Davide, there is no any incompatibility. Simply speaking, Luke's package is outdated and there is no need to use it any more. All the UFOs from there will be available in my mod. So, what should it be renaming it for? Notice that it is not me who changed the original list of tilesets... I have reverted it to the original.

All Harvesters are ready now. Install my mod and remove Luke's Harvesters completely (all are now in my mod, together with their reflections, not present in Luke's mod), there will not be any conflicts - only Harvesters use U_DISEC3.

Ah, one thing more. Renaming U_DISEC3 would NOT remove the incompatibility, so this would be aimless. As for now, the game needs to have the same list of tilesets / terrain files for all variants of a given UFO type. Luke's mod changes the original list, I have reverted the change. But as a result, both mods cannot be used in one game. It is not possible to work with Luke's Harvesters and my Harvesters at the same tiome, and this is not a question of U_DISEC3.

You can also rename the old version of U_DISEC3, for example, to U_DISEC3_OUTDATED (or anything else), and make proper changes in Luke's ruleset. But even then you will not have both my and his Harvesters. Such a request is a little stupid, however, as my mod contains all his Harvesters, with corrections in addition.
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 27, 2014, 01:37:46 am
The mod website is down, and nobody knows whether it will ever function again. So, I will publish new versions here. I am also thinking of making a copy available on my own website. Just for a case...

Version 0.5 (final, with all Harvesters ready). 122 UFO variants: 3 Small Scouts, 32 Medium Scouts, 59 Large Scouts, 28 Harvesters. It has also SolarsNewUFOs mod integrated. Tiny patches for (the original) Harvester (no more invisible holes in floors) and for Lightning (no more invisible tiles) have been added, and are recommended also for a normal, unmodded game. Moreover, a ruleset for using Firestorm (and Interceptor) as a fighter-transporter (1 tank + 6 soldiers, or 10 soldiers) has been added, as the one provided with OXC causes problems. After installing this mod, Luke's Extra UFOs will no longer work because of changes made in data files.

As I said, there is no need to run both mods. In my mod, there is plenty of patches for Luke's UFOs. All his UFOs (Scouts and Harvesters for now) are present in my mod, together with plenty of other maps. If you cannot wait for other ships, modify Luke's mod yourself - remove all Scouts and Harvesters from his ruleset, there should not be any conflicts with Abductors, Terror Ships and Supply Ships. Or wait until I finish my mod, and then there will be no need to use Luke's mod any longer.

My mod has never been thought to be compatible with Luke's. It is its replacement, instead.

Checking and creating Harvesters has taken me a lot of time. Notice however that they have three floors and plenty of items to check. 60 nodes in RMP files is nothing exceptional... and each node must have been checked. I hope Abductors will do faster, just as they are smaller.
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 27, 2014, 02:32:02 am
Arthanor, I will take a look at additional XCom ships when UFOs are ready. Removing the "yellow-lined" object from the roof is very simple with MapView. Here you are a corrected version of the map. It works with the standard (and the corrected) Lightning terrain files but it still needs U_WALL02 terrain. I have added the files in the attachment but they are the same files as the ones in my mod. You can even use the terrain files from Ultimate Patch (they are NOT compatible with the original LIGHTNIN files from the game).

To simplify: use this version, and your Lighning will be still usable. So will the modified Lightning be.

In theory, you need this in the ruleset to have both ships in the game:

Code: [Select]
    battlescapeTerrainData:
      name: LIGHTNIN
      mapDataSets:
        - BLANKS
        - LIGHTNIN
        - U_WALL02
      mapBlocks:
        - name: LIGHTNIN
          width: 20
          length: 10
        - name: LIGHTNI2
          width: 10
          length: 10

So, you can use both ships (the original one and the changed one) side by side as variants - except that the deployment scheme is global and may not work properly (check it if you want!). Appeal to our coders to make deployment (and mapDataSets) possible to be specified for each single variant within a given type of a ship...

Alternative solutions are:
- to replace the in-game Lightning with this version completely,
- to add a new type of human ship to the game (rather time-consuming, think of the research tree, UFOpedia etc.).

