OpenXcom Forum
Modding => Released Mods => Topic started by: Svanh on October 20, 2013, 02:22:09 pm
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A small mod adding some 1x1 HWPs for later game.
Assault Drone - Decent robotic soldier, armed with plasma weapon halfway between heavy plasma and plasma rifle
Scout Drone - High TUs and strength with a laser rifle, good for getting heavy supplies across the map.
Hammer Heavy Artillery Drone - Fires explosive or incendiary shells in an arc. Explosive shells have a blast radius of 2 and can punch through UFOs, incendiary shells set a very, very large area on fire. You can't unload shells without firing them due to the limitations of fixed weapons.
All three require you to research the power suit and mind probe. The Assault Drone requires plasma cannon research, the Scout Drone requires laser rifle research and the Hammer requires blaster launcher research with blaster bomb research for the ammunition.
You will also need a power/flying suit corpse in your base's inventory to unlock one of the necessary research topics and to build each drone.
While a Medic Drone is in the ruleset it doesn't work due to a quirk of battleType and inventory placement.
To install:
Extract Drone.zip to ...\openxcom\data and add
rulesets:
- Drone
to the config file
OR
Place Drone (PLAIN).rul in your ...\openxcom\data\rulesets folder and add
rulesets:
- Drone (PLAIN)
to the config file.
The Drone (PLAIN) ruleset uses the original X-com power suit sprites while the .zip uses MKSheppard's recoloured power suit sprites.
Last updated: 03/11/2013
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That's a nice idea!
Maybe you could use some of the recoloured armor sets for the graphs?
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Thanks for the suggestion. I've updated the mod with some of MKSheppard's X-COM recolours and changed some stats.
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What might be pretty useful is an HWP with an 'inventory slot' which can carry extra equipment so your troopers don't need to carry it all. Additional heavy weapons, rockets, medikits, high explosives, stun rods etc which can come in handy but usually don't
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What might be pretty useful is an HWP with an 'inventory slot' which can carry extra equipment so your troopers don't need to carry it all. Additional heavy weapons, rockets, medikits, high explosives, stun rods etc which can come in handy but usually don't
All three drones have the standard inventory slots for carrying items/ammo minus a hand slot (Fixed weapons can't be moved/removed). Part of the Scout Drone's purpose is to carry large amounts of equipment very quickly. Unfortunately there doesn't appear to be a way to make inventory slots apply only to certain units so I can't add anything past the basic soldier inventory without giving it to X-COM soldiers as well.
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May I suggest something to make this more unique and extend the original game's functionality?
I'm sure all of you wondered whatever happened to the Power/Flying Suits after someone got killed in them. It made no sense that an incredibly valuable piece of equipment was never reused after the previous occupant was killed in them -- they were rare enough (used enough elerium 115) to make it worth recycling.
WHAT IF.....
Nobody wants to be in a "previously used" power suit? I imagine that alien alloy metallurgy is still kind of experimental, meaning that if you can cover over the hole in the power suit from a plasma bolt; there's going to be a big area of shiny bare metal that doesn't match the rest of the suit -- hence the painting of it -- to hide the repairs.
After the tenth squaddie in a row refused to get into a "slightly used" power suit; what if the XCOM engineers suggested that these "slightly used" suits could be recycled into combat drones? You were already most of the way there with the power-assist mechanisms required to make the suits not impair the user when worn -- it's just a matter of having a computer drive that functionality instead of a human.
You'd need to include code to change the stock ruleset:
- type: STR_CORPSE_SUIT
recover: true
and then design up a research project that requires a suited corpse to be researched -- followed by changing the manufacture rules of the drones to require one suited corpse + 1 Plasma weapon + several dozen engineer manhours to retrofit it (along with a small amount of alien alloy to cover up the plasma holes).
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May I suggest something to make this more unique and extend the original game's functionality?
Corpse bots!
Done! Main post updated.
Several omitted requirements in the UFOpedia, manufacturing requirements and some extra inventory slots added in addition to basing the drones on corpses.
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Wow really cool!
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There are only two issues now:
1.) When you add a drone HWP to a skyranger, it subtracts four seats
2.) It uses the same tank sprite as a stock HWP.
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There are only two issues now:
1.) When you add a drone HWP to a skyranger, it subtracts four seats
2.) It uses the same tank sprite as a stock HWP.
But it should use the Power Suit graphics, right?
