OpenXcom Forum

Modding => Released Mods => Topic started by: Svanh on October 26, 2013, 05:02:53 am

Title: [ENEMY][MISSION] Cultist Mod
Post by: Svanh on October 26, 2013, 05:02:53 am
This mod adds human cultists to the game. You will only encounter them on one type of mission but it works a little like an Alien Base mission except that you must shoot down a cult UFO or attack one that has landed. The mission will always use the custom CULT mapblocks (Farmland with some alien things thrown in) and uses a custom UFO design.

You stand to receive a large quantity of Elerium from a cult mission but there are a lot of cultists and most units on the mission have decent to high psi strength and skill.

Included in the mod is a small change that allows the city terror site terrain to be used for UFO crashes. Half the Geoscape texture definitions for farmland have been changed to the city terrain. I have also included my MBASE terrain for New Battle scenarios. It won't appear when actually playing OXC but you can use it and city terrain in New Battle.

Cultists are armed with Pistols, Rifles and Heavy/Auto Cannons. A Cult site will probably have Sectoid/Ethereal Commanders as well as cultists.

Fun facts/Known issues:
- Cultists use the snakeman death sound as death sounds for human units are assigned on the name of the unit.


Thanks to Luke83 for the civilian sprites!

Please tell me if you have any problems!  :)
Title: Re: Cultist Mod
Post by: luke83 on October 26, 2013, 07:36:20 am
All my civilians sprites hold weapons, maybe you can mod something from them.
Title: Re: Cultist Mod
Post by: MKSheppard on October 26, 2013, 09:01:21 am
Cult of Sirus!  ;D
Title: Re: Cultist Mod
Post by: mercy on October 26, 2013, 10:01:11 am
@Svanh  What type of death sound did you imagine or would like to have for the cultists?  Please describe and I will see what I can do (https://openxcom.org/forum/index.php/topic,1656.msg15330.html#msg15330). :D

GREAT MOD! I will definitely try this.
Title: Re: Cultist Mod
Post by: Svanh on October 26, 2013, 10:06:47 am
All my civilians sprites hold weapons, maybe you can mod something from them.

Thanks, I pinched your basic male/female civilians for now and updated the first post.

@Svanh  What type of death sound did you imagine or would like to have for the cultists?  Please describe and I will see what I can do (https://openxcom.org/forum/index.php/topic,1656.msg15330.html#msg15330). :D

GREAT MOD! I will definitely try this.

Thanks! Basic male/female human screams are fine but I don't mind something creative.   :)
Title: Re: Cultist Mod
Post by: Svanh on October 28, 2013, 12:29:27 pm
Quick update fixing a graphical bug. Luke83's civilian sprites use the soldier drawing routine and I forgot to check before using the civilian one. If you use the previous version, human cultists appear as disembodied arms and weapons.

Updated main post with latest version.
Title: Re: Cultist Mod
Post by: mercy on October 28, 2013, 01:59:52 pm
Please note:   the name of the RULESETS dir should be instead  RULESET.   Thank You for this MOD.
Title: Re: Cultist Mod
Post by: Svanh on October 30, 2013, 10:46:31 am
Please note:   the name of the RULESETS dir should be instead  RULESET.   Thank You for this MOD.

Thanks for pointing that out. I've added a few more mapblocks, fixed a bug and did a little bit of balancing (You could have all of your squad mind-controlled after the first turn).

Main post updated.  :)
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: crisisdude on November 11, 2013, 08:10:14 am
Hey so can someone give me a detailed install for this mod?  sounds really cool but i wanna make sure i set it up right.
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: Svanh on November 23, 2013, 04:41:31 am
Hey so can someone give me a detailed install for this mod?  sounds really cool but i wanna make sure i set it up right.

Sorry I'm a bit late on this. You should just be able to unzip the folder into your openxcom directory.