If you have extra wishes, like human stairs, try to modify the ship yourself. Using MapView is not THAT complex, however it is rather tedious and needs some practice (especially, you need to add each map manually to config files of the program...). Or wait until I finish with UFOs...
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on October 27, 2014, 03:27:08 am
Hi grzegorj,

As usual, thank you for your outstanding work! I am looking forward to encountering the new Harvesters :)

I apologize about taking up your time with my little problem. I just figured it would be quick for you since you are already used to modifying UFOs/Crafts. The only computer I have access to is a Linux computer and I have not yet figured out how to run Map View on it. The only source I found was a zip file with a bunch of windows executables. I will figure it out one day.. Anyhow, thank you very much for fixing that version of the lightning!

Cheers,
Art
Title: Re: [MAPS] YetMoreUFOs!
Post by: ivandogovich on October 27, 2014, 05:50:15 am
<snip>. The only computer I have access to is a Linux computer and I have not yet figured out how to run Map View on it. The only source I found was a zip file with a bunch of windows executables. I will figure it out one day.. <snip>

This is obvious, but have you tried WINE?

Sorry for the off topic. XD

Cheers, Ivan :D
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on October 27, 2014, 07:04:19 pm
@grzegorj: Just tried the new lightning in game. It works wonderfully once you define a new deployment order. The original one does not work at all, so they cannot be used as variants. It's an interesting idea though, like asking yourself the question: "Which craft did the rookies jump into this time?" and finding out every mission. Especially since the game only spawns the units it can, so you can even have "random" squad sizes.

Thanks again!

@ivandogovich: Yeah, I tried that and the result was pretty bad. It doesn't recognize transparency so I get a bunch of black squares and all the different levels of a craft overlap. It's pretty ugly :/
Title: YetMoreUFOs 0.6
Post by: grzegorj on October 27, 2014, 11:37:54 pm
Version 0.6

As there are impatient people who would want to use both Luke's mod and mine (which is not possible in all), I have found a good solution. Yes, it is impossible to use both mods at the same time. But one can add all Luke's UFOs to my mod without checking / mending / modifying them. Even more, this is not very complex to add UFOs from both MapPacks as well! No more problems with U_DISEC3 etc., by the way!

Even if I cannot guarantee (for now) that all Abductors, Terror Ships, Battleships and Supply Ships will function very well, there is no need to use Luke's Extra UFOs any longer. All his UFOs are already in the mod (even if not all have been checked / corrected yet).

I have added them to the current version, numbered 0.6. The version 0.7 will have all Abductors checked (and the ugly looking black triangles in floors removed, I am just working on it), plus their reflected variants (and possibly one or two more maps) that do not exist in this moment. The version 0.8 is planned to have new / checked Terror Ships as well. The version 0.9 will have Supply Ships (they are less in size than Battleships, hence the planned sequence). And finally the version 1.0 will have all UFOs checked. Further versions with Tnarg's UFOs and pyramidal UFOs (unused but present in the game) are expected as well.

Nice using the mod!
Title: The mod site is back!
Post by: grzegorj on October 28, 2014, 05:05:13 pm
https://www.openxcom.com/mod/yet-more-ufos is back again!
Title: Re: [MAPS] YetMoreUFOs!
Post by: TaxxiDriver on October 29, 2014, 12:39:08 pm
Beautiful. Love this mod a lot: those who want to play as much as vanilla or want a radical change alike can be satisfied :) Keep going, sir.
Title: Re: [MAPS] YetMoreUFOs!
Post by: volutar on October 29, 2014, 12:51:15 pm
Every try to make any "misterious insides" of the UFO with known hull contours is not really effective.
Since outside walls are revealing insides by silhouettes.
I've made a patch changing bigwall reveal behaviour, but it's still not applied.

Though I'd prefer to change cursor behaviour logic entierly. If you points non revealed territory - it should show non-occluded cursor version. Always. There shouldn't be that easy single-turn final missions.
Title: Re: [MAPS] YetMoreUFOs!
Post by: grzegorj on October 29, 2014, 02:24:27 pm
@volutar, could you tell us more about the patch? Does it change the binary or only data files?
Title: Re: [MAPS] YetMoreUFOs!
Post by: volutar on October 30, 2014, 05:57:50 am
It's code patch. It doesn't rely on data.
Title: Re: [MAPS] YetMoreUFOs!
Post by: new_civilian on November 01, 2014, 02:47:55 pm
Just wanted to say thanks for this mod, I'm having awesome missions on those maps!
Title: Re: [MAPS] YetMoreUFOs!
Post by: Solarius Scorch on November 01, 2014, 07:04:19 pm
Okay, so I've finally started adding these nice maps to the Final Mod Pack. This is going to take some time, that's for sure...

