OpenXcom Forum
Modding => Released Mods => Topic started by: TurkishSwede on April 09, 2014, 09:31:29 am
-
It's been a long time coming, but it is finally here! Luke83's Phase 1 UFOs are now available for download! Luke83 set out on an ambitious path full of complicated hurdles that took many long hours to get this mod to 0.6, and for a long time there it sat.
Life happens to all of us.
I was driven mostly by selfish reasons, I was quite sick of the supply ship invariability since those seemed to be my most raided ship with the 7 or 8 alien bases I have active, but after the week of work I spent just figuring out how to work with MapEdit felt my project needed to be shared. It'd be a shame to waste all this work on just me. ::)
I basically just took everything Luke had made and went through it with a fine toothed comb, updating or creating all new routes, and vanillafying the maps as much as I could in terms of alien presence and loot. I also didn't want them to be easy. It was all for me. I hope you like them. :D
Included: 7 Medium Scouts, 12 Large Scouts, 11 Harvesters, 10 Abductors, 8 Terror Ships, and 4 Supply Ships.
To install: Extract the data folder into your OpenXCom folder.
To Enable: Modify your options.cfg file with " - LukesextraUFOs" under rulesets (the old, lame way), or you can do it from the main menu by going to Options --> Mods and selecting LukesextraUFOs! Groovy. 8)
Now available on the Mod Portal!
https://www.corelabrat.com/oxc-mods/mod/lukes-extra-ufos
https://www.openxcom.com/mod/lukes-extra-ufos
And his darker brother...
https://www.corelabrat.com/oxc-mods/mod/lukes-dark-ufos
https://www.openxcom.com/mod/lukes-dark-ufos
Credits and special thanks:
Luke83 did most of the work here and I can't give him enough props. He made all the new sprites for these ships, organized it all nice and drew up a lot of different layouts of each ship and most of 'em with w/ patrol routes. I'm not even sure how he did a lot of what he did, but he sure gave me a lot to work with. This mod wouldn't be here if he hadn't started it & said I could. I actually feel very honored to help bring this to the community. ;D
TurkishSwede polished it up, vanillafied and balanced everything.
Solarius Scorch came up with the idea of putting the loading doors in Supply Ships. He's such a cool guy.
Thanks LouisDeFuines and Warboy1982 for the idea to "darken" the interiors.
This should by all means be bug free (I've deliberated long enough posting this on a last minute bug hunt) but please let me know if anything weird happens. (EDIT: One bug was found and fixed re: abductors. EDIT2: Bug in terror ships fixed, also all file names are now lowercase to help prevent a case discrepancy on Mac and Linux. Updated file below.)
The alien war just got interesting. ;D
EDIT: New MODsite is UP! Links updated. Also added: LukesExtraUFOs_lite.rul for those who only want rotated ships appearing and not all the crazy new layouts. :)
-
Arguably the best game experience enhancing mod, finally working. Thank you!
-
This is beyond praise.
Can't wait to play the game again with this.
Thanks you guys.
-
Thanks for taking these over mate, Life has me a little distracted lately...If i find time to finish the set OR start the other UFO Type i will let you know :)
-
Arguably the best game experience enhancing mod, finally working. Thank you!
i don't think you'll find much argument :P
-
Will the old ufo designs appear too? Or are the replaced by this mod?
-
Vanilla scout ships will still appear; the others are 'replacements' but you'll still see all the old layouts. The first two UFOs in the list of those that can appear are the original layouts, one normal and the other rotated.
-
Excuse me for asking again stupidly:
That means, that all the old UFO layouts remain and can occur as well?
(Don`t want to break another game of mine ;) )
-
Yes, no worries, this mod replaces nothing from the vanilla game. All original data will remain intact.
-
All original data will remain intact.
Yesssss, Thanks Turkishswede!
-
What about the support ship?
Will it appear once with the loading doors, and once without them?
One wish:
Please make new designs for the battle ship :-)
-
Played some missions, but didn`t get to see one of the old ufo layouts. What about the other players?
-
Hi, I found a bug. Aliens could be seen through UFO walls.
