OpenXcom Forum

Modding => Released Mods => Topic started by: robin on May 23, 2014, 03:11:07 pm

Title: [ENEMIES] Men in Black 4.5 | Cover 2.3.2 | Gazer 1.9.1 | Anthropod 1.5.2
Post by: robin on May 23, 2014, 03:11:07 pm
(I'm too noob to even manage to register to the mod website. I'll redirect the downloads there once it happens).

Mods for the vanilla game, balanced for vanilla rules (no ranged-based accuracy).

Men in Black 4.5
(https://abload.de/img/banner_men_in_blackhqu45.png) (https://abload.de/image.php?img=banner_men_in_blackhqu45.png)
A human enemy faction joins the alien ranks:
- 5 new enemy units (4 with custom graphics);

Cover (Waspite) Alien 2.3.2
(https://abload.de/img/banner_cover_alien9au10.png) (https://abload.de/image.php?img=banner_cover_alien9au10.png)
- Waspite race joins the alien ranks, with its own Cybermite terror unit.

Gazer Alien 1.9.1
(https://abload.de/img/banner_gazer_alien1zusv.png) (https://abload.de/image.php?img=banner_gazer_alien1zusv.png)
- Gazer race joins the alien ranks, with its own Holodrone terror unit.

NOTE: Download "1.5a" if you're running OpenXcom 1.0; "1.9" is for OpenXcom Nightly version.


Anthropod Alien 1.5.2
(https://abload.de/img/banner_anthropod_alie4ie23.png) (https://abload.de/image.php?img=banner_anthropod_alie4ie23.png)
- Hope works. Haven't tested. I'm spent.

NOTES:
- The new alien races appears later in the game, from the 5th or 7th month.
- Another couple of mods that go along well with a vanilla game can be found here: https://openxcom.org/forum/index.php?topic=2117.0

Downloads available on Just under there, as attachments.
Everything should work (..hopefully...).
I haven't tested extensively so I can't say the balance is  flawless, but should be "ok enough".
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: Hythlodaeus on May 23, 2014, 03:47:14 pm
Great work, but is there any way of having the MiB mod without new weapons?
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: Solarius Scorch on May 23, 2014, 04:42:43 pm
Great work, but is there any way of having the MiB mod without new weapons?

Change the alienMissions loadouts? 8)
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: davide on May 23, 2014, 06:00:50 pm
We have a lot of weapons mods.

An idea could be that some good weapons of them could be loot only in these missions

losing possibility to purchase or make it



Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: LouisdeFuines on May 24, 2014, 12:05:06 am
Do the aliens have inventory screens?

(Like in the alien inventory mod)
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: skaianDestiny on May 24, 2014, 04:53:00 am
Do the aliens have inventory screens?

(Like in the alien inventory mod)
Download it and see.

In other words it looks like they have the capability.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: Sectoid_Soldier on May 24, 2014, 04:58:22 am
The cartoon-based art of XCOM I likes very much.  :o
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: NeXaXeN on May 24, 2014, 05:14:14 am
These are EXCEPTIONAL robin, thank you very much.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: robin on May 24, 2014, 10:33:03 am
Great work, but is there any way of having the MiB mod without new weapons?
You have to modify the ruleset of the mod; or you can do an extra "disabler" ruleset.

Do the aliens have inventory screens?

(Like in the alien inventory mod)
Yes they do. Terror units though don't, as they're not mind controllable.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: Solarius Scorch on May 24, 2014, 03:50:39 pm
I see no inventory pictures on the waspite.

I'm pretty sure I did, unless I've been mind-controlled at that time.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: robin on May 24, 2014, 04:17:08 pm
it's there:
..\cover_alien\inventory_WASPITE.gif

I could add the terror units too; but I don't know: the're not controllable and their nature (floating energy bubble, chicken-sized robot mite), they can't use/carry equipment at all.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: LouisdeFuines on May 24, 2014, 09:50:59 pm
Waspite (german string):

 type: de
    strings:
      STR_WASPITE: Waspite
      STR_CYBERMITE: Cybermite
      STR_CYBERMITE_TERRORIST: Cybermite-Terrorist
      STR_WASPITE_SOLDIER: Waspite-Soldat
      STR_WASPITE_MEDIC: Waspite-Arzt
      STR_WASPITE_ENGINEER: Waspite-Ingenieur
      STR_WASPITE_NAVIGATOR: Waspite-Navigator
      STR_WASPITE_LEADER: Waspite-Anführer
      STR_WASPITE_COMMANDER: Waspite-Kommandant
      STR_WASPITE_CORPSE: Waspite-Leiche
      STR_CYBERMITE_CORPSE: Cybermite-Leiche
      STR_WASPITE_AUTOPSY: Waspite-Autopsie
      STR_CYBERMITE_AUTOPSY: Cybermite-Autopsie
      STR_WASPITE_UFOPAEDIA: Waspites sind Elitererroreinheiten und Kämpfer. Sie sind sehr aggressiv, genetisch entwickelt und kybernetisch verbessert, was sie zu furchterregenden Gegnern macht. Die allgemeine Schwäche scheint wohl eher der Fernkampf als der Nahkampf zu sein. Das ihren Körper ersetzende Spiralgerät ersetzt ihren Körper und ein Graviationsfeld, welches sie befähigt, in der Luft zu schweben.
      STR_WASPITE_AUTOPSY_UFOPAEDIA: Die Anatomie dieses Geschöpfs grenzt an Wahnsinn. Der Körper besteht aus einem spiralenförmigen Lebenserhaltungssystem, kombinierte mit einer symbiotischen, biotechnisierten Pflanze. Ein mechanisches Paar Arme und der insektenähnliche Kopf sind an den Körper eingepflanzt, welcher wohl das einzige Überbleibsel der ursprünglichen Spezies zu sein schein. Der pflanzliche Körper ist für Feuer anfällig.
      STR_CYBERMITE_UFOPAEDIA: Dieser Miniaturroboter ist eine automatische Terrorwaffe und stellt den Gipfel außerirdischer Robotik dar. Sobald die optischen Sensoren ein Ziel erspähen, rennt die Kreatur zu ihm und greift an. Der miniaturisierte Eleriumkern ist so eingestellt, dass er bei hinreichendem Schaden explodiert und dadurch die Tötung des Wesens tödlich für alle Umstehenden macht.
      STR_CYBERMITE_AUTOPSY_UFOPAEDIA: Das bemerkenswertest Merkmal dieses hochkomplexen Roboters ist dessen Waffe, ein Metallstachel, welcher mit dem miniaturisierten Panzer verbunden ist und hochwahrscheinlich mit einem wirksamem Gift ausgestattet ist, was sich aus den Spuren ergibt. Die Kraftquelle ist zu beschädigt, um vollständig verstanden zu werden, scheint aber sehr anfällig für Schaden zu sein, welcher sie wohl explodieren lassen wird.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: LouisdeFuines on May 24, 2014, 10:03:53 pm
Don`t know what to do. The Waspite doesn`t appear in my game with full hyperwave cover.

Do I have to start a completely new game for this?
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: Falko on May 24, 2014, 10:26:25 pm
for testing add that
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RESEARCH
    raceWeights:
      0:
          STR_WASPITE: 100
      1:
          STR_WASPITE: 100
      3:
          STR_WASPITE: 100
      5:
          STR_WASPITE: 100
      7:
          STR_WASPITE: 100
  - type: STR_ALIEN_INFILTRATION
    raceWeights:
      0:
          STR_WASPITE: 100
      1:
          STR_WASPITE: 100
      3:
          STR_WASPITE: 100
      5:
          STR_WASPITE: 100
      7:
          STR_WASPITE: 100
  - type: STR_ALIEN_BASE
    raceWeights:
      0:
          STR_WASPITE: 100
      1:
          STR_WASPITE: 100
      3:
          STR_WASPITE: 100
      5:
          STR_WASPITE: 100
      7:
          STR_WASPITE: 100
  - type: STR_ALIEN_TERROR
    raceWeights:
      0:
          STR_WASPITE: 100
      1:
          STR_WASPITE: 100
      3:
          STR_WASPITE: 100
      5:
          STR_WASPITE: 100
      7:
          STR_WASPITE: 100
edit: deleted wrong explanation
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: LouisdeFuines on May 24, 2014, 10:40:17 pm
Gazer translation:
  - type: de
    strings:
      STR_GAZER: Starrer
      STR_HOLODRONE: Holodrone
      STR_HOLODRONE_TERRORIST: Holodrone-Terrorist
      STR_GAZER_SOLDIER: Starrer-Soldat
      STR_GAZER_MEDIC: Starrer-Arzt
      STR_GAZER_ENGINEER: Starer-Ingenieur
      STR_GAZER_NAVIGATOR: Starrer-Navigator
      STR_GAZER_LEADER: Starrer-Anführer
      STR_GAZER_COMMANDER: Starrer-Kommandant
      STR_GAZER_CORPSE: Starrer-Leiche
      STR_HOLODRONE_CORPSE: Holodrone-Leiche
      STR_GAZER_AUTOPSY: Starrer Autopsie
      STR_HOLODRONE_AUTOPSY: Holodrone Autopsie
      STR_GAZER_UFOPAEDIA: Starrer sehen aus wie aufrecht stehende Schildkröten und sind auch tatsächlich so stabil, wie sie aussehen. Ihre sperrige schwere Rüstung bietet eine eindrucksvolle Widerstandskraft gegen Treffer jeder Art, insbesondere von panzerbrechenden Treffern und Plasma.
      STR_GAZER_AUTOPSY_UFOPAEDIA: Das einzige, große Auge ist das auffälligste anatomische Merkmal dieses Aliens; es hat einen krebsähnlichen Aufbau, ist aber sehr viel weiter entwickelt. Die Rüstung wird nicht bloß getragen; kybernetische Implantate leiten davon ab und verbinden sich mit den Organen des Geschöpfs. Die Rüstung stellt somit eine Schale dar.
      STR_HOLODRONE_UFOPAEDIA: Holodronen sind lebende, schwebende, Artilleriewaffen. Sie sind durch eine Plasmablase geschützt, die auf Plasma und Feuer eingerichtet ist. Es wäre möglich, dass die Holodrone speziell zum Kampf gegen Gegner erschaffen wurde, die mit Plasma kämpfen. Der Mechanismus kann auf menschliche Rüstungen nicht übertragen werden, weil er zu heiß und radioaktiv wird.
      STR_HOLODRONE_AUTOPSY_UFOPAEDIA: Ein sehr komplexer Roboter, welcher von einem für dessen Größe gewaltigen Eleriumkern betrieben wird. Zwei Stiele dehnen sich von dem Kern, welche benutzt werden, um die Plasmablase zu entwickeln, welche das Geschöpf umhüllt. Es ist zudem offensichtlich, dass der Kern überladen kann, um diese zusätzliche Energie für einen starken Laserstrahl zu verwenden.


- second correction just done.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: LouisdeFuines on May 24, 2014, 10:43:28 pm
Ok:
Neither the Waspite, nor the Gazers appear in my games.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: robin on May 24, 2014, 10:45:28 pm
Don`t know what to do. The Waspite doesn`t appear in my game with full hyperwave cover.

Do I have to start a completely new game for this?

AFAIK the missions are generated when you start a new game, so if you add the mods to an on-going campaign, you won't get any of them...
..Maybe Warboy1982 can confirm or dismiss this.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: LouisdeFuines on May 24, 2014, 10:50:09 pm
<@Warboy> missions are generated monthly
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.8 | Gazer Alien 1.1
Post by: robin on May 24, 2014, 10:56:22 pm
Don't know, I don't see anything wrong in the ruleset at quick glance. Have you waited for the month-switch?

Edit:
I just ran a test campaign whit boosted values+hyperwave decoder, and this was the first UFO I got:

(https://abload.de/img/capture_24052014_001t0um9.png) (https://abload.de/image.php?img=capture_24052014_001t0um9.png)



Edit 27\05\2014:
Added ES and DE languages to the alien races.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.9 | Gazer Alien 1.2
Post by: LouisdeFuines on May 28, 2014, 09:42:10 pm
I`ve got problems with the german translation. The game doesn`t get the special german letters Ä/Ö/Ü.

Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.9 | Gazer Alien 1.2
Post by: Solarius Scorch on May 28, 2014, 09:47:33 pm
I`ve got problems with the german translation. The game doesn`t get the special german letters Ä/Ö/Ü.

It's probably silly of me to ask, but is everything fine with the UTF-8 encoding?
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.9 | Gazer Alien 1.2
Post by: robin on May 28, 2014, 10:11:35 pm
Should I do this for all the ruleset files?

(https://abload.de/img/capture_28052014_002uiujm.png) (https://abload.de/image.php?img=capture_28052014_002uiujm.png)

(now I understand why Dioxine put the extraStrings in a separate file).
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.9 | Gazer Alien 1.2
Post by: Falko on May 28, 2014, 10:26:28 pm
the men in black rul file is ANSI
it uses no non-ANSI letters
save it as ANSI and as utf-8 without BOM - compare it with hexeditor its the same!

if you plan do add language strings to such a file later i would always use the UTF-8 (WITH BOM) option
or if you do not want that put at least a non-ANSI letter in the comment line, that way a good editor can recognize that this file is likely UTF-8 without BOM
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.9 | Gazer Alien 1.2
Post by: LouisdeFuines on May 28, 2014, 11:05:11 pm
Yes, the UTF-8 code should be it.
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.9 | Gazer Alien 1.2
Post by: LouisdeFuines on May 30, 2014, 03:30:31 pm
After having converted the .rul, I get new text bugs. Look:

And here is my .rul:
Title: Re: [ENEMY] Men in Black 3.0 | Cover Alien 1.9 | Gazer Alien 1.2
Post by: robin on May 30, 2014, 03:42:54 pm
My converted files seem to work well:

(https://abload.de/img/capture_30052014_003ossnp.png) (https://abload.de/image.php?img=capture_30052014_003ossnp.png)

Still haven't tested the rest (that's why I've still not uploaded them); I don't have time to do it right now. Maybe tomorrow.

Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: MutonMan on June 01, 2014, 01:44:25 pm
These are really awesome! The waspites remind me of the original cover art for Enemy Unknown, with the bug-eyed aliens that never appear in the game, except the spiral column was organic and they had the twin laser arms. Will be playing this soon for sure!
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Mr. Quiet on June 04, 2014, 06:56:44 pm
Thanks for your hard work to let us enjoy OXC even more, Robin!! You added more goodies while I was gone yippeee!!!
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: LouisdeFuines on June 04, 2014, 11:09:17 pm
What about the MiB?

Do they fly with own "UFOs" around the world? Or how are their missions generated?
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 05, 2014, 10:30:13 am
The only way to make missions currently is by using UFOs.
So:
- MiB fly around with their own "UFOs", which are just regular UFOs;
- MiB do terror missions which are actually modified UFOs;
- MiB build bases that are actually modified UFOs too.

Being all UFOs, they are generated as UFOs, not any differently than an alien UFO.

That's why the MiB mod, despite being the bigger, is the one I'm less happy about: it's a compromise.
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: davide on June 05, 2014, 08:59:55 pm
On UFO2000 site there are some custom terrains with base, they are siberia,storm montain and sandcastle  ::)

A very skilled map maker could use it to obtains some new custom base for the MIB ...I hope :P
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 05, 2014, 09:17:46 pm
The MiB base is already a custom building built with a custom tileset:
(https://abload.de/img/mbase014yef6.gif) (https://abload.de/image.php?img=mbase014yef6.gif)

If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.

Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Aldorn on June 06, 2014, 12:30:27 am
Awesome... :o
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: davide on June 06, 2014, 07:38:11 am
beautifull :P
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: moriarty on June 06, 2014, 10:45:08 am
totally looks like a map straight from "syndicate", don't you think?
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: HotIceHilda on June 15, 2014, 04:10:52 am
The MiB base is already a custom building built with a custom tileset:
(https://abload.de/img/mbase014yef6.gif) (https://abload.de/image.php?img=mbase014yef6.gif)

If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.
That base is hell to go through. Also, I have not seen any of the new races from this mod yet. It has already been three months, but I will make a new campaign to check if I am wrong. Also, if I didn't miss it already is there a specific month these races start to pop up or all of them can appear from the start?
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 15, 2014, 04:24:49 am
That base is hell to go through. Also, I have not seen any of the new races from this mod yet. It has already been three months, but I will make a new campaign to check if I am wrong. Also, if I didn't miss it already is there a specific month these races start to pop up or all of them can appear from the start?
"is hell" in what sense?
I made it to be interesting-challenging to storm with your men, at least on paper. So its layout is contrived-convoluted, just like UFOs' internal layouts. In the couple of test battles I did, it 'behaved' fine.


The new alien races are mid-late game enemies, IIRC they should start appearing by the 5th month.
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 15, 2014, 04:27:30 am
That base is hell to go through.