Grzegorz, what's the status with Yet More UFOs vs. Luke's Extra UFOs? Does your mod contain all of them or not? This information would really make my work easier.

Though I'd prefer to change cursor behaviour logic entierly. If you points non revealed territory - it should show non-occluded cursor version. Always. There shouldn't be that easy single-turn final missions.

This, so much. :)
Title: Re: [MAPS] YetMoreUFOs!
Post by: TaxxiDriver on November 03, 2014, 03:02:41 pm
I don't know any technical things but I also really wish the aliens would stop shooting me inside the UFO somehow. It's really annoying  >:(
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on November 03, 2014, 04:58:29 pm
Some UFOs having "hidden firing holes" is indeed really annoying. I think grzegorj is making good progress on those by patching the gaps though. This mod is really an awesome improvement on the game.
Title: Re: [MAPS] YetMoreUFOs!
Post by: new_civilian on November 05, 2014, 01:18:02 pm
Some UFOs having "hidden firing holes" is indeed really annoying. I think grzegorj is making good progress on those by patching the gaps though. This mod is really an awesome improvement on the game.

why yes it is...  :)

It`s always nice to see something NEW in this game, especially when it is made that good.
Title: Re: [MAPS] YetMoreUFOs!
Post by: TaxxiDriver on November 05, 2014, 02:22:07 pm
why yes it is...  :)

It`s always nice to see something NEW in this game, especially when it is made that good.

Wow! I haven't met with that UFO yet. I laughed a lot  ;D
Title: Re: [MAPS] YetMoreUFOs!
Post by: pkrcel on November 05, 2014, 02:58:48 pm
The scout ships population has skyrocketed, since using YetMoreUFOs!  ;D



Title: Re: [MAPS] YetMoreUFOs!
Post by: ivandogovich on November 05, 2014, 05:58:01 pm
The scout ships population has skyrocketed, since using YetMoreUFOs!  ;D

More scout ships over all, Or more aliens at a scout ship site?
Title: Re: [MAPS] YetMoreUFOs!
Post by: XCOMFan419 on November 05, 2014, 07:33:08 pm
At first I was skeptical about this mod, wondering if I really did need more UFOs. My last playthrough I installed the mod to try it out.

My game will never be the same again! I love this mod.
Title: Re: [MAPS] YetMoreUFOs!
Post by: pkrcel on November 05, 2014, 07:53:39 pm
More scout ships over all, Or more aliens at a scout ship site?
Wells, I meant that now  you rarely get the same ol' scout
Title: Re: [MAPS] YetMoreUFOs!
Post by: TaxxiDriver on November 07, 2014, 02:31:25 pm
Just found some strange terrains on which you just fall down. Maybe you already know but just in case :) All of those terrains were on the same UFO (I think it was a large or a very large ship).

(https://cfile6.uf.tistory.com/image/2217844F545CBA3F04E094)

(https://cfile28.uf.tistory.com/image/2113A64F545CBA400A5C04)

(https://cfile21.uf.tistory.com/image/237A9C4F545CBA412CD3D8)

(https://cfile9.uf.tistory.com/image/2534DC43545CBD2319873A)

P.S. The ship was one of the hardest one I've yet encountered with....
Title: Re: [MAPS] YetMoreUFOs!
Post by: BBHood217 on November 07, 2014, 02:54:11 pm
I play with the Expanded Alien Armory mod, which has Solar's new UFOs integrated into it.  Will there be conflicts if I play with both the armory mod and this mod, since they apparently both have Solar's new UFOs in them?
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on November 07, 2014, 06:29:21 pm
@TaxxiDriver: That looks like a stunning ship! grzegorj mentioned that he added all the UFOs to the mod, but has only gotten to fix UFOs up to a certain size/type. This looks like a Battleship alternative so I don't think he's gotten to it yet. I'm sure he will though, as he seems to be a very thorough guy.

@BBHood217: There's not really any point in running Solar's "Alien Armoury Expanded - UFOs" mod along with YetMoreUFOs, as they contain the same thing. I'm not 100% sure it would crash or conflict, but it complicates things for nothing.

