OpenXcom Forum
Modding => Released Mods => Topic started by: KingMob4313 on June 04, 2015, 06:05:42 am
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--= 313 Equal Terms 2.0 Modification for Open-X-Com =--
By KingMob4313 and Ickschuss. Created for X-Com: Ufo Defense May 2000.
Last updated Feb 2020.
FINAL FINAL FINAL FINAL FINAL Version 2.0.040 FINAL FINAL FINAL FINAL FINAL FINAL
Link to mod.io here: https://openxcom.mod.io/equal-terms-20 (https://openxcom.mod.io/equal-terms-20)
PLEASE NOTE: THE NEXT VERSION (2.040) WILL BE THE LAST FOR OPENXCOM
Installation:
Installation:
Please See the 'ET_Install.pdf' file for detailed install instructions.
== Required 'Advanced'/'Mods' settings ==
'UFO Extender accuracy' - Range Based Accuracy is an ABSOLUTE NECESSITY for proper balance.
-- Suggested Settings --
Explosion Height 3
TFTD Damage Formula
Aliens Pickup Weapons
-- Other mods I like added --
Improved Living Quarters & Large Stores - https://openxcom.mod.io/improved-living-quarters-large-stores
UFO Vanilla Variants - https://openxcom.mod.io/ufo-vanilla-variants
Terrain Pack - https://openxcom.mod.io/terrain-pack
The mod has three portions:
-= Wolfram Lance =-
The gunpowder teir weapons lack damage potential compared to later weapon technologies, but still have the highest cyclic rates in the game: firing more rounds per time-unit than other weapon classes.
-= Coherency =-
Laser weapons, while more potent and much more accurate in autofire modes than gunpowder weapons, are inferior in aimed accuracy to other weapon classes and lack the lethality of plasma weapons.
-= Fourth State =-
Plasma weapons inflict incomparable damage, while lacking some of the accuracy or rate of fire compared to the other weapon types.
Overall, weapons have a certain amount of utility throughout the game, while still making upgrading technology levels worthwhile. Because of this, researching the weapon technology trees now takes longer, to afford more utility to the earlier tiers.
The tier-list
0: Gunpower
0.5: Alloy
1: Laser
2: Plasma
3: In next DLC
Version 2.0.040 (Final)
--== Current ==--
Added new Recon Craft that replaces recon ability of Skyranger
Adjusted radar capability of other aircraft to emphasize use of the new craft
Reduced cost of Skyranger now that it is nearly incapable of finding alien bases now
Added new Trade Goods for tier 0.5, 1, 2
Flipped BigOb for SMG tier to provide visual cues that it is a one handed weapon
(Re)-Set up map file reference UBASEREDUX_00 to have HYPER WAVE ENCODER/DECODER
Fixed HWP Issues - Thanks SupSuper, ohartenstein23 and Meridian for the help.
Improved HWP GMG sound
-= Current Release Details =-
OpenXcom Nightly Release - DOES NOT WORK WITH OpenXcom 1.0 (Which is no longer able to be downloaded from OpenXcom)
Current Status: Playable - Final version for OpenXcom - A 2.5 version will be released for OpenXcom Extended (OXCE)
NOTE SHOWSTOPPER: Possible tech deadend if 'Hyperwave Encoder' does not spawn in Alien Base missions.
- Has been tested with base OpenXcom and the major Terrain Pack
--= Future Plans =--
OpenXcom Extended Release
In planning/evaluation stage. Code at 90%
Proposed Changes:
- armor vs penetration and armor damage behavior
- reload times
- miscellaneous gear
- melee weapons
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Good to see you again, man. After all this time waiting I thought you were lost in the warp.
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Mod Details:
Wolfram Lance:
- New purchasable conventional armor
- Class III SWAT style armor
- Class IV tactical armor
- New weapons classes and system
- Reworked small arms replacing existing firearms: Machine Pistol, Magnum Revolver, Submachine Gun, Squad Automatic Weapon / Saw, Designated Marksman's Rifle, Sniper Rifle
- New explosives: Small Rocket, APFSDS Rocket, Incendiary Grenade, Frag Satchel, Multiple Grenade Launcher, Single-Shot Rocket Launcher (SSRL)
- Reworked Interceptors and Weapons
- New Wasp light Air-to-Air missile
- Stingray and Avalanche adjusted for balance
- Starting interceptor toughness weakened 40%
- Expansion of alloy technology
- Basic Alien Alloys research can be re-purposed into improved conventional armor
- Alien Alloy research leads to Alloy Manufacturing
- With this technology, construction of improved explosives, small arms ammunition and personal armor is possible
- The technology allows for research into Directed Energy Weapons (Lasers)
- Alloy Manufacturing leads to Alloy Aerospace
- Permits construction of enhanced Air-to-Air Weapons
- New HWP tanks
- Four new tanks replacing existing tanks
- General Machine Gun with 40mm Grenade launcher
- Heavy Rocket Launcher with Submachine Gun
- Light Rocket Launcher with Light Machine Gun
- Fully Automatic 40mm Grenade Launcher with Submachine Gun
- Tanks much tougher, but are reduced in effectiveness with damage
- Armor now protects in a different fashion
- armor affords a similar protective value as before.
- All hits now have higher chance of inflicting some damage, even with low damage weapon hits
- Higher damage weapon hits do somewhat less damage
- Small & Large Radar adjusted for balance
Coherency:
- Expanded Armor Types all requiring Alloy Manufacturing
- Added Heavy Personal Armor
- Alloy Manufacturing leads to Alloy Aerospace
- Allows for construction of an enhanced conventional interceptor
- Reworked and Expanded Air-to-Air Weapons
- Laser Cannon is now a long range, somewhat inaccurate and slow firing weapon
- Pulse Laser is a short range, high-rate-of-fire weapon
- New weapons classes and system
- New weapons replace existing weapons with the following: Pistol, Magnum, SMG, Assault Rifle, Marksmans Rifle, Sniper Rifle, LMG all using the Laser technology.
- Two new tanks replacing existing Laser tank
- Laser Cannon with Enhanced 40mm Grenade Launcher
- Laser GMG with Enhanced 40mm Grenade Launcher
Fourth State:
- Expanded Power Suit and Flying armor types
- Added Scout Power Armor and Scout Flying Power Armor
- Complete rework of the existing Plasma weapons.
- Human Plasma weapons now include the following: Magnum, SMG, Marksmans Rifle, Sniper Rifle, LMG.
- Plasma Weapon research now has further requirements past the weapons themselves.
- Certain plasma weapons cannot be manufactured by the X-Com team.
- All alien plasma weapons cannot be used by X-com forces, they must be converted first.
- Reworked and Expanded Air-to-Air Weapons
- Rebalanced the Plasma Cannon
- Added Pulse Plasma: a short range, high-rate-of-fire weapon
- Fusion Ball Launcher is rebalanced
- Hyperwave Decoder is now harder to research
- Two new tanks replacing existing plasma and blaster launcher tank
- Plasma Cannon with 40mm Grenade Launcher with Alien Grenade warhead
- Plasma GMG with 40mm Grenade Launcher with Alien Grenade warhead
- Blaster Bomb / Fusion Rocket with Plasma SMG
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Good to see you again, man. After all this time waiting I thought you were lost in the warp.
Real life and coding at my job smashed me flat. But getting the mod to work with the new framework is a good time to dive back in.
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Some teases...
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With your passion for weapon details, have you considered going OXCom Extended?
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With your passion for weapon details, have you considered going OXCom Extended?
