OpenXcom Forum

Modding => Resources => Topic started by: tnarg on July 01, 2014, 05:29:05 pm

Title: New UFOs
Post by: tnarg on July 01, 2014, 05:29:05 pm
I'm just trying my hand at making some new UFOs.  Early stages but as I will not be able to work on them much over the next few week I thoght I would post them here to get some feed back.

2 small and a very small

Image List:
U_ext02
U_wall02
U_bits
U_pods
Title: Re: New UFOs
Post by: tnarg on July 01, 2014, 05:29:29 pm
More Images
Title: Re: New UFOs
Post by: Jo5hua on July 01, 2014, 07:53:41 pm
Very nice! Is it difficult to make new UFO's? Also that last UFO I don't see a UFO Power source -.-

Nice job.
Title: Re: New UFOs
Post by: phobos2077 on July 01, 2014, 07:59:16 pm
It strange having UFO power source just behind the entry door... Otherwise, it's looking really nice, keep it up!
Title: Re: New UFOs
Post by: tnarg on July 01, 2014, 08:29:05 pm
Very nice! Is it difficult to make new UFO's? Also that last UFO I don't see a UFO Power source -.-

That last one is a very small class so no it dose not.  I plan to only give it a crew of 3.
Making new UFO a little tricky but not too bad.  It take a lot of time to get it right.

It strange having UFO power source just behind the entry door... Otherwise, it's looking really nice, keep it up!
Yes I'm not happy with that but it also felt strange at the front or off center and for gameplay resons I only wanted one power source.  Maybe if I stretch the top section I could move the lift off to the side (or maybe have 2 lifts on each side) freeing up the middle room for the power source?  But I dont want to too be because I want it as a small UFO.



Title: Re: New UFOs
Post by: Solarius Scorch on July 01, 2014, 11:47:46 pm
I really like these maps. I hope you'll make the intercepting images too, they take just as long for me. :D

If you don't feel like making an actual ruleset, I could make you a co-author of my Alien Armoury Expanded, which already has four new UFOs... But otherwise I'll just download and play your mod. ;)
Title: Re: New UFOs
Post by: luke83 on July 02, 2014, 11:53:11 am
Nice looking Ufos mate, dont suppose your building ontop of my expanded ruleset, would make for even more variety...
Title: Re: New UFOs
Post by: tnarg on July 02, 2014, 02:16:49 pm
Hello Luke.

Just want to say I like you mod and I play it, but I'm in 2 minds about it on one hand I love the variation it bring but on the other I kind of like the player can learn what's going to be inside a UFO.

These UFO's are going to be part of a bigger mod I'm working on.  But the new UFOs will proberly be the first part that is done to a final state.  And if you want to include them in you mod then I will put do something once I finished making them.

My plan is to double the number of UFOs in the game.  ie 1 new V.Small, 2 new smalls, 2 new meds, 2 new large and 1 new V large.  Once (if) I'm done I'll combine these into your mod and send it to you for approval.


One a differnet topic:  I want to look into making some of my own tiles (or finding a kind person to make them for me).  I want to make a Gun 2x3 Gun with one of the block droping an item ie 'UFO Weapon system'.  Having a quick search shows this might be a bit hard maybe it could drop 'Alien Reproduction' or 'Alien Habitat' and I rename them in the rule set.  If it could explode like Navigator's table and have 75% chance of being distroyed when crashed like a power source that would be nice but not needed.  Also I would like a door for the north wall of a UFO.
I cant see to fine working websight where I can down load mcdedit and would realy like to find a nice person to make these for me.

Tnarg.
Title: Re: New UFOs
Post by: Solarius Scorch on July 02, 2014, 05:16:55 pm
I like the idea of having gun tiles, I've been thinking of it myself. Better yet, make them recoverable. ;)
Title: Re: New UFOs
Post by: tnarg on July 02, 2014, 07:31:16 pm
As I'm going to have to go afk for almost 2 week I thoght I'll leave you with this one even if its only 1/2 done.  This is made to look like a smaller battle ship. (size: Medium)

Top layer is from a Terror Ship (as I'm sure you can tell) made a little smaller.  (needs changes to the inside so it dose not look like a copy)
Middle is from a Harvester made a little bigger. (gutted the inside ready for a make over)
Ground is base on Battle ship but also cut and paste from my new very small craft.
Title: Re: New UFOs
Post by: Solarius Scorch on July 02, 2014, 08:29:12 pm
Looks good and gorey :)
Title: Re: New UFOs
Post by: luke83 on July 03, 2014, 09:21:19 pm
Hello Luke.

My plan is to double the number of UFOs in the game.  ie 1 new V.Small, 2 new smalls, 2 new meds, 2 new large and 1 new V large.  Once (if) I'm done I'll combine these into your mod and send it to you for approval.

