OpenXcom Forum

Modding => Work In Progress => Topic started by: XCOMFan419 on July 26, 2014, 07:45:18 pm

Title: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: XCOMFan419 on July 26, 2014, 07:45:18 pm
This will be my first mod that I'm releasing to the public!

Tanks, Drones, Sectopods? Oh my! (Work in progress title) is a mod compilation of several different mods that include Heavy Weapons Platforms. The goal of this mod is to incorporate most, if not all, HWP mods and make them compatible with each other. Not only this, but balancing and adding a few more vehicles to OpenXcom as well. This means I've collected most tank mods on these forums and I'm currently trying to balance out both Vanilla and the Modded tanks. This will make HWP more useful and more than vehicles wasting space and gathering dust in your stores waiting for a battleship to land nearby so they can swing into action in base defense. There are several plans for this mod, some of which are out of my league and I require assistance.

GAUSS MOD AND MINIGUN MOD ARE ALREADY IN THE PACK. UNINSTALL GAUSS MOD AND MINIGUN MOD IF YOU WISH TO USE TANKS, DRONES, SECTOPODS? OH MY!

Conventional Tanks:

Tank/Cannon: Autoshot and Explosive Rounds ☑
Tank/Heavy Machine Gun: (https://openxcom.org/forum/index.php?topic=2064.0) Increase Power (Credits to Aldorn) ☑
Tank/Minigun: (https://www.openxcom.com/mod/minigun) Increase Accuracy and Power (Credits to SolariusScorch) ☑
Tank/Rocket Launcher: Autoshot and Increaced Ammuniton Capacity ☑
Tank/Artillery(Or Grenade Launcher): (https://openxcom.org/forum/index.php?topic=2064.0) Autoshot and Increased Ammuniton Capacity (Credits to Civilian) ☑
Tank/Laser Cannon: Autoshot and more Accurate ☑
Tank/Gauss: (https://openxcom.org/forum/index.php?topic=2031) No Changes, maybe a little more accurate if needed. (Credits to SolariusScorch) ☑
Tank/Plasma Cannon: Make, Autoshot, Accurate? (Semi-Credits to SolariusScorch for his own Tank/Plasma Cannon in FMP, which helped fix my own code) ☑
Tank/Snoop: (https://openxcom.org/forum/index.php?topic=2064.msg21887#msg21887) Up armoured scout, maybe an LMG. (Credits to Civilian)
Scout/Drone: (https://openxcom.org/forum/index.php?topic=1768.0) Small scout available from start (Credits to Arpia) ☑

HoverTanks

Hovertank/Rocket Launcher: (https://openxcom.org/forum/index.php?topic=2027) A cheaper alternative to the Launcher (Credits to SolariusScorch) ☑
Hovertank/Artillery(Or Grenade Launcher): Hovering artillery? Yes please. ☑
Hovertank/Laser: (https://openxcom.org/forum/index.php?topic=1627.0) No auto, a little less(?) accurate (Credits to Harry) ☑
Hovertank/Gauss: (https://openxcom.org/forum/index.php?topic=2031) No changes, maybe a little more accurate if needed (Credit to SolariusScorch) ☑
Hovertank/Scatter Laser: Heavier, only autoshot, more shots, more power, less accurate, twist on the Minigun Mod tank. ☑
Hovertank/Plasma Cannon: More accurate? ☑
Hovertank/Launcher: No changes ☑

Repurposed Alien Tech:

Sectopod/Laser: (https://openxcom.org/forum/index.php?topic=1627.0) More accurate, Less armor, more power, UFO power source? (Credits to Harry) ☑ [Semi]
Sectopod/Plasma: (https://openxcom.org/forum/index.php?topic=1627.0) More accurate, Same armor, more power, UFO power source? (Credits to Harry) ☑ [Semi]
Sectopod/Launcher: Even more Accurate, even more armour, even more power, UFO Power source?
XCOM Cyberdisc/Laser: Less accurate, mid armor (Credits to Civilian for Sprites, Solarius Scorch for Ruleset, Aldorn for Assistance) ☑
XCOM Cyberdisc/Plasma: Less accurate, mid armor (Credits to Civilian for Sprites, Solarius Scorch for Ruleset, Aldorn for Assistance) ☑