That's going to be the next version I'll put out. Gonna have 3 all in a folder: Nightly, Standard and OXC.
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Not near release due to some issues with dealing with breaking nightly changes.
Current Changelog:
ALL HWP ammos are not done as if single shot -- Done --
- Issue now is all Aux weapons actually work as if clips. -- FIXED --
40mm Alien MGL grenade - Make one more Faux entry for the MGL.
40mm HWP AGL ammo still showing on floor. -- FIXED --
Same with SMG ammo for HWP -- FIXED --
HoverTank/Plasma still appears for some reason. --FIXED--
Fix all tanks to use the correct format for the YAML:
1) put 'builtInWeapons:' at the unit level
a) First weapon(item) should match the name of the tank
i) Weapon and ammo do not belong in the builtInWeapons section(see below)
b) Aux weapon and ammo should be on in the 'builtInWeapons:' section
2) 'fixedWeapon:' on the weapon(item)
3) turretType: on the main weapon(item)
4) 'allowInv: false' on the armor
5) Comment out ammo UFOpedia entries and bigobs
-- WL -Done- (weight and size not done)
-- C -Done- (weight and size not done)
-- FS -Done- (weight and size not done)
Fix all HWP weaponry ammo:
- All weapons actually have the right clipsize
- fix costs of weapons
- fix 'size' of weapons
- fix name to reflect the number of shots (see cannon ammo)
- try to figure out why it's showing on the floor
- BigSprite is what's used, but that's what shows in the hand.
- Remove sprite and ufopedia entry just for HWP weapons and it should solve
HoverTank/Plasma still appears for some reason. --FIXED--
Fix the following: --FIXED--
HWP FUSION ROCKET - HWP Fusion Rocket Ammo DONE
HWP HEAVY IMPROVED ROCKET - HWP Heavy Improved Rocket Ammo DONE
HWP LIGHT IMPROVED ROCKET - HWP Light Improved Rocket Ammo DONE
HWP 40MM IMPROVED GRENADE - HWP 40mm Improved Grenade DONE
BELTED HWP 40MM GRENADE - HWP Belted 40mm Grenade DONE
HWP HEAVY ROCKET AMMO - HWP Heavy Rocket Ammo DONE
HWP LIGHT ROCKET AMMO - HWP Light Rocket Ammo DONE
HWP LMG AMMO - HWP LMG Ammo DONE
HWP SMG AMMO - HWP SMG Ammo DONE
HWP GMG AMMO - HWP GMG Ammo DONE
Some confusion between tank versions. Make sure stats are all consistent. --FIXED--
--FIXED--
GMG -- GL -- THERE DONE
HRocket -- SMG -- THERE DONE
LRocket -- LMG -- THERE DONE
A GL -- SMG -- THERE DONE
L Cannon -- GL+ -- THERE DONE
L GMG -- GL+ -- THERE DONE
IHRocket -- L SMG -- THERE DONE
ILRocket -- L LMG -- THERE DONE
P Cannon -- GL+A -- THERE DONE
P GMG -- GL+A -- THERE DONE
Launcher -- SMG -- THERE DONE
--FIXED--
Ammo and base values for tanks. [May need HP adjustment again] DONE
--FIXED--
Missing Shotgun Shells DONE
Put Avalanche before hornet DONE
Where is Heavy Rocket Description? DONE
Incendiary as well DONE
Fix Retaliator description DONE
--FIXED--
Make worksheet and make sure that all guns (and ammo for Wolfram) are showing DONE
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That is fantastic news - I really look forward to the completed article... especially the Extended version ;D
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@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?
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@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?
Working on that tonight. Is most likely a case issue.
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I am currently in palette-fix hell with all of my armors after change to the way that heads are handled with the nightlies. I have to fix 240+ images per armor set (10 armor sets) and I can't seem to find a way to do it easily.
Not making great progress right now, sorry everyone. I may roll back it to work on the full released version to avoid this issue.
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Working on that tonight. Is most likely a case issue.
Going to install ubuntu tonight on a pen drive and dive in on it. Tried a number of things to try to force windows to be case sensitive and all failed.
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As posted in another thread: Out in lib-building land trying to get all the supporting libs before I can even try to install SDL. Done for the night, so I'll pick it up again on friday.
I may try to shift over and redo the mod for the 1.0 release and worry about getting all the palettes fixed for the nightly some other time.
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@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?
Check the other thread, I have a 1.03 version for you to test.
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About 80% done of reconverting it back to work with the released version, not the nightly.
More updates later.
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About 80% done of reconverting it back to work with the released version, not the nightly.
More updates later.
Thank you for your very hard work! Please may we get some screenshots to track down what's being added?
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Okay, composing some test save files that have all the weapons scatter so I can test crashes and behavior and palette consistency.
Then I'll be working on fixing the armor for the Nightly Release.
Then I'll be making a version for OXE.
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Updated first post to reflect current progress.
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Updated first post to reflect current progress.
Updated first post to reflect current progress.
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Updated first post to reflect current progress.
Quick update. 2.0 beta 4 will be released tonight, hopefully.
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Quick update. 2.0 beta 4 will be released tonight, hopefully.
WOW!! Please, don't forget screenshots! <3
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WOW!! Please, don't forget screenshots! <3
Couldn't get it out before I had to go to another country for a memorial. I'll put some screenies up tonight for sure.
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New Screenshots here:
https://imgur.com/a/CAimY
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Released in first post, with screenshots. On modsite at:
https://www.openxcom.com/mod/equal-terms-2-0
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Eeep!
Just uploaded a new version that fixes something my browser text replace was screwing up. ie: "Frickin' laser"
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There seems to be an issue with the Fusion HWP weapons.
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Issue fixed. Updated the release for Non-Windows users.
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Issue fixed. Updated the release for Non-Windows users.
Sorry for nitpicking, but if it's another version, why is it still called 2.0? That's really confusing.
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Sorry for nitpicking, but if it's another version, why is it still called 2.0? That's really confusing.
Is beta version. b009l This issue is only on machines that have issues with case sensitive file systems.
2.xzz = x is for adding new features, zz is for incremental bugfixes and adjustments. Just the way I'm doing things.
Once I've confirmed that there are no remaining issues with the beta release (soon) I'll roll it up to 2.00
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Once I've confirmed that there are no remaining issues with the beta release (soon) I'll roll it up to 2.00 2.01
Here, I've fixed it for you. :D
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Here, I've fixed it for you. :D
How you know people are devs: they argue over versioning.
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Please report any bugs on this thread.
Next run will be at getting the palette issues that are breaking the nightly version of this fixed.
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A new version will be out tomorrow that supports the nightly. Got the sprite sheet + palette issues sorted out.
Then I'll start doing the rework for Yankes XcomExtended.
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New 1.0 version and Nightly version is out. This should be feature complete.
Next will be the 2.1 authorative version for OpenXcom extended.
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Congratulations on 1.0, and good luck with Extended, it took me 2 months to migrate :) But with your non-standard approach, maybe you'll have some good suggestions for new Extended functions :)
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Congratulations on 1.0, and good luck with Extended, it took me 2 months to migrate :) But with your non-standard approach, maybe you'll have some good suggestions for new Extended functions :)
I already have a ton of ideas and questions for Yankes. Mostly 'minimum stat' ideas.
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Looks like another patch version will be out before Sunday November 1st:
Tentative list:
Shorten up Wasp/hornet fire noise [Done]
Fix wasp hornet sprites (switch?)