-
This is really cool, but there are a few gripes:
1) Many UFO doors make the closing sound when opening
2) Sometimes aliens spawn on the roof of big UFOs like the Harvester, making them impossible to find/kill
I wonder, is it possible to make more maps for regular world areas like farms/cities as well?
-
Louis: I'll look into this and post an update.
Tarvis: Aliens never spawn on the top of any ship other than the Large Scout (this happens in vanilla), and this is a common occurrence on large ships when facing flying guys. They just like to go up there, it's an AI thing, not a map thing. My suggestion: Bring lots of grenades and carpet bomb the top of the ship. Or surround the ship and wait for reaction fire to kill it. Or use motion scanners. Or click every tile with a mind probe: it doesn't have to be visible to be probed. The game gives you options for finding aliens. :P
As for the sound thing, I have no idea. I would just take it into account when I'm listening for alien activity. Alien door noises are alien door noises.
-
I haven't come across larger UFOs with this mod, but you could wait for turn 20 so the aliens can come down.
-
Fixed. Extract this into your OpenXCom/data folder. I'll update the main post too.
Thanks for testing this, LouisdeFuines. I found 4 maps where this occurred, all abductors. I scoured for more instances on other ships, but there were none. I gave you some credit in the readme. :)
Tried a ruleset fix for it, but ended up fixing the 4 maps directly. Easier.
EDIT: This tiny file is pretty much obsolete now. I've removed it, as it's already included in the mod.
-
Cool! Thanks mate! I had one crash-Site from a medium-sized ship that gave me a Examination room. at first I was scratching my head wondering where it came from, but I forgot that I have this mod lol. I hope you're playing Luke's Expanded Terror maps mod with this, it's invigorating.
-
maybe you can do a really difficult mars maps, its my dream
-
I found a very tiny bug in one Terror Ship: a tile that looks open but can't be walked onto.
Some recent build apparently broke the screenshot mechanism, but you can still see what I mean (the one with the cursor on it).
-
The screenshot is messed up...
-
The screenshot is messed up...
I know. :P
Some recent build apparently broke the screenshot mechanism
-
I would just like to point out that 3 files in this mod pack doesn't match up with what is written in the ruleset.
This currently breaks loading of the data files on linux and mac (probably everything else than windows).
The files in question are: ox_ufo2c.rmp ufol83.pck ufol83.tab
In the ruleset they are defined as: ox_ufo2c.RMP UFOL83.PCK UFOL83.TAB
I see there is a lot of mixed case going on in the file names. I would suggest to have all the files in lowercase instead to avoid file loading problems in the future.
-
@Solarius: Crap, I was afraid of something like that in my vanillafying. Each terror ship has 8 entertainment, and my attempts to hide the other 2 on that model is apparently what got in your way. I didn't think putting an extra one in the content slot there would be a big deal. I shall have to find another place to hide them. Update soon.
DarkDefender: I was aware of some of the case discrepancies in the ruleset, but unaware of their impact. Is lower case file names preferable on Mac and Linux, or are they just very case sensitive?
-
DarkDefender: I was aware of some of the case discrepancies in the ruleset, but unaware of their impact. Is lower case file names preferable on Mac and Linux, or are they just very case sensitive?
Lower case file names are preferable on Mac and Linux. You can still keep the files with mixed case if you want to. But then you will have to be very careful so that you don't have typos in the ruleset. If all files were in lower case it would be easy to spot case typos and no silliness like UfOIl.PcK can occur.
-
I fixed the terror ships and changed all the file names to lowercase, everything I could, and changed the ruleset for consistency. Posted here, and I'll update main post too. EDIT: Main Post Updated; not posted here anymore.
As for the .PCK .TAB and .MCD files, they aren't referenced directly in the ruleset as lower or upper case, but they were inconsistent on the file end, so I made all the terrain data uppercase where I could.
Looks like this now:
UFOL83.PCK etc
ox_ufo2a.MAP (all maps have .MAP)
ox_ufo2a.RMP (all routes have .RMP)
Edit for clarity: The terrain data is directly referenced in the ruleset as all caps, just not those specific file types, and terrain data uses all of those three types of file.