Drones

Powersuit Drones: (https://openxcom.org/forum/index.php?topic=1654.0) Remove Hammer HAD since it's not working (Credits to Svanh) ☑
XCOM Enforcer: (https://openxcom.org/forum/index.php?topic=1946.0) Make compatible with Powersuit Drones (Credits to MickTheMage) ☑

Things Wanted:

Alloy Tank/Cannon
Alloy Tank/Heavy Machine Gun
Alloy Tank/Minigun
Alloy Tank/Rocket Launcher
Alloy Tank/Artillery(Or Grenade Launcher)
Alloy Tank/Laser Cannon
Alloy Tank/Gauss
Alloy Tank/Scatter Laser Cannon
Alloy Tank/Plasma Cannon
Alloy Tank/Launcher

For alloy tanks, I'd LOVE for someone to make sprites for me. I can't really do it. And since the current trend is to make anything with alien alloys blue, I'd like that as well. But no rush.  :P  For now I was thinking of using the MiB Terrorist Tank chassis and getting someone to redesign the turrets. Of course this is all thought process and not ready for implementation. I'd have to ask Robin if I do decide to use the chassis.
If any mods were forgotten please state so. I will add it to the list, download it and modify it accordingly.

There are plans to work alongside with the new "XCOM Armoury Expanded (https://openxcom.org/forum/index.php?topic=2675.0)".

CURRENT STATUS OF MOD:

0.6 is ready for download. 0.7 Experimental is ready for download via the forum. Troubles with the Tank/Cannon explosion.

Please report all bugs and issues into this thread please :)

Installation Instructions:

- Download the current TDS Build from the Modsite
- Extract Folder once downloaded
- Merge "Resources" and "Ruleset" into their respective folders in OpenXcom/data
- Enable from InGame Mod Menu
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: guille1434 on July 27, 2014, 12:50:24 am
Some very nice ideas here! Congratulations! By t he way, I was trying to add a Tank Autocannon (HE ammo same as the infantry Auto Cannon, auto fire) but could not figure how to it correctly...  >:(
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: XCOMFan419 on July 27, 2014, 06:04:02 am
Sorry that there was no release at the expected time. There was a power outage and I lost some progress. It should be released in a few hours.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: guille1434 on July 27, 2014, 06:27:26 am
Wouldn't be nice to add also the infamous Biodrone from TFTD for the Alien team?  8)
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: moriarty on July 27, 2014, 08:38:57 am
A thought: would it make sense to make the chassis / turret combination more "modular"?

I'm not talking about interchangeable or "equippable" turrets, which is rather complicated at the moment, but if you change the research tree so that the weapon technology gives you "HWP XY TURRET" and other technologies give you "HWP XY CHASSIS", each combination could then unlock its own HWP - including combinations like "TRACKED HWP - BLASTER LAUNCHER" and "SECTOPOD - CANNON". those combinations might be silly, but there's really no reason they shouldn't be buildable.

If you're really ambitious, you could even create all the necessary "disassemble" workshop manufacturing jobs, turning the whole mod into a super-modular HWP mod ;)
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: XCOMFan419 on July 27, 2014, 09:37:32 am
Wouldn't be nice to add also the infamous Biodrone from TFTD for the Alien team?  8)
This mod is for XCOM HWP. And plus, I think adding an AI would be out of my league  :P

A thought: would it make sense to make the chassis / turret combination more "modular"?

I'm not talking about interchangeable or "equippable" turrets, which is rather complicated at the moment, but if you change the research tree so that the weapon technology gives you "HWP XY TURRET" and other technologies give you "HWP XY CHASSIS", each combination could then unlock its own HWP - including combinations like "TRACKED HWP - BLASTER LAUNCHER" and "SECTOPOD - CANNON". those combinations might be silly, but there's really no reason they shouldn't be buildable.

If you're really ambitious, you could even create all the necessary "disassemble" workshop manufacturing jobs, turning the whole mod into a super-modular HWP mod ;)

That's very advanced. I'm not sure if it's possible or not, and it's surely out of my league, but it sounds like a great idea. I'll copy it down in a notepad and save it for later.