Check prices of alloy ammo (should = normal ammo)
Allow Laser Assault Rifle research after Magnum Research
Fix existing armor to read like PERSONAL ARMOR (to Upper Case)
Mind Probe up to 500k
Sectoid Corpses to 15k (reduced)
Floater Corpses to 35k
Cyberdisc Corpse to 50k
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Emergency patch for the nightly version going out tomorrow (October 30th) for a game breaking bug with Alien bases.
Should be live before 8pm EDT tomorrow.
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New patch for the nightly build is up.
2.0b10n.
The issue is only with the nightly version.
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Next version is 2.0b020
Incoming changes:
Shorten up Wasp/hornet fire noise. [Done]
Fix wasp hornet sprites (switch?)
Fix Alloy Ammo Price [DONE]
Allow Laser ARifle research after Magnum Research [DONE]
Fix existing armor to read like PERSONAL ARMOR (to Upper Case) DONE]
Mind Probe up to 500k [DONE]
Sectoid Corpses to 15k (reduced) [DONE]
Floater Corpses to 35k [DONE]
Cyberdisc Corpse to 50k [DONE]
Sectopod Corpse to 65k [DONE]
Any other requests?
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New version up. First page updated.
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New Version up.
Version 2.0b022
--== Current ==--
Release for Nightlies and Prime (1.0) Version.
Added new 'ET_Install.pdf' with install instructions.
Next will be the Extended X-Com version while I work on my Xcom 2 mod.
Heh.
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New Version up.
Version 2.0b022
--== Current ==--
Release for Nightlies and Prime (1.0) Version.
Added new 'ET_Install.pdf' with install instructions.
Next will be the Extended X-Com version while I work on my Xcom 2 mod.
Heh.
Yo, nice to see you active and modding!
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Yo, nice to see you active and modding!
Muchas Gracias. Been buried under other projects. I have a few more plans for OpenXcom and having two projects to work on seems to always help.
--- posts merged - Solarius Scorch ---
Next will be full vetting of the HWP platforms for proper ammo info.
Also:
Superalloys [Trade Good - Alloy Manufacturing] (5k / Cost 2k -- Short Time)
Nitrocubane [Trade Good - Alloy Manufacturing] (2.5k / Cost 850 -- Longer Time)
Nanoscale Lithium Batteries [Trade Good - Laser Weapons] (10k / 2500 - Long Time)
Plasma Capacitor Cells [Trade Good - At least 2 Plasma Clips + Plasma Weapons] (15k / 2500 + 3 alien alloys)
And then the first alpha 2.8 version of Equal Terms 3.0 : Extended.
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I can't seem to find the download link in any of your posts KingMob4313. If I try to download it from the portal it says that the page was not found.
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I can't seem to find the download link in any of your posts KingMob4313. If I try to download it from the portal it says that the page was not found.
The mod probably needs to be re-uploaded. It's pretty common unfortunately.
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The mod probably needs to be re-uploaded. It's pretty common unfortunately.
Yeah, going to host the file on google drive as well as the mod portal.
Tried uploading it 3 times this morning, still no go.
--- posts merged, please stop - Solarius Scorch ---
It should be fixed now.
Also: Direct link from gdrive.
https://drive.google.com/open?id=0B-fooPD3onh4d3ZQa2pzNTVHY00
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Thanks for the quick fix, man. It seems like the mod portal's only function right now is to get a quick look at what mods are new/updated without going into the forums.
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Thanks for the quick fix, man. It seems like the mod portal's only function right now is to get a quick look at what mods are new/updated without going into the forums.
Got it sorted out eventually. Let me know if any issues arrive with the mod.
Cheers.
--- posts merged ---
Minor Update:
My mod is now up on Github:
https://github.com/KingMob4313/Equal-Terms-Mods/
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fixed crash when guy wearing urban armor dies, and separated out urban armor from weapons like jungle and arctic for prime. nightly just has crash fixed, though i haven't tested it on nightly.
https://drive.google.com/file/d/0BxP1Ratev8U4RXpmbWc2OUNsMU0/view?usp=sharing
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I hate to bust your balls over this, but alien alloys wouldn't make a good material for armor piercing ammunition. You want a dense material, but alien alloys are light.
I don't see anything in the aliens' arsenal that we could use to improve the power of our projectile weapons' technology. On the other hand, their lack of understanding of such technology is something we could potentially use against them. Maybe with alien alloy barrels for improved strength, we could make very high-powered projectile turrets that have incredible penetrating power, and the aliens' heavy armor might prove weak against this technology.
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The tanks are quite remarkable in that they have working secondary weapons such as machine guns which makes them quite devastating.
There are OpenXCOM dead dog crashes among that group though, such as unit AUX_TANK_IGLAUNCHER not found and the same for unit AUX_TANK_LMG not found
EDIT
CLARIFICATION: the above errors occur whe I tried to use some of the newly added HWP's in the instant battle feature. Looked in the .rul file to see what defined those as a "unit" to take it off the list but saw it as an "item" ( tank weapon).
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I hate to bust your balls over this, but alien alloys wouldn't make a good material for armor piercing ammunition. You want a dense material, but alien alloys are light.
I don't see anything in the aliens' arsenal that we could use to improve the power of our projectile weapons' technology. On the other hand, their lack of understanding of such technology is something we could potentially use against them. Maybe with alien alloy barrels for improved strength, we could make very high-powered projectile turrets that have incredible penetrating power, and the aliens' heavy armor might prove weak against this technology.
i get that, didn't make the mod just fixed it.
as for what you need for ammo, you need hard and dense, not just dense. modern armor piercing ammo is mostly lead, but with hardened tips. the alloy could replace the tips, though i doubt it would make a huge difference.
as for reinforcing the weapons, it is easy to add some material to reinforce guns to handle heavier loads, and it is done quite a bit, the problem is what people can take. modern firearms use shock absorbers for a reason, a big part of that is the slide moving back and having to transfer that energy forward again. such an action requires a big transfer of energy which comes at the expense of the shooter. guns have less kick by balancing the force needed with the recoil spring (whether a physical spring or pneumatic action), being off balance by only a little bit means a big recoil, due to the speeds involved. so a better material might mean less recoil, and thus allow for things being scaled up, though that means more weight in ammo. more weight in ammo means less weight in armor, and there are few who have seen combat that would make that trade.
it is possible that the alloys are denser than lead and also have a better strength to weight ratio than our steel alloys. this would mean that you would need less to do the job of steel, enough to offset the increased density, and thus it would function as a lighter alternative to steel, or stronger for the same weight. it would also mean that it would be better for bullets.
frankly i prefer most other UFO games in which lasers were more accurate with the same or slightly less damage, and plasma being less accurate and more damaging. if i did it from the ground up i'd make lasers do less damage but be more accurate. bullets would deal a small amount of stun damage in addition to ballistic. plasma would deal more damage and penetrate less, but also deal some incendiary damage as well. incendiary would penetrate good and hurt morale as well, and stun would penetrate really good. this means that basic combat armor that we use today would work against plasma, and be effective against alien weapons, though the weapons would still cut the men down due to the secondary fire damage. when the aliens ramp up they'll use high yield explosives, psi, and wear armor that protected against such. the gateway to laser and plasma would be a big one, so going both routes would be late game stuff making you choose to get close with effective weapons or try and stay back and snipe them. the plasma line would eventually result in better traditional armor, and faster planes, while the lasers would lead to psi defense and better interceptor weapons. choosing to go down the high yield explosive route or gas weapon route would also be another choice later on. gas weapons are more versatile but take longer to work, while high yield explosives will allow for breaching. i'd probably also divide the terror mission into harvesting and pruning missions. a terror site would either be aliens trying to kill the populace and take their bodies back, or them not caring about the bodies and then just leveling the section of the city. i don't think you could really do this with openxcom though, i think the AI would end up botching things.
