OpenXcom Forum

Modding => Released Mods => Topic started by: Solarius Scorch on March 30, 2014, 05:10:16 pm

Title: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on March 30, 2014, 05:10:16 pm
This mod was based on my Item Levels (https://openxcom.org/forum/index.php/topic,1862.0.html) mod, which made aliens retain all three tiers of weapons throughout the game, so that plasma pistols and plasma rifles could be encountered at later stages. Then I decided to add some more alien weapons, and voila - Alien Armoury Expanded.

An up-to-date version always here: https://www.openxcom.com/mod/alien-armoury-expanded

The mod does the same as the Item Levels mod, plus adds more weapons for the aliens to use:
You can research and use these just like all other alien weapons.

(https://i200.photobucket.com/albums/aa43/SolariusScorch/Modding/PlasmaSniperRifle.jpg)

Note that this mod is NOT compatible with Item Levels mod nor Solar's New UFOs mod, as it already contains everything that these mods do (and besides, enabling them both at once is likely to end badly).

More alien weapon ideas are welcome, though I don't think we should go overboard with this. :)

EDIT: Plasma Caster added.

EDIT: Language fix.

EDIT: ListOrder fix.

EDIT: Alternative Plasma Blaster sprites added.

EDIT: Sprite screw-up fixed.

EDIT: Sprite screw-up fixed AGAIN.

EDIT: And again. I should be paid for doing this.

EDIT: Added Toxigun.

EDIT: Added new UFOs from my otherwise incompatible Solar's New UFOs mod.

EDIT: Fixed Lab Ship map.

EDIT: Fixed case-sensitiveness for Linux users.

EDIT: Lowered Plasma Blaster's damage a bit.

EDIT: Map fixes, less pistols in later game.

EDIT: Added Fatrat's Elerium Bomb to the deal (by popular demand, and it's pretty wicked).

EDIT: Fixed some maps and added translations.

EDIT: Added many ship variants by Hellrazor. Added Spanish and German translation (extracted from Final Mod Pack).

EDIT: Fixed a bug in the languages.


EDIT: Updated the mod to the OpenXCom changes. If you're still using the 1.0 release (stable), please use 1.3.9 instead of 1.5.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on March 30, 2014, 10:11:21 pm
And once again formidable mods from you. :-)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Fox105iwsp on March 31, 2014, 10:06:49 am
Crashes when setting alien tech level to maximum in free battle >_<
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on March 31, 2014, 11:15:22 am
Crashes when setting alien tech level to maximum in free battle >_<

That's worrisome... I need to address it ASAP.

What settings did you use (UFO, race,month etc.)?


EDIT:
Did some testing; everything works fine, so it may be conflicting with some other mod on your end. Or possibly one of my other mods enables this one, though I find it very unlikely.
Still, I haven't tested every possible combination, so please provide more details.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Fox105iwsp on March 31, 2014, 05:31:23 pm
Here are some pictures, The first one is your mod, the Tech level goes up yo 12.
 if I click on it again, death will occur >_<
The second picture is standard, it goes up to 10+
I'm also using stat tracking mod, maybe that is the issue. just not sure how or why yet >_<
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on March 31, 2014, 05:38:18 pm
Enemy Weapon Level??? I just have a tech level slide... Yeah, it's a different exe all right. (I don't use the stat tracking mod, it won't launch at all for me.)

Having said that, I need to do more testing. The Laser Sniper Rifle works fine, but I haven't yet encountered any aliens with Plasma Blasters - I only tested them with X-Com troopers. So PB could be responsible, theoretically.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Shoes on March 31, 2014, 07:18:14 pm
Here are some pictures, The first one is your mod, the Tech level goes up yo 12.
 if I click on it again, death will occur >_<
The second picture is standard, it goes up to 10+
I'm also using stat tracking mod, maybe that is the issue. just not sure how or why yet >_<

I updated my mod last night to include the latest nightly changes. You may need some of those changes to properly run Solarius' mod.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Dioxine on April 01, 2014, 12:09:36 am
Afaik Solar's mod adds more months beyond month 10 (when in vanilla, the aliens reach their technological pinnacle). Check Month 13 in alienItemLevels, there might be a typo there.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 01, 2014, 12:16:59 am
Afaik Solar's mod adds more months beyond month 10 (when in vanilla, the aliens reach their technological pinnacle). Check Month 13 in alienItemLevels, there might be a typo there.

Nope, it's fine. Never hurts to check though :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Jo5hua on April 01, 2014, 06:17:48 am
Very nice, you've been cranking them out lately! Btw sorry I haven't gotten back to you on skype. Been burried in programming :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 05, 2014, 08:56:01 pm
Very nice, you've been cranking them out lately! Btw sorry I haven't gotten back to you on skype. Been burried in programming :)

Ah no problem, the important thing is that you keep those errors in check :)

As for the mod, I was worried about not seeing Plasma Blasters appearing at all. Until Ethereals decided to attack my base... and one of them blew up my laser tank with it! Woo.

EDIT:

A quick question: I've been wondering about making an alien plasma shotgun to make use of the new pellet mechanics. Do you think it'd fit them? I have reservations myself...
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 13, 2014, 01:30:46 am
Hey, Solarius.

I just intalled your mod. The text for the invented plasma sniper clip doesn`t appear.

Neither in englisch, nor in my german strings.

I don`t understand this, for the text is there in the strings.

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Mr. Quiet on April 13, 2014, 03:20:04 am
Ah no problem, the important thing is that you keep those errors in check :)

As for the mod, I was worried about not seeing Plasma Blasters appearing at all. Until Ethereals decided to attack my base... and one of them blew up my laser tank with it! Woo.

EDIT:

A quick question: I've been wondering about making an alien plasma shotgun to make use of the new pellet mechanics. Do you think it'd fit them? I have reservations myself...

How about a zap gun that shoots out electricity? If aliens get a shotgun, can you make the alien AI use it in close range as it should be used? That is unless this plasma shotgun will be accurate at long range and have an auto option. I'd love to get my hands on that kind of shotty!@
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 13, 2014, 09:47:12 am
Hey, Solarius.

I just intalled your mod. The text for the invented plasma sniper clip doesn`t appear.

Neither in englisch, nor in my german strings.

I don`t understand this, for the text is there in the strings.

The text is there, but only for American English; I missed British English strings. Sorry about this, I'll fix it ASAP. [EDIT: fixed now, download in the first post.]

How about a zap gun that shoots out electricity? If aliens get a shotgun, can you make the alien AI use it in close range as it should be used? That is unless this plasma shotgun will be accurate at long range and have an auto option. I'd love to get my hands on that kind of shotty!@

A zap gun is really neat idea, but electric attacks would have to be short range only (shotgun - not necessarily, although its accuracy would suck at longer ranges). Besides, we can't define new damage types yet, and there's no electricity type; we could make it a stun weapon instead, but with no range limitation, we'd just get another Small Launcher.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 13, 2014, 10:21:03 am
The problem is still there:

Got no text for the invented clip. Neither in englich, nor in my german strings.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 13, 2014, 01:07:30 pm
@Solarius:

With the help of warboy I found the error. It was a problem in the ufopaedia-section. There was missing an (_RIFLE_), in the line for the clip.

I post here the modified ruleset.

It contains the german translations.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 13, 2014, 11:35:11 pm
The problem is still there:

Got no text for the invented clip. Neither in englich, nor in my german strings.

It looks fine for me in both EN and US.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 14, 2014, 12:25:33 am
Ask Warboy about that.

There was no text in the ufopaedia for the sniper clip...
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 14, 2014, 12:44:57 am
Ask Warboy about that.

There was no text in the ufopaedia for the sniper clip...

No idea how I could make such a blunder. :o

It's fixed now. Thanks for the German text too, I gave you credits.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 14, 2014, 01:12:00 am
Apart from the bug:

BIG-Mod :-) Am using it already.

And I SELDOM use mods, that add content.  :D
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 14, 2014, 01:29:07 am
Apart from the bug:

BIG-Mod :-) Am using it already.

And I SELDOM use mods, that add content.  :D

Many thanks!
After all, you get 5 weapons instead of 1. :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Mr. Quiet on April 14, 2014, 02:16:25 am
It's hard to think of an alien weapon that wouldn't behave like a human weapon. Screw it, just give'em a Terror-Site only weapon that shoots a deadly parasitic virus that slowly drops your health and stats each turn, but surely, once you're hit, you'll die a painful death in a few turns and you won't survive even if the game ends on the next turn.
Any operatives right next to anyone infected will also become infected as well, but it won't kill them, only drop HP by 25% to 30%, any operatives a tile away and around the infected may have a weaker drop in health, 1%-%5. You could make it worse :)
Terror only, since the purpose of this weapon is to cause chaos. Any civilians infected by this deadly virus will attempt to run toward an operative to(unknowingly) infect them as well.

After discovering this deadly weapon, you'll have the option to research a vaccine (tiny one-slot item that weighs nothing):

Here's a way to prevent an exploit. You're not allowed to take more than one vaccination. Like say you take the first vax to continue fighting on, then before the mission ends when you're not needed anymore, you take the second vax to live and go unconscious. You will die if you take more than one vaccination. If you need a name, call it Vax :)

Next thing is the, I forgot what I was going to put here. If you're interested I'll try to remember.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 14, 2014, 02:49:35 am
Mr. Quiet sir, I hope I'll never play RPG with you as a GM. XD

Anyway, I don't really think we could make something like this with just a ruleset... And frankly, this weapon is all sorts of unfun to me.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Mr. Quiet on April 14, 2014, 03:09:15 am
Yeah probably is unfun, and all this from only a weapon. I was trying to think of something deadly and scary as the Chryssalid. I still want kood-aid reapers though :<

About RPGs, I tried to participate in an RPG with a group of friends a few years ago. I couldn't get into it unfortunately. I did enjoy watching them play sometimes, but they would drag on forever. I remember them doing some monster hunting RPG where they had different factions to join, even had a nice big world map with all kinds of locations.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: yrizoud on April 19, 2014, 08:44:18 pm
The listOrder are wrong, which makes the alien sniper rifle appear between human rifle and heavy cannon.
I modified them so that it appears between plasma rifle and plasma cannon in item lists (sell and equip craft), manufacturing list, and ufopedia.
I also did the blaster, but untested because my game isn't so far.
I attach the ruleset here, the modifications should be:

Code: [Select]
items:
  - type: STR_PLASMA_SNIPER_RIFLE
    listOrder: 5150 # was 2206
  - type: STR_PLASMA_SNIPER_RIFLE_CLIP
    listOrder: 5151 # was 2207
  - type: STR_PLASMA_BLASTER
    listOrder: 4980 # was 2208
  - type: STR_PLASMA_BLASTER_CLIP
    listOrder: 4981 # was 2209
manufacture:
  - name: STR_PLASMA_SNIPER_RIFLE
    listOrder: 1670 # was missing
  - name: STR_PLASMA_SNIPER_RIFLE_CLIP
    listOrder: 1671 # was missing
  - name: STR_PLASMA_BLASTER
    listOrder: 1450 # was missing
  - name: STR_PLASMA_BLASTER_CLIP
    listOrder: 1451 # was missing
ufopaedia:
  - name: STR_PLASMA_SNIPER_RIFLE
    listOrder: 4950 # was 2203
  - id: STR_PLASMA_BLASTER
    listOrder: 4750 # was 2205

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 19, 2014, 10:23:38 pm
You're a saint yrizoud. I intended to do this at some point, but was stalled due to the game being extremely unfriendly to setting listOrder.
Yes, I want to force the devs to make it clearer. :P

EDIT: I see you've been using an older version of the file. Soon I'll upload an update.