Okay so the only problems I've encountered so far is that I can't get the XCOM Cyberdiscs or the Hover/Rocket Launcher to work. It's unknown if this is because of the Final Mod Pack code and my inability to see what's wrong or if I have a bit of code in there that the game doesn't read when you enter battle. You can activate these two mods without a "Mods Cannot Load" screen on startup, but when entering battle with these two crash the game. I will ask around for help later but I'm off to bed now. Tomorrow, soon after noon EST I will release the Alpha Test, which actually features more than I currently have in the original post (I will edit it after this post).

If anyone wants to grab up the XCOM Cyberdisc and Hover/Rocket Launcher code to see what's wrong with it, PM me. I'll send you a copy when I wake up.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: Arthanor on July 27, 2014, 10:09:00 am
The turret/chassis combo is actually quite approachable, beyond being tediously repetitive to code. I might look into that!

1- Change research so that a turret or chassis is unlocked, instead of a whole tank.

As it is, game would start with conventional chassis, unlocks overcraft chassis with UFO construction. Game start with a few "normal weapons" turrets, laser cannon unlocks laser turret, plasma cannon unlocks plasma turret and blaster craft weapon unlocks blaster turret.

2- Add in the manufacturing jobs for chassis/turrets
3- Add in another layer of manufacturing that takes 1 chassis and 1 turret to give you one HWP
4- Add the last part, taking an HWP and returning its turret and chassis

That sounds pretty cool. The unfortunate thing is: I don't know why one would bother.. Being short on storage? As it is, you can easily have a few HWPs hanging out in your base, ready for whichever one is most appropriate to be taken on a mission. As a bonus, they all help defend the base..

Hum.. I don't know what the incentive could be to keep things modular, except maybe making chassis/turrets much more expensive. (But that's not really a good one, since then you would just use soldiers, unless the HWP is overpowered)
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: XCOMFan419 on July 27, 2014, 01:27:53 pm
Well it's a good thought nonetheless.

I'm still going to have to make the Sectopod/Launcher. Though I do believe that will be slightly easier than either the Hover/Rocket Launcher (Of which is still buggy) and the XCOM Cyberdiscs, as it's mostly just looking at Hovertank/Launcher's weapons, damage types, etc... and putting it on a Sectopod chassis from the HWP mod. However this means later I would probably need another Sectopod sprite, but this is for later.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: redv on July 27, 2014, 01:59:49 pm
By t he way, I was trying to add a Tank Autocannon (HE ammo same as the infantry Auto Cannon, auto fire) but could not figure how to it correctly...  >:(

Tanks will be easier to create after this commit https://github.com/SupSuper/OpenXcom/pull/895 because in this case you can easy to use any existing ammunitions.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: XCOMFan419 on July 27, 2014, 02:09:56 pm
Some very nice ideas here! Congratulations! By t he way, I was trying to add a Tank Autocannon (HE ammo same as the infantry Auto Cannon, auto fire) but could not figure how to it correctly...  >:(
Try changing damageType to 3, instead of 1.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: moriarty on July 27, 2014, 02:54:29 pm
The turret/chassis combo is actually quite approachable, beyond being tediously repetitive to code. I might look into that!
[...]
Hum.. I don't know what the incentive could be to keep things modular, except maybe making chassis/turrets much more expensive. (But that's not really a good one, since then you would just use soldiers, unless the HWP is overpowered)

I am actually hoping that one day the interface will change just a little bit to allow HWPs to "equip" a turret before battle... as easily as soldiers equip weapons and items.

oh, if somebody is going to go for the chassis+turret assemble/disassemble thing: please make sure that the chassis without turret isn't completely worthless. maybe the chassis automatically acts as a scout (perhaps including the smoke launcher option)?.
otherwise it would be extremely stupid if your base got attacked and you lose because your 20 HWP chassis and 35 plasma turrets are sitting in a corner unassembled... when you could at least use the chassis as a plasma sponge / mobile cover.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: XCOMFan419 on July 27, 2014, 03:07:09 pm
when you could at least use the chassis as a plasma sponge / mobile cover.

That-....That actually sounds like a good idea. Kneel some soldiers in the doorway of your chokehold, covered by some turretless tanks. Replace tanks as needed when the one beforehand is destroyed.