Frankly, I don't think it's that bad. However, I have another problem with it: it comes up way too often. After all it's the same damn building (even if in different environments), and I got tired of storming it five times a month. So I halved the MiB's activity values (missionWeights) and now it's just right for me:

Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 12
      STR_MIB_TERROR: 7
      STR_MIB_BASE: 5
  - type: STR_ARCTIC
    missionWeights:
      STR_MIB_COVERUP: 4
      STR_MIB_TERROR: 5
  - type: STR_ANTARCTICA
    missionWeights:
      STR_MIB_COVERUP: 4
      STR_MIB_TERROR: 5
  - type: STR_SOUTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 8
      STR_MIB_TERROR: 10
      STR_MIB_BASE: 6
  - type: STR_EUROPE
    missionWeights:
      STR_MIB_COVERUP: 9
      STR_MIB_TERROR: 6
      STR_MIB_BASE: 3
  - type: STR_NORTH_AFRICA
    missionWeights:
      STR_MIB_COVERUP: 8
      STR_MIB_TERROR: 10
      STR_MIB_BASE: 5
  - type: STR_SOUTHERN_AFRICA
    missionWeights:
      STR_MIB_COVERUP: 8
      STR_MIB_TERROR: 8
      STR_MIB_BASE: 3
  - type: STR_CENTRAL_ASIA
    missionWeights:
      STR_MIB_COVERUP: 8
      STR_MIB_TERROR: 6
      STR_MIB_BASE: 3
  - type: STR_SOUTH_EAST_ASIA
    missionWeights:
      STR_MIB_COVERUP: 10
      STR_MIB_TERROR: 6
      STR_MIB_BASE: 6
  - type: STR_SIBERIA
    missionWeights:
      STR_MIB_COVERUP: 1
      STR_MIB_TERROR: 2
      STR_MIB_BASE: 7
  - type: STR_AUSTRALASIA
    missionWeights:
      STR_MIB_COVERUP: 6
      STR_MIB_TERROR: 5
      STR_MIB_BASE: 4
  - type: STR_PACIFIC
    missionWeights:
      STR_MIB_COVERUP: 3
      STR_MIB_TERROR: 2

HotIceHilda, try substituting the regions part with the code above, should make your life easier.

Also, I have not seen any of the new races from this mod yet. It has already been three months, but I will make a new campaign to check if I am wrong. Also, if I didn't miss it already is there a specific month these races start to pop up or all of them can appear from the start?

I'm at least half the year in and haven't seen the two races either (except some info on Gazers that I collected from some poor snakeman medic). It all depends on dice.
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 15, 2014, 04:31:59 am
Frankly, I don't think it's that bad. However, I have another problem with it: it comes up way too often. After all it's the same damn building (even if in different environments), and I got tired of storming it five times a month. So I halved the MiB's activity values (missionWeights) and now it's just right for me:
Very useful feedback!
You halved everything tho, not only the base: were MiB overall showing up too often?
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: HotIceHilda on June 15, 2014, 04:35:40 am
The new alien races are mid-late game enemies, IIRC they should start appearing by the 5th month.

Cool that should be stated in the OP if it is isn't.

Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 15, 2014, 04:36:49 am
Very useful feedback!
You halved everything tho, not only the base: were MiB overall showing up too often?

Frankly, I don't think I've ever seen them except in bases. So I halved everything just in case.
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 15, 2014, 02:44:07 pm
Frankly, I don't think I've ever seen them except in bases. So I halved everything just in case.
Ok, I updated the mod with the reduced base mission weight. I left the rest mostly the same since you didn't seem to encounter them as often.
Title: Re: [ENEMY] Men in Black 3.1
Post by: Hadan on June 16, 2014, 08:20:54 am
Hello!

First of all, great work with you mods, love the new aliens!

Second, I have some questions regarding the MiB-mod:
1. Is there a way to destinguish a MiB-mission from a "normal" UFO? Had 2 landed battleships on my doorstep, only to find out  that there was no UFO, just some MiB.
2. How can I research the MiB? So far i brought back some corpses and 2 stunned soldiers, but no project showed up.

Third, a sugestion:
If what i have seen so far stays this way later in the game you should maybe increase the reward for MiB-missions.
All I got from 3 Battleship-type missions are some low-tech weapons (instant sell), a few points (only a few because even on low difficulties the MiB kill nearly all civilians which brings the rating down) and some dead soldiers.
All in all, not really worth the risk.

I usw OXC 1.0, the latest version of your mod and the MiBxAlienArmoury-ruleset.

best regards
Hadan
Title: Re: [ENEMY] Men in Black 3.1
Post by: robin on June 16, 2014, 11:50:59 am
Hello!

First of all, great work with you mods, love the new aliens!

Second, I have some questions regarding the MiB-mod:
1. Is there a way to destinguish a MiB-mission from a "normal" UFO? Had 2 landed battleships on my doorstep, only to find out  that there was no UFO, just some MiB.
2. How can I research the MiB? So far i brought back some corpses and 2 stunned soldiers, but no project showed up.

Third, a sugestion:
If what i have seen so far stays this way later in the game you should maybe increase the reward for MiB-missions.
All I got from 3 Battleship-type missions are some low-tech weapons (instant sell), a few points (only a few because even on low difficulties the MiB kill nearly all civilians which brings the rating down) and some dead soldiers.
All in all, not really worth the risk.

I usw OXC 1.0, the latest version of your mod and the MiBxAlienArmoury-ruleset.

best regards
Hadan
Thanks for the feedback.

1. Until you get the Hyper-Wave Decoder it's impossible to distinguish them. But if you spot an ufo already on the ground and you notice it stays down for more than usual, then it's likely a MiB mission.
2. You should get a research for the stunned units you brought home. These researches are interrogation-type, so you won't get an ufopaedia entry for the unit, but an entry for the MiB organization.
There's a total of 2 entries, one confessed from leaders (leader, commander), one from the rest (agent, soldier, medic, engineer); you need only one of them, not all of them to get the entry.
If this doesn't happen then it means that I just don't get the research rules, and I'm going to need help to fix it.
3. MiB weapon tech will improve as the game goes on. But yeah, rewards-wise it isn't great, since I didn't want to insert MiB-specific new tech.
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 16, 2014, 07:34:16 pm
I'm not getting any research either. No idea why, probably something has to have the same string as something else but doesn't.

In other news, I adapted the deployments for the future FMP compilation - perhaps you could comment of this attempt:

Code: [Select]
alienDeployments:
  - type: STR_MIB_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 3
        highQty: 6
        dQty: 3
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
          -
            - STR_PISTOL
            - STR_PISTOL_AA_CLIP
            - STR_PISTOL_AA_CLIP
            - STR_PISTOL_AA_CLIP
          -
            - STR_LASER_PISTOL
          -
            - STR_GAUSS_PISTOL
            - STR_GAUSS_PISTOL_CLIP
            - STR_GAUSS_PISTOL_CLIP
    width: 40
    length: 40
    height: 4
  - type: STR_MIB_MEDIUM_SCOUT
    data:
      - alienRank: 5
        lowQty: 2
        highQty: 4
        dQty: 2
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
          -
            - STR_SHOTGUN
            - STR_SHOTGUN_SHELLS_AP
            - STR_SHOTGUN_SHELLS_AP
            - STR_SHOTGUN_SHELLS_AP
          -
            - STR_LASER_PISTOL
          -
            - STR_GAUSS_PISTOL
            - STR_GAUSS_PISTOL_CLIP
            - STR_GAUSS_PISTOL_CLIP
      - alienRank: 4
        lowQty: 2
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
          -
            - STR_RIFLE
            - STR_RIFLE_AA_CLIP
            - STR_RIFLE_AA_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_ALIEN_GRENADE
    width: 40
    length: 40
    height: 4
  - type: STR_MIB_LARGE_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 3
        dQty: 5
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
          -
            - STR_SHOTGUN
            - STR_SHOTGUN_SHELLS_AP
            - STR_SHOTGUN_SHELLS_AP
            - STR_SHOTGUN_SHELLS_AP
          -
            - STR_LASER_PISTOL
          -
            - STR_GAUSS_PISTOL
            - STR_GAUSS_PISTOL_CLIP
            - STR_GAUSS_PISTOL_CLIP
      - alienRank: 4
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
          -
            - STR_RIFLE
            - STR_RIFLE_AA_CLIP
            - STR_RIFLE_AA_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_ROCKET_LAUNCHER
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
          -
            - STR_ROCKET_LAUNCHER
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
          -
            - STR_ROCKET_LAUNCHER
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
    width: 50
    length: 50
    height: 4
  - type: STR_MIB_TERROR_MISSION
    data:
      - alienRank: 5
        lowQty: 4
        highQty: 6
        dQty: 1
        percentageOutsideUfo: 70
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
          -
            - STR_SHOTGUN
            - STR_SHOTGUN_SHELLS
            - STR_SHOTGUN_SHELLS_AP
            - STR_SHOTGUN_SHELLS_AP
          -
            - STR_LASER_PISTOL
          -
            - STR_GAUSS_PISTOL
            - STR_GAUSS_PISTOL_CLIP
            - STR_GAUSS_PISTOL_CLIP
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
          -
            - STR_RIFLE
            - STR_RIFLE_AA_CLIP
            - STR_RIFLE_AA_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_SHOTGUN
            - STR_SHOTGUN_SHELLS_AP
            - STR_SHOTGUN_SHELLS_AP
            - STR_GRENADE
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_ROCKET_LAUNCHER
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
          -
            - STR_ROCKET_LAUNCHER
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
          -
            - STR_ROCKET_LAUNCHER
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 1
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_HEAVY_CANNON
            - STR_HC_AP_AMMO
            - STR_HC_AP_AMMO
            - STR_HC_AP_AMMO
          -
            - STR_HEAVY_CANNON
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
          -
            - STR_HEAVY_LASER
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_SMG
            - STR_SMG_CLIP
            - STR_SMG_CLIP
            - STR_GRENADE
          -
            - STR_SMG
            - STR_SMG_AA_CLIP
            - STR_SMG_AA_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_GAUSS_PISTOL
            - STR_GAUSS_PISTOL_CLIP
            - STR_GAUSS_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 7
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_SNIPER_RIFLE
            - STR_SNIPER_RIFLE_CLIP
            - STR_SNIPER_RIFLE_CLIP
          -
            - STR_SNIPER_RIFLE
            - STR_SNIPER_RIFLE_AA_CLIP
            - STR_SNIPER_RIFLE_AA_CLIP
            - STR_SNIPER_RIFLE_AA_CLIP
          -
            - STR_GAUSS_SNIPER_RIFLE
            - STR_GAUSS_SNIPER_RIFLE_CLIP
            - STR_GAUSS_SNIPER_RIFLE_CLIP
          -
            - STR_GAUSS_SNIPER_RIFLE
            - STR_GAUSS_SNIPER_RIFLE_CLIP
            - STR_GAUSS_SNIPER_RIFLE_CLIP
    width: 50
    length: 50
    height: 4
    civilians: 16
  - type: STR_MIB_BASE_LANDING
    data:
      - alienRank: 5
        lowQty: 2
        highQty: 6
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
          -
            - STR_SMG
            - STR_SMG_CLIP
            - STR_SMG_CLIP
          -
            - STR_LASER_PISTOL
          -
            - STR_GAUSS_PISTOL
            - STR_GAUSS_PISTOL_CLIP
            - STR_GAUSS_PISTOL_CLIP
      - alienRank: 4
        lowQty: 3
        highQty: 4
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
          -
            - STR_RIFLE
            - STR_RIFLE_AA_CLIP
            - STR_RIFLE_AA_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 3
        lowQty: 1
        highQty: 3
        dQty: 1
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
          -
            - STR_RIFLE
            - STR_RIFLE_AA_CLIP
            - STR_RIFLE_AA_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_ROCKET_LAUNCHER
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
          -
            - STR_ROCKET_LAUNCHER
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
          -
            - STR_ROCKET_LAUNCHER
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 1
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_HEAVY_CANNON
            - STR_HC_AP_AMMO
            - STR_HC_AP_AMMO
            - STR_HC_AP_AMMO
          -
            - STR_HEAVY_CANNON
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
          -
            - STR_HEAVY_LASER
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
      - alienRank: 0
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
      - alienRank: 6
        lowQty: 0
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_SMG
            - STR_SMG_CLIP
            - STR_SMG_CLIP
          -
            - STR_SMG
            - STR_SMG_AA_CLIP
            - STR_SMG_AA_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_GAUSS_PISTOL
            - STR_GAUSS_PISTOL_CLIP
            - STR_GAUSS_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 7
        lowQty: 0
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_SNIPER_RIFLE
            - STR_SNIPER_RIFLE_CLIP
            - STR_SNIPER_RIFLE_CLIP
            - STR_SNIPER_RIFLE_CLIP
          -
            - STR_SNIPER_RIFLE
            - STR_SNIPER_RIFLE_AA_CLIP
            - STR_SNIPER_RIFLE_AA_CLIP
            - STR_SNIPER_RIFLE_AA_CLIP
          -
            - STR_HEAVY_LASER
          -
            - STR_GAUSS_SNIPER_RIFLE
            - STR_GAUSS_SNIPER_RIFLE_CLIP
            - STR_GAUSS_SNIPER_RIFLE_CLIP
    width: 50
    length: 50
    height: 4
Title: Re: [ENEMY] Men in Black 3.1
Post by: Hadan on June 16, 2014, 08:45:55 pm
Thanks for the clarification, I wil test some more.

3. MiB weapon tech will improve as the game goes on. But yeah, rewards-wise it isn't great, since I didn't want to insert MiB-specific new tech.
Is a money-reward possible?

greetz
Hadan
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 17, 2014, 05:21:51 am
I have another bug to report. Since MiB use human weapons, having these weapons in any kind of mission now gives you bonus for recovering alien artefacts. I mean for rifles and such that you take on a mission normally, you get points. When I removed weapon entries from your ruleset, this behaviour stopped. I'm not sure why it doesn't happen with alien weapons, perhaps the fact that they need to be researched takes care of this?

Therefore I'd suggest dropping the point rewards from these weapons. They are just normal guns, so I don't know why the UN council would care about finding them.
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hobbes on June 17, 2014, 06:28:23 am
The MiB base is already a custom building built with a custom tileset:
(https://abload.de/img/mbase014yef6.gif) (https://abload.de/image.php?img=mbase014yef6.gif)

If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.

I think I recognize that tileset ;)
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 17, 2014, 11:27:46 am
I have another bug to report. Since MiB use human weapons, having these weapons in any kind of mission now gives you bonus for recovering alien artefacts. I mean for rifles and such that you take on a mission normally, you get points. When I removed weapon entries from your ruleset, this behaviour stopped. I'm not sure why it doesn't happen with alien weapons, perhaps the fact that they need to be researched takes care of this?

Therefore I'd suggest dropping the point rewards from these weapons. They are just normal guns, so I don't know why the UN council would care about finding them.
It is not a bug. I did it on purpose because the final score for MiB mission was too low (the terror mission was the problematic one IIRC). So in the ruleset I added recovery points for human equipment, the same things happen in Apocalypse too after all. The problem is that UFOEU lists these points under "alien artifacts", instead of just "items " or whatever it was in Apocalypse. I can remove these points but then the MiB missions will tend to score a bit low until they start using plasma weapons. I can "fix" this by giving high scores to the MiB units, but then killing a human would became more rewarding than killing an alien.
However.. yeah, I'll remove them and push up a little the score for MiB units and hopefully it'll be alright.

(But now my priority is to fix the research. I did a little modification but the main problem is that you don't bring back the stunned MiB. And I can't manage to fix this...).


I think I recognize that tileset ;)
Yeah, sorry. I didn't know how to get to you to ask for permission. I was modding non-stop and I just used it.
The tileset is awesome, the only thin I don't like it that the external brick wall is too resistant (large rockets don't do anything, I haven't tried with blaster bombs but  personally I think a small rocket already should be capable of punching an hole in it). The internal "ufo-like" blue wall on the other hand is fine if it is as resistant as ufo's.
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 17, 2014, 03:33:44 pm
It is not a bug. I did it on purpose because the final score for MiB mission was too low (the terror mission was the problematic one IIRC).

Yeah, I understand the purpose of this, but it's broken. You can simply buy 200 rifles, load them on the Skyranger, do a Small Scout mission, bam! hundreds of victory points. ;)

So in the ruleset I added recovery points for human equipment, the same things happen in Apocalypse too after all. The problem is that UFOEU lists these points under "alien artifacts", instead of just "items " or whatever it was in Apocalypse. I can remove these points but then the MiB missions will tend to score a bit low until they start using plasma weapons. I can "fix" this by giving high scores to the MiB units, but then killing a human would became more rewarding than killing an alien.

But that's no problem! Killing foreignenemies is good, but killing traitors is even better! (In the eyes of the Council anyway.) ;)

However.. yeah, I'll remove them and push up a little the score for MiB units and hopefully it'll be alright.