Great minds think alike, the Expanded UFOs were designed to be NEAR VANILLA ( so most people would use them), i always wanted to do what your doing now once the set was complete an make a Stage2 set wth lots of NEW designs :P
Title: Re: New UFOs
Post by: davide on July 05, 2014, 07:39:43 pm
2 small and a very small

Image List:
U_ext02
U_wall02
U_bits
U_pods

Me too add some ufos this week.

I tried to have full compatibility with Luke's ufos mod.

If you are interesting in this compatibility i notice a little compatibily problem:

I think that your ufos are of type ufo_110 or ufo_120

To obtain a full compatibility you should uses same tileset used by Luke in the same order.

For these ufo type Luke's tileset is:

Code: [Select]
       
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
        - UFOL83

where UFOL83 is its custom pck with new tiles

I you use in some maps instead U_PODS
them will be incompatible with Luke's ufo maps of the same type.

therefore you should write a full ruleset to redefine all entities involved

such as already  Solarius Scorch made for his four ufos.

In my opinion, if you want only add new original ufo maps you could
adopt Lukes tileset (I chosen this option)

In this case, if you want add U_PODS after UFOL83 
I advise you that is better ask to Luke if he plan to add new tiles into its PCK
because in this case your tiles selected form U_PODS will be shifted to left with strange result

If you want change many other things the Solarius way is better.














Title: Re: New UFOs
Post by: tnarg on July 06, 2014, 12:38:37 pm
the are going to be added as new UFOs so I don't need to worry about using someone else tile set orders.  For example my small with 2 power source will not land as 100 E115 from a small would be unbalanced but it will have long range guns with the idea of damaging interceptors so other ufos can carry out there missions.

But that dose not mean that I can't include them in Luke's mod I don't plan on getting ride of the old UFOs.
Title: Re: New UFOs
Post by: animal310 on July 07, 2014, 06:45:10 pm
Absolutely love these designs. I prefer the insides to be the same every time (like they are built in an Alien Ship building factory). I can understand the appeal of luke83’s mod, its great work but its not for me personally
Title: Re: New UFOs
Post by: tnarg on July 15, 2014, 04:06:34 pm
I'm back and working on my UFOs. ( down with earth  :P )

Not 100% happy with 1/2 of the middle layer it ment to be storage for terrar units but it just feels empty.  going to move on to the next one and come back to this if I think of something better.
Title: Re: New UFOs
Post by: animal310 on July 15, 2014, 07:11:35 pm
I like it. It makes sense from Terror unit storage and deployment point of view!
Title: Re: New UFOs
Post by: Aldorn on July 15, 2014, 07:15:55 pm
Excellent, dude !!  :D
Title: Re: New UFOs
Post by: Solarius Scorch on July 15, 2014, 08:08:40 pm
A solid design, it should mesh well with Luke's Extra UFO's.
Title: Re: New UFOs
Post by: luke83 on July 16, 2014, 01:17:43 pm
A solid design, it should mesh well with Luke's Extra UFO's.
Yes i like it, keep them coming :P
Title: Re: New UFOs
Post by: tnarg on July 16, 2014, 05:21:23 pm
OK then, here is a very early vertion of a large craft.
Title: Re: New UFOs
Post by: Solarius Scorch on July 17, 2014, 04:29:53 am
Hmmm... Definitely a Cruiser, or at least a Frigate! :)
Title: Re: New UFOs
Post by: Hobbes on July 17, 2014, 05:49:19 am
Hmmm... Definitely a Cruiser, or at least a Frigate! :)

Muton Bird of Prey :P
Title: Re: New UFOs
Post by: moriarty on July 17, 2014, 10:14:48 am
Looks like a Yehat Terminator to me.
Title: Re: New UFOs
Post by: tnarg on July 17, 2014, 11:13:40 am
Looks like a Yehat Terminator to me.

That just silly .... a Yehat Terminator has a short range attack this craft is going to have a long range attack that can take out a single twin plasma armed intercpter have 50% of the time. :P
Title: Re: New UFOs
Post by: tnarg on July 18, 2014, 03:54:16 pm
Gone for a more open plan on this one.

Has quite a few Power Sources but as its not going to be scripted to land I thanks that's a good thing.  I want to make weapon tiles to got on the bottom layer but till I do I'll use the red things as place holder.