Not in base combat? Still mobile cover. Useful for assaulting large, claustrophobic UFO's where you usually get shot by an Alien after it opened a door. Of course, this is still of limited value. 
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: moriarty on July 27, 2014, 03:19:25 pm
Sectopods with or without weapons could also use a melee attack... kicking a sectoid sounds interesting. Stomping on a silacoid too. :)
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: XCOMFan419 on July 27, 2014, 03:28:13 pm
Sectopods with or without weapons could also use a melee attack... kicking a sectoid sounds interesting. Stomping on a silacoid too. :)
Or XCOM's own mechs. That'd be cool. Not exactly a 1up from Sectopods, or maybe even less armoured/powerful than sectopods, but probably your best bet against them since in vanilla, there is no hover laser and the conventional laser cannon tank just gets one shotted by sectopods from all angles IIRC. Plus I believe there are only a handful of mods that add the hover laser, so this would be pretty cool.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: Falko on July 27, 2014, 03:58:53 pm
I am actually hoping that one day the interface will change just a little bit to allow HWPs to "equip" a turret before battle... as easily as soldiers equip weapons and items.
changing turrets in inventory screen sound not very realistic i assume you need heavy machinery and specialist for that not bunch of soldiers and some screwdrivers in a skyranger
so making a mod that allow this
buying
- basic-tankchassis
- cannon turret
- rocket turret
manufactoring (3 engineer hours => 10 engineers=~20 minutes - is that realistic?)
assemble:
basic-tankchassis + cannon turret => cannon-tank
basic-tankchassis + rocket turret
 => rocket-tank
disassemble:
cannon-tank => basic-tankchassis + cannon turret
rocket-tank => basic-tankchassis + rocket turret

... add other chassis/turrets that come later in game

so you can do that already in some form (untested)

Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: moriarty on July 27, 2014, 04:36:38 pm
changing turrets in inventory screen sound not very realistic i assume you need heavy machinery and specialist for that not bunch of soldiers and some screwdrivers in a skyranger

I guess you're right. and yes, the other system you describe is precisely what I meant. tedious, lots of ruleset lines, but probably doable.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.1
Post by: XCOMFan419 on July 27, 2014, 04:48:14 pm
VERSION 0.1 (ALPHA BUILD) IS READY FOR DOWNLOAD.

Please report any bugs in this thread :)
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: Arthanor on July 27, 2014, 05:38:04 pm
Well done dude! Congrats on the release of v0.1! I'm on the road right now but will play around with it.

I guess you're right. and yes, the other system you describe is precisely what I meant. tedious, lots of ruleset lines, but probably doable.

The manufacture mod is certainly doable and as long as you keep times small it could be useful. Get your chassis, put a rocket launcher on it. Terror comes? Switch to cannon so you don't blow up the civilians by mistake.

One thing that would be really cool is swapping ammo (for free or very little TUs) for a given gun. Cannon tank spots a sectoid next to a civilian: ap-rounds; need to destroy some cover the next to another alien; explosives! Being able to swap ammo easily (multiple ammo feeds for the turret) could be one more reason to use HWPs at the beginning. Rookies rarely can afford to swap and fire in the same turn. Later in the game, with single type weapons, the gain would have to be stopping power and resilience though. Although a tank with small launcher + blaster launcher could be interesting too.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
Post by: moriarty on July 27, 2014, 05:53:24 pm
Although a tank with small launcher + blaster launcher could be interesting too.

or with a small launcher and the elerium bomb mod as secondary ammo... :)
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.1
Post by: Mr. Quiet on July 27, 2014, 10:53:06 pm
Oh my!! Artillery tanks, seriously!? This would be awesome in huge maps. Just start targeting random dark areas of the battlescape, takes 100% TUs to fire, so move, end turn. Fire, end turn. Reload, end turn and so on. Put this in the late game for the huge maps, and disable blaster launchers in X-COM research hehehehe. Also would be nice to be able to force aliens out or knocking them out unconscious(rare) by slamming artillery fire on the UFO rooftops. BOOM BOOM BOOM BOOM, and finally an alien runs out the door waving a white flag into a proxy mine. BOOM!
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.2
Post by: XCOMFan419 on July 27, 2014, 11:14:56 pm
Version Alpha 0.1a Released

Changelog:

Fixed HWP Gauss Shells string
Fixed Gauss Cannon not being available.