Ah good. :)
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 17, 2014, 03:56:31 pm
You can simply buy 200 rifles, load them on the Skyranger, do a Small Scout mission, bam! hundreds of victory points. ;)
No, well, I don't think it works that way: you get scored only for extra stuff you get on the ground.
Otherwise it would have the same problem once you start using plasma weapon (which have recovery values by default), but it doesn't.
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 17, 2014, 04:02:17 pm
No, well, I don't think it works that way: you get scored only for extra stuff you get on the ground.
Otherwise it would have the same problem once you start using plasma weapon (which have recovery values by default), but it doesn't.

Well, I usually bring extra guns and leave them in the Skyranger. Those certainly count.

For a 40 missions or so I was wandering why I'm getting so many points. When I removed weapon entries from your mod, it stopped.

I don't know why it doesn't work for alien weapons, but I think the game checks if there's a finished research for these weapons; if there is, it stops counting their assigned victory points. Since rifles etc. don't have their own research, I think it causes the problem. This is just a theory though.
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 17, 2014, 04:05:58 pm
I don't know why it doesn't work for alien weapons, but I think the game checks if there's a finished research for these weapons; if there is, it stops counting their assigned victory points. Since rifles etc. don't have their own research, I think it causes the problem. This is just a theory though.
oh, you may be right. Anyway I removed them. Once I manage to fix the research I'll re-upload the mod.
(Also the frequency of the MiB bases spawned, thanks to the new info about the mission generation, should finally be fixed).
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Falko on June 17, 2014, 06:07:04 pm
why not just add "$1 bills" you can sell them for $1 and give them the points
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 17, 2014, 06:17:28 pm
why not just add "$1 bills" you can sell them for $1 and give them the points

Great idea! But I think even better would be condemning evidence files. :P
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hobbes on June 17, 2014, 06:56:27 pm
Yeah, sorry. I didn't know how to get to you to ask for permission. I was modding non-stop and I just used it.

No worries, you don't need my permission to use or modify the tilesets on any way you want since this is all open source. But it is appropriate to give credit to whom it is due, for instance Nachtwolf (a UFO2000 developer) was the designer of many of Dawn City's graphics and I always include him on the credits. :)

Quote
The tileset is awesome, the only thin I don't like it that the external brick wall is too resistant (large rockets don't do anything, I haven't tried with blaster bombs but  personally I think a small rocket already should be capable of punching an hole in it). The internal "ufo-like" blue wall on the other hand is fine if it is as resistant as ufo's.

I will redo Area51's tileset in the future after I'm done with the other terrains so I'll keep that in mind.
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 17, 2014, 07:20:14 pm
But it is appropriate to give credit to whom it is due, for instance Nachtwolf (a UFO2000 developer) was the designer of many of Dawn City's graphics and I always include him on the credits. :)
Thanks, I'll had him too in the readme credits.
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hobbes on June 17, 2014, 07:31:09 pm
Thanks, I'll had him too in the readme credits.

Actually Area51 was completely created by me, so there's no need to mention him unless you use Dawn City's tiles. I simply mentioned him as an example of a good practice regarding crediting one's work.
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: the_third_curry on June 18, 2014, 05:42:32 pm
Hey robin, I'm not sure if you know this, but your mod is now the most discussed mod ever (in terms of posts) and the second most talked about topic in the forum's history. The only topic with more posts is the original battlescape development topic. Congratulations.
Title: Re: [ENEMY] Men in Black 3.1 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 18, 2014, 07:10:41 pm
Hey robin, I'm not sure if you know this, but your mod is now the most discussed mod ever (in terms of posts) and the second most talked about topic in the forum's history. The only topic with more posts is the original battlescape development topic. Congratulations.

Robin's cheating, this thread contains 3 mods. :P
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hobbes on June 19, 2014, 04:32:30 am
Hey, I've been lookin at your MiB mod to try to learn to do a couple of things regarding mission generation and I got a couple of questions I'd like to ask.

1) Your MIB_TERROR_MISSION and MIB_BASE_LANDING essentially take place even if you manage to shoot down the UFO right?
2) This missions can take place in any terrain, but if they land on a specific texture (3) they'll use the Urban map instead?
3) The map that uses Area51's tiles you posted above is one of those UFOs?
4) Since you're using 40x40 and 30x30 maps, does the Skyranger usually lands on one edge of the map?
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 19, 2014, 12:10:00 pm
Hey, I've been lookin at your MiB mod to try to learn to do a couple of things regarding mission generation and I got a couple of questions I'd like to ask.

1) Your MIB_TERROR_MISSION and MIB_BASE_LANDING essentially take place even if you manage to shoot down the UFO right?
2) This missions can take place in any terrain, but if they land on a specific texture (3) they'll use the Urban map instead?
3) The map that uses Area51's tiles you posted above is one of those UFOs?
4) Since you're using 40x40 and 30x30 maps, does the Skyranger usually lands on one edge of the map?
1) You can't shoot those down because they spawn already on the ground (landed state).
2) Yes I changed that to have a little more variety.
3) Yes, it's an ufo. The terror village too.
4) Now that you mention it, yes it does.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hobbes on June 19, 2014, 02:55:59 pm
1) You can't shoot those down because they spawn already on the ground (landed state).

This is excellent to hear. But if I'm understanding the relevant part correctly:
id: B0
    groundTimer: 50000000
    waypoints:
      - [1, 1 , 100]
      - [1, 0 , 100]

The UFOs are actually first generated with a Low altitude but land immediately (how much 100 translates into seconds of game time?)

I was thinking of adding something akin to the Abductions/Council missions on Enemy Unknown 2012 since getting so many UFO ground missions gets tiring after a while. I have a terrain that consists of several 50x50 and 60x60 buildings but I would prefer not to use those for terror missions.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 19, 2014, 03:35:32 pm
This is excellent to hear. But if I'm understanding the relevant part correctly:
id: B0
    groundTimer: 50000000
    waypoints:
      - [1, 1 , 100]
      - [1, 0 , 100]

The UFOs are actually first generated with a Low altitude but land immediately (how much 100 translates into seconds of game time?)

I was thinking of adding something akin to the Abductions/Council missions on Enemy Unknown 2012 since getting so many UFO ground missions gets tiring after a while. I have a terrain that consists of several 50x50 and 60x60 buildings but I would prefer not to use those for terror missions.
100 stands for "100%" and it is the speed of the ufo. Check the rusleset reference: https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29
The first coordinate (1, 1, 100) is the "enter point", it is needed but, as you said, it immediately lands following the instructions  given by the second (1, 0 , 100) coordinate.

About the size of the maps: frankly I think that UFO map sizes are perfect. Bigger maps means the missions will drag on too long, especially when hunting down the last alien alive hidden somewhere and you have only few men left (because of the casualties you had during the mission) to search for it.  TFTD already had maps too big (Gollop said so too and I agree). So I personally would be VERY careful about adding "big maps".


Anyway I consider the MiB MOD done, contents wise. I never wanted it to be big, just an extra human enemy that sometimes pops up. The high amount of MiB special missions should be fixed with the last update (3.3) and was due to them having too much ufo waves.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hobbes on June 19, 2014, 04:04:16 pm
100 stands for "100%" and it is the speed of the ufo. Check the rusleset reference: https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29
The first coordinate (1, 1, 100) is the "enter point", it is needed but, as you said, it immediately lands following the instructions  given by the second (1, 0 , 100) coordinate.

Yup, somehow I got confused with that 100 setting.

Quote
About the size of the maps: frankly I think that UFO map sizes are perfect. Bigger maps means the missions will drag on too long, especially when hunting down the last alien alive hidden somewhere and you have only few men left (because of the casualties you had during the mission) to search for it.  TFTD already had maps too big (Gollop said so too and I agree). So I personally would be VERY careful about adding "big maps".

This is a very interesting discussion.

The issue with TFTD's maps that suffered from that problem (ship attacks, artifact sites and alien colonies) had less to do with their sizes, but more with being multi level missions and how the maps and AI were designed (too cramped, making it harder to find the last alien). Considering that Gollop enlarged slightly the map sizes on Apocalypse (specially using more levels) but at the same time redesigned the AI to make it more likely to meet the player says a bit of how these different factors play out.

Another main reason on why I prefer to use slightly enlarged maps (60x60x4 on the terrain pack) is my experience with Enemy Unknown 2012 and UFO2000. On EU2012 the maps are, on average, bigger than those used in UFO but at the same time having less units. The combat system is different sure, allowing for more movement and preventing most uses of free firing. But at the same time, with UFO2000 (the multiplayer version of UFO, with the same combat system) players eventually settled on the best battle conditions being 6-8 units per side on a 50x50 map, so the combat system isn't the most important factor.

Cramped maps (lots of small rooms, hard to reach locations, built in levels, etc.) are also a no-go. I learned that by designing several terrains that way (Hive, The City) when I started modding and I will not include those on the Terrain Pack for that reason. The interesting thing about TFTD is while it had several maps designed this way, it also included some terrains exactly the opposite, like Port (which I consider the best terrain of both UFO/TFTD) or Island, but those tend to be overlooked by the chore of having to clear all the rooms of the Cruise Liners.

The conclusion I draw from all of this is really that slightly enlarged maps (60x60) can be better than the current map sizes due to the squad sizes in UFO, by allowing more movement and less '1 large group advancing and shooting non-stop to targets at the distance from the moment they land' (which is the most effective tactic in most maps but that gets boring after a while) if properly designed.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: robin on June 19, 2014, 04:33:48 pm
Yup, somehow I got confused with that 100 setting.

This is a very interesting discussion.

The issue with TFTD's maps that suffered from that problem (ship attacks, artifact sites and alien colonies) had less to do with their sizes, but more with being multi level missions and how the maps and AI were designed (too cramped, making it harder to find the last alien). Considering that Gollop enlarged slightly the map sizes on Apocalypse (specially using more levels) but at the same time redesigned the AI to make it more likely to meet the player says a bit of how these different factors play out.
Yes, TFTD suffered from the "alien in closet" syndrome which made everything worse.

Yes again, Gollop increased the map size for Apocalypse, but he admitted it was a mistake to do that (and it was also a realtime game, much quicker to move around).

Anyway, anyone is of course free to do what he believes it's better for what he's aiming to realize! In my mods I'll stick with UFOEU-sized maps because they're the ones I prefer.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hobbes on June 19, 2014, 06:08:08 pm
Anyway, anyone is of course free to do what he believes it's better for what he's aiming to realize! In my mods I'll stick with UFOEU-sized maps because they're the ones I prefer.

Everyone has different tastes, and I might end up deciding that UFO EU sized maps are the best :)

Thanks for the answers to my questions - your MiB mod is a case example of the things that is possible to achieve with OpenXCom.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: the_third_curry on June 19, 2014, 06:26:18 pm
I'd be up for idea of larger maps, assuming that the terrain is a bit on the sparse side and it's only for special missions, which seems to be what Hobbes is implying. To me, the port is easily the best terror area in Terror from the Deep. Something about the islands (color palette?) gave me depth perception problems.

The ships are just dreadful. I've spent days trying to get through one cruise liner. Even when you do think you've beat one, there's always the chance TftD will glitch up and force you to spend hours trying to find a nonexistent alien or some nonsense like that.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hadan on June 20, 2014, 01:59:00 pm
Is men_in_black_x_alien_armoury_expanded.rul updated to the new version of MiB?

best regards
Hadan
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 20, 2014, 02:13:00 pm
Is men_in_black_x_alien_armoury_expanded.rul updated to the new version of MiB?

Uh... no. :-[ I did a quick job now, attaching the file.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Hadan on June 20, 2014, 05:44:15 pm
Thanks, I will give it a try  :)

/edit:
Error when activating mod, see screenshot
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Aldorn on June 21, 2014, 01:24:55 am
Thanks, I will give it a try  :)

/edit:
Error when activating mod, see screenshot
Remove a space at line 995
And add one at line 1000
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Solarius Scorch on June 21, 2014, 02:22:24 am
I said it was a quick job, didn't I? :P

Sorry about that, it was really late and I forgot to validate it. Here's an update.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: Aldorn on June 21, 2014, 02:28:09 am
I said it was a quick job, didn't I? :P

Sorry about that, it was really late and I forgot to validate it. Here's an update.

Only people doing nothing make no mistakes  ;)
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: niculinux on June 21, 2014, 12:15:08 pm
Currently, on linux  MiB 3.3 does seem to work (the game starts)
The current cover alien (waspite) does not work uner linux:

(https://s28.postimg.org/7aqiexnvt/cover_alien.jpg) (https://postimg.org/image/7aqiexnvt/)

and so does the gazer alien

(https://s30.postimg.org/rfyb8opv1/gazer_alien.jpg) (https://postimg.org/image/rfyb8opv1/)
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 2.0 | Gazer Alien 1.3
Post by: phobos2077 on June 21, 2014, 08:39:17 pm
Cover alien, russian translation.

Code: [Select]
  - type: ru
    strings:
      STR_WASPITE: Осоид
      STR_CYBERMITE: Киберклещ
      STR_CYBERMITE_TERRORIST: Киберклещ-террорист
      STR_WASPITE_SOLDIER: Осоид-солдат
      STR_WASPITE_MEDIC: Осоид-медик
      STR_WASPITE_ENGINEER: Осоид-инженер
      STR_WASPITE_NAVIGATOR: Осоид-навигатор
      STR_WASPITE_LEADER: Осоид-лидер
      STR_WASPITE_COMMANDER: Осоид-командующий
      STR_WASPITE_CORPSE: Труп осоида
      STR_CYBERMITE_CORPSE: Труп киберклеща
      STR_WASPITE_AUTOPSY: Вскрытие осоида
      STR_CYBERMITE_AUTOPSY: Вскрытие киберклеща
      STR_WASPITE_UFOPAEDIA: Осоиды это элитные агенты и бойцы террора. Генетически спроектированные, кибернетически улучшенные и агрессивные, они являются грозным противником. Однако общая хрупкость указывает на то, что они выполняют скорее артиллерийскую роль, нежели пехотную. Спиральное устройство, заменяющее их исходные тела, генерирует анти-гравитационное поле, которое позволяет им летать.
      STR_WASPITE_AUTOPSY_UFOPAEDIA: Анатомия этого существа граничит с безумием. Тело состоит из спирального устройства жизнеобеспечения, объединенного с симбиотическим, искусственно выращенным растением. К телу присоединена пара механических рук и насекомоподобная голова, являющаяся, надо полагать, единственной частью от исходного существа. Растительная часть тела уязвима к огню.
      STR_CYBERMITE_UFOPAEDIA: Этот миниатюрный робот, автоматизированное оружие террора, представляет собой вершину робототехники пришельцев. Как только мощный оптический сенсор замечает цель, существо подбегает к ней и нападает. Миниатюрное элериумное ядро настроено на возгорание и взрыв при получении достаточных повреждений. Тем самым убивать существо на близком расстоянии - смертельно опасно.
      STR_CYBERMITE_AUTOPSY_UFOPAEDIA: Самая выдающаяся часть этого невероятно сложного робота - его оружие, жало из сплава, соединенное с миниатюрным бачком, который, судя по найденным следам, заполнен мощным токсином. Силовое ядро слишком сильно повреждено для более точного анализа, но похоже что оно было спроектировано очень чувствительным к повреждениям, что и заставляет его взрываться.

Gazer alien translation:
Code: [Select]
  - type: ru
    strings:
      STR_GAZER: Зритель
      STR_HOLODRONE: Голодрон
      STR_HOLODRONE_TERRORIST: Голодрон-террорист
      STR_GAZER_SOLDIER: Зритель-солдат
      STR_GAZER_MEDIC: Зритель-медик
      STR_GAZER_ENGINEER: Зритель-инженер
      STR_GAZER_NAVIGATOR: Зритель-навигатор
      STR_GAZER_LEADER: Зритель-лидер
      STR_GAZER_COMMANDER: Зритель-командующий
      STR_GAZER_CORPSE: Труп зрителя
      STR_HOLODRONE_CORPSE: Труп голодрона
      STR_GAZER_AUTOPSY: Вскрытие зрителя
      STR_HOLODRONE_AUTOPSY: Вскрытие голодрона
      STR_GAZER_UFOPAEDIA: Зрители напоминают стоящих на задних лапах черепах и в действительности настолько же крепки. Их объемистая тяжелая броня дает значительную защиту от любых ударов, особенно от пуль и плазмы.
      STR_GAZER_AUTOPSY_UFOPAEDIA: Единственный большой глаз - самая заметная анатомическая особенность этого пришельца. Существо имеет черты ракообразного, но гораздо более развито. Толстая броня не съемная, она соединена кибернетическими имплантатами с органами существа и является по сути его оболочкой.
      STR_HOLODRONE_UFOPAEDIA: Голодроны - живое, летающее артиллерийское оружие. Они защищены плазменным пузырем, который препятствует прохождению плазмы и огня. Похоже что они были специально разработаны для боев с противником, вооруженным плазменным оружием. Механизм слишком горяч и радиоактивен чтобы применить его к человеческой броне.
      STR_HOLODRONE_AUTOPSY_UFOPAEDIA: Очень сложный автомат, питающийся от весьма крупного, для его размера, элериумного ядра. Два ствола выходят из этого ядра и генерируют плазменный пузырь, окутывающий существо. Также очевидно, что это ядро может быть перегружено и эта остаточная энергия использована для генерирования мощного лазерного луча.
Title: Re: [ENEMY] Men in Black 3.3 | Cover Alien 2.0 | Gazer Alien 1.3
Post by: robin on June 22, 2014, 12:24:46 am
Thanks. Will update when I can.
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Recruit69 on July 01, 2014, 08:02:13 pm
Is this right?