-
DarkDefender: I was aware of some of the case discrepancies in the ruleset, but unaware of their impact. Is lower case file names preferable on Mac and Linux, or are they just very case sensitive?
Mac and Linux are completely case-sensitive. OpenXcom tries to compensate but if you control the files, you might as well make the names consistent between the files and the rulesets (doesn't matter for IDs though).
-
@Solarius: Crap, I was afraid of something like that in my vanillafying. Each terror ship has 8 entertainment, and my attempts to hide the other 2 on that model is apparently what got in your way. I didn't think putting an extra one in the content slot there would be a big deal. I shall have to find another place to hide them. Update soon.
I know it's probably an obvious solution, but how about just building walls around them? You technically still could destroy them and get there, but then you won't have to hide the component - it's just not visible normally.
As for the screenshot issue, it's been fixed in the latest build - thanks Warboy.
-
The problem is that Content is on top of the tile as viewed in game, so I had to hide them behind other content. (did that make sense?)
Put another way: If I try to hide the entertainment tile behind a wall, by simply putting it in the content slot there, it would be totally visible through the wall, and that part of the wall would be unable to be walked by. I had to put them behind a wall that already looks like it has something on it. Like, say, those data panels..
Quick Edit: Wait, oh, ha. I get what you're saying now. I just didn't want to modify the layout to accommodate for the extras, easier to hide it I think. (The general idea is that half the room is also entertainment walls, it's just not visible from our perspective of the game. Always amounts to 8 for loot value though.)
-
Crap I missed a set of capitals in the ruleset. Fixed that. Hope this fix comes in time to save some people from a crash trying to attack a harvester..
First and later posts updated, sorry for any glitches.
EDIT: Everything is in first post.
-
@TurkishSwede:
Am I right, when I assume you correct your download in the very first post of this thread also?
-
Can you please add version number to the download name? That would make things clearer for us. Thanks in advance.
-
This looks fabulous, I'll definitely be using this mod. Thanks!!
-
Thanks for the update mate! No problems thus far.
-
TurkishSwede:
Got an new "See-through-walls-bug".
The more you run around the outer walls, the more you can see through it.
-
@Louis: First post is up-to-date, I assure you. I was freaking myself out about it, making sure all posted full mod downloads were updated for you guys. I think I'll also remove the obsolete fix for abductors, as it's already implemented in the full mod.
@Solarius: I totally agree with you, I should have named them differently to directly indicate that it had been updated, but I made absolutely sure to keep everything up-to-date and was kinda hoping each fix would be the last I'd need to do. Pretty silly of me, eh? Were it so easy...
And that Harvester isn't see-through, all I see are the silhouettes of the equipment inside. The backround walls are lit up because they are content in a tile that you can see. Everything behind them is black, thus the silhouettes. All UFOs operate like this. Can you see an enemy behind the wall?
-
@TurkishSwede:
I talked about this with warboy. He said the following:
"<@Warboy> it's blacked out
[22:34] <@Warboy> also: it's because he hasn't set up the bigwalls properly like i suggested him to on the forum"
And I`ve got another thing.
The alien in the screen gets panicked/angry because of the losses of its brothers. When he does, you can see it, even when nobody is in the room.
-
correction: looks like the bigwalls ARE set, but i'd recommend putting some west walls on the inside of the ufo just to keep it blacked out as much as possible.
-
I can do that.
EDIT- Um... Louis, I am not quite sure what you are referring to in the picture. I see an alien in plain view of a soldier.
Also, vanilla ships don't have interior walls, harvester included, silhouettes were a constant. Adding walls on the inside of the ships would drastically increase the alloy loot count. Are the silhouettes really such a bother?
-
But please keep the design.
It feels just great!
-
I can see if the silhouettes take something away from the whole "not knowing what you're getting into" vibe of these ships, so if a few dozen extra alloys in loot doesn't totally break anything, could be fun to not be able to see many inside walls of these ships. Is that kinda the idea? I want this to be fun for people.
-
As long as the extra alloy isn`t exaggerated.