EDIT 2: Yeah, works for the craft inventory and the sell/sack menu, but in the Ufopaedia it still displays Plasma Blaster Clip and Plasma Rifle Clip as the last two items, regardless of their listOrder values. Not sure if I'm doing something wrong or the game does it. I'm attaching the modified ruleset.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: yrizoud on April 19, 2014, 11:28:59 pm
Ooh I forgot the clips have their own Ufopedia entries.
Add under:
ufopaedia:
  - id: STR_PLASMA_SNIPER_RIFLE_CLIP
    (...)
    listOrder: 4951
  - id: STR_PLASMA_BLASTER_CLIP
    (...)
    listOrder: 4751
In the Ufopedia category "Alien artifacts", this makes them appear under their respective weapon, and the next/previous buttons also selects them in this order.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 20, 2014, 12:54:18 am
Well, that's exactly what i did before... same numbers and all (weapon number +1). Still doesn't work. :P No idea why.

EDIT: I found the problem, it was unrelated to the listOrder command. It works fine now, thanks! I'll update the OP now.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 04:29:59 pm
Update: following Louis' suggestion, I added an alternative set of Plasma Blaster sprites, for those people who complained that the weapon looked too much like the Heavy Plasma. Follow the instructions in the readme to replace the files.

New sprites: courtesy of Dioxine.

The updated version 1.1 in the opening post, as well as the official mod website (https://www.openxcom.com/mod/alien-armoury-expanded) of course.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 04:56:07 pm
Hey, Solarius!

Great sprites!

One thing: The new floorob.give doesn`t match with your other new sprites:
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 07:49:29 pm
Hey, Solarius!

Great sprites!

One thing: The new floorob.give doesn`t match with your other new sprites:

Oops, my bad. :P Fixed now.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 08:04:16 pm
And found another error:

A sectoid carrying a plasma sniper rifle, that looks like the blaster.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 08:19:13 pm
I never touched vanilla plasma weapons in this mod. I don't think the problem lies there... But I'll check it, just in case.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 08:42:21 pm
I think, something has gone wrong:

An alien holding a sniper rifle, holds a sprite, that looks like the blaster.

One of my soldiers carrying the blaster looks like holding a sniper rifle.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 08:44:16 pm
Looks like misnamed handob folders to me.
My version (the one that was uploaded) looks fine.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 09:00:41 pm
No, I just deleted the old folders and renamed the alter folders. The error still remains.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 09:02:15 pm
The handob-Folder with the old .giv s contains new pictures..... That shouldn`t be.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 09:09:45 pm
I don't know, just reinstall the mod I guess. I triple-checked all my files, they're fine.

I haven't even touched the Plasma Sniper Rifle in the latest release, only added the new graphic files (and one folder). SO IT CAN'T BE WRONG.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 09:13:39 pm
The handobs are the problem.

In the inventory everything is fine.

But the games references for the handobs are somewhat wrong. Just holding the wrong weapon.


Reinstalling doesn`t help the handobs problem.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 09:15:27 pm
The handobs are the problem.

In the inventory everything is fine.

But the games references for the handobs are somewhat wrong. Just holding the wrong weapon.


Reinstalling doesn`t help the handobs problem.

Was it fine before the update with new sprites?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 09:18:18 pm
Yeah, yesterday it was perfectly fine.

I`ve got an idea:

In your new .zip in the old destroyer-folder. Every handob is there twice. Once in the normal format: handob.giv  AND BP.giv . 15 files. That shouldn`t be.

When you deleted the BP.giv`s. At least the old handob sprites are used again..
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 09:21:52 pm
One solution might be:
Rename the BG.giv`s to handob.giv`s...


I`ll give it a try.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 09:33:46 pm
Yeah, yesterday it was perfectly fine.

I`ve got an idea:

In your new .zip in the old destroyer-folder. Every handob is there twice. Once in the normal format: handob.giv  AND BP.giv . 15 files. That shouldn`t be.

That's not true. Each folder has 8 files, period. I just downloaded my own .zip file to confirm it for sure.
Either you are doing something wrong, or your unpacker is.

When you deleted the BP.giv`s. At least the old handob sprites are used again..

Also, WTF is .giv? And what do you mean by BP.giv - there's no such file? Nor BP.gif for that matter?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 09:35:56 pm
Sorry, meant .gif
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 09:36:36 pm
But the problem still occurs.

I`ll see, if I can at least restore the former status.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 09:41:57 pm
But the problem still occurs.

I`ll see, if I can at least restore the former status.

The mod is fine. Period.
Make of it what you will.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 09:42:35 pm
As soon, as you nename the handob_Plasmadestroyer_alter for the game taking thos handobs, you get weird solutions for the sniper AND the Blaster.

And you are right. I`ll do, what I want.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 09:49:35 pm
As soon, as you nename the handob_Plasmadestroyer_alter for the game taking thos handobs, you get weird solutions for the sniper AND the Blaster.

And you are right. I`ll do, what I want.

You can always modify the ruleset so that it points to the new files:

Code: [Select]
extraSprites:
  - type: BIGOBS.PCK
    files:
      117: Resources/AlienArmouryExpanded/Aliensniperrifle.gif
      118: Resources/AlienArmouryExpanded/Aliensniperrifle_Clip.gif
      119: Resources/AlienArmouryExpanded/Plasmadestroyer_alter.gif
      120: Resources/AlienArmouryExpanded/Plasmadestroyer_Clip.gif
  - type: FLOOROB.PCK
    files:
      102: Resources/AlienArmouryExpanded/floorob_Aliensniperrifle.gif
      103: Resources/AlienArmouryExpanded/floorob_Aliensniperrifle_Clip.gif
      104: Resources/AlienArmouryExpanded/floorob_Plasmadestroyer_alter.gif
      105: Resources/AlienArmouryExpanded/floorob_Plasmadestroyer_Clip.gif
  - type: HANDOB.PCK
    files:
      210: Resources/AlienArmouryExpanded/handob_Aliensniperrifle/
      211: Resources/AlienArmouryExpanded/handob_Plasmadestroyer_alter/

Did this help?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 10:26:45 pm
Sadly not.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 26, 2014, 10:34:31 pm
Sadly not.

Well, tough.

But the problem is definitely on your end, not mine.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 26, 2014, 10:56:48 pm
Maybe. We don`t know, what experiences others have.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 27, 2014, 01:21:28 am
Warboy had some idea:

[00:05] <@Warboy> solarius: you might be better off to define all the handobs individually rather than just using the directory name
[00:06] <@Warboy> specifying directory simply uses alphabetical order, i'm guessing this is the cause of louis's problems
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 27, 2014, 01:29:01 am
Try it now. :P

(I renamed all alt handobs to have the same filenames as the originals.)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 27, 2014, 01:37:28 am
Problems is still there.

See in the screen:
The guy left is holding the blaser and looking south. Everything seems fine.

The guy right is holding the snipe rifle and looking southwest. The sprites looks completely the same. But the rifle shouldn`t be affected at all. 

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 27, 2014, 02:27:29 am
OK, problem fixed, thanks to Warboy...
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: civilian on April 27, 2014, 01:08:56 pm
Really awesome mod, one of my favourites!  :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 27, 2014, 02:35:08 pm
Thanks! I like it too, even more so since I learned a lot doing this.
Let me suggest using the Plasma Beam Mod (https://www.openxcom.com/mod/plasma-beam-mod) too. ;)

Now, time for a question from me: do you think I should add some new UFOs to this ruleset, or it is beyond the scope of this mod?
I could make another mod of course, but since UFO designs include alien inventory loadouts, I would have to make two versions: one for this mod, one for vanilla. And that's neither elegant nor convenient.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 27, 2014, 02:44:35 pm
New UFO design mods are always appreciated.

But I don`t see the connection to this mod.  ;)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 27, 2014, 02:55:52 pm
New UFO design mods are always appreciated.

But I don`t see the connection to this mod.  ;)

OK, let me explain by example :)

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE
    width: 40
    length: 40
    height: 4

This is the vanilla loadout for the Small Scout UFO. Every UFO has a similar loadout, indicating which aliens are present (in this case, just one alien with Rank 5, which means a Soldier), as well as their possible equipment (in this case, either a Plasma Pistol with two clips and a Mind Probe, a Plasma Rifle with two clips and a Mind Probe, or a Heavy Plasma with one clip and a Mind Probe - in total, 3 possibilities).

Now look at the Small Scout loadout from Alien Armoury Expanded:

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_SNIPER_RIFLE
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE
    width: 40
    length: 40
    height: 4

As you can see, Alien Armoury Expanded has not 3, but 4 different options. This is related to the general alien tech progress table (alienItemLevels), therefore each UFO needs 4 possible loadouts, not 3.

Therefore, if I make a new UFO, should it have 3 or 4 loadouts? If I make 3, it'll be compatible with the vanilla game; if I make 4, it would be compatible with Alien Armoury Expanded. I am not sure what happens if you try to use a 3-item loadout with Alien Armoury Expanded, or 4-item with vanilla, but I suppose it won't work.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 27, 2014, 03:08:05 pm
Ah, ok.

One thing:
I`ve seen, that your implemented item-level work here should be discussed:

Especially on mutonships the enemies have mainly the plasma rifle.
It makes the missions easier, then planned.