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There are only two issues now:
1.) When you add a drone HWP to a skyranger, it subtracts four seats
2.) It uses the same tank sprite as a stock HWP.
Unfortunately I don't really know how to fix that. Those issues seem to be hardcoded limitations of HWPs. I might buff the drones to make up for the 4 seat issue.
But it should use the Power Suit graphics, right?
It uses the power suit sprites ingame, but displays the standard tank image next to "equipment" on the "equip craft" menu.
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Unfortunately I don't really know how to fix that. Those issues seem to be hardcoded limitations of HWPs. I might buff the drones to make up for the 4 seat issue.
Finally got around to that buff. Drones have more health, TUs and are generally better shots except for the Hammer (Artillery isn't on the front lines and it's already 100% accurate).
Still have no idea how to fix those issues though.
Main post updated!
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Downloaded it just now and the research project is not coming up (I have laser rifle + power armor + mind probe, scout drone doesn't appear)
Is a new game required?
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Drones require power suit research along with weapons research specific to each drone. All require the corpse of a soldier who died wearing a power suit or flying suit to be manufactured along with a handful of other requirements.
Just found this, would that be the problem?
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Just found this, would that be the problem?
You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.
EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?
EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.
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You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.
EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?
EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.
OK, I'm using the recolored one
BTW I'm doing a let's play with your mods think I'm a couple of months away from getting from getting a power armor corpse but will see how it goes
https://openxcom.org/forum/index.php/topic,1681.msg15673.html#msg15673
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OK, I'm using the recolored one
BTW I'm doing a let's play with your mods think I'm a couple of months away from getting from getting a power armor corpse but will see how it goes
https://openxcom.org/forum/index.php/topic,1681.msg15673.html#msg15673
You'll need high psi-strength soldiers for cult missions, but most enemies on those missions should die to even starting weapons (Cult members take 50% damage from plasma weapons and 70% damage from laser weapons but full damage from amour-piercing weapons).
Also, there may be a crash bug with cult missions that I haven't quite managed to track down. Save at the start of a mission or before it starts and be careful when saving without all your soldiers in a position where you can pull out.
Good luck, and enjoy killing aliens with walking corpses! ;)
Main post updated with latest DRONE (PLAIN).rul.
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You'll need high psi-strength soldiers for cult missions, but most enemies on those missions should die to even starting weapons (Cult members take 50% damage from plasma weapons and 70% damage from laser weapons but full damage from amour-piercing weapons).
Also, there may be a crash bug with cult missions that I haven't quite managed to track down. Save at the start of a mission or before it starts and be careful when saving without all your soldiers in a position where you can pull out.
Good luck, and enjoy killing aliens with walking corpses! ;)
Main post updated with latest DRONE (PLAIN).rul.
I was wondering, what's the logic behind human Cultists taking reduced damage from plasma and laser?
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I was wondering, what's the logic behind human Cultists taking reduced damage from plasma and laser?
There is no logic behind it. Most of the things I make come straight out of my personal ruleset so my mods are "balanced" around that. I've changed my ruleset so the weapon classes (Beginning, Laser, Plasma) have different roles instead of being almost straight upgrades and I've buffed most of the aliens in some respect as well (Snakemen resist lasers and are tougher, Mutons are walking tanks (3x vanilla armour) but aren't so good in the psi department, Ethereals are weak but have good reactions and psi strength >100 etc.).
Cultists are fairly weak and, if you can cope with the psi attacks, they don't pose much of a threat. Adding a slight resistance to lasers and plasma weapons means that plasma weapons are viable but will work about as well as autocannons, ensuring that the missions are still decently difficult when you have the psi aspect dealt with.
Alternatively, their resistance to lasers and plasma weapons is the result of alien hazing rituals. Who knows? ;)
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You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.
EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?
EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.
Hey Svanh
I had a power suit soldier die, no 'corpse' shows up in inventory. No research projects
Any ideas? Do I need to pick up the dead trooper while in Battlescape or something?
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Tried again. Picked up the corpse which I had in my backpack at end of mission, still no research project or item
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Don't understand the OXC modding system but is it normal that the item and the technology both have the same name... ie STR_CORPSE_SUIT ?
