OpenXcom Forum

Modding => Work In Progress => Topic started by: x60mmx on July 18, 2014, 04:08:39 am

Title: Tactical Lightning Testing
Post by: x60mmx on July 18, 2014, 04:08:39 am
I decided to make a mod implementing layout changes to the Lightning to make it useful as I have dreamed of for nearly 20 years.  Using Mapview I got the Lightning how I want it and it loads in game fine, plus the grav-elevators work.  Deployment has become the problem.  I think it has to do with the fact that I have zero clue about the RMP view stuff.  I know it has to do with spawn points and alien routes but thats it.  Any pointers on how to configure it?

Here is a pic of it in mapview.  Along with the layout change, it will carry 8 soldiers, can carry 1 HWP, and has a much better range so it is actually useful. The idea is for it to be a fast response transport for small squads.  I always liked using smaller squads once I got further in the game, and this lets the Avenger and Skyrange keep a role for when you need lots of troops.
(https://i.imgur.com/PxegPhi.jpg)
Title: Re: RMP help
Post by: Hobbes on July 18, 2014, 04:44:03 am
I decided to make a mod implementing layout changes to the Lightning to make it useful as I have dreamed of for nearly 20 years.  Using Mapview I got the Lightning how I want it and it loads in game fine, plus the grav-elevators work.  Deployment has become the problem.  I think it has to do with the fact that I have zero clue about the RMP view stuff.  I know it has to do with spawn points and alien routes but thats it.  Any pointers on how to configure it?

Here is a pic of it in mapview.  Along with the layout change, it will carry 8 soldiers, can carry 1 HWP, and has a much better range so it is actually useful. The idea is for it to be a fast response transport for small squads.  I always liked using smaller squads once I got further in the game, and this lets the Avenger and Skyrange keep a role for when you need lots of troops.
(https://i.imgur.com/PxegPhi.jpg)

Are there any spawn points defined? Can you post a pic of MapView's RmpView?

Have you also created the ruleset to allow the Lightning to carry HWPs?
Title: Re: RMP help
Post by: x60mmx on July 18, 2014, 04:56:18 am
I haven't changed anything in the RMP since I have no idea what I would be doing.  I modified the Lightnings layout, did not create one from scratch so it still has it's default RMP.  I had to resize the craft though so it did get shifted.

As far as the HWP, yes.  I can load one up just fine in game.  Havent tried taking one into battle, want to get troop deployment figured out first.
Title: Re: RMP help
Post by: Hobbes on July 18, 2014, 07:10:16 am
Well, for an explanation of what the .RMP are used for check the ROUTES (https://www.ufopaedia.org/index.php?title=ROUTES) page of UFOPaedia.

You'll need to create 1 spawn point inside the Lightning and 2-4 outside. The vanilla Lightning only has 2 spawn points outside but it may be better if the aliens can approach the underside of the craft from all directions.
Title: Re: RMP help
Post by: tnarg on July 18, 2014, 12:56:47 pm
I love this.  I had thoght about making new Xcom craft maps.  But it never crossed my mind to so this to the lighting.  Its a realy good idea I hope you get it working.
Title: Re: RMP help
Post by: moriarty on July 18, 2014, 01:09:15 pm
I like the design! The role as fast small-squad transport makes a lot of sense, as well as the grav-lifts. I'm looking forward to it!
Title: Re: RMP help
Post by: Solarius Scorch on July 18, 2014, 07:18:40 pm
I like it too. The vanilla Lightning was pretty much useless, and this design not only fixes this problem, but also makes the craft tactically unique thanks to the lifts.
Title: Re: RMP help
Post by: x60mmx on July 18, 2014, 08:52:10 pm
So I redid the Lightning on a 14x14 map instead of the 10x20 so that it would have good clearance around it.  Tried setting the spawn points based off of how they appear to work for the Skyranger and Avenger.  For the RMP "Links" I put the distance to reach the edge in that direction.  When in game it spawns the ship right next to a building, erasing it's wall, and an alien spawns inside.  This happened when I was on a 12x12 map, so i changed it to 14x14 to give it more room but it still hugs it against the building.  Is it still treating it as a 10x20 map?  And what am i doing wrong with the spawns?  Thanks for the support guys!