Mutons are really STRONG. No problem, when there are 2 or three, carrying the rifle or even the plasma pistol.

But much more then this takes the balance away a little bit. Especially in late game.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 27, 2014, 03:18:18 pm
Sadly, loadouts are done by ship/mission, not by race.
I would like to decrease the amount of Heavy Plasmas for Sectoids - the gun is as big as them! - and give better equipment to Mutons, but it doesn't work that way... :) We technically could exclude some races from some missions and create new, similar UFOs for them, with a different loadout, but that's 1) plenty of work, 2) too removed from vanilla IMO, 3) doesn't work perfectly, as shown by Dioxine's efforts and experiments with the PirateZ mod.

And Mutons are hardcore enough. :P As long as you use UFO Extender accuracy (say goodbye to autofire spam) and do not have Psionics (which I believe can be made harder with today's build, but I haven't tested it yet).
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 28, 2014, 03:46:52 am
Hey everyone, and especially Louis,

I have a big request: could you please test this version for me? I need a secondary opinion.

This is the Alien Armoury Expanded mod, but it's smaller; I removed everything I thought can be removed. The reason is to make it more friendly to other mods, and secondarily to just make it smaller. I just need to make sure I didn't remove too much ;)

Of course I'll be testing it myself, but the more, the better.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: civilian on April 28, 2014, 10:59:35 am
Thanks! I like it too, even more so since I learned a lot doing this.
Let me suggest using the Plasma Beam Mod (https://www.openxcom.com/mod/plasma-beam-mod) too. ;)

Now, time for a question from me: do you think I should add some new UFOs to this ruleset, or it is beyond the scope of this mod?
I could make another mod of course, but since UFO designs include alien inventory loadouts, I would have to make two versions: one for this mod, one for vanilla. And that's neither elegant nor convenient.

Thanks, I am using the Plasma Beam mod ever since it was released  :)

About the new Ufos... well no, I think that is stuff for a bigger mod, maybe even only for a Total Conversion.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 28, 2014, 11:20:53 am
Thanks, I am using the Plasma Beam mod ever since it was released  :)

About the new Ufos... well no, I think that is stuff for a bigger mod, maybe even only for a Total Conversion.

Total Conversion is a bit much, I just wanted to add a bunch of more UFO maps for greater variability.

And I would also prefer to release it separately, but as I said, then it would be incompatible with either vanilla game or Alien Armoury Extended... Unless perhaps I'll make a separate ruleset in the same mod? I honestly don't know what people would prefer.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 28, 2014, 05:27:58 pm
My proposal:
Implement new UFOs to ArmouryExpanded.

I don`t think, there is anyone here, having problems with MORE Ufos.

But didn`t TurkishSwede show well, you can have a separate mod for mor UFO designs?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 28, 2014, 07:01:18 pm
Thanks for the input. More is welcome - it's not like I'll start coding it tonight... :) (Probably.)

But didn`t TurkishSwede show well, you can have a separate mod for mor UFO designs?

That's not exactly the same thing. TurkishSwede (and Luke before him) didn't add new UFO's, only new maps for the same old ones. This means they didn't have to create new missions, crews etc. Entirely new UFOs require all this stuff.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 28, 2014, 09:34:50 pm
Ah, you didn`t say, you`re planning completely new UFOs....

That would be even more appreciated, but is a huge task: New pics for the interception screen, new entrys EVERYWHERE.....

I`m curious, what you`ll do...
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 28, 2014, 09:43:14 pm
Ah, you didn`t say, you`re planning completely new UFOs....

That would be even more appreciated, but is a huge task: New pics for the interception screen, new entrys EVERYWHERE.....

I`m curious, what you`ll do...

The maps are the biggest challenge; maybe making the right trajectories, since I'm not sure how. But it's not hard really, I just need the time. :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 29, 2014, 09:02:21 pm
Hey, on a terror mission I found a Sectoid with the plasma blaster. Was this intended?

Thought, this should only occur on battle-ships and alien bases?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 29, 2014, 09:10:22 pm
Hey, on a terror mission I found a Sectoid with the plasma blaster. Was this intended?

Thought, this should only occur on battle-ships and alien bases?

It's possible for an Engineer, but the chances are very small.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: yrizoud on April 29, 2014, 10:16:12 pm
I have played 4 game months with this mod.
I researched the sniper as soon as I could. Even if I kept it in reserve at first, I was glad to have a few ones aboard on my first terror mission : 3 reapers in direct sight of the skyranger, with 3 more a few tiles away.

Both weapons are very dangerous in alien hands. The first time I saw a Plasma blaster, it's in an Alien base, a floater tried to shoot across a window at a very steep angle, and blew himself up. The second time, an other floater (I assume) missed one of my front men, the shot flew across half the map and exploded in a starting room, killing one of my men and wounding 2 others.  :'( ;)

The plasma sniper unlocks the plasma (ship) beam, at first I thought it was "too good" because when once I can use the sniper beam, I don't feel the need to use any of the others plasma weapons. But after all, this acts as an alternative to the heavy plasma : In early game, I always try to research one heavy weapon even if I don't use it immediately. It's because I was first a TFTD player, and when the Lobster men first attack, if you don't have the big guns ready, you're screwed.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on April 29, 2014, 10:27:37 pm
Erm.............Solarius?

Is that true? The sniper rifle unlock the plasma beam without the need to research every plasma weapon???
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on April 30, 2014, 12:00:01 am
I have played 4 game months with this mod.
I researched the sniper as soon as I could. Even if I kept it in reserve at first, I was glad to have a few ones aboard on my first terror mission : 3 reapers in direct sight of the skyranger, with 3 more a few tiles away.

Both weapons are very dangerous in alien hands. The first time I saw a Plasma blaster, it's in an Alien base, a floater tried to shoot across a window at a very steep angle, and blew himself up. The second time, an other floater (I assume) missed one of my front men, the shot flew across half the map and exploded in a starting room, killing one of my men and wounding 2 others.  :'( ;)

Ouch. :)

That first floater must've been funny though! I've usually only seen Plasma Blasters employed by Ethereals in my own base, blowing up my tanks like there's no tomorrow.

The plasma sniper unlocks the plasma (ship) beam, at first I thought it was "too good" because when once I can use the sniper beam, I don't feel the need to use any of the others plasma weapons. But after all, this acts as an alternative to the heavy plasma : In early game, I always try to research one heavy weapon even if I don't use it immediately. It's because I was first a TFTD player, and when the Lobster men first attack, if you don't have the big guns ready, you're screwed.

Erm.............Solarius?

Is that true? The sniper rifle unlock the plasma beam without the need to research every plasma weapon???

You never had to research every plasma weapon, either Plasma Rifle or Heavy Plasma was required. I just tested this in an unmodded game. So, I figured both new weapons should give access to the Plasma Cannon too.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: civilian on April 30, 2014, 12:15:19 pm
The Blaster is one weapon!  ;D Once they are introduced in the battlescape I suddenly had regained much more respect for Floaters, they are very dangerous when using those, a blaster shot from above will ruin your day for sure  :D

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 06, 2014, 06:13:07 pm
The Blaster is one weapon!  ;D Once they are introduced in the battlescape I suddenly had regained much more respect for Floaters, they are very dangerous when using those, a blaster shot from above will ruin your day for sure  :D

Glad you're, uh, "enjoying" the addition. :D

But now, an update! I actually went and added that plasma shotgun, but... it's a pistol. A very big pistol.

The new version is in the opening post. I will update it to the mod site when it's available again.

Feedback appreciated, since I haven't really tested it at all. :P
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: yrizoud on May 06, 2014, 06:23:14 pm
5x35 damage, if I read the ruleset correctly. This would be quite blocked by personal armor, and totally stopped by power armor.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 06, 2014, 06:31:09 pm
5x35 damage, if I read the ruleset correctly. This would be quite blocked by personal armor, and totally stopped by power armor.

Yeah, well - making it any stronger would be unbalancing. Besides, I wanted a weapon that would make weaker armours actually count sometimes. :P
These guns are pretty rare, so it's not like the game will get much easier.

PS: I know the handobs for the Plasma Caster are a bit sloppy. I'll take care of it, someday. :P
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: civilian on May 07, 2014, 12:48:51 pm
Cool, gonna test it right away!  :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on May 07, 2014, 08:50:12 pm
Hey, Solarius,

would you mind supporting different version-downloads of your mod?

I`m really interested in your improvements on that mod, but, for example, don`t need the plasma shotgun.

Like Civillan should make different mods for each area-mod, this would make your mod even more attractive.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 07, 2014, 08:57:10 pm
Hey, Solarius,

would you mind supporting different version-downloads of your mod?

I`m really interested in your improvements on that mod, but, for example, don`t need the plasma shotgun.

Like Civillan should make different mods for each area-mod, this would make your mod even more attractive.

Maybe I could split the mod into several parts, for example one by each weapon, but it would be really tricky - after all they use the same set of deployments. I don't think it would work.

If you don't want the Plasma Caster (which isn't really a shotgun BTW, it's a pistol of sorts), you can just edit the ruleset and put something else there instead. I don't think it's a big deal though, since this weapon is pretty rare - after doing 10 missions, I haven't found any.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on May 07, 2014, 10:22:11 pm
You could offer older versions of the mod.....
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 08, 2014, 03:20:08 pm
You could offer older versions of the mod.....

They're still available on the mod site.

EDIT

Regarding alien melee weapons: it will require some more work, since all alien's melee skill (except for Chryssalids and such) is set to 82. Which is twice as much as your best soldiers. So, every Sectoid is a master of kung-fu, and every Muton has exactly the same skill.

Therefore, what needs to be done is to change all alien profiles to makes their melee skills match who they are. Or alternatively we can give them weapons that do not depend on skill, like the Stun Rod.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: yrizoud on May 09, 2014, 12:23:33 am
I found a plasma caster in a snakemen base assault, month 6 (The wielder didn't have any time to shoot)
Since the weapon is powerless against power armors, you should make it a more frequent find in early months, but totally disappear after a few months, replaced by the more powerful guns.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 09, 2014, 12:31:22 am
I found a plasma caster in a snakemen base assault, month 6 (The wielder didn't have any time to shoot)
Since the weapon is powerless against power armors, you should make it a more frequent find in early months, but totally disappear after a few months, replaced by the more powerful guns.