Tell me if you have any trouble.  :)
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: crisisdude on November 25, 2013, 07:10:14 am
Nope, I got it thanks.  I'll be messing around with it and tell you what I think.  Thanks again   ;D
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: crisisdude on November 25, 2013, 09:12:02 am
Ok.  so I've been messing around with the cultists and I noticed some map LOS holes is what i'm gonna call them.  (006)  and a wall I can walk through.   (009)


Other than that it works fine so far
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: Svanh on November 25, 2013, 09:14:56 am
Thanks for pointing those out. I'll see what I can do.
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: WeaverBeav81 on December 14, 2013, 10:04:05 pm
Hi Svanh,

Can't get this mod working - I've put the files directly into the relevant folders with other files and also tried putting them in the initial openxcom directory as well. My option.cfg file has been updated to include the ruleset, so unsure why it won't work for me - any ideas? I have several of the mods working in parallel, could it be conflicting with another?

Great concept, thanks for sharing!
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: Svanh on December 22, 2013, 03:41:20 pm
Hi Svanh,

Can't get this mod working - I've put the files directly into the relevant folders with other files and also tried putting them in the initial openxcom directory as well. My option.cfg file has been updated to include the ruleset, so unsure why it won't work for me - any ideas? I have several of the mods working in parallel, could it be conflicting with another?

Great concept, thanks for sharing!

Really sorry for the late reply. Is the game crashing on start-up or are the missions/ufos not appearing in the game? You can check if it's working by going to "New Battle" and selecting the "Cult" Ufo. If you can select that, the city terrain("City") or the base terrain ("Base"), it's loaded in fine (Sorry if you know this/have done this, I'm just trying to find out as much as possible).
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: ThatDude on February 16, 2014, 12:16:09 am
How far must you be for the Cultists to appear? And will the hyperwave decoder detect UFOs as "Cultist"? (Similar to how it detects the species of aliens inside a UFO?)
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: Qpoter on February 16, 2014, 06:50:46 pm
May I suggest you clean up your ruleset? I had to manually sift through and clean up all the unnecessary stuff. For example, in 'regions', all that you need is this for any given region:

Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_ALIEN_CULT: 18

But you have it cluttered with a bunch of other stuff which I assume is the result of directly copying from Xcom1Ruleset.rul.
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: Svanh on February 17, 2014, 04:37:42 am
May I suggest you clean up your ruleset? I had to manually sift through and clean up all the unnecessary stuff. For example, in 'regions', all that you need is this for any given region:

Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_ALIEN_CULT: 18

But you have it cluttered with a bunch of other stuff which I assume is the result of directly copying from Xcom1Ruleset.rul.

Thanks for pointing that out. Good timing as well, I'd just thought about doing a bit more openxcom modding. I've stuck a cleaned version in the first post.

How far must you be for the Cultists to appear? And will the hyperwave decoder detect UFOs as "Cultist"? (Similar to how it detects the species of aliens inside a UFO?)

Cultists can come at any time and your first mission could be a cult mission. They should appear as "Cult Supply" missions in a "Cult" UFO. The race listed will be Sectoid or Ethereal and there will be high-ranking aliens of those species on the mission.
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: ThatDude on February 17, 2014, 08:25:11 am
I just started a mission on a landed UFO and got a cultist mission! Seems like it works for now!
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: essohbe on February 28, 2014, 12:37:02 am
I tried to use this, I'm using v0.9 so maybe that's the problem but it will crash at startup and read: "line 2854, column 9 illegal map value"

FWIW.
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: Svanh on March 19, 2014, 06:46:34 am
I tried to use this, I'm using v0.9 so maybe that's the problem but it will crash at startup and read: "line 2854, column 9 illegal map value"

FWIW.

Sorry about the late reply! If you want to use mods you'll need one of the nightly builds. I'd suggest the latest one. :)
Title: Re: [ENEMY][MISSION] Cultist Mod
Post by: Dioxine on March 20, 2014, 05:55:13 pm
I just wanted to say that the Cultist map is *pure evil* :)