Indeed: It is a big fun for going into the unknown with your UFOs.
KEEP THE DESIGN! :-)
-
I can do that.
EDIT- Um... Louis, I am not quite sure what you are referring to in the picture. I see an alien in plain view of a soldier.
Also, vanilla ships don't have interior walls, harvester included, silhouettes were a constant. Adding walls on the inside of the ships would drastically increase the alloy loot count. Are the silhouettes really such a bother?
That was one more problem.
I left this room without knowing, there was an alien. Then that alien went on panic and was shown to me, whereas I hadn`t be in the room.
-
@TurkishSwede: When the loot will be WAY to high:
Let`s us accept the silhouettes. Too much loot could unbalance the game.
-
Of all loot, alloy is the least impacting to game balance, it sells for the least anyway. It's not too drastic an increase, so I went and did it.
I'm not going to update the main with this, but it's here for anybody to try. Main post has a link to the ModSite with latest version.
I've gone and put north and west walls in all harvesters and terror ships, hiding most of the interior and making slight remodels here and there to further cement the uselessness of trying to assess the interior of a UFO from outside. Clues to specific interiors are scarce now. I assure you however, the designs are essentially the same for all intents and purposes. Just more oppressive now. (Now ALL are angles covered.)
Give this a try and tell me what you think.
Extract into your OpenXcom folder. It uses the same ruleset and overwrites everything a different ruleset and seperate files so you can install both and switch between them.
(To Be Clear: This is not a new update, this is a new take on it, a harder version, if you will. Alloy count will be 10-25 higher than original, but that barely pays for one of the guys the aliens will likely kill, right? Alloys are kinda worthless sale-wise.)
(Oh, and I didn't wall up Lg scouts or Abductors because it would have been far too much added alloy for not much effect.) (Heck with it, it's on, Lg Scouts and Abductors too. But not supply ships. Now those too. :P)
-
nice one.
-
TurkishSwede,
I just loaded my savegame. The silhouettes were still there.
Then I got another mission of that kind. The silhouettes are again still there.
-
just fyi loading a mission will not make any difference, as the map has already been generated at that stage.
-
Bat that bug occoured on a new mission too.
-
If you are referring to the north-west corner of the harvester and terror ships, that is impossible to completely black out. There's no way around it. I worked with that limitation by making all available silhouettes similar enough to be more or less useless information with regards to trying to identify particular internal layouts. They will obviously provide some limited information, even if it is out of character information.
If you are referring to anything else, I would appreciate a screenshot.
-
Let`s see it that way:
I can see the silhouettes because auf the windows in the UFO ;)
-
i've taken the liberty of correcting the MCD info for these maps, some of the LOFTEMPS were rotated 90 degrees, some were entirely the wrong shape, and some of the minimap icons were slightly off.
just unzip it to your terrain folder.
enjoy :)
-
How about attaching them to the first post?
-
Thankee Sai, Warboy! I updated all uploads to use the new .MCD and I have placed this mod on the Mod Portal, as well as the "darker" versions. I've also updated the latter to include Lg Scouts and Abductors, because the heck with it. Supply ships still aren't darker, they are just supply ships. They don't really need the reinforcement, not exactly combat craft..
-
The maps look fantastic as far.
Can`t wait to see your new battle-ships :-)
-
Hi,
your readme is still the same like in LukesNewUFOs. It should take referrence to that "LukesDarfkUFOs.rul, I think.
One more question:
When you do more designs, what file will then be updated: LukesNewUFOs oder LukesDarkUFO? Or even both?
-
There is a file missing in the darkufos zip. The normal ones work fine. Tnaks for this mod, btw! :)
-
It took me a little bit but I got the Dark UFOs where I want them last night. New version is up on the MODsite.
I managed to make an addition to UFOL83 with volutar's MCDEdit program, which effectively blacks out the N/E diagonal walls in these ships. In celebratory fashion, I used them to darken Supply Ships too. I also changed Abductors to better suit my needs, their hard angles were the bane of my efforts. I call them Dark Abductors now and they look a little different, but layouts were left alone. (One side effect of my changes is that there are no more weird black triangles inside the Dark Abductors.) ALL silhouettes are now covered. I also found the missing file civilian mentioned and fixed a few bugs.