It would be very hard to do... Well, unless we make it "level 0" weapon instead of the pistol, and push the pistol to "level 1" - then phase "level 0" out over the months. What do you think?

Of course there are other considerations too, like:
* Power Suits may not be as prevalent with some mods (especially the Plasma Beam mod, which eats your Elerium like crazy),
* Perhaps I'll add melee weapons as backup - not sure how the AI will handle them, but it sort of works.

Feedback would be appreciated :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Human Ktulu on May 10, 2014, 03:14:41 pm
I rescue my old amiga sound pack for plasma weapons !
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on May 10, 2014, 08:57:46 pm
I`ve got my first Ironman Base Defense mission.

4 Sectoids with the plasma blaster...

Was this meant to be?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 10, 2014, 11:16:54 pm
I rescue my old amiga sound pack for plasma weapons !

Thanks, but I'll nned to think about this... It's a nice pack, but I would prefer something closer to the original.

I`ve got my first Ironman Base Defense mission.

4 Sectoids with the plasma blaster...

Was this meant to be?

You mean it's too much or not enough? :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on May 10, 2014, 11:54:45 pm
Thanks, but I'll nned to think about this... It's a nice pack, but I would prefer something closer to the original.

You mean it's too much or not enough? :)

Too much ;)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 11, 2014, 12:26:12 am
Too much ;)

Well, tough :) But there should be a bit less Blaster Launchers.

In other news: using Civilian's sprites, I made on a whim a new alien weapon, that sprays acid on you!!! :P I'll update it after testing.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Human Ktulu on May 11, 2014, 12:40:35 am
Maybe an little sfx for that ?  ;D
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 11, 2014, 01:11:38 am
Maybe an little sfx for that ?  ;D

YES!!!! :D

Though before I upload it, I need to fix make handobs, and this takes time... :/
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on May 11, 2014, 01:40:48 am
As usual:

Please offer different stages of your mod, so that everyone can chose, which weapons to take or not to take.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: yrizoud on May 11, 2014, 01:43:22 am
It's not possible... For aliens to "pick" any weapons, the entire deployments need to be redefined. It's impossible to use more than one mod that does it. So he can't split the mod in multiple parts.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on May 11, 2014, 12:49:48 pm
You don`t understand, Yrizoud.

He has earlier version with only this or/and that weapons.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 11, 2014, 12:54:37 pm
You don`t understand, Yrizoud.

He has earlier version with only this or/and that weapons.

He has already explained that all earlier versions are available here (https://www.openxcom.com/mod/alien-armoury-expanded). :P
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on May 11, 2014, 02:37:18 pm
At the moment, on the mod site, there is this mod only till the alternative blaster.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 12, 2014, 02:11:50 pm
At the moment, on the mod site, there is this mod only till the alternative blaster.

The site is down, so I can't update it. :( This will change though.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: civilian on May 14, 2014, 12:02:14 pm
Any pics of the new acid-weapon?  ;D

One thought (actually more an emotion): The plasma-caster is too weak ,  better make it a late-game high-tier full-fledged shotgun, ba-ba-boom, mickey!  ;D
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 14, 2014, 12:10:05 pm
Any pics of the new acid-weapon?  ;D

It's one you know very well... :P

(https://i200.photobucket.com/albums/aa43/SolariusScorch/Modding/Toxigun.jpg)

I just added new handobs, made virtually from scratch, and the acid tank.

One thought (actually more an emotion): The plasma-caster is too weak ,  better make it a late-game high-tier full-fledged shotgun, ba-ba-boom, mickey!  ;D

This wasn't my intention. We have plenty of overpowered alien weapons, especially with this mod installed. What we needed was something that would actually be stopped by the best armour in the game, but which would be deadly to light-armoured troopers. I am quite happy with the balance.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Falko on May 14, 2014, 01:57:21 pm
if i hear acid-weapon i think shortrange weapon and if that is the case why is there a scope on it?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 14, 2014, 02:16:33 pm
if i hear acid-weapon i think shortrange weapon and if that is the case why is there a scope on it?

(https://i1.kym-cdn.com/photos/images/newsfeed/000/158/326/9148130.jpg)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: civilian on May 15, 2014, 01:31:21 pm
Aha, the stun-sniper weapon icon!  :)  About falkos comment: True, why not simply remove the scope?  ;)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 15, 2014, 03:36:45 pm
Aha, the stun-sniper weapon icon!  :)  About falkos comment: True, why not simply remove the scope?  ;)

I assumed it's the toxic tank, even made ammo object out of it :)

EDIT:

I got tired of waiting on the mod site to be finished, so for those of you who want it, I'm publishing the newest version here. Have fun :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Sectoid_Soldier on May 16, 2014, 12:34:42 pm
I enjoy your work, Solarius. I'll be using shortly.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 16, 2014, 04:17:15 pm
I enjoy your work, Solarius. I'll be using shortly.

Thanks! Let me know if you're having any problems.

Now news: I made that new version (actually, a separate ruleset) with three new UFOs. It's done, but untested except for a quick battle for each UFO, so I'm not brave enough to release it yet. Unless you guys want to be my guinea pigs. ;)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on May 16, 2014, 09:16:49 pm
Are the new UFOs in the expanded-armoury-mod?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 16, 2014, 09:33:07 pm
Are the new UFOs in the expanded-armoury-mod?

They're in a separate ruleset, but this ruleset requires Alien Armoury Expanded.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Bones on May 18, 2014, 07:17:51 pm
I made a czech translation for this mod. Some of the weapon names were a bit tricky so I had to be a bit creative.

Code: [Select]
  - type: cs-CZ
    strings:
      STR_PLASMA_CASTER: Plazmový rozptylomet
      STR_PLASMA_CASTER_CLIP: Zásobník plazmového rozptylometu
      STR_PLASMA_CASTER_UFOPEDIA: "Tato varianta plazmové pistole vystřeluje nabité částice v širokém rozptylu, což z ní dělá ničivou zbraň."
      STR_PLASMA_CASTER_CLIP_UFOPEDIA: "Toto zhruba krychlovité zařízení je užito jako munice pro Plazmový rozptylomet.  Obsahuje malé množství Eleria."
      STR_PLASMA_SNIPER_RIFLE: Plazmová odstřelovací puška
      STR_PLASMA_SNIPER_RIFLE_CLIP: Zásobník plazmové odstřelovací pušky
      STR_PLASMA_SNIPER_RIFLE_UFOPEDIA: "Tato velice přesná a účinná zbraň je založena na urychlování částic uvnitř krátkodobého antigravitačního pole."
      STR_PLASMA_SNIPER_RIFLE_CLIP_UFOPEDIA: "Tento malý objekt je používán jako munice pro Plazmovou odstřelovačku - přesnou Cizáckou zbraň.  Obsahuje malé množství Eleria."
      STR_PLASMA_BLASTER: Plazmový kanón
      STR_PLASMA_BLASTER_CLIP: Zásobník plazmového kanónu
      STR_PLASMA_BLASTER_UFOPEDIA: "Tato ničivá protipancéřová zbraň založená na plazmové technologii je schopná vypařit cokoliv v okolí dopadu střely."
      STR_PLASMA_BLASTER_CLIP_UFOPEDIA: "Toto kompaktní zařízení je používáno jako munice pro Plazmový kanón.  Obsahuje malé množství Eleria."
      STR_TOXIGUN: Toxizbraň
      STR_TOXIGUN_FLASK: Toxiampule
      STR_TOXIGUN_UFOPEDIA: "Tato zbraň vystřeluje komplexní kombinaci žíravých chemických složek schopných během několika sekund roztavit jakýkoli materiál známý pozemské vědě.  To z ji samozřejmě dělá smrtelnou všem žijícím bytostem."
      STR_TOXIGUN_FLASK_UFOPEDIA: "Tato malá nádobka je naplněna nebezpečnou kyselinou a funguje jako munice pro Toxizbraň."

I would be honored if you would include this in your great mod :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 18, 2014, 07:27:36 pm
Thank you Bones, I've looked at your Czech text and it looks perfectly fine to me (though my understanding of Czech is quite limited) - exactly what's needed. :)

The translation will be added to the next release! This release will be bundled with the new UFOs mod, of which a vanilla version is here: https://openxcom.org/forum/index.php?topic=2144.0
So if you would like to make a truly complete translation of the Alien Armoury Expanded, pretty please translate that mod too; it's not much text.

EDIT: half a minute later I got a message that you've done it already. :D Thank you!
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: MickTheMage on May 18, 2014, 09:30:56 pm
And slovak translation for Alien Armoury Expanded... :)

Code: [Select]
  - type: sk-SK
    strings:
      STR_PLASMA_CASTER: Plazmový vrhač
      STR_PLASMA_CASTER_CLIP: Zásobník plazmového vrhača
      STR_PLASMA_CASTER_UFOPEDIA: "Tento variant plazmovej pištole vystreľuje nabité častice v širokom rozptyle, čo z neho robí veľmi ničivú zbraň."
      STR_PLASMA_CASTER_CLIP_UFOPEDIA: "Toto zariadenie v tvare kocky sa používa ako munícia pre plazmový vrhač. Obsahuje malé množstvá eléria."
      STR_PLASMA_SNIPER_RIFLE: Plazmová ostreľovačská puška
      STR_PLASMA_SNIPER_RIFLE_CLIP: Zásobník plazmovej ostreľovačky
      STR_PLASMA_SNIPER_RIFLE_UFOPEDIA: "Táto extrémne precízna a účinná zbraň je založená na časticiach urýchlených v dočasnom antigravitačnom poli.  "
      STR_PLASMA_SNIPER_RIFLE_CLIP_UFOPEDIA: "Tento malý objekt sa používa ako zdroj energie pre plazmovú ostreľovačskú pušku – veľmi presnú mimozemskú zbraň. Obsahuje malé množstvo eléria."
      STR_PLASMA_BLASTER: Plazmomet
      STR_PLASMA_BLASTER_CLIP: Zásobník plazmometu
      STR_PLASMA_BLASTER_UFOPEDIA: "Toto je extrémne ničivá protipancierová zbraň založená na technológii plazmových zbraní. Dokáže vymazať všetko v mieste dopadu."
      STR_PLASMA_BLASTER_CLIP_UFOPEDIA: "Toto kompaktné zariadenie sa používa ako munícia pre plazmomet. Obsahuje malé množstvo eléria."
      STR_TOXIGUN: Toxizbraň
      STR_TOXIGUN_FLASK: Banka pre toxizbraň
      STR_TOXIGUN_UFOPEDIA: "Táto zbraň vystreľuje komplexnú zmes silných chemických látok, ktoré dokážu za niekoľko sekúnd rozložiť takmer každý známy pozemský materiál. Čo ju robí smrteľnou pre všetky živé bytosti."
      STR_TOXIGUN_FLASK_UFOPEDIA: "Táto malá nádobka naplnená účinnou kyselinou funguje ako munícia pre toxizbraň."