Tried setting 'needItem' in the research section to false still can't research
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Hmmm... this is really bizarre
I was sure I added Drone to the config file. I checked and it wasn't there. Added the line again, saved the file and started Open X-Com
It seems the added line DISAPPEARS every time I run open x-com! I repeated the experiment twice. It's as if the program deletes the line and saves the file again
The exact same thing happens with CULT.rul but not with any other rulesets like weapon mods
edit: Yes, the file is overwritten. I saved the file at 2.26 with the new line added. As soon as I run Open XCom the cfg file updates to 2.30 and the Drone line is missing
Config file BEFORE running Open XCom
rulesets:
- Xcom1Ruleset
- XCOM1_XCUTIL_Fighters_Carry_Troops
- XCOM1_XCUTIL_Skyranger_Weapons
- XCOM1_XCUTIL_Improved_Heavy_Laser
- XCOM1_XCUTIL_Improved_HighExplosive
- XCOM1_XCUTIL_Improved_HWPs
- XCOM1_XCUTIL_Improved_Pistol
- CULT
- Drone
- GrenadeLauncher
- LMG
- Magnum
- SMG
- Railgun
- Retaliator
- Thunder
purchaseexclusions:
[]
options:
windowedModePositionY: -1
windowedModePositionX: -1
weaponSelfDestruction: false
vSyncForOpenGL: true
useOpenGLShader: Shaders/HQ2x.OpenGL.shader
useOpenGL: true
useHQXFilter: false
useOpenGLSmoothing: true
traceAI: false
strafe: false
soundVolume: 128
sneakyAI: true
showMoreStatsInInventoryView: true
showFundsOnGeoscape: true
researchedItemsWillSpent: false
playIntro: true
pauseMode: 0
newSeedOnLoad: false
mute: false
musicVolume: 128
maxFrameSkip: 8
language: en-US
keyboardMode: 0
keyScreenshot: 306
keyQuickSave: 287
keyQuickLoad: 290
keyGeoZoomIn: 43
keyOk: 13
keyGeoUfopedia: 117
keyGeoToggleRadar: 114
keyGeoToggleDetail: 9
keyGeoSpeed5: 53
keyGeoSpeed4: 52
keyGeoSpeed3: 51
keyGeoSpeed6: 54
keyGeoSpeed2: 50
keyGeoSpeed1: 49
keyGeoOptions: 27
keyGeoGraphs: 103
keyGeoIntercept: 105
keyGeoDown: 274
keyGeoBases: 98
keyFps: 286
keyGeoFunding: 102
keyCancel: 27
keyBattleZeroTUs: 127
keyBattleUp: 273
keyBattleReserveSnap: 283
keyBattleReserveNone: 282
keyBattleStats: 115
keyBattleReserveKneel: 106
keyBattleReserveAuto: 285
keyBattleReserveAimed: 284
keyBattleReload: 114
keyBattlePersonalLighting: 108
keyBattleOptions: 27
keyBattleLevelUp: 280
keyBattleMap: 109
keyBattleKneel: 107
keyBattleInventory: 105
keyBattleEndTurn: 8
keyBattleDown: 274
keyBattleDeselectUnit: 92
keyBattleCenterUnit: 278
keyBattleCenterEnemy9: 57
keyBattleCenterEnemy8: 56
keyBattleCenterEnemy7: 55
keyBattleCenterEnemy6: 54
keyBattleCenterEnemy5: 53
keyBattleCenterEnemy4: 52
keyBattleCenterEnemy3: 51
keyBattleCenterEnemy2: 50
keyBattleCenterEnemy10: 48
keyBattleCenterEnemy1: 49
keepAspectRatio: false
globeAllRadarsOnBaseBuild: true
fullscreen: false
fpsCounter: false
displayWidth: 720
debug: false
customInitialBase: true
cursorInBlackBandsInWindow: true
debugUi: false
cursorInBlackBandsInFullscreen: false
cursorInBlackBandsInBorderlessWindow: false
craftLaunchAlways: true
classicMouseHandling: false
checkOpenGLErrors: false
captureMouse: false
canTransferCraftsWhileAirborne: false
canManufactureMoreItemsPerHour: false
borderless: false
battleXcomSpeed: 30
canSellLiveAliens: true
battleTooltips: true
battleScrollType: 1
battleScrollSpeed: 12