Ps I've stared using luke83 TileSets I hope you don't mine.
Title: Re: New UFOs
Post by: moriarty on July 18, 2014, 06:16:38 pm
Lots of power sources also means high chance of explosions, as it's calculated per power source. But yeah, that can be a good thing, too ;)
Title: Re: New UFOs
Post by: Solarius Scorch on July 18, 2014, 06:23:58 pm
I hope you're planning the interceptor screens too. :)
Title: Re: New UFOs
Post by: tnarg on July 18, 2014, 07:00:40 pm
75% chance of going boom.  And if they are in range they will take out others (which is why you never see see any PS on a crashed trerror ship as there are 4 and they all in range so they will be distroyed 255 out or 256 missions).  I have not tested but I think these should all be out of range of each other.

and Yes I am planing on doing the interceptor screens.... Im planning on doing a lot of things.....
Title: Re: New UFOs
Post by: Mr. Quiet on July 18, 2014, 11:50:57 pm
Amazing new UFOs tnarg!! I hope I can add all these UFO maps into my game without incompatibilities. I already have Luke's and Solarius's UFOs. Hopefully nothing bad happens.
Title: Re: New UFOs
Post by: animal310 on July 19, 2014, 05:25:08 pm
Amazing new UFOs tnarg!! I hope I can add all these UFO maps into my game without incompatibilities. I already have Luke's and Solarius's UFOs. Hopefully nothing bad happens.

One small thing I have noticed is that both this and Solarius UFOs have a ship called 'Fighter'. Maybe one could be called medium fighter or light fighter? 
Title: Re: New UFOs
Post by: Solarius Scorch on July 19, 2014, 05:47:56 pm
One small thing I have noticed is that both this and Solarius UFOs have a ship called 'Fighter'. Maybe one could be called medium fighter or light fighter?

I have no problem changing the name, if there's a demand.

But if we want to compare these mods, it should go deeper than that. For example, what happens if my "light fighter" turns up to be stronger than this bigger fighter? I don't know if it's the case, but it's possible.
Title: Re: New UFOs
Post by: tnarg on July 20, 2014, 06:35:09 pm
Feed up of those pesky XCom interceptors shooting down your UFO?  well try out the all new dreadnought (wip)

Title: Re: New UFOs
Post by: davide on July 20, 2014, 07:33:06 pm
I founs some concept ufo images:

(https://www.xcomufo.com/forums/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=2608)
there are not maps.
Title: Re: New UFOs
Post by: Aldorn on July 20, 2014, 07:42:58 pm
I am fascinated by all theses new ufos !

About the last one, Davide, strange are these both outside doors in centre of ufo

@Tnarg, keep going with building your new ufos, they will be used  ;)
Title: Re: New UFOs
Post by: tnarg on July 20, 2014, 08:25:52 pm
thanks.

I had what was a really good idea for this VLarge in my head but dose not look as good on screen.

I've got this one to finish off and a mid and large size one still to do,  for which I currently have no idea so suggestions welcome.
Title: Re: New UFOs
Post by: animal310 on July 20, 2014, 10:21:49 pm
thanks.

I had what was a really good idea for this VLarge in my head but dose not look as good on screen.

I've got this one to finish off and a mid and large size one still to do,  for which I currently have no idea so suggestions welcome.

What about some kind of scanning ship that has a higher chance than the other ships of finding an xcom base?
Title: Re: New UFOs
Post by: Mr. Quiet on July 21, 2014, 12:13:14 am
A speedy private messenger craft all the way from Cydonia to an alien base commander? This craft is tiny and impossible to intercept, but it could crash land like a Roswell craft(rare) and if you find it, you'll gain info on locations of future alien bases. Not sure what else you can get off of it though.

About the scanner craft mentioned by animal, but instead of looking for an X-COM base, it will search for a suitable Alien Base. While searching, it could possibly spot your bases!! Maybe code it so that it appears in the continent 2 days before the alien base is settled in.
Title: Re: New UFOs
Post by: animal310 on July 14, 2019, 12:46:33 am
This topic has obviously been quiet for a long time. With hunter killers being a thing now I have need of a large fighter and I really liked TNARG's large fighter design (see previous pages). Unfortunately no MAP or RMP files were ever posted  :-[

So I've put it together myself and copied TNARG's design. Files attached.  :D

      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
        - UFOL83
Title: Re: New UFOs
Post by: davide on July 14, 2019, 01:05:23 am
indeed, U_pods has to be the last tileset :-X :-[
Title: Re: New UFOs
Post by: animal310 on July 14, 2019, 01:09:06 am
indeed, U_pods has to be the last tileset :-X

Really? I've not had any issues and am now using it in the game?
Title: Re: New UFOs
Post by: davide on July 14, 2019, 09:52:31 am
Really? I've not had any issues and am now using it in the game?

I apologize, it is correct. I referred to a previous post, but your ufo is a big model, and the tileset list is the same of terror ship/battle ship.

Thanks for your efforts
Title: Re: New UFOs
Post by: animal310 on July 15, 2019, 11:35:30 am
No problem, just glad its working ok.  :)