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 18, 2014, 10:34:04 pm
Awesome guys, you're the best :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Aldorn on May 19, 2014, 05:23:02 am
French Translation (beware to be in UTF8)

Code: [Select]
  - type: fr
    strings:
      STR_PLASMA_CASTER: Lanceur Plasma
      STR_PLASMA_CASTER_CLIP: Chargeur de Lanceur Plasma
      STR_PLASMA_CASTER_UFOPEDIA: "Cette version modifiée du Pistolet Plasma projette ses particules à très haute vitesse, ce qui en fait une arme redoutable."
      STR_PLASMA_CASTER_CLIP_UFOPEDIA: "Ce petit objet cubique n'est autre qu'un chargeur de Lanceur Plasma.  Contient de l'Elerium en petite quantité."
      STR_PLASMA_SNIPER_RIFLE: Fusil Plasma de Précision
      STR_PLASMA_SNIPER_RIFLE_CLIP: Chargeur de Fusil Plasma de Précision
      STR_PLASMA_SNIPER_RIFLE_UFOPEDIA: "Ce fusil, d'une précision diabolique, exploite toute la puissance de la technologie Plasma, basée sur l'accélération de particules au sein d'un mini champ gravitationnel."
      STR_PLASMA_SNIPER_RIFLE_CLIP_UFOPEDIA: "Munition pour Fusil Plasma de Précision.  Contient une petite quantité d'Elerium."
      STR_PLASMA_BLASTER: Blaster Plasma
      STR_PLASMA_BLASTER_CLIP: Chargeur de Blaster Plasma
      STR_PLASMA_BLASTER_UFOPEDIA: "C'est assurément l'une des armes les plus puissantes. Basée sur la technologie Plasma, cette arme est particulièrement efficace à l'encontre des blindages. Détruit absolument tout en son point d'impact."
      STR_PLASMA_BLASTER_CLIP_UFOPEDIA: "Munition pour Blaster Plasma.  Contient de l'Elerium."
      STR_TOXIGUN: Pistolet à Toxine
      STR_TOXIGUN_FLASK: Fiole pour Pistolet à Toxine
      STR_TOXIGUN_UFOPEDIA: "Cette arme projette une mixture composée de puissants agents chimiques, capable de dissoudre en à peine quelques secondes toute matière avec laquelle elle entrerait en contact.  Elle s'avère naturellement fatale pour tout être vivant."
      STR_TOXIGUN_FLASK_UFOPEDIA: "Petite fiole remplie d'acide qui permet d'approvisionner le Pistolet à Toxine."
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 20, 2014, 01:17:15 am
Many thanks! I'll wait with the update until translations for the new ship are done (See here (https://openxcom.org/forum/index.php?topic=2144.msg21155#msg21155)).


EDIT:

And here it is! A new version.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Aldorn on May 20, 2014, 01:19:12 am
Yous should update your top message  ::)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 30, 2014, 03:42:06 pm
Yous should update your top message  ::)

I wanted to wait until the mod site is active again, but I guess I'll have to modify the original post after all...

EDIT: Fixed the Lab Ship map, please redownload.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: niculinux on June 18, 2014, 08:11:34 pm
Well for linux, I'm still on my knees...

(https://s29.postimg.org/8lw5kepub/openxcom_10_aliern_armoury_expanded_1_3_1.jpg) (https://postimg.org/image/8lw5kepub/)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on June 18, 2014, 08:19:11 pm
Well for linux, I'm still on my knees...

(https://s29.postimg.org/8lw5kepub/openxcom_10_aliern_armoury_expanded_1_3_1.jpg) (https://postimg.org/image/8lw5kepub/)

BUT I FIXED THIS!!!!! :o

OK, let's not succumb to panic. Please download version 1.3.3 again, check Alien Armoury Expanded\Resources\AlienArmouryExpanded and make sure one of the files is named Plasmacaster_clip.gif, not Plasmacaster_Clip.gif. Delete your previous mod version (just to be sure) before copying the files. Should work.

If this doesn't work, let me know so that I could commit seppuku with a Linux install CD.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: niculinux on June 18, 2014, 09:34:37 pm
BUT I FIXED THIS!!!!! :o

OK, let's not succumb to panic. Please download version 1.3.3 again, check Alien Armoury Expanded\Resources\AlienArmouryExpanded and make sure one of the files is named Plasmacaster_clip.gif, not Plasmacaster_Clip.gif. Delete your previous mod version (just to be sure) before copying the files. Should work.

done but still not working..well, seems there are other uppercased letters! gonna try to lowercase them?

(https://s14.postimg.org/v18fsoiz1/alien_armoury_expanded_1_3_1_resources.jpg) (https://postimg.org/image/v18fsoiz1/)

If this doesn't work, let me know so that I could commit seppuku with a Linux install CD.

no please that would be a real pain for humanity!!!  ;D ;)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on June 18, 2014, 09:52:13 pm
This isn't 1.3.3. 1.3.3 has floorob_Toxigun, not floorob_Toxigun. I just downloaded my own mod to confirm this!
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: niculinux on June 18, 2014, 09:56:57 pm
This isn't 1.3.3. 1.3.3 has floorob_Toxigun, not floorob_Toxigun. I just downloaded my own mod to confirm this!

ah youre right...please upload link in the first post...I'm going maaad!  :'( :'(
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on June 18, 2014, 09:59:55 pm
ah youre right...please upload link in the first post...I'm going maaad!  :'( :'(

OK, I forgot to delete the attachment... I thought the only copy was on the mod portal. Sorry about this.

But you should check the goddamn version number after I gave it to you with specific instructions! :P

Anyway, does it work now?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: niculinux on June 18, 2014, 10:52:55 pm
Ok, i'll try later, in the meantime if some other linux iser might want to try i'd be very grateful, sorry, i'm really destroued today "(
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on June 19, 2014, 12:06:21 am
Ok, i'll try later, in the meantime if some other linux iser might want to try i'd be very grateful, sorry, i'm really destroued today "(

OK, please let me know how it went.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: niculinux on June 20, 2014, 11:25:47 pm
OK finally the game stats, with version 1.3.3 !!! hurrà! In the end please update the changelog to the mod page at openxcommod.com because the latest changelog entry is:

1.3.2: Should work properly on Linux now.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on June 21, 2014, 12:03:40 am
Glad it works now! Description was fixed too.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Aldorn on June 23, 2014, 03:15:37 am
This is a great mod
1) because of 4 added UFOS
2) because of new alien weapons
3) because of having defined this 4th level of technology :)

In order to make your mod even more compliant/reusable/mergeable, I make you a new suggestion : for vanilla Ufos, as I can see you did not change related values, you can avoid specifying "lowQty:", "highQty:", "dQty:" and "percentageOutsideUfo:"

Example :

BEFORE

alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_SNIPER_RIFLE
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE

AFTER

alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_SNIPER_RIFLE
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on June 23, 2014, 03:35:14 am
Hmm, I somehow forgot to do it. :P

THanks for the waking kick. Will be fixed next version.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Aldorn on June 23, 2014, 05:54:57 am
Hmm, I somehow forgot to do it. :P

THanks for the waking kick. Will be fixed next version.

You forgot it and you did right, as finally I think it does not work. Was sure it worked well in my previous tests, but now I have finished this part of my mod, I am unable to make it work even in training mode  >:(

After have set these values back again in place, this solves the issue

So forget my proposition, sorry
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Falko on June 23, 2014, 06:12:00 am
you can only delete unchanged properties if they are in the first level
in this example

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
            - STR_NEWSTUFF
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
            - STR_NEWSTUFF
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE
            - STR_NEWSTUFF
    width: 40
    length: 40
    height: 4
you can but should not delete data (not a good idea because STR_NEWSTUFF is there)
this:
Code: [Select]
    width: 40
    length: 40
    height: 4
you can delete because they are in the correct "level" and unchanged to original
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Aldorn on June 23, 2014, 09:34:30 am
Exactly :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on June 24, 2014, 11:17:29 am
I had some weird effects when left this out, so I put it back in. Can't remember what it was though.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Aldorn on June 24, 2014, 11:36:45 am
I had some weird effects when left this out, so I put it back in. Can't remember what it was though.
Yes, this does not work, sorry

PS : I understand why my previous tests where OK despite of this pending issue
This is due to mod loading sequence : even if mods are sorted alphabetically in options screen, this does not mean they will be loaded alphabetically
A quick check in Options.cfg and I saw it could depend if you activate/de-activate/re-activate some mods.
And also, a second mod loaded after (even if displayed before in options screen) was correcting this part.
When I decided to merge all mods in a unique big one, this issue suddenly appeared
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on June 24, 2014, 11:41:21 am
Yes, this does not work, sorry

PS : I understand why my previous tests where OK despite of this pending issue
This is due to mod loading sequence : even if mods are sorted alphabetically in options screen, this does not mean they will be loaded alphabetically
A quick check in Options.cfg and I saw it could depend if you activate/de-activate/re-activate some mods.

Yes, exactly that.
Of course theoretically we can open the config and adjust stuff, but as a modder I can't expect the end user to do the same. :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: El Yahpo on July 10, 2014, 10:05:21 am
Hey, I downloaded this and I love it, but the lab ship's walls on the first and third levels can be walked through on one side. Can this be fixed?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on July 10, 2014, 04:19:37 pm
Hey, I downloaded this and I love it, but the lab ship's walls on the first and third levels can be walked through on one side. Can this be fixed?

I know about this bug and I thought I fixed it, but maybe there are still places where it's wrong. (The Lab Ship was my first map ever, and it shows. :/ )

If you could post a picture showing the glitchy tiles, it would be really helpful. But first, please confirm you have the latest version.

EDIT:

I slightly decreased Plasma Blaster's power, so now the Power Suit gives you some slim chance of survival. Download 1.3.6 for this. (Louis, you convinced me after so many months, lol.)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: El Yahpo on July 14, 2014, 08:47:16 am
The wall my soldiers are standing in and the one in the same position on the bottom of the ship are both see-through and passable.