If you want to reproduce the same experience you would get with Solar's AAE-UFOs, use the "YetMoreUFOTypes" ruleset of YetMoreUFOs, since it keeps the new UFO types introduced by the AAE-UFOs separate. You can still run the other AAE mod to get the weapons as well, so you get the full AAE experience + all the new UFOs.
Title: Re: [MAPS] YetMoreUFOs!
Post by: TaxxiDriver on November 08, 2014, 02:42:47 am
I think I've found a very bad problem: encountered with a large ship and the battle didn't end for more than 100 turns. I've just searched every possible places and concluded that there might be some enemies inside the closed walls and that is the reason why the battle continues forever. Unfortunately, I didn't have access to plasma weapons so couldn't breach the walls and confirm the hypothesis :( should have got some breaching mods or something.

Also found a faulty wall, just for showing  :)

(https://cfile28.uf.tistory.com/image/2751E64F545D658A1BF963)

(https://cfile22.uf.tistory.com/image/255CCA4F545D658B12A2B2)
Title: Re: [MAPS] YetMoreUFOs!
Post by: Solarius Scorch on November 08, 2014, 11:12:24 am
I think I've found a very bad problem: encountered with a large ship and the battle didn't end for more than 100 turns. I've just searched every possible places and concluded that there might be some enemies inside the closed walls and that is the reason why the battle continues forever. Unfortunately, I didn't have access to plasma weapons so couldn't breach the walls and confirm the hypothesis :( should have got some breaching mods or something.

Do you have a save from that mission? Because you can enable debug mode (by setting "debug: true" in options.cfg), then in the game press Ctrl + D and the entire map will be revealed.
Title: Re: [MAPS] YetMoreUFOs!
Post by: TaxxiDriver on November 08, 2014, 01:13:36 pm
Do you have a save from that mission? Because you can enable debug mode (by setting "debug: true" in options.cfg), then in the game press Ctrl + D and the entire map will be revealed.

Thank you very much. The information was very helpful. I confirmed my hypothesis to be true: in fact, there were actually even two of them inside the closed hulls! It's very sad because it would havce been otherwise a very well designed ship.

(https://cfile28.uf.tistory.com/image/2305983D545DFA382D7769)
Title: Re: [MAPS] YetMoreUFOs!
Post by: BBHood217 on November 08, 2014, 02:48:49 pm
@BBHood217: There's not really any point in running Solar's "Alien Armoury Expanded - UFOs" mod along with YetMoreUFOs, as they contain the same thing. I'm not 100% sure it would crash or conflict, but it complicates things for nothing.

If you want to reproduce the same experience you would get with Solar's AAE-UFOs, use the "YetMoreUFOTypes" ruleset of YetMoreUFOs, since it keeps the new UFO types introduced by the AAE-UFOs separate. You can still run the other AAE mod to get the weapons as well, so you get the full AAE experience + all the new UFOs.

Somehow, I forgot that the Solar UFOs are actually a separate ruleset from the AAE.  Whoops :P

Okay then, so I'll turn off both Luke's and Solar's UFOs since this mod apparently already has them integrated.  My next playthrough oughta be more interesting.  Yay mods!
Title: a new map concept
Post by: davide on November 11, 2014, 11:49:50 am
from https://www.xcomufo.com/ (https://www.xcomufo.com/)


Title: Re: [MAPS] YetMoreUFOs!
Post by: BBHood217 on November 13, 2014, 08:54:12 am
I'm having trouble with Solar's UFOs via YetMoreUFOTypes.  Sometimes missions involving the fighter, sentry ship, excavator, and lab ship run just fine; and other times I get the "invalid vector<T> subscript" error (whatever that means, especially since I don't play nightlies) upon trying to start a mission with those UFO types.  I have no idea what the cause could be, so I've resigned to just using Solar's UFOs as large scout variants instead of separate types (i.e., using YetMoreUFOs instead of YetMoreUFOTypes).  I guess that also means no lab ship, unless it's a battleship or supply ship variant?

Speaking of supply ships, there's a weird supply ship map that looks like it's not finished.  It's like half a ship, and obviously not an intentional design because it's missing UFO components like power sources.  And y'know, there's a giant hole in it.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Mr. Quiet on February 17, 2015, 10:02:16 am
It was a pain installing this mod. You should put all the other readmes in a read me folder, while keep the actual read me to install this mod out with the other ufo ship folders.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on February 17, 2015, 10:57:23 pm
I don't know if gzegorj is still working on this.. Either way, that sounds rather entitled for a comment directed at free (awesome) content provided by someone else. "YetMoreUFOs" is nowhere near a pain to install, it follows the same way as everything else.