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You guys forget that another way to defeat armour is speed. Examples of this are the 5.56mm AP rounds (hardened and hot-loaded) and the 9mm Parabellum +P (hot-loaded) so the Alien Alloys allow the projectiles to go MUCH faster with the same amount of powder.
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The most important part of what gives a round its penetrating power is the amount of energy transferred. Hardening the pointed tip helps focus the energy into a small area so that it concentrates it even further. The raw energy transferred by the bullet is a factor of speed * mass. A bullet with a quarter the mass would have to reach 4x the impact velocity in order to transfer the same energy, and it would be hindered both by air resistance as well as the deflagration velocity of the powder. In practice, you can't make a lighter round travel fast enough to impact as hard, and they're also less predictable.
The hard, pointed tip can multiply the round's armor penetrating potential by reducing the amount of armor it must go through to a fraction of the bullet's forward area. Spall-resistant armor (common with metal armors) reduces the effectiveness of this multiplication effect. It's still beneficial, but by a smaller margin.
Most materials with a higher strength to weight ratio are lighter. Aerogel has one of the highest strength to weight ratios known to humankind. Tungsten may be stronger than titanium but it has a much lower strength to weight ratio. On a large spacecraft, strength to weight ratio is going to be particularly important, as it's not very difficult to find the space to make the armor several centimeters thick. A spacecraft made of tungsten, platinum, iridium, and rhodium may be exceptionally durable and competent in many areas, but it just won't fly very well. Also, in the UFOPedia entry, alien alloys are said to be very light.
A hard but light material can work for a bullet tip, but its lack of weight can still offset the center of mass of the round. The incredible strength of alien alloys might work great for penetrator rounds such as APFSDS in which you need a really strong head and can boost the flight stability with fins, but small bullets don't actually impact with enough energy to make alien alloys better than tungsten for bullet heads. There's a reason we don't generally use titanium in bullets.
I know we won't be able to boost small arms power by making stronger barrels, I was referring more to tank cannons. I should have been more specific. But also if you wanted to make a really high-tech, expensive, and sci-fi gun, you could have a gun that has the firing mechanism and much of the barrel encased in a pressurized zone which is made to have a much higher speed of sound than the surrounding air. Then you use a long powder cartridge filled with a material that detonates under normal conditions (explodes faster than the speed of sound) but deflagrates in this barrel, so the bullet reaches a much higher muzzle velocity. Alternatively, you could beat recoil by using the recoilless design that loses some of the propellant energy behind the user, and give soldiers really large weapons that fire really big rounds. The alien alloys could make the weapons light enough for a human to carry. Or power suits could make the soldiers strong enough to carry the weapons. You could make power suits increase strength by something huge like 50, then make the weapon have a weight of 75 or so, that way nobody without a power suit can use one.
i get that, didn't make the mod just fixed it.
I was directing the comment more to the mod's designer.
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those are some great points, though the field that allows the bullets to travel faster in order to get a higher muzzle velocity probably wouldn't work. a sudden shift in densities creates localized compression in front of the round, effectively making it like penetrating something more solid than it is actually penetrating. you get this effect with water, and the result is that bullets fragment and lose velocity in just a couple of feet. few rounds can have any lethal potential beyond 5 feet.
there might also be the issue of the concussive blast of the powder. when the powder goes off in such a field the shockwave might travel faster, and thus when it transfers to the normal air the wave might be compressed, resulting in a much bigger bang than normal. this again is something that happens under water, and prevents guns from being ideal in such an environment.
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You're right.
Well, I can't think of a good way to increase ballistics penetrating power without just making the gun bigger. Elerium might be able to create gravity waves that keep the round moving, so its impact velocity is higher relative to its muzzle velocity but that's about the best I can think of.
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I figured out why selecting vehicles at the end of the list in the NEW BATTLE feature crashes the game.
They are the secondary weapons for the HWPs.
NEW BATTLE does not know that and includes them as selectables in the equipment list.
Adding machine guns to my HWPs in my personal mod did the same thing.
The HWPs at the top of the list work fine (nice feature, a secondary weapon on an HWP)!
However do not select those to load into the craft off the bottom of the list because the game thinks they are a unit and they are not.
Also what i'm finding, clips for secondary weapons appear to come back recharged to full capacity in the next battle if playing the main game, so there is no need to buy ammunition for them unlike the tank rockets or the HWP shells.
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fixed crash when guy wearing urban armor dies, and separated out urban armor from weapons like jungle and arctic for prime. nightly just has crash fixed, though i haven't tested it on nightly.
https://drive.google.com/file/d/0BxP1Ratev8U4RXpmbWc2OUNsMU0/view?usp=sharing
Whoa, okay.
Which version is broken?
Thanks for the work, I'll work to incorporate the fix into the codestream on github and publish a new version.
Thanks again.
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I hate to bust your balls over this, but alien alloys wouldn't make a good material for armor piercing ammunition. You want a dense material, but alien alloys are light.
I don't see anything in the aliens' arsenal that we could use to improve the power of our projectile weapons' technology. On the other hand, their lack of understanding of such technology is something we could potentially use against them. Maybe with alien alloy barrels for improved strength, we could make very high-powered projectile turrets that have incredible penetrating power, and the aliens' heavy armor might prove weak against this technology.
I understand your objections, but it's mostly for gameplay balancing.
However, the idea behind this is:
1) In the game, the alien alloy process is using electro-gravimetric and magnetic annealing to create strong alloys in ways that could not be done before, using elements found on earth.
2) Expanding that idea, this process could be used to create rounds that combine both the density of lead and the hardness of titanium or diamond carbon.
3) Also, this manipulation of elements on the molecular level allows for the creation of hepta-octanitrocubane, a powerful explosive that is incredibly difficult to synthesize: https://en.wikipedia.org/wiki/Heptanitrocubane
It's RIGHT in the mod itself if you read:
"After trivial changes were made to the standard X-com assault rifle, the new alloy ammo can be fielded with the assault rifle without requiring a redesigned weapon. The enhanced hepta-octanitrocubane propellant and alloy 'sandwich' bullet design enhances both armor penetration and wounding power."
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I figured out why selecting vehicles at the end of the list in the NEW BATTLE feature crashes the game.
They are the secondary weapons for the HWPs.
NEW BATTLE does not know that and includes them as selectables in the equipment list.
Adding machine guns to my HWPs in my personal mod did the same thing.
The HWPs at the top of the list work fine (nice feature, a secondary weapon on an HWP)!
However do not select those to load into the craft off the bottom of the list because the game thinks they are a unit and they are not.
Also what i'm finding, clips for secondary weapons appear to come back recharged to full capacity in the next battle if playing the main game, so there is no need to buy ammunition for them unlike the tank rockets or the HWP shells.
1) So where does the crash happen? Only in the 'instant action' type battle, or is it happening in the main game as well?
2) Also is this in the nightly or the main?
Damn, I was hoping to have the ammo working for the secondary.
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1) In the game, the alien alloy process is using electro-gravimetric and magnetic annealing to create strong alloys in ways that could not be done before, using elements found on earth.
2) Expanding that idea, this process could be used to create rounds that combine both the density of lead and the hardness of titanium or diamond carbon.