Kind of a big issue for assaulting the bottom because I can see into the ufo.

Also, I updated your mod right before this, and I'm using some nightly after 1.0. Do you need specifics? How do I find that?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: DMB on July 14, 2014, 09:15:13 am
While I do love the additional weaponry and maps I have to complain that the weapons themselves are a tad underpowered with the exception of the Plasma Sniper and Blaster.

The Plasma Caster can't even damage my troops in Power Armor at point blank range. I had one Agent unsuccessfully attempting to stun an alien for three rounds taking the full amount of retribution from the alien without a single point of hitpoints lost.
And I'm on Superhuman.

And way too many aliens are running around with Plasma Pistols. I should have lost three Agents when that Muton burst through the door but instead the closest guy took six shots to the forehead and didn't flinch. Power armor of course.

Don't get me wrong, as a whole I love the mod but I'm having a relatively easy time because of how undergunned the aliens are now. Is there any chance you could redistribute the weapon layout so that at least Plasma Pistols are phased out by Mutons? It's odd to see those hulks running around with peashooters.

Also the Plasma Snipers are so good. I can slap some Flying Armor on a Rookie and overwatch him on the Skyranger and go to town on xeno scum with 88% accuracy. Or I can give it to a Sergant and have 94% airborne and 120% kneeling.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Aldorn on July 14, 2014, 12:36:59 pm
@DMP

Solars will give you a better answer, anyway I will try to help a bit...

What about making your own mod to correct what does not fit your expectations ?

Don't misunderstand, your feedback is essential here as modder will take it into account to adjust/rebalance (or not). It is just an idea so you are not unhappy to use this nice mod.


For example, adjusting power is simple : create a new .txt file, that you rename to "AAE Correction.rul" (also change extension from .txt to .rul), open it with Notepad++, optionnally activate "Encode >> UTF-8", and paste code below
Code: [Select]
items:
  - type: STR_TOXIGUN_FLASK
    power: 45
  - type: STR_PLASMA_CASTER_CLIP
    power: 35
  - type: STR_PLASMA_SNIPER_RIFLE
    power: 95
  - type: STR_PLASMA_BLASTER_CLIP
    power: 100
Then you just have to change values, save and close, install under Ruleset folder, then load this mod at least after the AAE mod


Regarding Mutons equiped with plasma pistols, the problem is that these parameters are for all alien races, so must fit with sectoid and others. But Plasma Pistols should not be used more than 10% of the time in the future (see alienItemLevels section, you should find some hint on this forum about this section to understand how it works)

Last way is to modify alienDeployments section, just replacing some weaker weapons by more powerful weapons

Then when you are happy with new values, do not forget to give your feedback again

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on July 14, 2014, 03:42:34 pm
The wall my soldiers are standing in and the one in the same position on the bottom of the ship are both see-through and passable.

Kind of a big issue for assaulting the bottom because I can see into the ufo.

Also, I updated your mod right before this, and I'm using some nightly after 1.0. Do you need specifics? How do I find that?

Oops, missed this part. The Lab Ship was my first map project ever, and due to how tiles work there are many places that look fine but aren't. I'll fix these holes as they're found out, thanks.

While I do love the additional weaponry and maps I have to complain that the weapons themselves are a tad underpowered with the exception of the Plasma Sniper and Blaster.

The Plasma Caster can't even damage my troops in Power Armor at point blank range. I had one Agent unsuccessfully attempting to stun an alien for three rounds taking the full amount of retribution from the alien without a single point of hitpoints lost.
And I'm on Superhuman.

This is.. well, maybe not "intended", but rather "predicted and accepted". It's a shotgun-like weapon, with many individual pellets, so if an individual pellet is made too strong, it'll become worse than Heavy Plasmas against anyone who's not wearing a Power Suit. This is partially mitigated by two factors:

1) There aren't that many Plasma Casters by the time Power Suit arrives,
2) Some Plasma Caster users have grenades to use.

However, coupled with your next complaint...

And way too many aliens are running around with Plasma Pistols. I should have lost three Agents when that Muton burst through the door but instead the closest guy took six shots to the forehead and didn't flinch. Power armor of course.

...looks like I need to decrease the number of pistols in later months. All right, I will try, though it's a bit tricky to balance. But they won't be completely phased out.

Thanks for the feedback, hopefully the next version will be better! :)

EDIT: WTF is wrong with this @^&$# wall... IT looks fine in the editor, yet is perfectly insubstantial in the game. Uh, stay tuned...

EDIT 2: OK, got it (not without help though, since this mapping system is way more advanced than my V0 brain). Update soon.

EDIT 3: Updated! Fixed the Sentry Ship too, since it was an eyesore.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: DMB on July 14, 2014, 05:41:31 pm
@DMP
What about making your own mod to correct what does not fit your expectations ?

For example, adjusting power is simple : create a new .txt file, that you rename to "AAE Correction.rul" (also change extension from .txt to .rul), open it with Notepad++, optionnally activate "Encode >> UTF-8", and paste code below
Code: [Select]
items:
  - type: STR_TOXIGUN_FLASK
    power: 45
  - type: STR_PLASMA_CASTER_CLIP
    power: 35
  - type: STR_PLASMA_SNIPER_RIFLE
    power: 95
  - type: STR_PLASMA_BLASTER_CLIP
    power: 100
Then you just have to change values, save and close, install under Ruleset folder, then load this mod at least after the AAE mod



Ahh, great idea. Thanks for that! I think I will make some minor tweaks.

This is.. well, maybe not "intended", but rather "predicted and accepted". It's a shotgun-like weapon, with many individual pellets, so if an individual pellet is made too strong, it'll become worse than Heavy Plasmas against anyone who's not wearing a Power Suit. This is partially mitigated by two factors:

1) There aren't that many Plasma Casters by the time Power Suit arrives,
2) Some Plasma Caster users have grenades to use.

However, coupled with your next complaint...

...looks like I need to decrease the number of pistols in later months. All right, I will try, though it's a bit tricky to balance. But they won't be completely phased out.

Thanks for the feedback, hopefully the next version will be better! :)

Thank you for the quick reply and mod update. And explanation.
The Ethereals don't seem to have too many Pistols now and they keep borrowing my rifles anyways. Looks good to me, keep up the good work!
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: El Yahpo on July 15, 2014, 11:12:39 pm
Thanks a bunch for the quick reply  :)

I'm off to enjoy your new ships!
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on July 16, 2014, 03:00:30 am
Hehe, my pleasure. Have fun and let me know if there are any glitches!
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on August 08, 2014, 04:48:53 pm
Guys, since by popular demand I'm incorporating Fatrat's Elerium Bomb to the Alien Armoury Expanded (thanks, Fatrat!), I need translations of the following text:

Code: [Select]
      STR_SMALL_LAUNCHER_UFOPEDIA: "Compact but powerful alien launcher, useful in a variety of combat scenarios. Versatile and deadly weapon."
      STR_ELERIUM_BOMB: Elerium Bomb
      STR_ELERIUM_BOMB_UFOPEDIA: "Elerium Bomb, used mainly by alien terrorists, is a powerful and deadly ammunition for Small Launcher."

I need French, German, Slovakian and Czech versions. Please help!

The new version will be posted when I get all of them :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: MickTheMage on August 08, 2014, 06:08:44 pm
Here is slovak  translation for you, sir. :)

Code: [Select]
STR_SMALL_LAUNCHER_UFOPEDIA: "Kompaktný, ale pritom účinný mimozemský raketomet vhodný pre nasadenie v rôznorodých bojových situáciách."
      STR_ELERIUM_BOMB: Elériová bomba
      STR_ELERIUM_BOMB_UFOPEDIA: "Elériová bomba je využívaná najmä mimozemskými teroristickými jednotkami. Jedná sa o veľmi účinnú a smrtiacu muníciu pre malý odpaľovač."
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Arthanor on August 08, 2014, 07:25:12 pm
I am looking forward to this expansion! Here's French!

Code: [Select]
      STR_SMALL_LAUNCHER_UFOPEDIA: "Un lance-grenade extra-terrestre compact mais puissant, le petit lancer est utile dans une variété de scénarios. C'est une arme versatile et meurtrière."
      STR_ELERIUM_BOMB: "Bombe à l'Elerium"
      STR_ELERIUM_BOMB_UFOPEDIA: "La bombe à l'Elerium, utilisée principalement par les terroristes extra-terrestres, est une munition puissante et meurtrière pour le petit lanceur."
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on August 09, 2014, 12:26:09 am
Thank you gentlemen, now only waiting on the German and Czech versions. :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LeBashar on August 09, 2014, 11:34:48 am
I have try to make an adaptation of this mod with MiB mod, but my game crash, I assume it is because alien armoury has 4 aliens items levels and MiB only three, can someone confirm this ?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on August 09, 2014, 02:24:11 pm
I have try to make an adaptation of this mod with MiB mod, but my game crash, I assume it is because alien armoury has 4 aliens items levels and MiB only three, can someone confirm this ?

Yes.

I made a 4-level version of the MiB some time ago, but by now it's certainly outdated. But if you take MiB and add 1 item level per character entry, it'll work.