Now that those walls are no longer an issue for me, I can finally, maybe, begin work on making some Battleship variants. I've got some ideas...
And Louis: I plan to update both versions when I have some new maps.
-
Great, can`t wait for the new battle-ships ;)
-
Thanks! Downloaded right now. 8)
update: tested and works like a charm! very good work, this is a MUST-HAVE mod.
-
Can't wait to see the Battleships you come up with! Any chance we will see doors on the top sides of craft?
-
TurkishSwede, I mamde some UFOS myself a long time ago: https://www.strategycore.co.uk/files/civilians-map-pack/
If you want you can use rhe layouts for a new version, I would be honoured. :)
-
Hi,
I just want to congratulate TurkishSwede to have successfully done what I was not able to do myself in other times, that is to say help Luke83 finishing his wonderfull contribution !
-
is it possible to get a version that just adds the regular ufo's rotated?
-
is it possible to get a version that just adds the regular ufo's rotated?
Removing all maps you don't want should be fairly easy, I guess. But it would require a bit of time to check which maps are which.
-
sites doesn't working...
-
Sorry for being incommunicado. I fixed the links to the MODsite in the first post and included a ruleset for just the rotated ships, per Arpia's request.
I was making Battleships but driving myself crazy because I'm hardly a designer (making 4 new designs at once because I couldn't keep focused), then got sidetracked playing with all the crazy mods and helping hunt bugs prior to 1.0 and now I have a job that will use a lot of my time. I can still spend some time on my battleships, but I'll have to manage my time differently. :-\
-
Sorry for being incommunicado. I fixed the links to the MODsite in the first post and included a ruleset for just the rotated ships, per Arpia's request.
Wait, did you manage to log in? I can't.
-
Wait, did you manage to log in? I can't.
Nope, I can't either, says "Login temporarily disabled due to site maintenance."
But the downloads work.
-
Nope, I can't either, says "Login temporarily disabled due to site maintenance."
But the downloads work.
Thanks for the clarification. :(
I also have another question: is there a map editor which doesn't require you to rename the files and put it in the UFO directory? It's a bit bothersome...
-
I also have another question: is there a map editor which doesn't require you to rename the files and put it in the UFO directory? It's a bit bothersome...
https://openxcom.org/forum/index.php?topic=2184.0 (https://openxcom.org/forum/index.php?topic=2184.0)
I don't think one exists currently, but the above topic seems to be an effort in creating something like that.
-
https://openxcom.org/forum/index.php?topic=2184.0 (https://openxcom.org/forum/index.php?topic=2184.0)
I don't think one exists currently, but the above topic seems to be an effort in creating something like that.
Yeah, I'm looking forward to it. Thanks!
-
Do these extra maps for late game or they can spawn even in the first mission?
-
They can spawn anytime a UFO map is generated, whether shot down or allowed to land, at any point in the game. :)
-
Thank you, that's what i was afraid of.
-
Thank you, that's what i was afraid of.
Why, this is all perfectly fine!
-
Those ufo maps look harder (considering it effects the mob spawn) and i'm kinda new to the game.
-
the number of aliens per ufo is defined independent of the map
you get the same amount of aliens regardless of map (ok they could have better "sharp shooter positions")
-
This is awesome news, thank you.
-
More aliens to kill is bad news? How??? ;D
Seriously though, I wonder why you thought it would be more aliens in these UFOs. I'd like to know if there's such a rumour over the net or something.
-
This mod is really great!
In your ruleset you copied many unecessary lines from the main set, for example
size: STR_SMALL
sprite: 1
damageMax: 200
speedMax: 2400
accel: 9
power: 20
range: 15
score: 75
reload: 28
breakOffTime: 125
These lines may interfere with other mods, which modify these values (like in my personal mod ;)). So it might be better to remove them.
I attached I ruleset, in which all unecessary lines are removed, but keeps your mod fully functional.
-
Congratulations on breaking 700 downloads on the modsite! It's the most downloaded mod atm. *thumbs up*
-
This mod is really great!