3) Also, this manipulation of elements on the molecular level allows for the creation of hepta-octanitrocubane, a powerful explosive that is incredibly difficult to synthesize: https://en.wikipedia.org/wiki/Heptanitrocubane
I really like that. Fantastic work!
Also I saw this: https://youtu.be/8WKMx6aTm68?t=693 (https://youtu.be/8WKMx6aTm68?t=693)
It is possible that alien alloys could do more for ammo than I gave it credit for. But using the same technology to make heavy alloys makes so much sense!
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Updated link to github now that modhub is down.
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And another link to the new mod-hub.
https://openxcom.mod.io/equal-terms-20
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Tried to test out this mod using openxcom extended v5.1 of 09.11.18 with no other mods and get the following error message-see attached log
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Tried to test out this mod using openxcom extended v5.1 of 09.11.18 with no other mods and get the following error message-see attached log
I'll have to check out extended, since I don't have it.
But since it seems to be "Const name 'RuleList.EqualTermsv2_023' already used" look for dupes? I don't know.
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This happens when OXCE's scripting engine runs across rulesets in multiple folders or duplicates of rulesets.
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I just noticed that within your mod folder are 2 further sub folders, nightly and prime. Do I only extract out the nightly folder?
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This happens when OXCE's scripting engine runs across rulesets in multiple folders or duplicates of rulesets.
Exactly, this error: "Const name 'RuleList.EqualTermsv2_023' already used" should be read as: "multiple mods with name 'EqualTermsv2_023'".
In many places game expect that mod names will be unique. And in case of scripts it is enforced (not directly because I would use different message in that case).
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It might be intentded to enforce that, but these errors have been cropping up for using multiple folders in the same mod with rulesets in them. I'll prepare a simplified test case this weekend if I can replicate this behavior.
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Not sure if it helps, but the edge that alien alloys could give projectile weapons are mostly that of rapidly prototyped projectiles that are tested by scientists. Since alien alloys are electromagnetically formed that implies a near 3d printer level of detail one can specify in created objects or parts. This means that a group of scientists could test out 20 rifle bullets in a few hours in an xcom windtunnel rather than mold/cast each one. Just dump a whole set of 3d models in alloys and test their drag/etc.
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I just noticed that within your mod folder are 2 further sub folders, nightly and prime. Do I only extract out the nightly folder?
Most likely it is nightly, but you'll have to ask the makers of the extended?
Once I work down my modding queue I can start working on the OXE version of Equal Terms. I already have the numbers all run for the weapons and such so that the sniper rifles and such require high aim skill and shotguns/smgs favor lower aim scores.
But I have a massive Fire Pro Efed video to finish editing and adding vhs look to, and a new tiny baby that is ruining my life in the best ways.
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Tested this one out on latest extended and only using the nightly folder but get an error-see attached
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Tested this one out on latest extended and only using the nightly folder but get an error-see attached
'STR_ELERIUM_SHOTGUN_SHELLS'
Leftover for unimplemented shotgun shells.
Will try to fix.
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Okay, 2.0++ is updated with the proper research entry in the misc ruleset.
Thanks to efrenespartano for the fix - I was unaware of the strictness of OpenXcom Extended.
Fix will be pushed for 1.0 / Wolfram Lance Only next.
Thanks
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Okay, 2.0++ is updated with the proper research entry in the misc ruleset.
Thanks to efrenespartano for the fix - I was unaware of the strictness of OpenXcom Extended.
Fix will be pushed for 1.0 / Wolfram Lance Only next.
Thanks
My pleasure, it's great to have this mod back into action. ;D
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There will be a very basic 3.0++ version coming out this spring built just for OpenXcom Extended.
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Hey there,
long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.
Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).
This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.
Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.
Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.
Hope this fedback is useful, keep up the good work since this is still one of the greatoest mods.
Cheers!
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Hey there,
long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.
Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).
This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.
Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.
Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.
Hope this fedback is useful, keep up the good work since this is still one of the greatoest mods.
Cheers!
Great news!
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Hey there,
long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.
Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).
This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.
Oh crap! I didn't anticipate people changing out the tile sets, but I should have anticipated this. I'll see about adding a comment in the docs covering this eventuality off as well. Great work with coming up with a quick fix for it again.
I may have to put some thought into how to assure that the alien bases have the hyperwave decoder in it some other way?
Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.
Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.
Hope this feedback is useful, keep up the good work since this is still one of the greatoest mods.
Cheers!
I'll see about fixing the flying armor so that it drops the right damaged armor. As far as the toughness, are soldiers still getting wounded while using the power armor, or are they just taking multiple hits from a sectopod without suffering any health damage at all?
Thanks again for all the feedback and the compliments.
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Okay, working on this a bit, it's not a quick hit that I can do without actually testing the code or running the mod, so it might take me a few days to test it out, since I'll need to create a flying armor corpse item.
...Now I'm worried that the flying scout armor creates the right corpses too.
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Hello There,
sorry for not getting back to you earlier but work and a bad flu struck me out of order for a few days.
To answer your question, soldiers ARE getting some scratches, but I have the impression they're basically safe and sound while wearing power armor; I mean I had two soldiers corner a Sectopod in a battleship (IIRC, might have been another UFO) and exchange point-blank shot for a (long) while....result is a wrecked sectopod and a couple flesh wounds for my guys. I'm not on superhuman though, so that might be the issue here. ::)
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Hello There,
sorry for not getting back to you earlier but work and a bad flu struck me out of order for a few days.
To answer your question, soldiers ARE getting some scratches, but I have the impression they're basically safe and sound while wearing power armor; I mean I had two soldiers corner a Sectopod in a battleship (IIRC, might have been another UFO) and exchange point-blank shot for a (long) while....result is a wrecked sectopod and a couple flesh wounds for my guys. I'm not on superhuman though, so that might be the issue here. ::)
I might need to check the files. Maybe there is a typo. People should be getting wounded more often by low damage rolls and killed less on high damage rolls, but it sounds that...
OH GOD, I forgot that Sectopods use Lasers and the heavy armor provides massive damage protection from lasers. I'll have to revise the Sectopod to use Plasma to fix the OG Sectopod bug and I'll nerf the laser protection as well.
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Sorry for not being online for a while, got only now your answer.
I actually was under the impression that Sectopods were "fixed" to use plasma weapons in vanilla Openxcom, I guess I didn't check that....
Once you hit the personal armor tier, soldiers get more "proper" wounds that require some 10 days to recover, and die far less than before that tier. Good plasma shots still are dangerous, but no way you get insta-killed like w/o, and with power armors you get NO insta-kill, but the occasional bleeding that kills the unfortunate lone soldier that gets no first-aid in time.
The small launcher still gets some guys knock'd out occasionally, and the Blaster launcher seems a bit nerfed cause concussion damage is effective only on the explosion tile.
My soldier pack is quite the steamroller right now, thou again ....last game wa more than a month ago and I'm not on superhuman.,,,,will fix that tough through savegame editing once I get the chance to play again...you might not believe me but I really have close to NO time. :o
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Sorry for not being online for a while, got only now your answer.
I actually was under the impression that Sectopods were "fixed" to use plasma weapons in vanilla Openxcom, I guess I didn't check that....
Once you hit the personal armor tier, soldiers get more "proper" wounds that require some 10 days to recover, and die far less than before that tier. Good plasma shots still are dangerous, but no way you get insta-killed like w/o, and with power armors you get NO insta-kill, but the occasional bleeding that kills the unfortunate lone soldier that gets no first-aid in time.
The small launcher still gets some guys knock'd out occasionally, and the Blaster launcher seems a bit nerfed cause concussion damage is effective only on the explosion tile.