With Waspite Alien, my troop shoots this alien who is looking in the OPPOSITE direction. I hit this alien, this alien is still alive....
No reaction fire occurs.
I move my troop from one placement to next adjacent placement as insufficient TU to shoot again.
This Alien turns round 180 degrees and shoots my troop!

Is this normal? In my years of Xcom, I never had a alien troop turn round completely to shoot after moving my soldier?
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Solarius Scorch on July 01, 2014, 11:11:16 pm
Is this right?

With Waspite Alien, my troop shoots this alien who is looking in the OPPOSITE direction. I hit this alien, this alien is still alive....
No reaction fire occurs.
I move my troop from one placement to next adjacent placement as insufficient TU to shoot again.
This Alien turns round 180 degrees and shoots my troop!

Is this normal? In my years of Xcom, I never had a alien troop turn round completely to shoot after moving my soldier?

Yes, this is how OpenXCom currently works: once an alien is tagged as under fire (in other words, hit), they become aware of everything around them. If you spend more TUs behind their back, they may still react by turning and firing.
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: the_third_curry on July 02, 2014, 04:47:28 am
Yes, this is how OpenXCom currently works: once an alien is tagged as under fire (in other words, hit), they become aware of everything around them. If you spend more TUs behind their back, they may still react by turning and firing.

So that's how that works. I was wondering that myself.
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Warboy1982 on July 02, 2014, 05:08:26 pm
that's not an openxcom thing, that's how it works. it's not likely to change.
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: davide on July 02, 2014, 05:16:29 pm
The behavior is consistent and natural
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Recruit69 on July 03, 2014, 12:20:11 am
Fair enough. Never ever seen this in TFTD. Yes, if hit, enemy will turn and fire, but not during when spending TU behind their backs.

Ok thanks for clarifying - i just have to be more careful behind the little pesky buggers.
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: the_third_curry on July 04, 2014, 06:09:06 am
Here's a couple of pictures from an interesting "battle on ice" terror mission against the MiB:
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: robin on July 04, 2014, 09:39:31 am
I think the MiB terror village looks particularly good when it's spawned on ice terrain; I'm glad to read you liked it too.
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Solarius Scorch on July 05, 2014, 01:22:09 pm
A recent comment on the FMP thread made me wonder if we could make the MiB a little him more believable by giving them more Earth-like craft.

The idea is simple: instead of modified UFO Scouts, make them use Skyrangers.
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: robin on July 05, 2014, 09:17:47 pm
A recent comment on the FMP thread made me wonder if we could make the MiB a little him more believable by giving them more Earth-like craft.

The idea is simple: instead of modified UFO Scouts, make them use Skyrangers.

I'll look into it. Falko also mentioned about fixing the researches. But not immediately.
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Sturm on July 05, 2014, 11:02:31 pm
Why do Men in Black do Terror Missions? Also, why do they don't do normal Terror Missions?
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Solarius Scorch on July 05, 2014, 11:09:45 pm
Why do Men in Black do Terror Missions? Also, why do they don't do normal Terror Missions?

As for the latter, probably because they would be using alien weapons then. And we can't have that. :)
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Sturm on July 05, 2014, 11:27:56 pm
As for the latter, probably because they would be using alien weapons then. And we can't have that. :)
If they use adopted alien craft, then why not alien weapons?

By the way, I tried playing the mod, but I keep getting messed up MiB soldier animations:
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: robin on July 05, 2014, 11:59:19 pm
The animations are fine.
You either have something wrong with your installation, or something is up with the OpenXcom build you have installed.


MiB do terror missions to silence (AKA: eliminate) people who have had some kind of contact with aliens. The people in those villages probably saw some alien activity, so they need to "disappear".
And it's not the normal terror mission because, as Solarius said, I wanted them to use human weaponry at the beginning (and switch to alien weaponry only later).
Title: Re: [ENEMY] Men in Black 3.5 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Sturm on July 06, 2014, 12:50:51 am
The animations are fine.
You either have something wrong with your installation, or something is up with the OpenXcom build you have installed.
I have build 1.0.

MiB do terror missions to silence (AKA: eliminate) people who have had some kind of contact with aliens. The people in those villages probably saw some alien activity, so they need to "disappear".
And it's not the normal terror mission because, as Solarius said, I wanted them to use human weaponry at the beginning (and switch to alien weaponry only later).
Would silencing a whole village be even possible?
Title: Re: [ENEMY] Men in Black 3.6 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Gifty on July 06, 2014, 01:02:54 am
I'm pretty sure it's been done.
Title: Re: [ENEMY] Men in Black 3.6 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Solarius Scorch on July 06, 2014, 01:04:10 am
I have build 1.0.

There have been some weird shenanigans with the colour black.

However, I think it works fine for me...
Title: Re: [ENEMY] Men in Black 3.6 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Sturm on July 06, 2014, 02:55:16 am
There have been some weird shenanigans with the colour black.

However, I think it works fine for me...
It also applies to the armoured MiBs. And dead sprites look normal.

Maybe it's because it's Linux version.
Title: Re: [ENEMY] Men in Black 3.7 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: robin on July 14, 2014, 12:10:15 am
Big-ish update (3.7 fuck, 3.8 ) for MiB MOD:
- researches now work;
- they now deploy their own (black) HWP Tank on terror and base missions;
- revised alienDeployments;
- damn it I forgot to update the extraStrings.... ok fuck, added them;
- oh and now MiB use human ships.

Everything should work... HOPEFULLY..
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Solarius Scorch on July 14, 2014, 12:35:48 am
Great news about the update!

Bad news is, I need to merge it with the Final Mod Pack ASAP, and I just released a new version... :D

Congrats on the research tree, this is really nice.
Title: Re: [ENEMY] Men in Black
Post by: Dr_Rad on July 14, 2014, 07:04:20 pm
Hi guys,

i like the idea of MIB very much.
Is it also some kind of reference to Deus Ex?

But I somehow lack the logic.
Why should the council reward a government organisation for fighting against another government organisation? In the fashion MIB are made now, they are more like some weird Cult of Sirius.

To let MIB kill people to suppress witnesses of alien activity is not convincing. It's like plain fighting for the aliens and that makes MIB just another Cult of Sirius clone. It is however understandable that CXOM fights MIB because they want people to be aware of the alien thread.

In my opinion it should be much more about the plot, much more about conspiracy. And of course about finding out what MIB are actually doing and who gives them their assignments. The competition between XCOM and MIB should be taking place without the (official) knowledge of the un council. And the killing of innocent people from both sides should be considered a bad thing! Even killing the agents of the opposite fraction should be considered bad, because of the high risk of resulting political polemic.

MIB should be maybe equipped with some stun, mindcontrol and mindwash technology. So the fighting between XCOM and MIB would be some kind of fighting for political influence. Taking the competing fraction out should be the goal, but killing the agents of the other side on the other hand should result in negative consequences for one because of the respective protection from high places. The objective in the missions should be the non lethal abandoning of the other fraction. The final aim would be proving that the enemy fraction has the wrong ideas and is somehow or other not effective.

Thats only my opinion on that object.

Greetings!  :o
Title: Re: [ENEMY] Men in Black
Post by: Hobbes on July 14, 2014, 09:50:27 pm
Hi guys,

i like the idea of MIB very much.
Is it also some kind of reference to Deus Ex?

MIB (https://en.wikipedia.org/wiki/Men_in_Black)
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: the_third_curry on July 14, 2014, 10:02:53 pm
The research topic says that the world elite supports both, but it doesn't say that it's the same government officials/wealthy individuals supporting both. Presumably, the majority supports X-com openly while a shady, smaller group funds the MiB in secret, though there could always be a few people that play both sides figuring they'll just deal with whoever the winner is. Also, given the aliens attempts at infiltration, it's very possible that the MiB is working with the aliens to some extent.

As for killing people, just about every secretive government organization in real-life has done illegal and immoral things and then covered them up, justifying their actions as being for the "greater good" and there have been plenty of governments that knew this happened and were okay with it. Having a government/power elite group "silence" certain people is sadly not too unrealistic.

Based on the information given, the MiB seem to be much more akin to EXALT from X-com 2012, an organization that works with aliens for their own benefit, as opposed to the Cult of Sirius, which is worshiping the aliens and actively hoping for the aliens to win. They want to bargain and work with the aliens, not get conquered by them.
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Sturm on July 15, 2014, 04:46:38 am
Originally MiBs were planned to be used as a separate X-Com agent type that is specialised in espionage and can be send to places to gather data. I suspect they'd provide graph updates or something like that and detect alien bases. It was cut out because there was a MiB game in making.
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Gifty on July 15, 2014, 06:50:20 am
The original MiB-working-for-Xcom feature is another one of those things I could totally see modding back in if only it were useful. :P
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Aldorn on July 15, 2014, 07:09:27 pm
@Robin, I have integrated your MIB mod (in my own mod)

The MIB base is awesome
I noticed some tanks may be located on the floor, and have also no way to go out the base. It is not so important, just to let you know

PS : I will equip MIB crews with Mass Accelerator weapons so that they have a different technology from X-Com (gauss, laser, ...)
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Sectoid_Soldier on July 18, 2014, 08:01:04 pm
I truly like these 'Gazers'. What a game enhancement.
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Hobbes on July 24, 2014, 03:10:33 am
Robin, a question about the MiB ruleset. As an example you have:
Code: [Select]
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 25
      STR_MIB_TERROR: 12
      STR_MIB_BASE: 6

Doesn't this remove the vanilla alien missions since you didn't include them in the mod?
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: robin on July 24, 2014, 11:00:44 am
Robin, a question about the MiB ruleset. As an example you have:
Code: [Select]
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 25
      STR_MIB_TERROR: 12
      STR_MIB_BASE: 6

Doesn't this remove the vanilla alien missions since you didn't include them in the mod?

I.. actually don't know. I thought I was adding them to the ones already existing in Xcom1Ruleset, especially because during my testing I kept having lots of alien missions.

We should ask the devs. I want also to know how to "disable" missionWeights on Xcom1Ruleset from my mod, like: by putting "STR_ALIEN_RESEARCH: 0" in my mod, should I be able to "disable" the vanilla alien research mission? Is there another (better) way to do it?
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Dioxine on July 24, 2014, 12:07:02 pm
The mod ruleset only overwrites what's in it, all the rest is taken from the Xcom1Ruleset (and any other enabled rulesets, in priority order). So these mission weights are just added to the already existing ones. The way to disable mission/race is either setting the weight to 0 or using the delete command (but some missions/races are still hardcoded to appear, disabling research, terror, retal, infiltration, alien base or alien base supply is probably going to cause trouble). The only things that aren't checked piecemail are lists (stuff that starts with -, like in Alien Origins research topic); redefining a list replaces the whole list.

Example: to change the cost of a pistol, you just need to write:
Code: [Select]
items:
  - type: STR_PISTOL
    costBuy: 5500
all the other, mising info on the pistol will be taken from the base ruleset.

and delete command:
Code: [Select]
research:
  - delete: STR_LASER_WEAPONS

Always check what your new stuff takes from the base ruleset/other mods! Else you're in for nasty surprises :)
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Hobbes on July 24, 2014, 03:19:04 pm
The mod ruleset only overwrites what's in it, all the rest is taken from the Xcom1Ruleset (and any other enabled rulesets, in priority order). So these mission weights are just added to the already existing ones.

This is my understanding as well but after playing a few games using the Terrain Pack where I add 2 new missions, I started noticing that it appears that only Alien Terror, Infiltration and Retaliation missions, and the 2 new missions, are being generated.

In your example of the Pistol is correct that the game will get the missing info from the base ruleset, but in the example of missions the game doesn't need to get any additional info from the base ruleset since the modded ruleset contains missionWeight values. 
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Dioxine on July 24, 2014, 03:50:13 pm
Hmm, so that's how it works... Probably. All this hard-coded stuff makes it kind of hard to track what mission is disabled - and having little knowledge of it when I started modding (and observing what I though to be erratic responses to my changes in Mission Weights) I've just assumed it's better to include all original missions anyway, to stay on the safe side, so my actual experience is slight. Also, you should be getting a single Alien Research in the first month as well - it's supposedly hard-coded.

Getting back to original topic - Terror, Retal and Infiltration could still appear as what Robin describes as "lots of alien missions"... I talked with Solar about the MiB mod and he was saying something about having to do MiB missions all the time, with alien missions being a minority...
Title: Re: [ENEMY] Men in Black 3.8 | Cover Alien 2.1 | Gazer Alien 1.4
Post by: Hobbes on July 24, 2014, 04:45:24 pm
Hmm, so that's how it works... Probably. All this hard-coded stuff makes it kind of hard to track what mission is disabled - and having little knowledge of it when I started modding (and observing what I though to be erratic responses to my changes in Mission Weights) I've just assumed it's better to include all original missions anyway, to stay on the safe side, so my actual experience is slight. Also, you should be getting a single Alien Research in the first month as well - it's supposedly hard-coded.

Getting back to original topic - Terror, Retal and Infiltration could still appear as what Robin describes as "lots of alien missions"... I talked with Solar about the MiB mod and he was saying something about having to do MiB missions all the time, with alien missions being a minority...

I also knew little when I created the new alien missions so I looked into the MiB and adapted a lot of the ruleset. That's why I asked robin if he knew anything about this issue since he'd also be experiencing the same effects I am (no Base, Infiltration, Research, etc. missions chosen randomly).

To keep it on the safe site, I'll re-add those standard missions to my ruleset.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.0 (* = Alien)
Post by: robin on July 30, 2014, 12:15:08 am
up because new alien race added.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.0 (* = Alien)
Post by: Aldorn on July 30, 2014, 12:30:42 am
A new Wonder for OXC !
Thanks Robin
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.0 (* = Alien)
Post by: ex0 on July 30, 2014, 02:13:57 am
The Anthropod/Sppiter aliens fit in very well in the game. I played a few quick battles and they're quite fun to play against. Really great quality, hope to see even more of your stuff.  ;)

A few strings for the Sppiters are declared under a different name in extraStrings then in items and don't display in the game properly though.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.0 (* = Alien)
Post by: Hobbes on July 30, 2014, 03:38:11 am
robin, great work! there are a couple of typos on the ufopaedia text:

     STR_ANTHROPOD_UFOPAEDIA: The respiratory system is rudimentary
     STR_SPITTER_AUTOPSY_UFOPAEDIA: It also has a very resistant carapace.

I don't suppose you'd like to recreate the Popper from Apocalypse as well? I still cringe whenever I see one of them running towards my troopers before self detonating...

(https://ufopedia.csignal.org/apocapedia/219.png)
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.0 (* = Alien)
Post by: Aldorn on July 30, 2014, 04:10:00 am
I don't suppose you'd like to recreate the Popper from Apocalypse as well?
You don't suppose but you ask anyway...
I don't suppose and don't ask, because I'm sure Robin will not resist to it

But for the moment, Robin, thanks a lot for this new alien race  :)
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.0 (* = Alien)
Post by: Muukalainen on July 30, 2014, 05:46:46 am
Looks nice. Thanks for making.

Why you put them all in the same thread? I almost missed this, but noticed it on the mod site.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.0 (* = Alien)
Post by: Aldorn on July 30, 2014, 08:32:36 am
Why you put them all in the same thread? I almost missed this, but noticed it on the mod site.
Do not disturb him, let him making us an army of terrifying aliens  ;D
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.0 (* = Alien)
Post by: robin on July 30, 2014, 11:28:59 am
A few strings for the Sppiters are declared under a different name in extraStrings then in items and don't display in the game properly though.
fixed, hopefully

robin, great work! there are a couple of typos on the ufopaedia text:

     STR_ANTHROPOD_UFOPAEDIA: The respiratory system is rudimentary
     STR_SPITTER_AUTOPSY_UFOPAEDIA: It also has a very resistant carapace.

I don't suppose you'd like to recreate the Popper from Apocalypse as well? I still cringe whenever I see one of them running towards my troopers before self detonating...

[img]https://ufopedia.csignal.org/apocapedia/219.png[img]
typos fixed!

When some time ago I tried to have my Cybermites do what Poppers do (walk to someone and explode), it couldn't be done/I couldn't make it work. So Poppers are not planned right now.

Why you put them all in the same thread? I almost missed this, but noticed it on the mod site.
I prefer having everything in one place :P
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.1 (* = Alien)
Post by: LeBashar on July 30, 2014, 11:57:57 am
Amazing work, as usual :D
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.1 (* = Alien)
Post by: Solarius Scorch on July 30, 2014, 01:13:29 pm
Amazing work, as usual :D

Goddamit, it is.