In your ruleset you copied many unecessary lines from the main set, for example
size: STR_SMALL
sprite: 1
damageMax: 200
speedMax: 2400
accel: 9
power: 20
range: 15
score: 75
reload: 28
breakOffTime: 125
These lines may interfere with other mods, which modify these values (like in my personal mod ;)). So it might be better to remove them.
I attached I ruleset, in which all unecessary lines are removed, but keeps your mod fully functional.
Here's the same thing done for the Dark version of the mod.
-
I really like having all these new UFOs. Makes the game feel "fresh" again. Thank you! :D
One question: Since using the mod I haven't encountered the old interiour layouts again. Especially the icnoic large scout. Are they gone for good or is the chance to see them just very low?
Cala
-
I'm so glad everyone is enjoying this! Also, Yay, 1.0! 1000+ downloads on the Mod Site. Wow. That's awesome. I've been lazy modding of late, finding a balance between work and life. I'd like to get back to it.
But to answer Calapine's question, it's just a low chance. Each of the 12 large scouts has roughly 8% chance of appearance, and since the original layout is represented twice (one normal and one rotated) you have roughly 16-17% chance of encountering it. If you like, you can download my "lite" version and save just before you land then enable that instead, and the map generated will be the iconic map.
Clownagent, you're right! I had no idea at the time, but those values were redundant from the start. I'll make a patch.zip file with the updates, since it's not really a new version, but anybody who gets conflicts can use it.
Sorry, I'm really trying to make a battleship. :P
-
Sorry, I'm really trying to make a battleship. :P
::)
-
Battleships are terrifying enough, I can't even imagine breaching one and not knowing the layout at all.
-
Sorry, I'm really trying to make a battleship. :P
Here you could find a MotherShip maps too
https://area51.xcomufo.com/depot2.htm (https://area51.xcomufo.com/depot2.htm)
maybe it could be a prompt for you ... :-[
more UFOs, more Terrains, more more ... ;D
-
Here you could find a MotherShip maps too
https://area51.xcomufo.com/depot2.htm (https://area51.xcomufo.com/depot2.htm)
maybe it could be a prompt for you ... :-[
more UFOs, more Terrains, more more ... ;D
This MotherShip seems to be as big as an alien base :o
Fully loaded of pretty aliens ?
-
Here you could find a MotherShip maps too
https://area51.xcomufo.com/depot2.htm (https://area51.xcomufo.com/depot2.htm)
I've been looking for this map. :)
And wow, so much content!
-
From Hobbes's site again ;D
It is a Gold mine !!! :P
And we have the Owner with us ;)
-
This is full of awesomesauce and the author wins puppies and internets. That is all.
-
Just something i have thrown together.
-
Also 2015 should bring a completely new set ( not as big as this expanded set, 5-6 types, maybe 2-4 internal designs of each) Still very early days... AMC's (Alien Mobile Commands) Think Flying fortress for Late game in my Future Hybrid game. 8)
-
Just to be sure I have downloaded again:
0334565a706879b1920af5d1494965ce LukesextraUFOs.zip
It contains ox_ufo2c.rmp, It should be (as I believe) ox_ufo2c.RMP - this is only file with lowercase .rmp.
openxcom crashed during loading ox_ufo2c.RMP (bless you guys for autosave even in Ironman ;) ).
-
Just to be sure I have downloaded again:
0334565a706879b1920af5d1494965ce LukesextraUFOs.zip
It contains ox_ufo2c.rmp, It should be (as I believe) ox_ufo2c.RMP - this is only file with lowercase .rmp.
openxcom crashed during loading ox_ufo2c.RMP (bless you guys for autosave even in Ironman ;) ).
Correct, if you're playing on Linux. Windows doesn't care for capitalization, so this kind of error often goes unnoticed for ages (and many modders probably don't even know it matters).
-
Also 2015 should bring a completely new set ( not as big as this expanded set, 5-6 types, maybe 2-4 internal designs of each) Still very early days... AMC's (Alien Mobile Commands) Think Flying fortress for Late game in my Future Hybrid game. 8)
Hi
is Hybrid game with TFTD ?