My soldier pack is quite the steamroller right now, thou again ....last game wa more than a month ago and I'm not on superhuman.,,,,will fix that tough through savegame editing once I get the chance to play again...you might not believe me but I really have close to NO time. :o
Maybe I just added too much explosion protection then. I'll need to roll back the percentage cut on damage a bit.
But yeah, pretty sure it's still laser damage for the sectopod, but I'm strapped for time to check everything that needs to be tested.
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Hi KingMob4313, I'm a big fan of your mod! I love the many changes you made to the vanilla game. Sadly I'm getting crashes with the latest OXCE 5.5. Whenever I open my base, it shows this error code. OpenXcom has crashed: Resources/FourthState/CraftWeapon/PlasmaArrayBB.png: OpenXcom is supporting only 8bit graphic.
I'm horrible at paint programs so I couldn't fix it :'(
EDIT: Nevermind, Meridian fixed it! Attaching them for anyone who needs it
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Since the different camos for the armours have no statistical difference (given that only OCXE supports camo, and only by day/night as opposed to tile) wouldn't it make sense for them to be identical store items? (I know OCXE supports this at least (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor)) Rather than buying Jungle Kevlar, Arctic Kevlar, and Urban Kevlar, you could just buy Kevlar, and then equip Jungle, Arctic, Urban, ecetera on your soldiers from the same generic Kevlar pile. The same thing could go for Tactical and Coverall (even though coveralls are infinite anyway :P) and all that. Given that the different camos exist purely for customisation, said customisation shouldn't really be tied to having to buy separate camo items. Sure, it's realistic, but then why are there aliens? We don't know what sapient aliens are or aren't out there!
Hell, I might just try and kitbash support for this out myself (in lieu of an official mod update), but I didn't make this mod so I might accidentally break something :/.
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Yes, this is exactly what I did in The X-Com Files. I just had to set armorTransformations on certain terrains.
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Hello!
I can't believe you guys are doing hot fixes on my mod while I've been indisposed. It's greatly appreciated.
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Next version soon: 2.0.30
Issues - Fix:
Reduce damage percentage cut to lasers, explosives and more for all armors.
Convert Craft Weapon PlasmaArrayBB.png and PlasmaArrayII.png to 8 bit - Fixed by Meridian
Change Sectopod laser to plasma using misc file changes
Set up map file reference UBASEREDUX_00 to have HYPER WAVE ENCODER/DECODER
Change Flying suit to drop damaged flying suit instead of Damaged Power Armor
Change Scout suit(s?) to drop Damaged Power Armors instead of Damaged Power Armors
Add STR_ALIENS_ONLY research entry for strict handling in Openxcom extended. - Fixed by efrenespartano
Add:
Superalloys [Trade Good - Alloy Manufacturing] (5k / Cost 2k -- Short Time)
Nitrocubane [Trade Good - Alloy Manufacturing] (2.5k / Cost 850 -- Longer Time)
Nanoscale Lithium Batteries [Trade Good - Laser Weapons] (10k / 2500 - Long Time)
Plasma Capacitor Cells [Trade Good - At least 2 Plasma Clips + Plasma Weapons] (15k / 2500 + 3 alien alloys)
Still trying to remember what efrenespartano fixed - I am pretty sure I included it in a previous version, but I can't remember what it is. Has to do with requires Alien Only but I can't find the post.
EDIT: efrenespartano reminded me, added above.
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Great! Good to see a new version incoming!


Hahaha IIRC, I fixed the STR_ALIENS_ONLY thing. I had fixed the Plasma craft weapons UFOPedia issue too, but I can't remember if I send you the files. 
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YEEESH, just found a huge bug on the flying armor. I'd be surprised if anyone was losing any soldiers when they were wearing it. Ooops!
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The tier-list
0: Gunpower
0.5: Alloy
1: Laser
2: Plasma
3: In next DLC
Any hint about the Tier 3 weapons? :D
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Any hint about the Tier 3 weapons? :D
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It will be particle beam weapons used only by end game units.
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--SNIP--
Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).
--SNIP--
Heya Pkrecl, which Hobbes mod was this?
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It will be particle beam weapons used only by end game units.
I cant wait to see them. (https://uploads.tapatalk-cdn.com/20190926/b46682707d06a27260e8aacf1cbae534.jpg)
Heya Pkrecl, which Hobbes mod was this?
The Terrain Pack! Includes a lot of new Alien Base maps and the original is almost never used. I cheap solution is copy & paste the Hyper Wave Encoder on various mapblocks on these new Alien Base maps and test on the Mission Generator to see if it worked.
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Great, just did a clean install and got on the nightlies and the mod doesn't work appear in the list.
Investigating.
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Great, just did a clean install and got on the nightlies and the mod doesn't work appear in the list.
Investigating.
Don't use nightlies. Use OXCE, is far more customizable. 
Could you share your metadata file, mate? Probably is something related to it.
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Don't use nightlies. Use OXCE, is far more customizable. 
Could you share your metadata file, mate? Probably is something related to it.
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False alarm, I have openxcom backed up in too many spots on my HD.
I got the mod working but working through some errors with files on discord.
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Seems that I need to redo all the image offsets for the nightly releases.
That's gonna take some time.
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Seems that I need to redo all the image offsets for the nightly releases.
That's gonna take some time.
My suggestion for you is to add reservedSpace: 6 on your metadata file, and delete some 0s of your indexes. i.e. instead bigOb: 19000, just leave 1900.
That will ease a lot of work, pal. ;)
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My suggestion for you is to add reservedSpace: 6 on your metadata file, and delete some 0s of your indexes. i.e. instead bigOb: 19000, just leave 1900.
That will ease a lot of work, pal. ;)
Enviado desde mi LG-M400 mediante Tapatalk
I might need to look into that, but right now it the mod uses the following numbers:
Wolfram Weapons 10000
Wolfram HWP 20000
Coherency Weapons 30000
Coherency HWP 40000
Fourth State Weapons 50000
Fourth State HWP 60000
Misc 70000
It's gonna take some brute find/replace work in notepad++
What I really should do is write a program in C# that takes my spreadsheets and generates the yaml I need.
Oh well, for another time.
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Very close to a release that will fix the issues on the nightly release.
New features added: tier 0.5,1,2 trade goods, new 8 shot laser cannon. Just need to do all the obs (Hand, floor, big) for the new weapon.
Will be rolled out for the nightly and the older (no longer accessable) version.
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Got distracted with a voxel editor to try to do the 8 direction view of my weapons. Gonna backshelf that for now and just get the edition out.
Should be out in a week after I test the dogcrap out of it.
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Less than a week, but I did cull the trade goods. They'll be out in the next version with the AWACS plane.
It should now work with the only downloadable version of openxcom, the nightly.
Version 2.0b030
--== Current ==--
Reduced/Adjusted damage percentage cut for armor against human weapons: lasers, explosives, etc
Convert Craft Weapon PlasmaArrayBB.png and PlasmaArrayII.png to 8 bit - Fixed by Meridian
Change Sectopod laser to plasma (misc file)
Set up map file reference UBASEREDUX_00 to have HYPER WAVE ENCODER/DECODER
Change Flying suit to drop damaged flying suit instead of Damaged Power Armor
Change Scout suit(s?) to drop Damaged Power Armors instead of Damaged Power Armors
Add STR_ALIENS_ONLY research entry for strict handling in Openxcom extended. - Fixed by efrenespartano
Added new Anti-Tank laser
NIGHTLIES: Fixed sounds and sprites IDs
https://openxcom.mod.io/equal-terms-20 (https://openxcom.mod.io/equal-terms-20)
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Coming soon:
Recon Craft
The X-com standard reconnaissance aircraft is a Boeing 707-320C refitted for both aerial UFO radar detection and video & optics based signature verification of UFO activities in earth airspace. While much of the radar system is from the US Air Force E-3 AWACS program, the visual IMINT and MASINT electro-optical instruments are repurposed from the RC-135S Cobra Ball project and originally designed to observe ballistic missile flights at long range. This gives X-com the capability to surveil alien activity in the air and on the ground from a safe distance.