Each consecutive work from you is better and better. The Waspites were already very professional, but you've managed to progress beyond that point.

Now, as always, I would like to include this race in the FMP. :)
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.1 (* = Alien)
Post by: guille1434 on July 30, 2014, 06:16:49 pm
Yes, Solarius, please do!  :D
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.1 (* = Alien)
Post by: Aldorn on July 31, 2014, 08:54:47 pm
Robin,

As I heard performance was better using unique files instead of folders containing many unitary sprites (I mean for spriteSheets, handobs, ...), I did convert them while integrating your stuff for my own use
In case it maybe useful, I attached the converted files

I did not tested it yet, but I used this method for all other stuff I integrated, so there is no visible reason that it would not work this time (in any case, do not lose your original folders !)

To do this :
- first I used Falko's Python script (thanks Falko) to convert from GIF to PNG
- then I used Falko's web link (thanks again dude) to convert a folder to a unique file respecting the number of sheets, that is to say 80/96/272
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.1 (* = Alien)
Post by: robin on July 31, 2014, 09:31:22 pm
Robin,

As I heard performance was better using unique files instead of folders containing many unitary sprites (I mean for spriteSheets, handobs, ...), I did convert them while integrating your stuff for my own use
In case it maybe useful, I attached the converted files

I did not tested it yet, but I used this method for all other stuff I integrated, so there is no visible reason that it would not work this time (in any case, do not lose your original folders !)

To do this :
- first I used Falko's Python script (thanks Falko) to convert from GIF to PNG
- then I used Falko's web link (thanks again dude) to convert a folder to a unique file respecting the number of sheets, that is to say 80/96/272
I know about Falkos's amazing tools. But for now I'll keep them separated, it's more convenient to me to have them like that and also: laziness.
(For my WIP mod on the other hand I'm going to merge them, since there're many, many more sprites and the impact on performance is significant. This only when everything will be complete though, all "0.x" version will likely have everything separated).
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.1 (* = Alien)
Post by: Aldorn on July 31, 2014, 09:35:15 pm
I have a remark, I am not sure if it's vaulable but I prefer to mention it just in case *
I already met some issues using a same sound file for many "destinations"
Also, while integrating your mod, I prefered to duplicate hitSound and fireSound wav files in order to assign one (also two in fact) per spitter type

Thanks for this new alien and its terrorist  :)

* : I mention it in case you would meet any issue in the future, as this could be a potential cause
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.1 (* = Alien)
Post by: ThatDude on August 02, 2014, 12:42:13 am
I noticed while playing with the anthropods mod that, 1: Spitter autopsy isn't researchable 2: STR_SPITTER_NAKED_TERRORISTS (and plenty of other spitter variations) have no extraStrings so they're just flat out called STR_SPITTER_NAKEDs. Those are the only two problems I really found with the Anthropods mod, i'll report any more that I discover as I play the game, thank you for your time.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.1 | Gazer* 1.4 | Anthropod* 1.2 (* = Alien)
Post by: robin on August 02, 2014, 11:08:53 am
Everything should (should) be fixed.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.2 (* Alien)
Post by: LeBashar on August 03, 2014, 10:37:37 pm
I have notice there isn't french trad in MiB mod 3.8 so I have made one when working one compatibility mod with my one. here it is if it can be usefull :
Code: [Select]
- type: fr
    strings:
      STR_MIB: Men In Black
      STR_MIBTANK: PALs MiB
      STR_MIB_SOLDIER: Agent MiB
      STR_MIB_NAVIGATOR: Soldat MiB
      STR_MIB_MEDIC: Médecin MiB
      STR_MIB_ENGINEER: Saboteur MiB
      STR_MIB_LEADER: Leader MiB
      STR_MIB_COMMANDER: Commandant MiB
      STR_MIBTANK_TERRORIST: Tank Terroriste MiB
      STR_MIB0_CORPSE: Corps MiB
      STR_MIB1_CORPSE: Corps MiB
      STR_MIB2_CORPSE: Corps MiB
      STR_MIB3_CORPSE: Corps MiB
      STR_MIBTANK_CORPSE: Carcasse de Tank MiB
      STR_MACHINE_PISTOL: Pistolet mitrailleur
      STR_MACHINE_PISTOL_CLIP: Chargeur de Pistolet mitrailleur
      STR_MACHINE_PISTOL_UFOPEDIA: Ce pistolet mitrailleur est conçu pour tirer d'une seule main. Il est moins précis qu'un pistolet, mais fourni un tir automatique très rapide de cartouches de 9x19mm et utilise un grand chargeur de 25 balles.
      STR_SNIPER_RIFLE: Fusil de précision
      STR_SNIPER_RIFLE_CLIP: Chargeur de fusil de précision
      STR_SNIPER_RIFLE_UFOPEDIA: Le fusil de précision est conçu pour maximiser la précision à très longue distance. Il utilise un gros calibre de 12.7x99mm pour rendre ses tirs de précision aussi efficaces que possible et capables de faire des dommages significatifs même contre des cibles blindées.  
      STR_MIB_CRAFT_0: Transporteur MiB
      STR_MIB_CRAFT_1: Transporteur - Amélioré MiB
      STR_MIB_CRAFT_2: Transporteur - Hybride MiB
      STR_MIB_TERROR_MISSION: Mission de terreur MiB
      STR_MIB_BASE_LANDING: Mission de base MiB
      STR_MIB_BASE_ASSAULT: Assault de base MiB
      STR_URBANA: OVNI Urbain
      STR_MIB_COVERUP: Couverture MiB
      STR_MIB_TERROR: Terrorisme MiB
      STR_MIB_BASE: Base MiB
      STR_MIB_ACTIVITY: Activités Men In Black
      STR_MIB_IDENTITY: Men In Black
      STR_MIB_ACTIVITY_UFOPAEDIA: Cette organisation mime en quelque sorte XCom, s'équipant de technologies avancées et intervenant lorsque des événements liés aux aliens arrivent. Il semble cependant qu'elle est plus encline à dissimuler les aliens qu'à les repousser. Nous devons capturer un de leurs leaders pour en savoir plus.
      STR_MIB_IDENTITY_UFOPAEDIA: MiB et XCom sont les deux faces d'une même pièce. Les deux ont été fondées par les élites mondiales, mais alors que XCom a été établi pour combattre les envahisseurs, MiB l'a été pour les apaiser. On dirait que les leaders du monde voulaient garder toutes les options ouvertes.

(I have insert caliber in guns description to match my mod but it should'nt be a problem)
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.2 (* Alien)
Post by: robin on August 03, 2014, 10:42:56 pm
Nice; added. I won't upload immediately because I'm still pondering a couple of other changes I made.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.3 (* Alien)
Post by: Arthanor on August 04, 2014, 10:19:58 pm
Those races are really cool! I've ran quick "New battles" with them, just to see if they work, but sadly, two of them are missing body parts..

Any idea where I can find gazer and anthropod heads and torsos?

I'm using v1.0, and the 1.5a version of gazers; 1.3 version of anthropods. Thanks!
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.3 (* Alien)
Post by: robin on August 04, 2014, 11:00:30 pm
Are you using linux?
I never had that problem, all sprites/anims are in and working correctly.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.3 (* Alien)
Post by: Falko on August 04, 2014, 11:13:14 pm
could you try copying this image in the Resources\gazer_alien folder
and changing the lines in the ruleset
from
Code: [Select]
extraSprites:
  - type: GAZER.PCK
    width: 32
    height: 40
    files:
      0: Resources/gazer_alien/GAZER/
to
Code: [Select]
extraSprites:
  - type: GAZER.PCK
    width: 512
    height: 680
    subX: 32
    subY: 40
    files:
      0: Resources/gazer_alien/gazertest.png
and give feedback for the gazer?
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.3 (* Alien)
Post by: Arthanor on August 04, 2014, 11:28:06 pm
Are you using linux?
I never had that problem, all sprites/anims are in and working correctly.
Well well.. I am using Linux, yes. I suspect it is giving me issues with graphics as yours is not the first mod with that kind of problem for me. I have a few weapons mods where the graphics are all over the place too. I suspect graphics in individual files are not handled well by the Linux version of OpenXCom. (At least, when using shotguns or laser weapon sprites all in one file, all works well, but the sniper rifle with many files doesn't)

@Falko: It worked!! Gazers look great now :)
I used Aldorn's sprite sheet for the anthropod with the code below and that works too!


  - type: ANTHROPOD.PCK
    width: 8704
    height: 40
    subX: 32
    subY: 40
    files:
      0: Resources/anthropod_alien/ANTHROPOD.PNG

I had a hunch of what caused the problem, but never got around to testing it. Seems like sprite sheets are much better for Linux indeed!

I just changed all the definitions for the anthropods and ran a quick battle, saw spitters of all kinds and the anthropods. I works really well now! (Those worms are DISGUSTING!)

A side comment on the spitters, the retracted spitters (I guess? The ones where it's mostly a shell on the floor) rise as naked ones when you hit them with stun weapons. Is that intended? I'm not sure what the relationship between the 3 spitters "mode" is supposed to be.
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.3 (* Alien)
Post by: Falko on August 04, 2014, 11:42:48 pm
i suspect that the builtin order of the files in windows/linux/mac? filesystems differs so having one image that is split up within openxcom should solve this issue
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.3 (* Alien)
Post by: Aldorn on August 04, 2014, 11:52:03 pm
I already did the job (Waspite, Gazer, Anthropod and Muton Commander) for my own purpose so I attach files, I let you take what you need (I guess only the spritesheets)

Look for the size of the image, then use same technique as above

If Falko is able to provide them too, it will be safer as he is more comfortable with sprites conversion

If not, use these ones, I think they are ok but I did not really tested them as I am more focused on modding for the moment
Title: Hellspite!
Post by: Solarius Scorch on August 05, 2014, 12:27:47 am
Then I'll post this, just to annoy Robin. :D

(Fire breath optional.)
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.3 (* Alien)
Post by: Arthanor on August 05, 2014, 12:45:14 am
I already did the job (Waspite, Gazer, Anthropod and Muton Commander) for my own purpose so I attach files, I let you take what you need (I guess only the spritesheets)

Look for the size of the image, then use same technique as above

If Falko is able to provide them too, it will be safer as he is more comfortable with sprites conversion

If not, use these ones, I think they are ok but I did not really tested them as I am more focused on modding for the moment
Thank you! I'll play around with them and report.
Side note: I used Falko's sprite to png online converter and managed to fix my sniper rifle issue too!
Title: Re: [ENEMY] Men in Black 3.8 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.3 (* Alien)
Post by: robin on August 05, 2014, 11:38:35 am
Ok, I'll merge everything.

Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.4 (* Alien)
Post by: robin on August 06, 2014, 12:39:49 am
Anthropod Alien (1.4) and MiB (4.0) merged (the sprites I mean) and updated. The others in the following days.

Without Falko's tools (https://openxcom.org/forum/index.php?topic=2349.0) I wouldn't have merged the sprites, so the Linux-friendliness is credited to him.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.4 (* Alien)
Post by: Solarius Scorch on August 06, 2014, 12:54:52 am
Anthropod Alien (1.4) and MiB (4.0) merged (the sprites I mean) and updated. The others in the following days.

Does it include an update of the Spitter research (three separate research topics)?
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.4 (* Alien)
Post by: robin on August 06, 2014, 02:13:05 pm
Does it include an update of the Spitter research (three separate research topics)?
What do you mean? All research topics should be in.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.2a | Gazer* 1.5a | Anthropod* 1.4 (* Alien)
Post by: Solarius Scorch on August 06, 2014, 07:38:54 pm
What do you mean? All research topics should be in.

Well, in my version there are three types of Spitters, each having its own corpse and its own Research topic...
Did I do something wrong?
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3 | Gazer* 1.5a | Anthropod* 1.4 (* Alien)
Post by: robin on August 06, 2014, 07:47:00 pm
There are actually 4 types of spitter; one doesn't leave a corpse behind though.
Everything should be ok.. but I still haven't tested the campaign :-X, sorry.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: LeBashar on August 10, 2014, 12:14:24 am
I have read somewhere you initially want the cybermite do a kind of suicidal explosing attack ? I think it is possible to do, if you give them a attack of HE type, but with a maximum range of 1 ou 2 square. And of course, give them many TUs, so they can run to their target for explode them. (I have use something similar with silacoid, and give them a IC based attack, with very short range, and it works fine : silacoids actually throw burning flamme everywhere which is quite funy. )
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Dioxine on August 10, 2014, 01:51:54 am
It can be made as a melee attack with HE damage type.
However, the "no explosive attacks before turn 3" rule would hamper the effectivity of the kamikaze-mites in the early mission.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 10, 2014, 10:10:02 am
Melee attack with explosive damage was the first thing I tried, and it didn't work. Now I'm a ruleset noob, so it could have been my fault; I'll try again but the radius must be 4.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: LeBashar on August 10, 2014, 11:22:03 am
Quote
It can be made as a melee attack with HE damage type.

This seem don't work for me.

Quote
However, the "no explosive attacks before turn 3" rule would hamper the effectivity of the kamikaze-mites in the early mission.

I have no knoweldge of this rule, this explain why my holodrone revised don't fire at the begining (I have change his type of attack to HE). But it is not a problem, it could make impossible missions if aliens launch explosives attack in the skyranger, and aliens which have only explosives attack seem to run away if they can't fire. And come back soon to launch surprises  :P
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Dioxine on August 10, 2014, 01:09:41 pm
HE melee attacks were once impossible, but this bug had been fixed ages ago... Unless specifically the enemies can't use it (player's units can use HE melee just fine). Anyway, if you meant ranged HE with limited range - that's impossible for sure since the AI has no concept of "maximum range"; the mites would take sniping positions, try to fire, then run away after their weapon mysteriously refused to fire :)
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: LeBashar on August 10, 2014, 01:28:14 pm
Quote
that's impossible for sure since the AI has no concept of "maximum range"; the mites would take sniping positions, try to fire, then run away after their weapon mysteriously refused to fire

ok, so how my silacoids do for use their limited range 4 fine ? they not fire as often has other, it's right, but they run to my soldier and then fire at point blank so it can work.
But for cybermite it don't. I have made an HE weapon with 2 max range, which work perfectly fine in mind control, but cybermite don't use it, even if they are close to the target. I have first think the IA try to not suicide itself, so I have gave cybermite immunity to HE, but they already don't fire.

EDIT : it's work with 20 square max range, so maybe 4 or 5 maxrange is enought to make the AI able to use it, but 2 square is not. But by the way, how do you make a HE melee weapon while damagetype are HE OR Melee ?
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 10, 2014, 02:18:19 pm
HE melee attacks were once impossible, but this bug had been fixed ages ago... Unless specifically the enemies can't use it (player's units can use HE melee just fine). Anyway, if you meant ranged HE with limited range - that's impossible for sure since the AI has no concept of "maximum range"; the mites would take sniping positions, try to fire, then run away after their weapon mysteriously refused to fire :)
So you say I can make Cybermites behave like Poppers, like I originally intended?
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Dioxine on August 10, 2014, 02:36:47 pm
ok, so how my silacoids do for use their limited range 4 fine ? they not fire as often has other, it's right, but they run to my soldier and then fire at point blank so it can work.
But for cybermite it don't. I have made an HE weapon with 2 max range, which work perfectly fine in mind control, but cybermite don't use it, even if they are close to the target. I have first think the IA try to not suicide itself, so I have gave cybermite immunity to HE, but they already don't fire.

I've phrased it wrong, sorry. What I meant: if your soldier JUST HAPPENS to be within range, they will fire. But they'll never run towards you (intentionally) to get into range... Unless there were some recent changes to the AI  I'm unaware of (which is perfectly possible :) )

EDIT : it's work with 20 square max range, so maybe 4 or 5 maxrange is enought to make the AI able to use it, but 2 square is not. But by the way, how do you make a HE melee weapon while damagetype are HE OR Melee ?

Not sure what you're talking about. I have my melee weapons use all sorts of damage: melee, AP, stun, laser, plasma, HE...

@Robin:
Yes, it seems so. AFAIK that bug was fixed by Warboy almost immediately after you've reported the problem (and changed your cybermites to avoid it :) ) I've made a working melee weapon with HE damage and blast radius (and without blast radius too). Haven't tested if it works for AI-controlled units too, but why shouldn't it?
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: LeBashar on August 10, 2014, 04:19:34 pm
Can you write here the code for this weapon ?