(https://i.imgur.com/gJpQ82W.jpg)

(https://i.imgur.com/Cuyu8vd.jpg)
Title: Re: RMP help
Post by: tnarg on July 18, 2014, 09:03:17 pm
Are you changing the ruleset to be 14x14 or just the map.  if you just changed the map then it will be the same size proberly cropping the map?

I thoght the maps had to be multibles of 10 ie 10x20 or 20x20.

Also you seem to be using an UFO navergation you going to have to be carfull or you get that as loot at the end of the mission.
Title: Re: RMP help
Post by: the_third_curry on July 18, 2014, 10:13:08 pm
I agree with moriarty, nice design choice x60mmx.

The vanilla Lightning was pretty much useless

Yes to this, so very much. The only use I could find for it is to pack a bunch of rookies on it to send on small missions, but really it's useless for that too because you can't include a HWP, which is a massive help to inexperienced crews throughout the game. Plus, by the time you get it, you'll already have access to the Firestorm and to the Avenger research.
Title: Re: RMP help
Post by: Hobbes on July 18, 2014, 11:55:31 pm
Are you changing the ruleset to be 14x14 or just the map.  if you just changed the map then it will be the same size proberly cropping the map?

I thoght the maps had to be multibles of 10 ie 10x20 or 20x20.

Also you seem to be using an UFO navergation you going to have to be carfull or you get that as loot at the end of the mission.

Like tnarg has mentioned, maps have to be multiples of 10x10 or they won't work.
Title: Re: RMP help
Post by: x60mmx on July 19, 2014, 01:12:44 am
14x14 actually works fine it appears.  Changing the Lightnings map size in the ruleset fixed my earlier issues.  Also found out that the game wont deploy troops on any of the tiles i used from the ufo set so I had to change deployment but it seems to be working fine now.  Tested it with 8 troops and with 1 HWP + 4 troops, grav-elevators work and you can throw smoke grenades to the top of the craft and below it without exiting.

(https://i.imgur.com/I5eVur5.jpg)

Anyone wanna test it before I put it up on the mod sight?  I dont have the time in my life right now to play X-Com, I just really wanna make this dream happen, so testers would be greatly appreciated! :) PLEASE back up the files it replaces plus your save games just in case.  I'd rather not it cause anyone any headache ;)

https://s000.tinyupload.com/index.php?file_id=01832441083537611400

If you find anything in the .rul file that breaks saves, etc. and you fix it I will credit you ;) I should mention I removed Elerium as its fuel and added 50 Elerium as a manufacturing requirement.  Thanks guys, feedback greatly appreciated.
Title: Re: Tactical Lightning Testing
Post by: davide on July 19, 2014, 08:03:45 pm
In my opinion your craft overlap the next map
when it is free alt level 1 for four cell, all is right
otherwise Ligninght could break an house wall ... or adverse ...
but it could be a little incident on landing ... ::)
Title: Re: Tactical Lightning Testing
Post by: Solarius Scorch on July 19, 2014, 08:05:25 pm
In my opinion your craft overlap the next map
when it is free alt level 1 for four cell, all is right
otherwise Ligninght could break an house wall ... or adverse ...
but it could be a little incident on landing ... ::)

It's less fun if it demolishes half a Terror Ship.

I've seen this happening with some unpolished maps. :)
Title: Re: Tactical Lightning Testing
Post by: x60mmx on July 19, 2014, 08:11:11 pm
In my opinion your craft overlap the next map
when it is free alt level 1 for four cell, all is right
otherwise Ligninght could break an house wall ... or adverse ...
but it could be a little incident on landing ... ::)

Let me know if it actually happens in game, it was doing that previously but I fixed it and I haven't seen it do it since.
Title: Re: Tactical Lightning Testing
Post by: davide on July 19, 2014, 08:16:57 pm
you could resize map size to 10x10, tour Lighting fit regular size.

(With MapView you could copy  all cell and move in the corner by paste, after it resize the map)
Title: Re: Tactical Lightning Testing
Post by: Solarius Scorch on July 19, 2014, 08:25:43 pm
you could resize map size to 10x10, tour Lighting fit regular size.

(With MapView you could copy  all cell and move in the corner by paste, after it resize the map)

Wouldn't it mess up the routes?
(I'm not sure, never tried this.)
Title: Re: Tactical Lightning Testing
Post by: x60mmx on July 19, 2014, 08:43:49 pm
I will change it to 10x10 and post a new link soon.
Title: Re: Tactical Lightning Testing
Post by: davide on July 19, 2014, 08:54:29 pm
Wouldn't it mess up the routes?
(I'm not sure, never tried this.)

