OpenXcom Forum

Modding => Work In Progress => Topic started by: Mackus on June 29, 2014, 03:50:46 pm

Title: Mixed Crew Mod
Post by: Mackus on June 29, 2014, 03:50:46 pm
Hello.
I've been working on mixed crew mod - basically Aliens eventually figure out, that their races strengths lie in different places, and they try to compensate each other. Like they do in TFTD. After roughly half a year you would start getting mostly Mixed Crew Ship. Mutons are mostly soldiers, Sectoid Medics, Leaders and Commanders are Ethereal, and anyone (except Ethereals) can be Engineer or Navigator. Terror weapons are Cyberdisks and Sectopods. (Perhaps in next version I'll make Chryssalids appear in terror missions)

Issues caused by engine limitations:
If one alien or given rank is of specific race in a given ship, all aliens of this rank are of same race on this ship.
Even if you hyperwave decoder reports that Small UFO scout is of hybrid crew, there will still be only one alien in it.
(there are probably ways to work around, but it will take too much time)

https://www.openxcom.com/mod/xcom1-mixed-crew (https://www.openxcom.com/mod/xcom1-mixed-crew)
https://www.openxcom.com/mod/mixed-crew-and-tasoth-commanders (https://www.openxcom.com/mod/mixed-crew-and-tasoth-commanders)
Title: Re: Mixed Crew Mod
Post by: Deskulpa on July 03, 2014, 06:25:41 am
Tested and work fine, got Etheral, Sectoid, Muton, Sectopod, Cyberdisk in a BattleShip.

Code tested:
  - id: STR_MIXED_CREW_0
    members:
      - STR_ETHEREAL_COMMANDER
      - STR_ETHEREAL_LEADER
      - STR_SECTOID_ENGINEER
      - STR_SECTOID_MEDIC
      - STR_SECTOID_NAVIGATOR
      - STR_MUTON_SOLDIER
      - STR_SECTOPOD_TERRORIST
      - STR_CYBERDISC_TERRORIST

Look "alienDeployments:" maybe give more options.
Title: Re: Mixed Crew Mod
Post by: Coincident on November 06, 2015, 01:53:05 am
Hello Mackus.

I found your mod interesting and I downloaded it from the Mod portal a while ago https://www.openxcom.com/mod/xcom1-mixed-crew

But I found a very serious bug: if I activate your mod, I no longer get Terror Missions...
I've tried it a couple of times: start a new game, hit "1 Day" in the geoscape ignore all UFO sightings, and 6 months go by without a single terror mission.

If I disable your mod and do the same thing, I get 2 terrors on the first 2 months, and immediately lose the game.

Could you take a look at this, please? I think your idea is great and I would really love to have mixed crews on X-COM1. But not with a bug this serious.

Thanks in advance :)
Title: Re: Mixed Crew Mod
Post by: hellrazor on November 06, 2015, 02:00:23 am
Code: [Select]
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 9000
        objective: true

Fixes this. Last wave of Terrormission is missing objective: true.
Title: Re: Mixed Crew Mod
Post by: Coincident on November 06, 2015, 02:34:14 am
Thanks for the fast reply hellrazor!  :)

I noticed in Mackus' rul file that none of the waves actually have "objective: true", for any mission at all... is that going to be a problem for other missions too? or is it just for terror missions?

https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom) - the ruleset reference mentions "Only for mission site / supply missions."

Anway, I'm going to try those changes locally, and test it out.


Edit - I just tested it, and it works. Thanks again hellrazor. Also, the aliens are constructing bases normally, so the base mission must be working properly despite not having "objective: true". Not sure about supply missions though...
Title: Re: Mixed Crew Mod
Post by: hellrazor on November 06, 2015, 05:44:14 am
Thanks for the fast reply hellrazor!  :)

Coincident :>

Check the vanilla ruleset to see which missions do have objective: true asigned and which not to be sure.
Title: Re: Mixed Crew Mod
Post by: Coincident on November 06, 2015, 10:54:12 am
Yep, in vanilla alien supply also has objective:true.

Added it to Mackus' ruleset and tested: alien UFOs are doing supply mission correctly (landing on top of base, then taking off).

For anyone who sees this in the future, I'm leaving here a fixed version of Mackus' mixed crew mod as attachment.

Title: Re: Mixed Crew Mod
Post by: Mackus on November 06, 2015, 07:01:19 pm
Thanks. Ufo1 version of mod wasn't updated for a while, due to me playing exclusively TFTD since it came out.

I'll fix it in a moment.

edit: correction. I'll fix it once openxcom.com finishes migrating to new server ::)