If there are any more bugs, please tell me :)

Oh my!! Artillery tanks, seriously!? This would be awesome in huge maps. Just start targeting random dark areas of the battlescape, takes 100% TUs to fire, so move, end turn. Fire, end turn. Reload, end turn and so on. Put this in the late game for the huge maps, and disable blaster launchers in X-COM research hehehehe. Also would be nice to be able to force aliens out or knocking them out unconscious(rare) by slamming artillery fire on the UFO rooftops. BOOM BOOM BOOM BOOM, and finally an alien runs out the door waving a white flag into a proxy mine. BOOM!

The Artillery tanks in this mod work a little different than what you have here, friend :P But certainly doable. I will copy this idea down in a notepad document and see what I can do. Maybe rename the current Artillery Tank to Grenade Launcher Tank and make this one the real artillery tank. Disabling blaster launchers is a no go, I'd assume this artillery is more-or-less indirect fire support rather than a kill-all tactical nuclear device.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: Solarius Scorch on July 27, 2014, 11:58:47 pm
I'd totally love a launcher Sectopod. What's more, I'd absolute love to see it among Ethereals (as a second terror weapon), armed with high-yield missiles comparable to Large Rockets, but with better fire rate.
I think they should have somewhat different sprites though, to clearly indicate this one has some motherfucking rockets instead of the standard superlaser.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: Dioxine on July 28, 2014, 01:45:54 am
Their laser is far from being "super" :P
I might make a dedicated Gauss turret for tanks... someday...
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: XCOMFan419 on July 28, 2014, 06:49:21 am
I'd totally love a launcher Sectopod. What's more, I'd absolute love to see it among Ethereals (as a second terror weapon), armed with high-yield missiles comparable to Large Rockets, but with better fire rate.
I think they should have somewhat different sprites though, to clearly indicate this one has some motherfucking rockets instead of the standard superlaser.
While very, very doable, I'm not sure if it's a good idea or not. I mean, Sectopods are one thing. Sectopods with the most powerful weapon in the game is another. Especially with during the Cydonian Assault, since the sheer amount of Sectopods in there is scary alone.

I'll consider it. But maybe in another, individual ruleset.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: XCOMFan419 on July 30, 2014, 08:55:48 pm
STATUS UPDATE:

Fixed the issue with hovertank/rocket launcher and the XCOM Cyberdisc, credits to Aldorn for assistance. Still have no clue who actually made the XCOM Cyberdisc. I can currently only give Solarius Scorch credit. Research for the XCOM Cyberdisc is still untested, but that's what I'm doing as we speak.

Next up: Finish hammering out the problems with Drones/XCOM Enforcers (IIRC, they aren't compatible. Source: My second OpenXcom playthrough) Buff to Enemy Sectopods so that they may actually injure your sectopods. A few minor tweaks, mainly accuracy tweaks, to vehicles that shouldn't have too much accuracy, and vehicles that don't have enough accuracy.

In consideration: Making both an Artillery and a Grenade Launcher tank, an idea I got from Mr. Quiet. Adding Sectopod Lasers for the terror unit, and making Sectopod/Plasma a little harder to get. Somehow anyways. Maybe a small buff to the Cyberdisc.. Add TU's to Hovertanks so that they are a little bit better than the standard 100 both the conventional and hover units get.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: Solarius Scorch on July 30, 2014, 09:17:54 pm
STATUS UPDATE:

Fixed the issue with hovertank/rocket launcher and the XCOM Cyberdisc, credits to Aldorn for assistance. Still have no clue who actually made the XCOM Cyberdisc. I can currently only give Solarius Scorch credit.

The sprite was provided by Civilian. :)
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: XCOMFan419 on July 30, 2014, 09:33:33 pm
The sprite was provided by Civilian. :)
Ah thank you. I will add you both in the op, alongside Aldorn.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: XCOMFan419 on August 01, 2014, 03:08:22 am
STATUS UPDATE:

Drones are not compatible with a handful of mods within TDS. I cannot open up the manufacturing options, but I will keep trying. XCOM Enforcer, on the other hand, is working perfectly fine and just needs a rebalance and then it's ready for the Beta test. I am thinking of making the Enforcer a kind of super drone, and making the other two (Scout Drone and Assault Drone - renamed to Artificial Soldier/Vanguard and Artificial Soldier/Assault) a lower tier, and researching Advanced Robotics Technology unlocks the Vanguard, which is a fast, but not well armed drone that is used to scout the map. I will have to add something to make the Assault Drone unlockable, to make the Vanguard a more viable option while waiting for the Assault soldier. Meanwhile, the XCOM Enforcer is still pretty OP. It's plasma rifle 1-hit ko's nearly everything, and I will fix that so it's more balanced, but still powerful.