This will be for the 2.0.040 release and will have this new craft, along with the new trade goods and maybe a few hidden things.
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Newest version is getting smoke-tested by me currently. Hoping a release on January 27th.
Please note that Version 2.040 will be the last version for base OpenXcom. There might be small bug fixes and the like after that point, but any new feature development will be directed towards the following projects:
Equal Terms 2.5 For OpenXcom Extended (OXCE). This will be the next iteration of the Equal Terms mod, taking full advantage of the OXCE toolset. Don't put sniper rifles in the hands of soldiers who are horrible shots: you won't like the results.
Equal Terms 3.0 (Retaliation) - Adds a late game weapon tier only for the aliens: Particle Beam weaponry. These weapons will have comparable damage to the laser weapons, but will ignore a majority of armor protection.
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A bugfix version of 2.0.031 was put out.
But a version of 2.0.032 will be out eventually to fix issues HWP tanks not appearing.
There were a number of changes since I last really updated it, and that is causing a huge amount of issues.
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Finally, after weeks of wrestling with files, the latest version is out:
https://openxcom.mod.io/equal-terms-20/ (https://openxcom.mod.io/equal-terms-20/)
Release notes:
Version 2.0.040 (Final)
--== Current ==--
Added new Recon Craft that replaces recon ability of Skyranger
Adjusted radar capability of other aircraft to emphasize use of the new craft
Reduced cost of Skyranger now that it is nearly incapable of finding alien bases now
Added new Trade Goods for tier 0.5, 1, 2
Flipped BigOb for SMG tier to provide visual cues that it is a one handed weapon
(Re)-Set up map file reference UBASEREDUX_00 to have HYPER WAVE ENCODER/DECODER
Fixed HWP Issues - Thanks SupSuper, ohartenstein23 and Meridian for the help.
Improved HWP GMG sound
Also has an improved install PDF.
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You're a god among men, KingMob. Thank you so much for this new update! ;D
Going to download right now!
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You're a god among men, KingMob. Thank you so much for this new update! ;D
Going to download right now!
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Glad to hear that! and congrats on your continuing work on your giant Mod.
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New bug fix release 2.0.041
Fixed light rocket / small rocket ufopedia issue
Corrected issues with plasma HWP research
Corrected missing corpse types with power armor
These are issues I found while working on the OXCE release.
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New bug fix release 2.0.041
Fixed light rocket / small rocket ufopedia issue
Corrected issues with plasma HWP research
Corrected missing corpse types with power armor
These are issues I found while working on the OXCE release.
Re-uploading, bad merge plowed under some changes somehow.
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Thanks for sharing a new update, KingMob! Downloading right now.

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When I try turning on the mod, I get this crash.
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When I try turning on the mod, I get this crash.
Download the newest version. Like I said, I plowed under some of my changes and and to redo them.
I'll redownload just to confirm.
DISREGARD. Releasing a new version: 2.0.0411, something is happening to plow the changes under.
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2.0.0411 is out.
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You know... it would be a lot easier to just call it 2.1 (then 2.2, 2.3, 2.4, etc.)
There's an unlimited number of positive integers, you really can't run out of numbers :)
No, seriously!
2.0.041 vs 2.0.0411 is just bad.
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You know... it would be a lot easier to just call it 2.1 (then 2.2, 2.3, 2.4, etc.)
There's an unlimited number of positive integers, you really can't run out of numbers :)
No, seriously!
2.0.041 vs 2.0.0411 is just bad.
Thank you! I appreciate your input.
This was just a literal reupload with a different file number because I think mod.io lost the update behind caching or something.
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I downloaded and I'm getting a different error.
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Hi there sir, two bugs i have.
1. Dying in heavy armor goes into missing resource.
2. Manufacturing a Retaliator and clicking base, goes into missing resource.
Thank you.
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Hi there sir, two bugs i have.
1. Dying in heavy armor goes into missing resource.
2. Manufacturing a Retaliator and clicking base, goes into missing resource.
Thank you.
First: is this in the base nightly or in OXCE? OXCE is much more strict, but I need to know which version to check.
Second: Death in heavy personal armor or power armor?
I'll check into the retaliator.
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My deepest apologies to everyone using this mod - a bad merge has created a number of issues that I'll have to do a mod-wide smoke test to check.
Please bear with me.
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Making good progress.
Fixed the retaliator issue (0, +11, +33 issue AGAIN), now just working on the heavy armor issue.
I have a number of non-game breakers that I will be correcting in the future for the 2.5 OXCE release.
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Hello!
After a smoke test through most of the game, I've released a new version:
https://openxcom.mod.io/equal-terms-20
Version 2.0.0413 (Bug fix - version issues)
--== Current ==--
Corrected bad merge of retaliator craft images
Fixed light rocket / small rocket ufopedia issue
Corrected issues with plasma HWP research
Corrected missing corpse types with power armor
Fixed missing ufopedia issues
Adjusted some sounds
Hopefully my version issues are done now and I can get back to working on my OXCE targeted version of this mod.
Thanks for all the bug reports.
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Hi again =), sorry for not answering, kinda busy here.
Anyway, starting a new game (OXCE) and loaded the new version ..413, and ran into this one:
OpenXcom has crashed: Image missing in 'FLOOROB.PCK' for item 'STR_IMP_GRENADE'
-Tried to throw a enhanced frag grenade.
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Hi again =), sorry for not answering, kinda busy here.
Anyway, starting a new game (OXCE) and loaded the new version ..413, and ran into this one:
OpenXcom has crashed: Image missing in 'FLOOROB.PCK' for item 'STR_IMP_GRENADE'
-Tried to throw a enhanced frag grenade.
WAARRRGGBLE
(https://i.imgur.com/PloFs2P.png)
I literally just had one of my soldiers throw every item I have in game onto the ground. That bug has been there for years and you just caught it.
New version in less than an hour.
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Updated version 2.0.044
https://openxcom.mod.io/equal-terms-20
Version 2.0.044 (Bug fix - version issues)
--== Current ==--
Corrected typo in Improved Grenade floor object
Fixed miss attributed grenade floor object.
Corrected bad merge of retaliator craft images
Fixed light rocket / small rocket ufopedia issue
Corrected issues with plasma HWP research
Corrected missing corpse types with power armor
Fixed missing ufopedia issues
Adjusted some sounds
Gonna continue to smoke out the rest of the game just to make sure.
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Hi again, version ..044 shows up as ..043 in the mods section of the game.
edit1, going down to alien base resulted to this one: OpenXcom has crashed: FileRecord::at(MAPS/UBASEREDUX_00.MAP): requested file not found.
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Hi again, version ..044 shows up as ..043 in the mods section of the game.
edit1, going down to alien base resulted to this one: OpenXcom has crashed: FileRecord::at(MAPS/UBASEREDUX_00.MAP): requested file not found.
New version 2.0.045 https://openxcom.mod.io/equal-terms-20
I moved out the code for the Terrain pack mod out to an optional file, which was causing that alien base crash.