I am interesting in that :o

I am curious about direction that get overlap
Title: Re: Tactical Lightning Testing
Post by: Solarius Scorch on July 19, 2014, 09:07:06 pm
I am interesting in that :o

I am curious about direction that get overlap

The reason I'm asking is that I don't think routes are part of the map. I mean, they are, but I doubt they can simply be copied...
Title: Re: Tactical Lightning Testing
Post by: x60mmx on July 19, 2014, 09:13:34 pm
It is now 10x10 ;)  I also took the chance to redo the interior a hair, now their are chairs to represent all possible passengers as well.

https://s000.tinyupload.com/index.php?file_id=02659288104863314176
Title: Re: Tactical Lightning Testing
Post by: x60mmx on July 19, 2014, 10:45:33 pm
It would mess up the routes btw but they are easy to change in mapview.
Title: Re: Tactical Lightning Testing
Post by: x60mmx on July 22, 2014, 07:12:56 pm
anyone test it out?
Title: Re: Tactical Lightning Testing
Post by: Hobbes on July 24, 2014, 01:04:55 am
anyone test it out?

I can give it a try.
Title: Re: Tactical Lightning Testing
Post by: x60mmx on July 24, 2014, 01:38:56 am
I can give it a try.

Cool!  As I don't have any save games, here's what I need checked;

The ufopaedia entry.
Manufacturing requirements.  Should need 50 Elerium.
Fuel.  Shouldn't take Elerium.
A handful of battles with it in different mission types would be nice.

:)  Thanks!
Title: Re: Tactical Lightning Testing
Post by: Hobbes on July 24, 2014, 02:00:30 am
Cool!  As I don't have any save games, here's what I need checked;

The ufopaedia entry.
Manufacturing requirements.  Should need 50 Elerium.
Fuel.  Shouldn't take Elerium.
A handful of battles with it in different mission types would be nice.

:)  Thanks!

I just tried a Battle using the Mission Generator and tactically it looks fine. I'm going to start a game with it enabled but meanwhile I would advise you to rename the .MAP, .RMP, .MCD, .TAB and .RMP files to something else different from LIGHTNING, since players will have to get the original files reinstalled if they decide to stop using your mod, otherwise the vanilla game Lightning will appear messed up.
Title: Re: Tactical Lightning Testing
Post by: ex0 on July 24, 2014, 07:02:19 am
I've played around with it in a few battles and it's a really great design. It does make Lightning very useful now.  ;D

I would also suggest changing the roof grav lift tiles to just red without the yellow lines as all grav lifts have their top part without them. And imo the interior would be better if it used the Lightining seats as I think using the alien ones seems a little too alien-like. Also I second the Hobbes idea to rename the files so they don't override the original Lightning.
Title: Re: Tactical Lightning Testing
Post by: x60mmx on July 24, 2014, 10:21:59 am
I had no idea those were supposed to be seats, I thought they were some kind of control panel.  The original Lightning didn't have seats to account for everyone.  If someone wants to make some new seats I'd be interested.  I may try myself.

As for the gra-lift yellow lines, I was under the impression they were necessary to make the lift function, I'll mess with that friday or saturday when im home.

On the file names, I'll look into that.  I'm not sure how much would need to be done to make that work.  If it looks like a lot of work I won't do it for a few reasons.  No one uses the vanilla Lighting anyways, the vanilla files are extremely easy and quick to obtain, and people should be making backuls of files that mods replace anyhow.

Thanks for the feedback guys.  I'd like to upload it to the mod site within a week so this stuff helps.
Title: Re: Tactical Lightning Testing
Post by: Hobbes on July 24, 2014, 02:52:50 pm
On the file names, I'll look into that.  I'm not sure how much would need to be done to make that work.  If it looks like a lot of work I won't do it for a few reasons.  No one uses the vanilla Lighting anyways, the vanilla files are extremely easy and quick to obtain, and people should be making backuls of files that mods replace anyhow.

Thanks for the feedback guys.  I'd like to upload it to the mod site within a week so this stuff helps.

It's really easy - just rename everything to TACLIGHTNING and update the relevant sections on the ruleset.