EDIT:

I got German translation from Humax and released the next version. New translations will come when they come. :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SiceX on September 07, 2014, 01:58:01 am
Hi, i made an italian translation of this mod.
Here is the ruleset for the weapons:
Code: [Select]
  - type: it
    strings:
      STR_ELERIUM_BOMB: "Bomba all'Elerium"
      STR_ELERIUM_BOMB_UFOPEDIA: "Bomba ad Elerium, usata maggiormente dai terroristi alieni, è una bomba potente e letale da usare con un lancia bombe."
      STR_PLASMA_BLASTER: Plasma Blaster
      STR_PLASMA_BLASTER_CLIP: Caricatore per Plasma Blaseter
      STR_PLASMA_BLASTER_CLIP_UFOPEDIA: "Questo piccolo dispositivo è usato come munizione per il Plasma Blaster. Contiene piccole quantità d'Elerium."
      STR_PLASMA_BLASTER_UFOPEDIA: "Questa devastante arma anti-corazza basata sulla tecnologia al plasma vaporizza qualsiasi cosa attorno il punto d'impatto."
      STR_PLASMA_CASTER: Plasma Caster
      STR_PLASMA_CASTER_CLIP: Caricatore per Plasma Caster
      STR_PLASMA_CASTER_CLIP_UFOPEDIA: "Questo dispositivo vagamente cubico è usato come munizione per il Plasma Caster. Contiene piccole quantità d'Elerium."
      STR_PLASMA_CASTER_UFOPEDIA: "Questa variante della Pistola al Plasma spara un ampio raggio di particelle cariche, rendendola un'arma devastante."
      STR_PLASMA_SNIPER_RIFLE: Fucile di Precisione al Plasma
      STR_PLASMA_SNIPER_RIFLE_CLIP: Caricatore per Fucile di Precisione al Plasma
      STR_PLASMA_SNIPER_RIFLE_CLIP_UFOPEDIA: "Questo piccolo oggetto è usato come sorgente d'energia per il Fucile di Precisione al Plasma, un'arma di precisione aliena. Contiene una piccola quantità d'Elerium."
      STR_PLASMA_SNIPER_RIFLE_UFOPEDIA: "Questa è un'arma estremamente potente e precisa basata sull'accelerazione di particelle all'interno di un piccolo campo di anti-gravità."
      STR_SMALL_LAUNCHER: ""
      STR_SMALL_LAUNCHER_UFOPEDIA: "Lanciagranate alieno compatto ma potente, utile in una gran varietà di combattimenti. Arma versatile e letale."
      STR_STUN_BOMB: ""
      STR_STUN_BOMB_UFOPEDIA: ""
      STR_TOXIGUN: Toxigun
      STR_TOXIGUN_FLASK: Fiasca per Toxigun
      STR_TOXIGUN_FLASK_UFOPEDIA: Questa piccola fiasca piena di un potente acido funziona come munizione per la Toxigun
      STR_TOXIGUN_UFOPEDIA: "Quest'arma spruzza una complessa mistura di potenti agenti chimici, capaci di dissolvere praticamente ogni materiale conosciuto dalla scienza Terrestre, fino a qualche secondo fa. Naturalmente, è letale per tutti gli esseri viventi."
And here the UFOs one:
Code: [Select]
  - type: it
    strings:
      STR_EXCAVATOR: Escavatore
      STR_EXCAVATOR_UFOPEDIA: Gli Escavatori sono piccoli UFO principalmente usati per lavori di scavi e costruzione. Non rappresentano una vera minaccia per i nostri veicoli.
      STR_FIGHTER_SHIP: Caccia
      STR_FIGHTER_SHIP_UFOPEDIA: "I Caccia sono costruiti unicamente per distruggere i veicoli terrestri, inclusi i nostri Interceptor. Sono molto ben armati per la loro grandezza, ma non hanno un equipaggio numeroso."
      STR_LAB_SHIP: UFO Laboratorio
      STR_LAB_SHIP_UFOPEDIA: "Gli UFO Laboratorio sono grandi velivoli, scelti per le maggiori operazioni di ricerca e raccolto. Molto più grandi dei Raccoglitori, sono equipaggiati per condurre complessi esperimenti a bordo. Il loro equipaggio è numeroso e ben equipaggiato."
      STR_SENTRY_SHIP: UFO Sentinella
      STR_SENTRY_SHIP_UFOPEDIA: "Questo piccolo UFO è utilizzata per missioni di osservazione e pattugliamento. E' armata per la guerra e procurerà qualche problema ai nostri Interceptor."
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Hadan on September 07, 2014, 05:07:46 pm
Code: [Select]
      STR_SMALL_LAUNCHER_UFOPEDIA: "Kompakte, aber starke außerirdische Abschussrampe, nützlich in einer vielzahl von Kampfszenarien. Eine vielseitige und tödliche Waffe"
      STR_ELERIUM_BOMB: Elirium Bombe
      STR_ELERIUM_BOMB_UFOPEDIA: "Elirium Bombe, hauptsächlich von Alien Terroristen verwendet, ist eine tödliche Munition für die Kleine Abschussrampe."
German Translation  :)

best regards
Hadan
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on September 07, 2014, 05:10:03 pm
Code: [Select]
      STR_SMALL_LAUNCHER_UFOPEDIA: "Kompakte, aber starke außerirdische Abschussrampe, nützlich in einer vielzahl von Kampfszenarien. Eine vielseitige und tödliche Waffe"
      STR_ELERIUM_BOMB: Elirium Bombe
      STR_ELERIUM_BOMB_UFOPEDIA: "Elirium Bombe, hauptsächlich von Alien Terroristen verwendet, ist eine tödliche Munition für die Kleine Abschussrampe."
German Translation  :)

best regards
Hadan

Thanks, but these strings were translated already...?

Code: [Select]
      STR_SMALL_LAUNCHER_UFOPEDIA: "Eine kompakte aber sehr wirksame außerirdische Abschussrampe, die sich in verschiedenen Kampfszenarien als nützlich erweist. Es ist eine vielseitige und tödliche Waffe."
      STR_ELERIUM_BOMB: Eleriumbombe
      STR_ELERIUM_BOMB_UFOPEDIA: "Die Eleriumbombe, die hauptsächlich von den Außerirdischen benutzt wird ist eine mächtige und tädliche Munition für die kleine Abschussrampe."

I think they were translated by Humax.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Hadan on September 07, 2014, 08:18:19 pm
oh, didnt see it in the last few posts  ::)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on September 14, 2014, 12:16:16 pm
I added the Italian translation, as well as UFO map corrections made by Grzegorzj.

Please download the newest version.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SiceX on September 14, 2014, 04:28:39 pm
Nice!
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SiceX on September 14, 2014, 07:54:03 pm
There's a problem. After installing the updated version, with the translation, all the names of all my mods changed in "STR_SHOTGUN" and ecc.
(https://i.imgur.com/GQle4IO.png)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on September 14, 2014, 10:19:37 pm
There's a problem. After installing the updated version, with the translation, all the names of all my mods changed in "STR_SHOTGUN" and ecc.

I checked the ruleset, everything seems fine with Italian... Sorry, I have no idea what could be wrong; perhaps the language is referenced incorrectly?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: pkrcel on September 15, 2014, 12:55:40 pm
Molto probabilmente.  ;)

The language is 2it" but IIRC it is referenced using "it-IT".



Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SiceX on September 15, 2014, 03:30:52 pm
Molto probabilmente.  ;)

The language is 2it" but IIRC it is referenced using "it-IT".




Ovvero?
That is?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: pkrcel on September 15, 2014, 03:35:45 pm
Switching to Italian for faster communication  ;D

SiceX, nelle traduzioni che hai realizzato il linguaggio è "it":

Code: [Select]
- type: it
    strings:
      STR_ELERIUM_BOMB: "Bomba all'Elerium"

ma di recente la codifica usa l'identificatore "it-IT" (come per "en-US" ed "en-UK")...prova a cambiare type nel ruleset e vedi se funziona.

Back to English:

I can't check right now but MAYBE that's the problem....I can only see the quoted text here and not download the modpack.



EDIT: nevermind...I thoguht I saw that in the interface but that's incorrect, the language actually is "it"....damn I can't open my openxcom on this PC....

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SiceX on September 15, 2014, 11:05:34 pm
Già, è sempre "it".
Comunque, ho notato da qualche tempo che quando tento di metter mano ai ruleset delle mod, diventan così. Ed ho sviluppato una teoria. Ho notato che quello che effettivamente traduco, è solo la scheda dell'ufopedia, e non tutti gli altri nomi, tipo in ricerca, o produzione. Dopo averlo notato, avevo provato semplicemente a sovrascrivere i "name: STR_EXAMPLE_WHAT" con il loro corrispondente in italiano normale: "name: esempio cosa", e funzionava!
In pratica cambio il ruleset in modo che funzioni solo con la lingua italiana. Questo può essere utile per me stesso, ma non sarebbe pratico da implementare proprio nella mod.

Sorry for the non-italians guys, but that's a long test, and it's late. Maybe i will edit an english version. XD
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: pkrcel on September 16, 2014, 12:23:45 am
Last thread-hijaking post then.

SiceX, da quello che dici direi che il "qualcosa che non va" è da ricercarsi nella modalità con cui hai messo mano ai mod allora.

Tiieni presente che non è necessario "sovrascrivere" le stringhe del linguaggio originale (i.e. en-US) ma ridefinirle nella sezione 'extrastrings' della tua traduzione.
Se una stringa non è utilizzata dal gioco sempliemente verrà ignorata.

Infatti noto solo ora che il problema lo hai con GLI ALTRI mod e non con Armoury Expanded.

Se metti mano alle stringhe di un linguaggio DIVERSO da it  e poi nell'interfaccia selezioni 'it', ti ritroverai con delle inconsistenze...sospetto FORTEMENTE che tu abbia (p. es.) ridefinito "fucile a pompa" in un linguaggio diverso da it (in uno dei vari shotgun mod), ed ora tu abbia selezionato 'it' per verificare AAE...sicchè le stringhe di AAE sono deifnite mentre altre no.

Mandami un con uno dei ruleset cui dici di aver modificato le stringhe 'non-ufopedia', e magari ci do un occhio.

Un suggerimento....se devi fare una traduzione di un mod puoi scegliere (a mio modo di vedere) 2 strade:

 - inserire nella sezione 'extrastrings' del rul file originale la sottosezione 'it' con TUTTE le stringhe necessarie
 - creare un rul file addizionale che però devi caricare dall'interfaccia "mods" di OpenxCom.

La seconda strada è più indicata nel caso tu stia lavorando alla traduzione, ed il modder (ovvero l'autore del mod) non l'ha ancora incorporata....in questo modo puoi seguire gli aggiornamenti di ciascun mod senza remora di sovrascrivere ogni volta la tua traduzione.

Per fornirla all'autore del mod basta poi copincollare in un post la sola sezione 'it' delle extrastrings.

Spero di essere stato chiaro....purtroppo non mi occupo di traduzioni per due fondamentali motivi:

 - OpenxCom in italiano mi fa venire la pelle d'oca, non so cosa sia uscito da getlocalizazion ma alcune scelte sono ORRENDE.
 - Per quanto ami la mia lingua, semplicemente NON FUNZIONA nei videogiochi, specialmente in quelli con una UI limitata come openxcom.


Hope this works, for any further inquiry in Italian I'd say let's not hijack further the thread...this problem is not directly related to AAE.