In the ruleset reference, there is "damageType" and you can choose 3 - HE or 7 - melee, but not both, isn't it ?
I have try to make a damagetype=3 weapon with battletype=3 and the game freeze when I try it (but don't crash).
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Arthanor on August 10, 2014, 05:58:49 pm
A bit unrelated with the current topic but I thought that was worth checking:
In the new version of the Alien Mods, you are supplying spritesheets (Thank you!), but the folders of sprites are also there. Is there any reason to keep them? I checked in the rulesets and they don't seem to be referenced anymore, but I just wanted to make sure.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 10, 2014, 06:44:37 pm
You're right they're not used anymore by the mod itself. But for example the latest gazer (1.6) crashed with OXC 1.0, because I was using nightly-only stuff. So I had to re-upload version 1.5a which IIRC still uses folders. So the mods status is still not "settled" and folders are still there to ease my work.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Arthanor on August 10, 2014, 07:00:12 pm
Fair enough! Thanks for keeping everything compatible with v1.0 as well, that's what I use too.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Recruit69 on August 10, 2014, 08:59:58 pm
Impressive work, was shocked to see anthropods in my terror mission in 2nd month, however was very fun and reminds me of tentaculats from TFTD for some weird reason!

I wonder, to make one of your custom alien breeds unique, should one of them have the ability to slowly heal itself?
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Dioxine on August 10, 2014, 11:20:49 pm
Can you write here the code for this weapon ?

In the ruleset reference, there is "damageType" and you can choose 3 - HE or 7 - melee, but not both, isn't it ?
I have try to make a damagetype=3 weapon with battletype=3 and the game freeze when I try it (but don't crash).

Code: [Select]
  - type: STR_BATTO
    size: 0.2
    costBuy: 50
    costSell: 25
    weight: 6
    bigSprite: 283
    floorSprite: 97
    handSprite: 662
    meleeHitSound: 79
    power: 50
    damageType: 3
    blastRadius: 0
    accuracyMelee: 70
    tuMelee: 12
    flatRate: true
    battleType: 3
    twoHanded: false
    skillApplied: false
    invWidth: 1
    invHeight: 3
    armor: 60
    listOrder: 1540

An example. Curiously, it seems that the devs have fixed things (up) again and it's indeed impossible to create a blast melee weapon anymore, so you're right to some degree... Whatever the blast radius you put in, it's always defaulted to 0 now (THE DEVS KNOW BETTER, PUNNY MODDERS). However, you can change the damage type to whatever you like and the weapon will still work. (at least this is for OXCom version on this machine, git 27-07)

Back to your silacoids - the default routine for an alien who's unsure what to do is to walk a bit towards the Xcom then go back (preferably behind cover); or, if it can't see them, it will clear the corner first. It is perfectly possible for them to get within weapon range with this behavior (and then they will fire). Are you sure the silacoids weren't simply doing this? Look how Chryssalid acts (he knows he has to go close) - he often sprints across large fields to get to you. Were your silacoids ever doing that? If so, then the dev team has taken weapon range into consideration and my knowledge is simply outdated. But when I was playing last time, enemies with limited range weapons were pretty much helpless when found in open field.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 10, 2014, 11:49:31 pm
Impressive work, was shocked to see anthropods in my terror mission in 2nd month.
I wonder, to make one of your custom alien breeds unique, should one of them have the ability to slowly heal itself?
AFAIK there's no way to add health regeneration to an alien. And to be fair I'm not sure I would add something like that without a way to "communicate its presence" to the player.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Recruit69 on August 11, 2014, 12:21:08 am
May sound daft, but would the alien bleeding being turned on, and the initial starting "wound" damage to be  minus 2 as an example?

That if the engine allows it, and the only other issue i see, it can look a bit silly when mind-probing them.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Arthanor on August 11, 2014, 12:22:41 am
That's not a bad idea, and would allow the player to know too.

Alien has -2 fatal wounds = Alien is pretty darn healthy!

That being said, my experience with aliens is that they die when I see them, or they kill me when showing up. Very rarely does a known alien survive, taking damage, over multiple turns, which is where regeneration would make sense.
Title: Re: [ENEMY] Men in Black 4.0 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Solarius Scorch on August 11, 2014, 12:27:02 am
May sound daft, but would the alien bleeding being turned on, and the initial starting "wound" damage to be  minus 2 as an example?

I'm not sure it wouldn't cause dead aliens to come back to life... :)
Title: Re: [ENEMY] Men in Black 4.1 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 11, 2014, 03:21:48 am
I finally made the custom terrains for human crafts, so MiB can have proper airships.
Also the MiB base "indestructibility" has been fixed, shoot it down like every other building (oh but its core is resistant).
Title: Re: [ENEMY] Men in Black 4.1 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Arthanor on August 11, 2014, 03:27:03 am
Nice mix of alien and human looks! Those MiB dudes have some means, that's a much bigger craft than XCom ever will get! (Mind you, how the XCom operatives accept to stand while flying halfway around the world is beyond me.. I think your scale is much more believable.)
Title: Re: [ENEMY] Men in Black 4.1 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: XCOMFan419 on August 11, 2014, 04:54:31 am
I finally made the custom terrains for human crafts, so MiB can have proper airships.
Also the MiB base "indestructibility" has been fixed, shoot it down like every other building (oh but its core is resistant).
Will my soldiers still spawn in that craft or no?
Title: Re: [ENEMY] Men in Black 4.1 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: NeoWorm on August 11, 2014, 04:58:51 pm
Also the MiB base "indestructibility" has been fixed, shoot it down like every other building (oh but its core is resistant).

What about roof destructability? I found out that easiest way to get inside the core of MiB base is to climb to the roof and than make a commando entry straight down guns blazing. Just laser rifle is enough to make a hole. Made clearing MiB bases piece of cake.
Title: Re: [ENEMY] Men in Black 4.1 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 11, 2014, 05:27:20 pm
Now you can do the same to the walls; only the central rooms, made of sky-blue metal, are resistant.
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Hobbes on August 11, 2014, 10:22:44 pm
Very nice ships! :)

Did you figured out that issue with the spawn points?
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 11, 2014, 10:40:36 pm
Very nice ships! :)

Did you figured out that issue with the spawn points?
Yes, with these new terrains (which are basically ufo terrains with graphics replaced) they spawn inside (though they tend, during the battle, to get out a little too much).
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: humax on August 12, 2014, 03:02:46 pm
Anthropod  / Spitter German Translation:

Code: [Select]
-type: de
  strings:
    STR_ANTHROPOD_CORPSE: Toter Anthropod
    STR_ANTHROPOD: Anthropod
    STR_ANTHROPODT: Anthropod (terror)
    STR_ANTHROPODB: Anthropod (base)
    STR_ANTHROPOD_SOLDIER: Anthropod-Soldat
    STR_ANTHROPOD_NAVIGATOR: Anthropod-Navigator
    STR_ANTHROPOD_ENGINEER: Anthropod-Anführer
    STR_SPITTER_CORPSE: Toter Spitter
    STR_SPITTER_RETRACT_CORPSE: Toter Spitter
    STR_SPITTE_RETRES_CORPSE: Toter Spitter
    STR_SPITTER_NAKED_CORPSE: Toter Spitter
    STR_SPITTER: Spitter
    STR_SPITTER_RETRACT: Spitter
    STR_SPITTER_RETRES: Spitter
    STR_SPITTER_NAKED: Spitter
    STR_SPITTER_TERRORIST: Spitter-Terrorist
    STR_SPITTER_RETRACT_TERRORIST: Spitter-Terrorist
    STR_SPITTER_RETRES_TERRORIST: Spitter-Terrorist
    STR_SPITTER_NAKED_TERRORIST: Spitter-Terrorist
    STR_ANTHROPOD_AUTOPSY: Anthropod-Autopsie
    STR_SPITTER_AUTOPSY: Spitter-Autopsie
    STR_ANTROPOD_UFOPAEDIA: Anthropoden sind aggressive Kreaturen, die in den außerirdischen Reihen wahrscheinlich die Rolle schwerer Infanterie einnehmen. Sie zeichnen sich vorrangig durch ihre Stäärke aus. Aber sie sind auch um einiges zäher als ein Mensch. Nun, da wir ein lebendes Exemplar erforschen konnten, ist die Anfäälligkeit ihrer Atemwege in unserer Atmosphääre offensichtlich. Sauerstoff hat eine giftige Wirkung und töötet sie innerhalb einer Woche. Wir glauben, dass diese Kreaturen, biologische Roboter  von vollkommen künstlichem Ursprung sind.
    STR_ANTHROPOD_AUTOPSY_UFOPAEDIA: Trotz seiner humanoiden Gestalt, weist die Anatomie dieser Kreatur im Gegensatz zur menschlichen deutliche Unterschiede auf. Das Skelett besteht hauptsächlich aus knorpeligem Gewebe und wird nur durch wenige robuste Knochen zusammengehalten. Die Organe können nur schwer voneinander abgegrenzt werden und bilden eine Masse von Eingeweiden. Das Gehirn ist etwas größer als das eines Menschen, da es sich aus mehreren Nervenknoten zusammen setzt, resultiert daraus eine niedrigere Gehirnmasse. Die Atemwege wirken verkümmert, teilweise sind Entzündungsanzeichen erkennbar.
    STR_SPITTER_UFOPAEDIA: Spitter sind Wesen mit sehr einfachem Verhaltensmustern. Sie schießen ihr zerstörendes Enzym auf alles was sich bewegt. Die Außerirdischen können sie wahrscheinlich daran hindern, die eigenen Einheiten anzugreifen, indem sie sie mit ihren Psionischen Kräften steuern. In ihren Schalenpanzer zurückgezogen sind sie gegen alle Angriffe sehr resistent, vor allem aber gegen Angriffe durch Bewegungsenergie. Diese Kreaturen sind lebende Waffen, denen man im Nahkampf besser aus dem Weg gehen sollte.
    STR_SPITTER_AUTOPSY_UFOPAEDIA: Der Körper des Spitters ist durch einen sehr widerstandsfähigen Schalenpanzer geschützt. Im Inneren sitzt eine gewaltige Drüse, die Unmengen an zerstörenden Enzymem produziert. Das Enzym wird an der Basis der Trichter gespeichert, um dann unter hohem Druck auf das Ziel gespuckt zu werden. Das Enzym ist ein hochkomplexes Polymer, welches in der Lage ist fast jedes Material oder Gewebe zu zersetzen. Wir sind im Moment nicht in der Lage dieses Enzym zu reproduzieren.
 
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 12, 2014, 08:52:15 pm
Thanks, will update in the next days
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Argo on August 18, 2014, 11:32:58 am
hi,
awesome mods  :D

Today i have found a strange bug into the main campain using gazers and cover alien mod.....if i capture a gazer or cover commander or leader i can not research alien origins or matian solution.  :'(

Is a mod problem? or it is a engine problem? (it does not read complitely the research dependecies)

I have tested all, with the latest night build  (cover and gazer mods both enabled) ....reaserching with classic aliens commanders or leaders works fine (sectoid snakeman and so on).
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: robin on August 18, 2014, 11:48:54 pm
hi,
awesome mods  :D

Today i have found a strange bug into the main campain using gazers and cover alien mod.....if i capture a gazer or cover commander or leader i can not research alien origins or matian solution.  :'(

Is a mod problem? or it is a engine problem? (it does not read complitely the research dependecies)

I have tested all, with the latest night build  (cover and gazer mods both enabled) ....reaserching with classic aliens commanders or leaders works fine (sectoid snakeman and so on).
Yeah it is a known thing. And it'll likely stay that way for a long time.
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.4 (* Alien)
Post by: Dioxine on August 19, 2014, 11:45:40 am
Make sure your new Commanders/Leaders give the STR_LEADER_PLUS, STR_COMMANDER_PLUS instead of Martian Solution/Cydonia directly. These 2 former remain unlocked always, as they're specially hardcoded to circumvent this very problem.
Title: Re: [ENEMY] Men in Black 4.2 - Russian translation ruleset
Post by: VSx86 on August 23, 2014, 10:31:38 am
The ruleset file is additional (contains only translated strings).

(https://cdn.mediacru.sh/wAfMRyJxNB4x.png)

(https://cdn.mediacru.sh/OaUih7JSeh0u.png)
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Solarius Scorch on August 24, 2014, 03:01:22 pm
Robin, some people approached me in regard to the FMP mod suggesting that MiB armours look so awesome that they would like to use it on X-Com personnel too. I wonder if you would be interested in adding such a possibility to the MiB mod, since frankly I agree it would be nice.
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Dioxine on August 24, 2014, 04:04:15 pm
MiB armors for XCom?... Men are so easily corrupted by evil... :)
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Solarius Scorch on August 24, 2014, 04:17:31 pm
MiB armors for XCom?... Men are so easily corrupted by evil... :)

No, of course they'd be repainted white. :)
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Dioxine on August 24, 2014, 04:25:30 pm
XCom Lilly? :)
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Solarius Scorch on August 24, 2014, 04:44:15 pm
XCom Lilly? :)

I'm not sure what you mean, something like this?

(https://i200.photobucket.com/albums/aa43/SolariusScorch/Junk/XComLilly.jpg)

:D
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Hobbes on August 24, 2014, 06:23:52 pm
(https://fc09.deviantart.net/fs71/i/2012/321/1/8/vigilo_confido_by_cursedredbaron-d5l3yi1.jpg)
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: smexyvami on August 24, 2014, 09:00:13 pm
(https://fc09.deviantart.net/fs71/i/2012/321/1/8/vigilo_confido_by_cursedredbaron-d5l3yi1.jpg)
this looks liek samus on a sectopod :O "drools" i love samus :3
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: new_civilian on October 04, 2014, 02:45:55 pm
Just reinstalled this mod after a long break from OpenXcom and wow, this mod really has come far! I remember the first tiny steps (and versions) and almost can't believe what has become of this! Had a MIB base mission (i assaulted their landed base/ship and had to retreat because of the stiff resistance (i was only equpped with starting weapons). And the tanks! *loves mod*

Later my base was attacked by MIB! Luckily I had a good base-layout and could keep them back...

Anyway: Excellent work, thanks for this!  :)
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: HotIceHilda on October 13, 2014, 06:12:43 am
I enjoy a lot of the content in the MiB mod, but I have one major gripe. About half my missions are MiB missions. They are pushovers for the most part. Also, how do you find a MiB base? I have been shooting down and assaulting every ufo successful so does that reduce the chances? Finally, there should be some more separate flavor text for different types of MiB agents. I researched the MiB medic and leader and nothing happened.
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: robin on October 13, 2014, 10:52:49 am
About half my missions are MiB missions.
This is very strange. Maybe MiB missions got generated next to each other so you're having a period of high frequency, but the overall proportion should be about 25%MiB/75%aliens.
At least the latest version I'm quite sure it is not 50/50.
The problem is, testing this takes tons, tons of time (running numerous campaigns and taking notice of the missions): I don't have it.

The MiB base looks like a landed UFO that stays there for a long time (2 years IIRC). And technically IS a UFO, so you're not getting any message or mark unless your radar spots it. If one exists somewhere in the world, you should be able to spot it by patrolling over it with your crafts. There will be a base at some point in time, it's guaranteed.
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: HotIceHilda on October 13, 2014, 04:00:15 pm
The MiB base looks like a landed UFO that stays there for a long time (2 years IIRC). And technically IS a UFO, so you're not getting any message or mark unless your radar spots it. If one exists somewhere in the world, you should be able to spot it by patrolling over it with your crafts. There will be a base at some point in time, it's guaranteed.

Ok, that is good because it is July already and I have four AWCS( planes with a huge radar)patrolling every place in the world and I haven't found a single MiB or Alien base. I guess I am just kicking their ass too much.
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: HotIceHilda on October 15, 2014, 11:49:19 pm
Can you make so that you can research Cydonia or Bust with any alien commander from your mod?
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: robin on October 16, 2014, 12:08:12 am
Can you make so that you can research Cydonia or Bust with any alien commander from your mod?
Yeah that should be added, at least for Gazers; but.. don't hold your breath, I have very very little time right now and I want to dedicate all of it to my new (unreleased) mod.
Sorry :-[
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: ThatDude on October 16, 2014, 02:41:41 am
I have very very little time right now and I want to dedicate all of it to my new (unreleased) mod.
Sorry :-[
A new mod being developed by Robin? This can't be true, it's a miracle!
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: HotIceHilda on October 16, 2014, 06:32:36 am
Yeah that should be added, at least for Gazers; but.. don't hold your breath, I have very very little time right now and I want to dedicate all of it to my new (unreleased) mod.
Sorry :-[
Ok cool, but if you do implement it don't allow MiB commanders to be used to research Cydonia or Bust. Even though they are working with the aliens I highly doubt they would be told everything by the aliens.
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Hadan on October 26, 2014, 11:44:23 am
Are there DL-links for the mods as long as the mod-portal is down?

greetz
Hadan
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Arthanor on October 26, 2014, 08:43:09 pm
It's good to be such a downloads hoarder! I don't have the MiB (haven't tried it yet), but here are the others!