Can I buy you a steam game for doing this trouble shooting?
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Can I buy you a steam game for doing this trouble shooting?
It's fine, i am just playing the game for fun.
..045 works nicely especially now that i am trying it with the Terrain Pack mod. I'll be back if i bump into something again 8)
(or not, you never know...)
ediyt1. hmm, Alien bases still generate a error, this time a generic "OpenXcom has crashed: Map failed to fully generate.". There may be more dependencies to other mods, here is my mods:
[21-04-2020_16-48-00] [INFO] Active mods:
[21-04-2020_16-48-00] [INFO] - xcom1 v1.0
[21-04-2020_16-48-00] [INFO] - TFTD_Damage v1.0
[21-04-2020_16-48-00] [INFO] - Equal Terms 2.0.045 v2.0.045
[21-04-2020_16-48-00] [INFO] - Terrain Pack v4.3
[21-04-2020_16-48-00] [INFO] Loading rulesets...
edit2. went and spent some time ingame, tried the alienbase 2nd time; OpenXcom has crashed: Item STR_HYPER_WAVE_ENCODER is outside of map block UBASE_00, position: [9,11,2], block size: [20,20,2]
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It's fine, i am just playing the game for fun.
..045 works nicely especially now that i am trying it with the Terrain Pack mod. I'll be back if i bump into something again 8)
(or not, you never know...)
edit2. went and spent some time ingame, tried the alienbase 2nd time; OpenXcom has crashed: Item STR_HYPER_WAVE_ENCODER is outside of map block UBASE_00, position: [9,11,2], block size: [20,20,2]
It's absolutely incredible how much tighter they made everything in the game. I'll try to figure out this one, but it'll be hard without being able to see the maps.
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It's absolutely incredible how much tighter they made everything in the game. I'll try to figure out this one, but it'll be hard without being able to see the maps.
It literally says which map, which object, and on which position... what else is there to figure out? :)
Also, it would crash anyway, just now it also tells you why... instead of not saying anything.
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Here it is:
- name: UBASE_00
width: 20
length: 20
type: 7
items: # This adds the new Hyper Wave Encoder needed for the end game
STR_HYPER_WAVE_ENCODER:
- [9, 11, 2]
Item is on the 3rd level (z=2) although the map block has only 2 levels.
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Here it is:
- name: UBASE_00
width: 20
length: 20
type: 7
items: # This adds the new Hyper Wave Encoder needed for the end game
STR_HYPER_WAVE_ENCODER:
- [9, 11, 2]
Item is on the 3rd level (z=2) although the map block has only 2 levels.
Z indexes off zero, suspected that.
But modding this game isn't something I can do at any time, was working when I replied to the message.
I also wanted to check if the item was within bounds of the actual tiles that can be accessed.
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Hello,
New version 2.0.046 up.
https://openxcom.mod.io/equal-terms-20
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Recently played the latest version and there's a crash after getting research results for Plasma Magnum.
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Recently played the latest version and there's a crash after getting research results for Plasma Magnum.
I will investigate this tonight. Thank you.
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Recently played the latest version and there's a crash after getting research results for Plasma Magnum.
Crappy typo in the Plasma Magnum mag code.
New version up at:
https://openxcom.mod.io/equal-terms-20/
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Hello. I am trying this mod and it is pretty fun.
But now whenever I try to enter this alien base, the game crashes to desktop.
Also weird things I noticed: SAW magazine looks like 1x2 item but behaves like 2x1 and incendiary grenades do damage but do not light things on fire.
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Hello. I am trying this mod and it is pretty fun.
But now whenever I try to enter this alien base, the game crashes to desktop.
Also weird things I noticed: SAW magazine looks like 1x2 item but behaves like 2x1 and incendiary grenades do damage but do not light things on fire.
Hello! I'll investigate these two issues tonight. Thanks for the feedback.
[Edit] looks like a map creation error. Reproduced it, now working on fixing it.
[Edit 2] Okay,
Error gets thrown here:
if (_blocksToDo)
{
throw Exception("Map failed to fully generate.");
}
I need to figure out WTF is happening with base generation that could be causing this issue.
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Just fixed it - there were updates to the base xcom 1 ubase map list.
https://openxcom.mod.io/equal-terms-20 (https://openxcom.mod.io/equal-terms-20)
Just download the new mod and the map will generate properly.
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The image issue is from a sloppy merge - same issue that screwed up the recon aircraft. I will see about getting that completed.
I will try to troubleshoot the incendiary grenade issue - are the incendiary rockets and 40mm working?
[EDIT] It seems to be working fine.
(https://i.imgur.com/AEgYu37.png)
[EDIT II] New version up with fixed images for the saw ammo and fixed a missing ufopedia entry for the small launcher.
https://openxcom.mod.io/equal-terms-20
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Correction about the incendiary grenades. I did not update yet, but I noticed they worked now. So I did some testing of my own and found out, that somehow they react with instant grenades option (I have no idea why I had those turned on), producing a large explosion rather than a small patch of fire. Without instant grenades, they work fine.
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hope the latest release of 049 fixes the rest of your issues.
Thanks for the bug report!
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Hey there, long time I havent0 played your mod or openxcom in general but had to cut down the time playing in the last two years.
I was boarding once again and tried to load the latest version into latest OXCE at the time of this writing, but got this strange error:
[ERROR] Error processing 'HOVERTANK_ARMOR_ET' in armors: Number of battle corpse items does not match the armor size.
I modified the ET_FS_HWPv2000b041.rul file to get the thing to load, commenting out 3 out of the 4 corpse items in the HOVERTANK_ARMOR_ET object section and it loads, I don't know if that works fine thou.
Hope this is useful.
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In OXCE I get the same error as the guy above,
[ERROR] Error processing 'HOVERTANK_ARMOR_ET' in armors: Number of battle corpse items does not match the armor size.
In OXC I get
[ERROR] failed to load 'Equal Terms 2.0.049 FINAL'
this mod name is already used
even when this is the only copy of the mod on my entire computer. Weird.
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In OXCE I get the same error as the guy above,
Apply the same fix as the guy did.
Worked for me.
In OXC I get
[ERROR] failed to load 'Equal Terms 2.0.049 FINAL'
this mod name is already used
Delete file `ET_TerrainModCompatability.rul` and try again.
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Yeah, I did that. Just adding feedback for the author(s).
Thank you, though.
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May I ask what is this mod about?
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Apply the same fix as the guy did.
Worked for me.
Delete file `ET_TerrainModCompatability.rul` and try again.
Thanks Meredian for handling this while I was away.
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May I ask what is this mod about?
The mod mostly comprises of a rebalancing of all the weapons and armor in the game and adds common military role weapons that are found in modern armies. This is done for all tiers, the 0 gunpowder tier, a new 0.5 alloy technology tier, the 1 tier laser weapons and 2 tier plasma weapons.
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Yeah, I did that. Just adding feedback for the author(s).
Thank you, though.
Thanks Meridian and Markus, I'm going to adjust the files and re-upload.
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Tried the latest version as per the first page but the following error occurs-see attached.
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Tried the latest version as per the first page but the following error occurs-see attached.
Okay I will work on looking into this. The issue with a codebase that keeps moving long after you stop updating your project.
All good, I'll see what can be done.
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Still alive here, just buried under work and other projects. Gonna be doing a sanity check on both Equal Terms and then going to OXCE so I can finally release my OpenXcom Equal Terms 2.5 that I streamed years back.
Love you all.