battleScrollDragTimeTolerance: 300
battleScrollDragPixelTolerance: 10
battleScrollDragInvert: false
battleScrollDragButton: 2
battleRangeBasedAccuracy: false
battlePreviewPath: false
battleNotifyDeath: true
battleNewPreviewPath: 0
battleInstantGrenade: false
battleFireSpeed: 5
battleHairBleach: true
battleExplosionHeight: 3
battleAutoEnd: false
battleAlienSpeed: 30
autosave: 0
audioBitDepth: 16
asyncBlit: true
allowChangeListValuesByMouseWheel: false
allowBuildingQueue: false
aggressiveRetaliation: true
NewBattle_STR_STUN_BOMB: 0
NewBattle_STR_STUN_ROD: 0
NewBattle_STR_PLASMA_RIFLE_CLIP: 0
NewBattle_STR_PROXIMITY_GRENADE: 2
NewBattle_STR_PISTOL: 10
NewBattle_STR_INCENDIARY_ROCKET: 1
NewBattle_STR_LASER_PISTOL: 0
NewBattle_STR_HEAVY_CANNON: 1
NewBattle_STR_HC_HE_AMMO: 1
NewBattle_STR_HEAVY_PLASMA: 0
NewBattle_STR_HEAVY_LASER: 0
NewBattle_STR_HC_AP_AMMO: 2
baseYResolution: 200
baseXResolution: 320
audioSampleRate: 22050
anytimePsiTraining: false
NewBattle_STR_HEAVY_PLASMA_CLIP: 0
changeValueByMouseWheel: 10
displayHeight: 480
globeSeasons: false
keyBattleAbort: 97
keyBattleLeft: 276
keyBattleLevelDown: 281
keyBattleNextUnit: 9
keyBattlePrevUnit: 304
keyBattleRight: 275
keyBattleVoxelView: 291
keyGeoLeft: 276
keyGeoRight: 275
keyGeoUp: 273
keyGeoZoomOut: 45
useScaleFilter: false
allowResize: false
allowAutoSellProduction: false
allowPsionicCapture: false
alienContainmentLimitEnforced: false
alienContainmentHasUpperLimit: true
NewBattle_STR_SMALL_ROCKET: 3
NewBattle_STR_SMOKE_GRENADE: 4
NewBattle_STR_ROCKET_LAUNCHER: 1
NewBattle_STR_SMALL_LAUNCHER: 0
NewBattle_STR_RIFLE: 5
NewBattle_STR_RIFLE_CLIP: 10
NewBattle_STR_PLASMA_PISTOL_CLIP: 0
NewBattle_STR_PSI_AMP: 0
NewBattle_STR_PLASMA_RIFLE: 0
NewBattle_STR_PISTOL_CLIP: 10
NewBattle_STR_PLASMA_PISTOL: 0
NewBattle_STR_MIND_PROBE: 0
NewBattle_STR_MOTION_SCANNER: 2
NewBattle_STR_LASER_RIFLE: 0
NewBattle_STR_MEDI_KIT: 2
NewBattle_STR_LARGE_ROCKET: 1
NewBattle_STR_HIGH_EXPLOSIVE: 1
NewBattle_STR_HC_I_AMMO: 1
NewBattle_STR_GRENADE: 11
NewBattle_STR_BLASTER_LAUNCHER: 0
NewBattle_STR_BLASTER_BOMB: 0
NewBattleAlienRace: 0
NewBattleItemLevel: 0
NewBattle_STR_ELECTRO_FLARE: 11
NewBattle_STR_AC_HE_AMMO: 1
NewBattle_STR_AUTO_CANNON: 1
NewBattleDifficulty: 0
NewBattleTerrain: 0
NewBattle_STR_AC_I_AMMO: 1
NewBattle_STR_ALIEN_GRENADE: 0
NewBattleMission: 1
NewBattle_STR_AC_AP_AMMO: 2
NewBattleDarkness: 0
NewBattleCraft: 0
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Same thing happens with adding Drone (PLAIN), deleted
This is with build openxcom_git_master_2013_10_29_1445
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Don't understand the OXC modding system but is it normal that the item and the technology both have the same name... ie STR_CORPSE_SUIT ?
Tried setting 'needItem' in the research section to false still can't research
Yes, this is normal. Check out STR_PLASMA_RIFLE or STR_SECTOID_CORPSE in the default ruleset.
I have found a bug with research, namely that I hadn't included a lookUp research project to link to, but no idea yet on your config problems. I'll edit or reply once I know more.
EDIT: Tested both rulesets on the build 2 before yours (openxcom_git_master_2013_10_28_2253) and I don't get any config problems. I'll update to the latest and get back to you.