(If I remember well, Gazers v1.6 crash in OpenXCom v1.0, so you have to use v1.5a instead. Use 1.6 in the nightly)
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: robin on October 26, 2014, 11:24:55 pm
I've attached the archives in the first post. You can get them from there too.
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: Ascadix on October 27, 2014, 12:17:14 am
Hello,

extraStrings: fr for Gazer:

Code: [Select]
extraStrings:
  - type: fr
    strings:
      STR_GAZER: Gazer
      STR_HOLODRONE: Holodrone
      STR_HOLODRONE_TERRORIST: Terroriste Holodrone
      STR_GAZER_SOLDIER: Soldat Gazer
      STR_GAZER_MEDIC: Médecin Gazer
      STR_GAZER_ENGINEER: Ingénieur Gazer
      STR_GAZER_NAVIGATOR: Navigateur Gazer
      STR_GAZER_LEADER: Leader Gazer
      STR_GAZER_COMMANDER: Commandant Gazer
      STR_GAZER_CORPSE: Corps Gazer
      STR_HOLODRONE_CORPSE: Corps Holodrone
      STR_GAZER_AUTOPSY: Autopsie Gazer
      STR_HOLODRONE_AUTOPSY: Autopsie Holodrone
      STR_GAZER_UFOPAEDIA: Les gazers ressemblent à des tortues bipédes et sont aussi corriaces qu'ils en ont l'air. Leur énorme armure leur confère une résistance incroyable contre toutes les attaques et tout particulierement les munitions perforantes et les armes à plasma.
      STR_GAZER_AUTOPSY_UFOPAEDIA: L'oeuil de cyclope est la caractéristique principale de cette créature qui sinon ressemble à un crustacé en plus évolué. Son importante armure n'est pas qu'un blindage, elle est greffé sur la créature par des implants bio-cybernétiques et constitue une vrai coquille.
      STR_HOLODRONE_UFOPAEDIA: Les holodrones sont des pièces d'artillerie volantes. Ils sont protégés par une bulle de plasma qui interfère avec les tirs de plasma et le feu. Il se pourrait qu'ils aient été développés spécifiquement pour combattre les ennemis équipés d'armes à plasma. La température très élevé et les radiations émises par ce dispositif empéchent de l'utiliser pour des armure humaine.
      STR_HOLODRONE_AUTOPSY_UFOPAEDIA: Un automate très complexe alimenté par un coeur d'élérium surdimensionné. Deux diffuseurs sortants de ce coeur générent la bulle de plasma enveloppant l'unitée. Il est également évident que le noyau peut générer une surcharger et l'utiliser pour générer un puissant faisceau laser.


for players who don't like editing ruleset, simply downlaod and activate the attachment to add "Fr" string to the mod.

[Fr] pour les joueurs qui n'aiment pas éditer les ruleset, télécharger et activer la PJ pour avoir le blabla des gazer en français  ;)
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: new_civilian on November 01, 2014, 02:41:58 pm
Had a funny moment when playing this mod. The MIB agent (facing the dead MIB agents in the upper left) just acidentally shot that comrade in the back and killed him), after the end of the turn he just stood there and stared at the dead comrade, hilarious! "My god, what have I done? Bruce, get up, come on, I didn't mean to kill you..."  ;D
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: bladum on December 03, 2014, 09:39:00 pm
what do you think about those crafts for mib forces ?

1) small scout
2) medium scout
3) large scout
4) terror ship
5) base ship

I just used data from two other mods combined.
Title: Re: [ENEMY] Men in Black 4.3 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: robin on December 03, 2014, 09:48:07 pm
Men in black 4.3:
- MiB terror mission now use random urban terrain, instead of fixed urban map;
- added russian translation (sorry it took so long);



@ baldum
The base ship looks like it has something wrong; but anyway I'm set on not expanding this anymore.
Title: Re: [ENEMY] Men in Black 4.3 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: bladum on December 03, 2014, 09:50:43 pm
ok thanks for info, and what is your current mod ?
Title: Re: [ENEMY] Men in Black 4.2 | Cover* 2.3a | Gazer* 1.6 | Anthropod* 1.5 (* Alien)
Post by: HotIceHilda on December 04, 2014, 03:02:58 am
what do you think about those crafts for mib forces ?
Amazing, I like them. The designs are unique.
Title: Re: [ENEMY] Men in Black 4.3 | Cover* 2.3a | Gazer* 1.7 | Anthropod* 1.5 (* Alien)
Post by: robin on December 12, 2014, 10:50:50 am
updated gazer

1.7
- fixed holodrone animation, not making the game crash anymore;
- added french language (thanks Ascadix);
Title: Re: [ENEMY] Men in Black 4.3 | Cover* 2.3a | Gazer* 1.7 | Anthropod* 1.5 (* Alien)
Post by: kikimoristan on February 08, 2015, 01:40:04 pm
Hey everyone I really like the idea for MiB . Is a great mod I keep it on. Since I use Equal Terms  1 mod as well the sniper rifle and machine pistol exist twice in both mods although have different stats. I have taken the liberty in editing both rul files for both mods to make them work together.  I renamed MiB weapons to MiB Machine Pistol and MiB Sniper rifle and I renamed the projectile name to STR_SNIPER_RIFLE_AMMO and STR_MACHINE_PISTOL_CLIP which are same as Equal Terms mod making both weapons use same clips when both mods are enabled. I have also fiddled with the ufopedia for the weapon so that when you acquire a weapon then the UFOPedia is revealed otherwise you won't see it. On Equal Terms 1.0 side I have some a few more tricks to let MiB operatives use the old XCom weapons and once you aquire those their ufopedias will be unlocked. I have attached the modified rul files for both mods. Enable both together and they should play along well.

I am tempted to rename most old XCom weapons with MiB denomination as MiB Heavy Cannon MiB Auto Cannon etc. Equal Terms disables those weapons by default but lowest tech MiB use them and you will bump into them. Might as well have a logic for them still being in the game.

I also use your other mods cover alien and gazer amazing work thank you.
Title: Re: [ENEMY] Men in Black 4.3 | Cover* 2.3a | Gazer* 1.7 | Anthropod* 1.5 (* Alien)
Post by: Neo23 on February 27, 2015, 08:10:53 pm
Hi, first of all, your mods are amazing, Robin.
Everything works so far, but there seems to be a problem with the Men in Black.
I have the MIB Mod installed for quite some time now and in the mission generator
everything works just fine, but after a while I noticed, that they never show
up i a regular game. I am only getting normal UFOs, but no MIB Missions. I am running
the Feb. 3. 2015 Nightly with Commendations Mod EXE, but also tried the regular EXE to no
avail.

I overlooked the ruleset a bit, but didn't find a reason why they are never appear. My experience with
alien missions is not so good at the moment though. I even tried to load the mod last, but no change.

It would be very nice if you could have a look at the mod. Maybe something changed in the Nightlies?
For the last few weeks, i am working on a big personal mod pack and really want to include the MIB.
Hope this can be fixed somehow. Thank you.
Title: Re: [ENEMY] Men in Black 4.3 | Cover* 2.3a | Gazer* 1.7 | Anthropod* 1.5 (* Alien)
Post by: robin on February 27, 2015, 09:11:59 pm
Hi, first of all, your mods are amazing, Robin.
Everything works so far, but there seems to be a problem with the Men in Black.
I have the MIB Mod installed for quite some time now and in the mission generator
everything works just fine, but after a while I noticed, that they never show
up i a regular game. I am only getting normal UFOs, but no MIB Missions. I am running
the Feb. 3. 2015 Nightly with Commendations Mod EXE, but also tried the regular EXE to no
avail.

I overlooked the ruleset a bit, but didn't find a reason why they are never appear. My experience with
alien missions is not so good at the moment though. I even tried to load the mod last, but no change.

It would be very nice if you could have a look at the mod. Maybe something changed in the Nightlies?
For the last few weeks, i am working on a big personal mod pack and really want to include the MIB.
Hope this can be fixed somehow. Thank you.
Thanks for the feedback.

The truth is this mod status is a bit of a mess; I should just scale it back to "1.0-only" compatibility. Right now I think I might have updated-fixed it for latest nightly (no time to test, sorry) but I don't have the time to keep it updated... I'm actually tempted of pulling it offline and re-release it when next milestone (AKA TFTD) is available.
Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Neo23 on February 28, 2015, 03:55:29 am
I just tested your new experimental version and after three months of shooting down small and large scouts
and losing hope, my identification scanner was jammed by a UFO. Finally there they are. I engaged the mission and
everything works fine in it. After that just 3 more UFOs later, another MIB Craft appeared.

I knew the truth was out there. Thank you very much! :)
Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Hobbes on February 28, 2015, 04:41:38 am
I just tested your new experimental version and after three months of shooting down small and large scouts
and losing hope, my identification scanner was jammed by a UFO. Finally there they are. I engaged the mission and
everything works fine in it. After that just 3 more UFOs later, another MIB Craft appeared.

This situation doesn't mean that there was a bug, it was more likely that the RNG simply didn't generate a MiB mission.
Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Warboy1982 on February 28, 2015, 06:48:26 am
also, a mod like this requires starting a new game post-installation for the mission stuff to propagate correctly
Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Taberone on March 01, 2015, 01:28:46 am
Every time the MIB attacks my base on OpenXCOM android, it crashes.
Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Neo23 on March 01, 2015, 04:19:34 am
Quote
also, a mod like this requires starting a new game post-installation for the mission stuff to propagate correctly

I first noticed the problem in a test game for my mod pack (it was a new game).
When I began to test strictly the MIB Mod, I startet many test games (all new games, around 7 maybe) until I
was game over (3 to 4 months most of the time, didn't do much because I was only looking for spawns).
Maybe it was really just bad luck, but maybe not.

Need more time for testing I guess.
Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Hobbes on March 01, 2015, 04:27:29 am
I first noticed the problem in a test game for my mod pack (it was a new game).
When I began to test strictly the MIB Mod, I startet many test games (all new games, around 7 maybe) until I
was game over (3 to 4 months most of the time, didn't do much because I was only looking for spawns).
Maybe it was really just bad luck, but maybe not.

Need more time for testing I guess.

The best way to test new missions is either by deleting all the vanilla missions or by increasing the missionWeight value of the new mission to 200 in all regions. Otherwise you can spend a lot of time without seeing the mission.
Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on March 01, 2015, 10:05:27 am
Every time the MIB attacks my base on OpenXCOM android, it crashes.
It shouldn't happen. Are you running other mods? I'm putting out another version (4.4a) in which they don't retaliate anymore (they weren't meant to be).
This version will be available only here on the forum (for other modders), I'm going to pull the mod form the mod site.
Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Taberone on March 03, 2015, 06:57:30 am
It shouldn't happen. Are you running other mods? I'm putting out another version (4.4a) in which they don't retaliate anymore (they weren't meant to be).
This version will be available only here on the forum (for other modders), I'm going to pull the mod form the mod site.

Nevermind, that was the Scout Drone mod.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Solarius Scorch on March 04, 2015, 04:23:30 pm
I personally think MiBs SHOULD retaliate. :)
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: kikimoristan on March 04, 2015, 07:38:40 pm
I'm waiting for upgraded MIB to latest nightly using custom mission sites.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on March 04, 2015, 09:17:24 pm
I'm waiting for upgraded MIB to latest nightly using custom mission sites.
I won't do anything about it until 2.0 "TFTD" milestone.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Taberone on March 07, 2015, 07:27:11 am
Occasionally when doing a MIB Terror Mission through the battle generator(PC version this time, not Android) it crashes because the map/ufo/something is too tall.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on March 07, 2015, 11:13:04 am
I personally think MiBs SHOULD retaliate. :)
The problem is that if they do, they're given the alien weaponset instead of their own weaponset, since there is only one alienDeployments for retaliation.

Occasionally when doing a MIB Terror Mission through the battle generator(PC version this time, not Android) it crashes because the map/ufo/something is too tall.
Idk, it's a strange error, as mib terror mission now uses default urban terrain, in theory; maybe latest nightly missions changes made it outdated again. But you're never saying which OXC version you're using, nor if you're using other mods: at least if you report some issue this kind of info should be given.
Anyway, I already pulled the mod form mod site; right now it exists only in this topic as an unsupported WIP project, on which I won't work until I have a fixed target (aka, 2.0 milestone). So if you're playing a campaign I discourage you using the mod.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Hobbes on March 07, 2015, 04:56:00 pm
Idk, it's a strange error, as mib terror mission now uses default urban terrain, in theory; maybe latest nightly missions changes made it outdated again. But you're never saying which OXC version you're using, nor if you're using other mods: at least if you report some issue this kind of info should be given.

I've checked the MiB Terror alienDeployment and the problem doesn't seem to be there. I'd be more inclined to it being a bug with the battle generator since SupSuper has made changes and he has been fixing bugs since then.

Quote
Anyway, I already pulled the mod form mod site; right now it exists only in this topic as an unsupported WIP project, on which I won't work until I have a fixed target (aka, 2.0 milestone). So if you're playing a campaign I discourage you using the mod.

I completely understand the frustration of nightlies causing bugs and crashes but you don't actually have to wait for 2.0 to get a version stable enough. The current nightly still has a few bugs with the new mission changes but pretty soon it will be stable enough.

And you'll want to use the new features for the MiB missions - I've been spending the last days just letting my imagination go wild :) I'm already planning to have an MJ12 Base being generated and the new Mission Sites should also be very useful to avoid the need to generate UFOs for missions.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on March 07, 2015, 06:41:27 pm
I've checked the MiB Terror alienDeployment and the problem doesn't seem to be there. I'd be more inclined to it being a bug with the battle generator since SupSuper has made changes and he has been fixing bugs since then.

I completely understand the frustration of nightlies causing bugs and crashes but you don't actually have to wait for 2.0 to get a version stable enough. The current nightly still has a few bugs with the new mission changes but pretty soon it will be stable enough.

And you'll want to use the new features for the MiB missions - I've been spending the last days just letting my imagination go wild :) I'm already planning to have an MJ12 Base being generated and the new Mission Sites should also be very useful to avoid the need to generate UFOs for missions.
Nightlies are super stable! I just don't want to follow a moving target with this mod. The mod just needs to be heavily revised, there's no shortcut; but now my WIP efforts are focused somewhere else. I can't do both and mib mod was always about learning OXC modding, understanding the extent of what I could do; the mod I wanted to make was apocalypse-releated from the very beginning.
So mib gets the short end of the stick.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Solarius Scorch on March 07, 2015, 10:15:32 pm
The problem is that if they do, they're given the alien weaponset instead of their own weaponset, since there is only one alienDeployments for retaliation.

It's true, however I think that them getting special gear for such a major operation is a good enough rationale. And they certainly should have (limited) access to alien weapons.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: hellrazor on March 12, 2015, 10:53:55 am
hi robin,

i received questions from  people, if i could add compatibility for your 3 alien races (waspite, gazer and anthropod) for my Research alive aliens mod. Would you mind if i dig throu your mods and eventually repack them (in case spritesheets are missing or so)?

Title: Re: [ENEMIES] Men in Black 4.4_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: toonlink3181 on March 12, 2015, 08:20:05 pm
What happened to the men in black mod? It's gone!
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: kikimoristan on March 12, 2015, 10:55:56 pm
no . robin is waiting for the milestone.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on March 14, 2015, 09:47:47 pm
hi robin,

i received questions from  people, if i could add compatibility for your 3 alien races (waspite, gazer and anthropod) for my Research alive aliens mod. Would you mind if i dig throu your mods and eventually repack them (in case spritesheets are missing or so)?
Uh? No spritesheets are missing.
The mods are there and you can use their contents. Of course, if you do, it's better to add some somewhat meaningful personal work before re-releasing: integrating them in your project is already enough.

What happened to the men in black mod? It's gone!
I temporarily removed the mod from the site because it isn't compatible anymore with 1.0, but at the same time I currently can't keep it updated for compatibility with the nightlies: being this the situation, you were bound to download an non-functioning mod. Therefore until the situation stabilizes (AKA next OXC milestone comes out) the mod is only available in this thread (first post) as "work in progress, no guarantees, no support" package.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: hellrazor on March 19, 2015, 07:32:49 am
The mods are there and you can use their contents. Of course, if you do, it's better to add some somewhat meaningful personal work before re-releasing: integrating them in your project is already enough.

Thanks, i was waiting for your answer now i can start work :)
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Hobbes on June 19, 2015, 04:31:19 am
Hey robin,

I want to add some more alien races to the Redux mod and I really like the 3 aliens you got here, although I'm avoiding adding material from the other XCom games (with the exception of TFTD terrains), so the Anthropod looks great but he's out.

I would like also to add the MiB units to my mod and combine them with the Mercenary/Omega/MJ12 faction. I haven't decided how to but I'd like to know if that's OK since you were planning to get back to MiB once TFTD and the new mission structure is implemented.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Solarius Scorch on June 19, 2015, 10:18:28 am
Hey robin,

I want to add some more alien races to the Redux mod and I really like the 3 aliens you got here, although I'm avoiding adding material from the other XCom games (with the exception of TFTD terrains), so the Anthropod looks great but he's out.

How about using the orange version, from Dioxine's Piratez? It looks completely different and is only vaguely similar to the original Anthropod at best. Or you could convert it to, I dunno, green.