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SiceX on September 16, 2014, 03:25:36 pm
Finora ho usato la seconda modalità, e già riportato tutte le mie traduzioni ai rispettivi modder. Ma "installando" la traduzione come fosse un'altra mod, sussiste sempre il problema dei nomi diventati "STR...".
Vedrò di provare vari modi appena avrò tempo.
Forse ho un'idea.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SiceX on September 18, 2014, 03:21:50 pm
Non ho più quei vecchi ruleset, anche se funzionavano. Comunque, credo che per il momento starò fermo. Del resto, le traduzioni son già fatte e riportate ai vari modder. Quindi, aspetterò, e nel frattempo giocherò in inglese.

I no longer have those old rulesets, even if they worked. Anyway, i'll do nothing for now. I have already reported the translations which i made to the respective modders, So i'll wait.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on September 18, 2014, 05:55:51 pm
I seriously hope nobody's expecting me to moderate this. :P

Seriously though, please give me the solution if there is one, but this thread is not meant to be a place for technical discussion about Italian translation; please do it elsewhere if it's necessary.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: pkrcel on September 18, 2014, 07:16:30 pm
Seriously though, please give me the solution if there is one, but this thread is not meant to be a place for technical discussion about Italian translation; please do it elsewhere if it's necessary.

Thats' why I said my latest post was the last IT-hijacking.  ;D

SiceX says that the original rulesets that worked are no longer in his possesion....I unfortunately have difficulties in imagining what's wrong with his setup but I' am strongly positive that's a single-user issue (namely SiceX :P)  because he messed with the original .rul files.

Also as you can seein his screenshots it's not the AAE material that's messed up, but others.


Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SiceX on September 18, 2014, 11:04:45 pm
pkrcel is right. So, i'll just wait for the other modders to implement my translations. Unfortunately, for now, this mod is the only one (forgive my grammar in this phrase). Seems that the other ones, especially in the "completed mods" section, aren't  so frequented. :/
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on September 19, 2014, 12:26:31 pm
All right then, please keep me informed if anyone else has the same problem...
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Arthanor on September 29, 2014, 07:44:47 am
Went on a long overdue update spree today and I overwrote my modified version of the Armoury with your new version. Then I remembered why I modified it! Your handobs are individual, so on Linux they show up all over the place. I have attached the images and here's the code that needs to be changed:

Code: [Select]
  - type: HANDOB.PCK
    width: 256
    height: 40
    subX: 32
    subY: 40
    files:
      210: Resources/AlienArmouryExpanded/handob_Aliensniperrifle.png
      218: Resources/AlienArmouryExpanded/handob_Plasmadestroyer.png
      226: Resources/AlienArmouryExpanded/handob_Plasmacaster.png
      234: Resources/AlienArmouryExpanded/handob_Toxigun.png

Thanks! (That way, I won't have to redo the changes if you update again :D)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on September 29, 2014, 11:55:12 pm
Have I really neglected to integrate spritesheets until now? Oops, sorry. :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: BBHood217 on October 20, 2014, 11:13:28 am
Why did I decide to download this only just now when the mod site is down so I can't actually download it?  I'm so stupid :'(

Please tell me there's an alternate download link somewhere...
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Arthanor on October 20, 2014, 05:01:14 pm
I don't know of an alternate link, but I still had the zip file in my downloads :) I think that's up to date? It has the Elerium Bomb, which is a pretty recent change either way.

Enjoy!

PS. Shameless plug: I made the XCom Armoury Expanded to work with this, if you're interested. (In Modding/Experiments)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: BBHood217 on October 21, 2014, 05:16:31 pm
Of course I'm interested; in fact, I was planning on getting both Expanded Armories anyway :P

Anyway, it's dated Sept. 14 so it's definitely the latest version.  Thanks :D
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on October 25, 2014, 12:19:00 am
Thanks for the assistance. I've placed the zip file in the opening post for download.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: TaxxiDriver on October 25, 2014, 06:24:55 am
Hello~ I have some questions about technical part of this mod.

(1) My first question is about itemSets value in the ruleset. According to UFOpedia ruleset page, the value has three item lists each corresponding to 3 alien technology level. And you seemed to have inserted the 4th technology level, am I right? (I'm a noob so I really don't understand exactly the mechnism of these rulesets yet). So is it possible to add 5th item list as well corresponding to the 5th technology level and so one just adding some strings in the ruleset like you did? Or should I have to handle some inner structure of the game itself before I can keep adding the alien weaponry like this?

(2) AlienArmouryExpanded_UFOs.rul seems to add more UFOs. Can I use your mod with Yet More UFOs mod or any other mods that add more UFOs or alien missions?

Thanks.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on October 25, 2014, 08:51:47 am
Hello~ I have some questions about technical part of this mod.

(1) My first question is about itemSets value in the ruleset. According to UFOpedia ruleset page, the value has three item lists each corresponding to 3 alien technology level. And you seemed to have inserted the 4th technology level, am I right? (I'm a noob so I really don't understand exactly the mechnism of these rulesets yet).

Yes, you are absolutely right! Don't be so modest. :) I've added an additional equipment loadout because it was hard to fit the new stuff in the 3-tier model.

So is it possible to add 5th item list as well corresponding to the 5th technology level and so one just adding some strings in the ruleset like you did? Or should I have to handle some inner structure of the game itself before I can keep adding the alien weaponry like this?

Yes, you can increase the further number of loadouts. To add a new one, you need to modify each alien rank deployment in each mission by adding a new entry, and also modify the alienItemLevels table (the original has 3 levels, from 0 to 2; this mod has 4 levels, from 0 to 3). Details here (https://www.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)#Alien_Item_Levels).

(2) AlienArmouryExpanded_UFOs.rul seems to add more UFOs. Can I use your mod with Yet More UFOs mod or any other mods that add more UFOs or alien missions?

I think so, but if a mod adds an alienItemLevels section, then you should check if the number of loadouts matches your current game setup.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: TaxxiDriver on October 25, 2014, 09:40:21 am
Thank you so much! I was rather surprised that I can add more loadouts continuously without much effort based on your mod. Very flexible  :)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Arthanor on October 25, 2014, 04:37:32 pm
Adding extra equipment tiers is indeed pretty simple. It is especially good to do to get some endgame stuff in the aliens' hands so they can cope with the heavy armours XCom ends up wearing.

Regarding UFOs, the newest version of YetMoreUFOs already includes the UFOs from the Alien Armoury Expanded, so although you can use both mods, it's not really useful as it probably just defines the same stuff twice (or makes something weird if you don't use the right YetMoreUFOs ruleset).
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: hellrazor on March 02, 2015, 12:14:32 pm
Solarius_Scorch would you mind me grabbing some of the weapons you defined here to include them in my Mod? ( i would give credits of course)
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on March 02, 2015, 01:33:08 pm
Solarius_Scorch would you mind me grabbing some of the weapons you defined here to include them in my Mod? ( i would give credits of course)

Sure, no problem. I've stolen half of it anyway. :P
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SDEDEN on May 23, 2015, 06:16:51 am
So, when I use the UFO's rule they show up, but they can't seem to start terror missions. I've seen them land on cities, but no terror mission starts. If I attack the UFO I just go to a normal battlescape map (you know forest or something).

I thought at first it was a conflict with the Terrain Pack or Luke's Extra UFO's, but turning those off doesn't fix it. As soon as I remove the UFO's rule form Alien Armoury Expanded terror missions/Port Attacks happen like normal
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 23, 2015, 11:40:48 am
So, when I use the UFO's rule they show up, but they can't seem to start terror missions. I've seen them land on cities, but no terror mission starts. If I attack the UFO I just go to a normal battlescape map (you know forest or something).

I thought at first it was a conflict with the Terrain Pack or Luke's Extra UFO's, but turning those off doesn't fix it. As soon as I remove the UFO's rule form Alien Armoury Expanded terror missions/Port Attacks happen like normal

Are you using nightly or 1.0? Because there were changes to the code, and the mod can't be compatible with both. (It is now compatible with 1.0.)

I should perhaps make two different versions.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SDEDEN on May 23, 2015, 01:41:58 pm
Are you using nightly or 1.0? Because there were changes to the code, and the mod can't be compatible with both. (It is now compatible with 1.0.)

I should perhaps make two different versions.

Ah, that would explain it then as I'm using the latest nightly (5/21).

I hope you make a different version because those UFO designs are pretty neat
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 23, 2015, 07:55:09 pm
OK, I uploaded the new version, 1.4.
Those of you who still use OpenXCom 1.0 should stick with 1.3.9.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: SDEDEN on May 24, 2015, 02:49:32 pm
OK, I uploaded the new version, 1.4.
Those of you who still use OpenXCom 1.0 should stick with 1.3.9.

Thanks! Oh and um... by the way... it seems the meta-data is titling the mod "Final Mod Pack" in the mods menu.

Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on May 24, 2015, 03:28:57 pm
Thanks! Oh and um... by the way... it seems the meta-data is titling the mod "Final Mod Pack" in the mods menu.

CURSES!!!!!
Fixed now.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: 7Saturn on August 04, 2015, 10:45:22 pm
I took the liberty to complete the German translation. The Caster and Toxigun were not included.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on August 06, 2015, 06:06:52 pm
I took the liberty to complete the German translation. The Caster and Toxigun were not included.

Thanks! I've updated to 1.4.1 and uploaded.

Hmm, I guess I should add Hellrazor's ship variants too...
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Mr. Quiet on December 07, 2016, 01:22:31 am
Solarius, link is down for the latest version in the mod portal. Thanks. I noticed a few others that have disabled links. I hope Jo5hua knows about this.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on December 07, 2016, 05:12:18 am
Solarius, link is down for the latest version in the mod portal. Thanks. I noticed a few others that have disabled links. I hope Jo5hua knows about this.

There's a downloadable attachment in the first post.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Mr. Quiet on December 07, 2016, 06:19:55 am
Thanks, but I was looking for 1.5. I guess it's not really out yet?
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on December 07, 2016, 12:34:18 pm
Thanks, but I was looking for 1.5. I guess it's not really out yet?

My bad, it's been years and I didn't remember there was 1.5. First post updated now.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: LouisdeFuines on January 16, 2017, 07:10:56 pm
V1.5 is sadly broken.

When implementing it, the game crashes for me.
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: Solarius Scorch on January 17, 2017, 12:09:10 am
V1.5 is sadly broken.

When implementing it, the game crashes for me.

Yes, it was buggy. Thanks for the word, updated file in the first post (version 1.5b).
Title: Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
Post by: drages on May 23, 2017, 06:43:26 am
Can you add awesome weapon mods and more aliens variations to this mod, please? It would be awesome with those additions I think!