EDIT2: Tested all three rulesets (Cult and both Drone rulesets) on the latest build (openxcom_git_master_2013_11_02_0024) and they don't get deleted from the config. I'd suggest trying the latest build and installing all your mods one by one to see if it fixes itself.
Updated main post with latest version (Fixes a research bug).
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Yes, this is normal. Check out STR_PLASMA_RIFLE or STR_SECTOID_CORPSE in the default ruleset.
I have found a bug with research, namely that I hadn't included a lookUp research project to link to, but no idea yet on your config problems. I'll edit or reply once I know more.
EDIT: Tested both rulesets on the build 2 before yours (openxcom_git_master_2013_10_28_2253) and I don't get any config problems. I'll update to the latest and get back to you.
EDIT2: Tested all three rulesets (Cult and both Drone rulesets) on the latest build (openxcom_git_master_2013_11_02_0024) and they don't get deleted from the config. I'd suggest trying the latest build and installing all your mods one by one to see if it fixes itself.
Updated main post with latest version (Fixes a research bug).
Hi, followed your instructions (new install, manually re-add mods) and it's working
...at least, the STR_CORPSE and research topic have appeared. Thanks
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Hi Everyone,
i modified both Rulesets. I Add an German Translation und i set an Exclamation Mark (i don't know i'ts the right word, i'm German) "#" to the Medic wich don't work so it's no longer buildable. I Named the Drones in my german translation to "S.H.I.V.'s". Lend it form the Remake. ;-) . I think it fit's better than an simple Drone.
While a Medic Drone is in the ruleset it doesn't work due to a quirk of battleType and inventory placement.
I use Debug Mode to check Ufopedia and made an short skrimish Test. There was no Problem.
Best regards
Zaradur
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Hi Everyone,
i modified both Rulesets. I Add an German Translation und i set an Exclamation Mark (i don't know i'ts the right word, i'm German) "#" to the Medic wich don't work so it's no longer buildable. I Named the Drones in my german translation to "S.H.I.V.'s". Lend it form the Remake. ;-) . I think it fit's better than an simple Drone.
I use Debug Mode to check Ufopedia and made an short skrimish Test. There was no Problem.
Best regards
Zaradur
The Medic Drone can be loaded into the game, pick up items and walk around just fine but as far as I know it doesn't equip its medi-kit in the hand slot so can't use it. Has this changed?
Thanks for the translations, I'll put them into the main post.
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Yes ur'e right. Was my fault. I thought the weapons are fixed like the other HWP like the Tank. So i thought that the Medic is Useless but you can still Equip him with stuff.
I was trying to figure out why the Medic doesn't work but i can't find the problem. :-( The only thing i could mange was that the kit was not fixed so i was able to equip it. Maybe better than it's fixed in the backpack with no use.
I don't like it that the Drones can Acces their Inventory. I think it's better to make an Decision wich Drone i built and use in combat. Now there is only a difference in the Main Weapon but alle Drones can shot with an secondery weapon. So there is no need to built different drones. But that's only my Opinion!
I played a little bit with Notpad++ to edit your rul and i edit the xcom1rulset to figure out when an iventory is accesable. So i think it depends on the DrawingRoutine. But i found no way to get it work probaly.
Is Notepad++ good to edit the rul's? Or is some other Editor better?
Btw i added the translation with the normal notepad is there any chance that it's not working problaly like an real YAML Editor?
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notepad++ is fine, be careful to make it replace tabs with the sppropriate number of spaces for the yaml files. that's also the reason notepad works, but may require a bit more attention: if you use a tab instead of spaces, it will look the same in notepad, but yaml will choke on it.
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access to inventory uses the following rule:
return (_armor->getSize() == 1 && _rank != "STR_LIVE_TERRORIST");
nothing to do with draw routine
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so would it be possible currently (or in the future) to have 2x2 units with inventory access?
would let us make HWPs with swapable turrets
or... Enemy Within style equipable mech armor
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so would it be possible currently (or in the future) to have 2x2 units with inventory access?
would let us make HWPs with swapable turrets
or... Enemy Within style equipable mech armor
As well as dropping their turrets on the ground or swapping them for a heavy plasma and an alien grenade. :P
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1.) When you add a drone HWP to a skyranger, it subtracts four seats
not any more.
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How do I use the hammer HAD, I have the right ammo but I do not know how to use it