I am wondering, though, what kind of impact the maps redesign might have had on the UFOs in this mod? Anyone tried this/has the experience to guess what, if anything, might change?
Title: Re: [MAPS] YetMoreUFOs!
Post by: Mr. Quiet on February 17, 2015, 11:56:15 pm
I apologize if my comment came to anyone in a negative or offensive manner. I'll try to display my words more carefully next time. I'll leave it as it is in hopes that the author takes this as criticism to fix this. I did forget to thank the modders though, thanks guy, I love the mod as far and no issues yet!
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on February 18, 2015, 01:02:03 am
I know a few days ago, some feature that affects UFO disengage timers was introduced. It was accompanied by the "modders double your UFO timers" warning. After installing the nightly, I can't get to shoot more than a few shots of cannons at very small UFOs.

I thought it made sense, since this mod hasn't been updated in a while. So I went to check and to my surprise, reload and breakoff times from "YetMoreUFOs" were similar with the new ruleset with doubled timers.

Apparently I've been playing with super easy UFOs (already doubled timers) for a while? But then again.. not being able to down small scouts is weird. The time it takes to get them in cannon range is enough for them to disengage unless you're super fast clicking "aggressive", and even then I could only sneak in a few shots. Shoot them with anything longer range like a stingray and you'll just destroy them...

I'm not sure what's happening anymore..
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on February 18, 2015, 09:48:07 pm
Well, I looked back a long way using git and I looks like the timers have always been the way they are. I'm not sure where grzegorj got his timers, but they are off compared to the default rulesets. Running my old nightly version (from ~november) without YetMoreUFOs I am indeed having issues catching UFOs..

As it is, I have removed all the extraneous information from YetMoreUFOs regarding vanilla craft variants in YetMoreUFOTypes (since it was overwritting the vanilla version) and doubled the reload and disengage timers for Solar's types, as required by the nightly. Interception will be a whole new game...

I've attached the ruleset in case anyone using the recent nightlies want to give it a try.
Title: Re: [MAPS] YetMoreUFOs!
Post by: SIMON BAILIE on February 18, 2015, 11:50:22 pm
Was wondering if ur mod is compatible with "Research alive aliens v1.3" as "Yet more ufos v0.6" is from the end of October prior to all the map changes and earlier today I had to give up in my current game with using "Lukes dark ufos" as it seemed to be crashing the game to my desktop when I got reaction shot at. I refer to message:

Just tried this mod, v1.3 and the following happens on the 1st mission, see pictures regarding the black areas. I've the following mods on:

rulesets:
  - Xcom1Ruleset
  - Acid_Weaponry
  - Batman
  - CUSTOM STATSTRINGS
  - CivArmorRich
  - CraftMissleSound
  - EleriumFlare
  - Enforcer
  - ExtraPockets
  - Extra_Explosions
  - FireStormGfx
  - GaussWeaponry
  - GenderDetail
  - GuidedMissile
  - HWP_Mortar
  - Improved_HandOb
  - Improved_Recruit_Start_Stat
  - Ironman Super Suit
  - Laser_Sniper_Rifle
  - MassAccelerator
  - PSX_Static_Cydonia_Map
  - PowerSuitHelmOff
  - Predator
  - SECTOPOD_HWP
  - SPACEMARINES
  - SniperRifle_custom
  - SniperRifle_u2s
  - TacticalNuke
  - UFOextender_Gun_Melee
  - ViperAssaultCannon
  - WeaponNaymore
  - WeaponTranquilizer
  - XcomUtil_Fighter_Transports
  - XcomUtil_High_Explosive_Damage
  - XcomUtil_Improved_Ground_Tanks
  - XcomUtil_Pistol_Auto_Shot
  - XcomUtil_Skyranger_Weapon_Slot
  - small_rocket_small
  - Research_Alive_Aliens
  - Alternate_Lightning_Thunder
  - 2012DeathSounds
  - Commendations
  - CommendationsUFOpedia
  - ITEM LIST ORDER
  - XcomUtil_Starting_Defensive_Improved_Base
  - LukesDarkUFOs

Have tried various things like reloading, taking off Luke's Dark Ufo's but it seems that if any of my units get reaction shot in a dark area the game crashes to the desktop. I'm using the nightly of 2015-02-17 and I don't think any of the mods r causing a conflict but this is beyond my knowledge. Item list order is something of mine just to put stores/purchase screens in what I consider a more sensible order. Wud "Yet more ufos" work better?