It is such a pretty unit, it would be a shame to skip it.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on June 19, 2015, 11:17:15 pm
Hey robin,

I want to add some more alien races to the Redux mod and I really like the 3 aliens you got here, although I'm avoiding adding material from the other XCom games (with the exception of TFTD terrains), so the Anthropod looks great but he's out.

I would like also to add the MiB units to my mod and combine them with the Mercenary/Omega/MJ12 faction. I haven't decided how to but I'd like to know if that's OK since you were planning to get back to MiB once TFTD and the new mission structure is implemented.
I'll go back on MiB once FromApoc is done.. far far far future. So don't worry about that.
Of course you can use my aliens too. Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P

I'd be careful about adding too many alien races though, because it may prevents having meaningfully lengthy confrontation with them, during the campaign. You may encounter a particular race only once, or not at all -this happens with vanilla races already, so the more you add the worse- which is imho disappointing. Having mixed crews should mitigate the issue.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: hellrazor on June 20, 2015, 12:01:40 am
I'll go back on MiB once FromApoc is done.. far far far future. So don't worry about that.
Of course you can use my aliens too. Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P

I like their looks, and the armor values they have. I actually out them into my mod together with the Waspites, they act as intermediate Aliens between Mutons and Muton Elites/Ethereals. They have at least 4 Months of time ingame so they probably will appear and hopefully do some damage :>

I'd be careful about adding too many alien races though, because it may prevents having meaningfully lengthy confrontation with them, during the campaign. You may encounter a particular race only once, or not at all -this happens with vanilla races already, so the more you add the worse- which is imho disappointing. Having mixed crews should mitigate the issue.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Hobbes on June 20, 2015, 01:03:38 am
How about using the orange version, from Dioxine's Piratez? It looks completely different and is only vaguely similar to the original Anthropod at best. Or you could convert it to, I dunno, green.

It is such a pretty unit, it would be a shame to skip it.

But the terror unit of the Anthropod is the Spitter, which is also from Apocalypse. And my approach is opposite than yours on the FMP, to choose from what is available rather than trying to get everything into the mod.

I'll go back on MiB once FromApoc is done.. far far far future. So don't worry about that.
Of course you can use my aliens too. Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P

I'd be careful about adding too many alien races though, because it may prevents having meaningfully lengthy confrontation with them, during the campaign. You may encounter a particular race only once, or not at all -this happens with vanilla races already, so the more you add the worse- which is imho disappointing. Having mixed crews should mitigate the issue.

Yeah, I've already added the Waspites/Gazers into the mixed alien crews of Redux, so those aliens should appear.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Solarius Scorch on June 20, 2015, 11:22:23 am
I'll go back on MiB once FromApoc is done.. far far far future. So don't worry about that.
Of course you can use my aliens too. Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P

Hey, I like them! They're the ogre-like enemies of X-Com - tough, strong, stupid. It really can be felt when fighting them; you know they won't go down fast, but you can also pull off stunts that would get you killed if it was a more combat competent race. I like that, it adds a lot to the game richness.

I'd be careful about adding too many alien races though, because it may prevents having meaningfully lengthy confrontation with them, during the campaign. You may encounter a particular race only once, or not at all -this happens with vanilla races already, so the more you add the worse- which is imho disappointing. Having mixed crews should mitigate the issue.

Isn't this a mark of replayability? Even if you miss something, you can always get it next time. For example, Piratez seems to be taking this principle and running with it, as it's unreasonable to expect to research everything on one playthrough (well, you can, but it'll be a monstrous campaign).

Besides, alien missions come in waves, so you always fight the same race for some time in the region. I'm not against mixed races though.

But the terror unit of the Anthropod is the Spitter, which is also from Apocalypse.

And looks very little the part. I would never have guessed it is from Apocalypse if I didn't know beforehand.

And my approach is opposite than yours on the FMP, to choose from what is available rather than trying to get everything into the mod.

You know, I am getting tired of explaining I don't take everything there is out there. If I did, the FMP would be at least twice as big, and half as fun. There is a net barrier between what goes in and what doesn't, and I think it's pretty strict, as I only add stuff at a certain quality and which plays nice with the rest of the mod, i.e. isn't superfluous and adds something to the game.

Could the mod be cut down and still function more or less the same way? Sure. But why remove pieces that are still a bit unique meaningful? I know some people, mostly from the West, disagree with this approach to game design, saying that "perfection is simplicity", but that's certainly not the approach I like as a player.

Sorry about this off-topic, but I felt the need to explain it again... No homo :P
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on June 20, 2015, 01:45:22 pm
Isn't this a mark of replayability? Even if you miss something, you can always get it next time. For example, Piratez seems to be taking this principle and running with it, as it's unreasonable to expect to research everything on one playthrough (well, you can, but it'll be a monstrous campaign).

Besides, alien missions come in waves, so you always fight the same race for some time in the region. I'm not against mixed races though.
Piratez is conceptually a little different AFAIK. I haven't played it but IIRC Dioxine himself said there's almost no progression, so running with that principle makes much more sense: since there's little progression, all the content is potentially always appearing at any time.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Solarius Scorch on June 20, 2015, 01:58:48 pm
Piratez is conceptually a little different AFAIK. I haven't played it but IIRC Dioxine himself said there's almost no progression, so running with that principle makes much more sense: since there's little progression, all the content is potentially always appearing at any time.

You mean enemy progression? Well, there is progression in the sense of some races appearing only after a number of months passed (Mercenaries, for instance). But I'm not sure how it relates to the problem; all I meant to say that there is no problem with some elements of the game not appearing. That's the beauty of it, each campaign is different and the game itself feels rich.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: pilot00 on June 20, 2015, 01:59:13 pm
Especially I have a feeling that no one uses/likes Gazers (never seen them in any let's play), while I think they're quite cool. :P

You have the wrong feeling about this one, they are awesome I hate them when they appear early but they are awesome.


Isn't this a mark of replayability? Even if you miss something, you can always get it next time. For example, Piratez seems to be taking this principle and running with it, as it's unreasonable to expect to research everything on one playthrough (well, you can, but it'll be a monstrous campaign).


He has a point though, for me who I am trying to be a perfectionist its more frustating rather than making me replay the game. It gets boring and tiresome to wait for a couple years (in game) just for x faction to spawn y UFO to get z crew member just because you want the entry. It spoils your fun.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Hobbes on June 20, 2015, 02:18:27 pm
You know, I am getting tired of explaining I don't take everything there is out there. If I did, the FMP would be at least twice as big, and half as fun. There is a net barrier between what goes in and what doesn't, and I think it's pretty strict, as I only add stuff at a certain quality and which plays nice with the rest of the mod, i.e. isn't superfluous and adds something to the game.

Could the mod be cut down and still function more or less the same way? Sure. But why remove pieces that are still a bit unique meaningful? I know some people, mostly from the West, disagree with this approach to game design, saying that "perfection is simplicity", but that's certainly not the approach I like as a player.

Sorry about this off-topic, but I felt the need to explain it again... No homo :P

Apologies if my comment offended you, I didn't meant it as a criticism, and you're right that you haven't included everything on the FMP. The FMP has a merit of it own for two resons: since includes the majority of the mods that are available, and it is popular for players who like to try everything, and it is a fine resource for other modders, like a library of mods.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Solarius Scorch on June 20, 2015, 02:36:53 pm
He has a point though, for me who I am trying to be a perfectionist its more frustating rather than making me replay the game. It gets boring and tiresome to wait for a couple years (in game) just for x faction to spawn y UFO to get z crew member just because you want the entry. It spoils your fun.

Yeah, it can also be viewed in this way. Still, I think it's not that likely to miss content during a campaign. Well, in the vanilla maybe, because you can get final tech very early. So... yeah.

Apologies if my comment offended you, I didn't meant it as a criticism, and you're right that you haven't included everything on the FMP. The FMP has a merit of it own for two resons: since includes the majority of the mods that are available, and it is popular for players who like to try everything, and it is a fine resource for other modders, like a library of mods.

Thanks, certainly no offence was taken. :)
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on June 20, 2015, 02:58:08 pm
You mean enemy progression? Well, there is progression in the sense of some races appearing only after a number of months passed (Mercenaries, for instance). But I'm not sure how it relates to the problem; all I meant to say that there is no problem with some elements of the game not appearing. That's the beauty of it, each campaign is different and the game itself feels rich.
No, there is no problem obviously. But as a player I prefer replayability built upon content appearing in different configurations-circumstances, rather than content appearing/not appearing. So my advice was just to be careful not having too much of the latter, for people like me ;D
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Dioxine on June 20, 2015, 03:38:13 pm
Answering these questions would require defining what do we exactly mean by "content" or "progression", to know if we're not creating false dichotomies.

Take my mod: yes there is little progression in how the world works - the enemy missions range from "easily winnable with the starting equipment" to "challenging even with end-game equipment", with a good deal of "challenging if unprepared" in between, and any of these missions can appear anytime, anywhere. On the other hand it can be argued the vanilla had less progression since the enemy always had basically the same few weapons, and the new races (except Ethereals and Sectopods) were of little consequence as you were able to get the best tech fairly quickly.

Same with content. It was perfectly fine to finish the Baldur's Gate and miss half of the content, if not more. It was basically the default mode. All depends on what kind of content does one have in mind. If someone insists on playing to get every secret on a single playthrough - and finds this tedious - it was his own wish. On my part I'm trying to make sure that the *crucial* content will always appear, so as the size of content increases, I'm also adding new ways of getting that crucial content.

Also, all depends on what the creator wants to achieve. If the goal is a tightly-packed emotional experience, the game can't be long or complex (that's why I've found it unappealing to play Diablo 3 after finishing the campaign once). Have Portal as a good example. On the other hand, if the goal is a game about expanding and exploring, the game can't be short or simple. The latter type of a game can be driven by emotion, as well, but then we have some sort of Farmville instead of a proper game. So instead of giving emotions, such a game should challenge player's mind with tasks and give him multiple ways of overcoming these chalenges. Howgh :)
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Taberone on June 27, 2015, 06:55:22 pm
Will MIB Alien Retaliation ever be added back in? It wasn't the MIB Retaliation craft landing at my base that crashed OpenXCOM, it was the scoutdrone mod.

(There was a post I made a year or so back about the MIB mod crashing OpenXCOM, but at the time I didn't know it was the Scout Drone mod)
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: Malekron on June 27, 2015, 11:16:25 pm
Are they're any plans to add more enemies?
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on June 27, 2015, 11:33:11 pm
Men in Black development/update is discontinued for now, since I'm working on another mod.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: kikimoristan on July 14, 2015, 01:07:04 pm
he's gonna update all once a new milestone comes along. im kinda waiting 4 the same thing.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on July 14, 2015, 02:55:34 pm
he's gonna update all once a new milestone comes along. im kinda waiting 4 the same thing.
Wait: Cover, Gazer and Anthropod mods, should all work without issue. Only Men in Black needs updating.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: hellrazor on July 21, 2015, 03:57:27 pm
Wait: Cover, Gazer and Anthropod mods, should all work without issue. Only Men in Black needs updating.

Cover (Waspite) and Gazers are working pretty well :> I can confirm that.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: new_civilian on July 28, 2015, 11:07:02 am
I made an additional/alternative terror site for the MiB Terror mission.  Instead of the village map you can now fight in a big cash-and-carry store.

Beware this is not a full mod, i only give you files and instructions (see pics)

Feel free to use these files in any way you see fit.

I made this as I wanted to see something else apart from the default map, which is very good, but variety never hurts in a mod.
And oh boy, do I hate editing those nodes....  :)
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: robin on July 28, 2015, 12:27:33 pm
The village (VILLGE01) map is not used anymore. The MIB_TERROR mission uses the URBAN terrain, meaning it has the usual (randomized) urban terrain of the ALIEN_TERROR missions.
It has been like this for a while.

Anyway I discourage using this mod, it's incomplete and-or probably not working.
Title: Re: [ENEMIES] Men in Black 4.4a_WIP | Cover 2.3a | Gazer 1.7 | Anthropod 1.5
Post by: new_civilian on July 29, 2015, 04:53:46 pm
Oh, yes, you are right, i dioscovered that I had been updating old 4.2 files of the MIB mod. Oh and I see that SolariusScorch corrected my mistake for the FMP, nice!  :) Thanks, hellrazor.
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.8 | Anthropod 1.5.1
Post by: hellrazor on September 10, 2015, 10:01:34 am
Hi robin,
does your new release on the modportal include the fixed arm animation for the gazer aliens?
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.8 | Anthropod 1.5.1
Post by: robin on September 10, 2015, 10:54:51 pm
Fiddled with the sprite a little, but frankly didn't notice the problem during my checking.
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.8 | Anthropod 1.5.1
Post by: hellrazor on September 11, 2015, 05:15:37 am
Fiddled with the sprite a little, but frankly didn't notice the problem during my checking.

Ok i made some screenshots, i also attached the spritesheet i use:
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: hellrazor on September 15, 2015, 01:29:23 am
Sorry for bothering you,
as we discussed on the IRC i will change the drawingroutine towards the new value you are using now.
This will fix the problem i had. Thanks for your time and this awesome mod :>
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: Thirsk on February 05, 2017, 05:23:52 pm
Hi robin, this is a long shot but do you still have the mib base you made years ago shown on this thread? I wanted to try adding in mib missions for myself that includes attacking a base and that place looks like a lot of fun (and stressful) to siege!
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: robin on February 08, 2017, 10:11:25 pm
Hi robin, this is a long shot but do you still have the mib base you made years ago shown on this thread? I wanted to try adding in mib missions for myself that includes attacking a base and that place looks like a lot of fun (and stressful) to siege!
This is the last version of the mod that included that map (MBASE01.MAP) and the terrain (AREAURBITS, AREAURBAN, AREAROADS, AREAFRNITURE)** it needs.
In terms of ruleset, it was simply a landed UFO (though, with mapscripts there could now be a better way to handle it).

** The terrain was by Hobbes.
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: Thirsk on February 09, 2017, 01:12:04 am
This is the last version of the mod that included that map (MBASE01.MAP) and the terrain (AREAURBITS, AREAURBAN, AREAROADS, AREAFRNITURE)** it needs.
In terms of ruleset, it was simply a landed UFO (though, with mapscripts there could now be a better way to handle it).

** The terrain was by Hobbes.

Oh that's awesome. Thank you so much! I will try to put it to some good use!
Title: Re: [ENEMY] Men in Black 3.0u | Cover Alien 1.9u | Gazer Alien 1.2u
Post by: The Martian on November 24, 2019, 11:49:56 am
The MiB base is already a custom building built with a custom tileset:
(https://abload.de/img/mbase014yef6.gif) (https://abload.de/image.php?img=mbase014yef6.gif)

If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.

I was playing the Final Mod Pack (https://openxcom.org/forum/index.php/topic,2027.0.html)(V1-9-8) recently and ended up fighting the MiB on this map.

It was a hard but fun battle, thank you for creating this challenging fortress. (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: wcho035 on November 24, 2019, 01:29:39 pm
Some how this building scream of something from the original Syndicate..
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: Solarius Scorch on November 24, 2019, 03:15:58 pm
It is also a bitch to storm. Great job.
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: col_w on November 15, 2020, 06:33:13 pm
I'm trying to use the Waspite mod, but get this error:

[15-11-2020_15-53-13]   [WARN]   disabling mod with invalid ruleset: cover_alien
[15-11-2020_15-53-13]   [ERROR]   failed to load 'Alien Waspite'; mod disabled
Error for 'CYBERMITE_WEAPON': offset '-3' has incorrect value in set 'BIGOBS.PCK' at line 30

How can I fix it?
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: Meridian on November 15, 2020, 09:33:26 pm
I'm trying to use the Waspite mod, but get this error:

[15-11-2020_15-53-13]   [WARN]   disabling mod with invalid ruleset: cover_alien
[15-11-2020_15-53-13]   [ERROR]   failed to load 'Alien Waspite'; mod disabled
Error for 'CYBERMITE_WEAPON': offset '-3' has incorrect value in set 'BIGOBS.PCK' at line 30

How can I fix it?

Replace the negative numbers with positive:
    -1 to 61
    -2 to 60
    -3 to 59
    -4 to 58
    -5 to 57


More info: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.1 | Gazer 1.9 | Anthropod 1.5.1
Post by: robin on November 15, 2020, 10:31:30 pm
Replace the negative numbers with positive:
    -1 to 61
    -2 to 60
    -3 to 59
    -4 to 58
    -5 to 57
i haven't included the sprites so the following syntax is needed:
Code: [Select]
bigSprite: { mod: xcom1, index: 60 }
anyway i uploaded the fixed versions. let me know if the problem persists.
Title: Re: [ENEMIES] Men in Black 4.5 | Cover 2.3.2 | Gazer 1.9.1 | Anthropod 1.5.2
Post by: col_w on November 20, 2020, 12:24:05 am
Meridian, robin - thanks both, the Waspite mod now loads properly.