I wish I see this strange structure on the moon ...
or in an other scenarious
could be used to a new mission type on earth region total under alien influence
for later part of game.
In thise regions aliens build base/structure on the surface
such as ufo factory.
XCom attack these eavy devence structures to slow aliens growing
-
Hi
is Hybrid game with TFTD ?
I wish I see this strange structure on the moon ...
or in an other scenarious
could be used to a new mission type on earth region total under alien influence
for later part of game.
In thise regions aliens build base/structure on the surface
such as ufo factory.
XCom attack these eavy devence structures to slow aliens growing
YES, i know as soon as TFTD comes along, certain members here will be working on a Hybrid game, from there work i want to introduce these NEW ( well actually they are OLD ufo since they are based on unused game data) as a third type of UFO late in the game. The Idea is the aliens are done playing nice with the humans and have just started setting up fortress anywhere enslaving the population, doing new TESTS on the population ( i want a Mutants civilians running around) and also started Terraforming the landscape.
These designs will be UFOs ( that fly around the globe) in late game, another set will be setup as a Map type for large Cities of these on the one map (these will be like Terror Missions). I have alraedy created some new Alien plants to expand what is already within the game to create a alien forrest, so there will be most likely be 2 new TERRAFORM map types ( a plain flat one and a hilly one with underground bunkers). Assuming i get that far, then i will work out how we can modify the Geoscape sections types in realtime ( so we can see the alien forests growing on the globe).
Anyway, they are my future plans...
-
Anyway, they are my future plans...
totally agree :P
-
I keep meaning to download this mod and plug it in! Looks really great.
-
Anyway, they are my future plans...
Sounds amazing!
Would be nice if any new UFOs get integrated in your OXC-Mod as well.
-
Found a bug :)
The File: ox_ufo2c.rmp
is not recognized by OpenXcom in case you use a case sensitive OS (such as linux).
However renaming said file into :
ox_ufo2c.RMP
Does the trick and everything works fine.
-----
Oh just noticed some else found this before..
-
Could you remove the UFO interception attributes? Since they are just vanilla values, they are redundant and serve only to get in the way. I'm using a mod I made which changes UFO interception attributes, but Luke's UFOs is superseding my changes.
-
...but Luke's UFOs is superseding my changes.
You can also just have your mod lower in the mod list than Luke's mod.
Then your mod will superseed Luke's mod/changes.
-
You can also just have your mod lower in the mod list than Luke's mod.
Then your mod will superseed Luke's mod/changes.
Good to know. Still, it's bad form for a mod to declare vanilla values unless they are important to the mod. It wouldn't hurt to clean up the mod code a bit.
-
It is contained into Community-Ufo that is contained into huge mods FMP, Area51, Hardmod
-
Hello all^^
Having problems with the download links on the first page. I keep getting a 502 error. Is it just me or... Pleaz help
--- posts merged ---
Stop looking! I found it the old mod portal, thanks for ur help^^
-
Glad it worked for you!
But I'm surprised that the portal still does anything... :)
-
Sorry for the necro, but having seen other posts receiving new replies after 4-5 years I figure the rules for such things are a bit flexible around here...
Anyway, I'd love to try and use these maps in the latest OXCE but I don't want to install them as a permanent fixture. Before I either dig deep into learning how the scripting works, and/or become completely disinterested in playing this game ever again, has anyone possibly already done the work required to make these maps work as a simple switchable mod?
EDIT: Heh, have answered my own question by accident. Was looking at other mods, and got directed to the .io mod portal where I found Vanilla Variants: https://openxcom.mod.io/ufo-vanilla-variants
This seems to do exactly what I wanted. Sorry again for the necro!
-
Hello all^^
Having problems with the download links on the first page. I keep getting a 502 error. Is it just me or... Pleaz help
--- posts merged ---
Stop looking! I found it the old mod portal, thanks for ur help^^
Do you have the link? I am interested to find it.
-
Do you have the link? I am interested to find it.
See here https://openxcom.org/download/oldmods/