Apologies if this is a bit long winded but I don't want to risk my current game messing up again. Once I took off anything involving maps, routes, terrain or using an .exe prior to November there seems to be no problem fingers crossed. Thanks in advance for reading through this waffle. The attached pics show what was happening.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on February 19, 2015, 06:49:12 pm
I can't vouch for this mod working with nightlies since I am just trying it now. As far as I can tell, UFOs are still defined pretty much the same way so the mod should work. Mods with new maps/terrains where the ones which were impacted by the recent change, crafts and UFOs seem to be fine.

A word of warning, however. I just realized that the mod above (and indeed the original "YetMoreUFOTypes" ruleset) "only" has 3 alien itemSets defined for the new UFO types originally introduced by the Alien Armoury Expanded - UFOs mod. Since the Alien Armoury Expanded uses 4 alien equipment levels, using the AAE will make your game crash if an alien is "lucky" enough to get the 4th level equipment on a mission involving one of the new craft types.
Title: Re: [MAPS] YetMoreUFOs!
Post by: SIMON BAILIE on February 19, 2015, 08:32:47 pm
Yes I c what u mean RAA mod goes from 0-2 in the item levels but AAE goes from 0-3 so as u said if an alien gets 3 - TROUBLE. One last point though, on looking at "Solar's New Ufos v1.1" from 2014-09-14 there doesn't seem to be any item level within the rul file so surely this shud be compatible with RAA, all I wud need to do is double the reload and break off times for the 4 ufos to bring them into sync with current nightlies as my current game is running off 2015-02-17. But I'll await ur words of wisdom b4 adding this onto my game.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on February 19, 2015, 10:05:41 pm
The problem is that if you add new UFO types (like the figher, sentry ship, lab ship in the AAE-UFOs), you also need to define what weapons the aliens have on those ships. I'm not sure what Solar's new UFOs is, so it is possible that it does not add types. That should be discussed in the relevant topic tough.

If the Research mod you use has 0-2 for item levels, then YetMoreUFOsTypes should be compatible with it as is, since it also contains "only" 3 alien item levels. It is only when mixing in the AAE (or any other mods with more than 3 levels) that you will run into trouble.

Every UFO mod does need to get the timers tweaked for the recent nightlies, but that should be all (assuming that your alien weaponry is figured out).
Title: Re: [MAPS] YetMoreUFOs!
Post by: SIMON BAILIE on February 20, 2015, 01:03:53 am
This is solar's new ufos in the attachment below by Solarius Scorch, no item levels defined in it so it's just an older version of yet more ufos without the vanilla 8 ufos. These r the item levels fr RAA:

###BEGIN ALIENITEMLEVELS
alienItemLevels:
  - [0, 0, 0, 0, 0, 0, 0, 1, 1, 1]
  - [0, 0, 0, 0, 0, 1, 1, 1, 1, 1]
  - [0, 0, 0, 0, 1, 1, 1, 1, 1, 1]
  - [0, 0, 0, 1, 1, 1, 1, 1, 1, 1]
  - [0, 0, 1, 1, 1, 1, 1, 1, 1, 1]
  - [0, 1, 1, 1, 1, 1, 1, 1, 1, 2]
  - [0, 1, 1, 1, 1, 1, 1, 2, 2, 2]
  - [0, 1, 1, 1, 1, 2, 2, 2, 2, 2]
  - [1, 1, 1, 1, 2, 2, 2, 2, 2, 2]
  - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2]
  - [1, 1, 2, 2, 2, 2, 2, 2, 2, 2]
  - [1, 2, 2, 2, 2, 2, 2, 2, 2, 2]
  - [2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
###END ALIENITEMLEVELS

So fr what u've said shud be compatible. There r no item levels defined in Solar's new ufos either so 2 final points. Firstly am I better adding yet more ufos or solar's new ufos as all I want is the 4 new ufos. And finally if there is not an item level defined in a mod like the forementioned 2 mods how does the ai know what item levels to give them or does it just use the last mod loaded in to have a item level defined, which in my case wud use the one fr RAA(attached). Thanks for all the advice on this one as ur knowledge is far superior to mine as I'm learning on a trial by error basis.
Title: Re: [MAPS] YetMoreUFOs!
Post by: Arthanor on February 20, 2015, 08:02:16 am
alienItemLevels are defined once, and overwritten if a mod is loaded that redefines them after. In your case, if your only mod that defines itemLevels is the RAA, then that's what you will use.

I used the wrong term earlier, when I said every mod that defines new UFOs needs itemLevels, what I meant is the alienDeployment section, which says which weapon the aliens will have. If you look in Solar's New UFOs, you will see that there is indeed an alien Deployment seciton.

An issue arises when you define more itemLevels (0,1,2,etc.) than there are weapons tiers defined in the alienDeployment. If the game needs itemLevel 3 for an alien, but there are only 0, 1 and 2 defined, it will crash (with a rather unhelpful error message about checking vectors, which is relevant but hard to guess at). If you have more alienDeployments "tiers" defined than itemLevels, there is no issue. The last tier just won't be used.

So.. All that said to mean: You are fine using either YetMoreUFOs OR Solar's new UFOs. YetMoreUFOs gives you a lot more variation in UFOs so it depends on if you want to be surprised or not. Do make sure you are NOT using the Alien Armoury Expanded with either of those, however, since that requires more alienDeployment "tiers" than exist in either YetMoreUFOs or Solar's New UFOs.
Title: Re: [MAPS] YetMoreUFOs!
Post by: SIMON BAILIE on February 20, 2015, 06:36:02 pm
Ta I'll put "yet more ufos" on now as knowing the layouts of ufos takes the fun out of storming the entrance or a breach. RAA is heavy on capturing all ranks bar soldiers so the more ufo types the better for capturing opportunites of non soldier ranks. I'm also going to add on Alien Inventory mod as when I get to mind controlling the aliens I like to see the picture in the inventory screen. Btw I was looking thru all the mods I have, is FMP the only one to have the 4 alien item levels as it incoporates AAE?
Title: Re: [MAPS] YetMoreUFOs!
Post by: hellrazor on February 22, 2015, 11:31:12 pm
alienItemLevels are defined once, and overwritten if a mod is loaded that redefines them after. In your case, if your only mod that defines itemLevels is the RAA, then that's what you will use.

I used the wrong term earlier, when I said every mod that defines new UFOs needs itemLevels, what I meant is the alienDeployment section, which says which weapon the aliens will have. If you look in Solar's New UFOs, you will see that there is indeed an alien Deployment seciton.

An issue arises when you define more itemLevels (0,1,2,etc.) than there are weapons tiers defined in the alienDeployment. If the game needs itemLevel 3 for an alien, but there are only 0, 1 and 2 defined, it will crash (with a rather unhelpful error message about checking vectors, which is relevant but hard to guess at). If you have more alienDeployments "tiers" defined than itemLevels, there is no issue. The last tier just won't be used.

So.. All that said to mean: You are fine using either YetMoreUFOs OR Solar's new UFOs. YetMoreUFOs gives you a lot more variation in UFOs so it depends on if you want to be surprised or not. Do make sure you are NOT using the Alien Armoury Expanded with either of those, however, since that requires more alienDeployment "tiers" than exist in either YetMoreUFOs or Solar's New UFOs.

My Mod refered to as RAA here (*lol*) also has alienDeployment Sections defined, to get Elerium Bombs in, but i stick to the orignal 3 tier of Equipment.
Title: Re: [MAPS] YetMoreUFOs!
Post by: new_civilian on June 07, 2015, 12:37:59 pm
Here a fixed Labship map (had 2 missing and one wrong tile, hf!
Title: Re: [MAPS] YetMoreUFOs!
Post by: niculinux on August 26, 2015, 07:14:51 pm
Willing to give a shot on linux with openxcom 1.0 (should be compatible accordin to the portal (https://www.openxcom.com/mod/yet-more-ufos)).  Anyone tested it?

edit: oh, latest version appears to be 0.6. Supposed to ba a comlleted mod, if so move in the complete mods forum?
Title: Re: [MAPS] YetMoreUFOs!
Post by: niculinux on August 27, 2015, 03:20:48 pm
Tested 0.6  today, and seems to be linux compatible, don know with other mods though  :-\