XCOM Cyberdiscs and Hovertank/Rocket Launcher have been fixed (thank god and Aldorn)

Not sure if I can make a Sectopod/Launcher for the aliens. I might only be able to make it available to humans. Speaking of sectopods, they have been debuffed so that enemy sectopods may damage yours. With Harry's version, your sectopod could take plasma hits from almost all angles without damage (Except for the back).

I am considering skipping out on the Alloy Tanks sprite for it's own beta test so that when the sprites do roll around, everything will be ready for them.

The conventional and some hover tanks still need some tweaking. Still considering Tank/Grenade Launcher and Tank/Artillery. It might be useful to have them separate. Tank/Artillery for accurate, long range shots and Tank/Grenade Launcher for short range assistance, with a major accuracy downgrade so that the Tank/Artillery is a viable option.

Am considering buffing up some enemy units, but I probably won't.

The new Gauss Mod 1.5 will be in the Beta Test as soon as I replace all of the Gauss Mod 1.4 code.

Beta Test ETA: 3-4 Days.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: Aldorn on August 01, 2014, 04:37:20 am
XCOM Enforcer, on the other hand, is working perfectly fine and just needs a rebalance and then it's ready for the Beta test.
An perhaps design a new specific weapon nicer than a simple plasma rifle ?
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: Arthanor on August 01, 2014, 05:47:50 am
Nice work!

I like Aldorn's idea. Maybe, since it is already a big machine-man with most likely a bit power source, a slow firing (no auto-shoot), high power (too high an energy use for agents, but can be sustained by the Enforcer's power source) weapon could be nice?

Stats wise, I guess something around early-endgame agent stats, but stronger (lower melee accuracy to compensate?) and defensive stats better than a power/flight suit? Making it strong for a "recruit", but unable to grow further.

Sectopod-wise, have you considered the mod that makes the alien's use actual laser weaponry, like its UFOPaedia entry states? That would make them able to damage each others, if not solve the problem that aliens mostly only have plasma to shoot an XCom-Sectopod with.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: XCOMFan419 on August 01, 2014, 12:27:29 pm
An perhaps design a new specific weapon nicer than a simple plasma rifle ?
I really don't know the lore of XCOM: Enforcer, but I know this isn't a regular plasma rifle. So I'll just keep it at that and dumb it down.

Nice work!

I like Aldorn's idea. Maybe, since it is already a big machine-man with most likely a bit power source, a slow firing (no auto-shoot), high power (too high an energy use for agents, but can be sustained by the Enforcer's power source) weapon could be nice?

Stats wise, I guess something around early-endgame agent stats, but stronger (lower melee accuracy to compensate?) and defensive stats better than a power/flight suit? Making it strong for a "recruit", but unable to grow further.

Sectopod-wise, have you considered the mod that makes the alien's use actual laser weaponry, like its UFOPaedia entry states? That would make them able to damage each others, if not solve the problem that aliens mostly only have plasma to shoot an XCom-Sectopod with.

The Enforcer in the mod doesn't have melee. Nor do the Drones. I'll add that in at a later date. But it's a good idea. It'll be a heavily armed, heavily armoured, slow-ish bot that is used to draw fire/take most of the damage. The drones - er sorry Artificial Soldiers are to be complements to your team rather than a full blown heavy assault drone. But they will be worthwhile to keep, I'll make sure of it.

I did consider that for the sectopods. I might add it in, and I probably will. I can reduce the debuff to the XCOM Sectopods and just add the Sectopod Laser for the aliens. I'm still interested in tiering the Sectopods. Where the Sectopod/Laser has less damage and less armour, while the Sectopod/Plasma has more damage and armour. But the Sectopod/Laser could still be used for Anti-Sectopod warfare (yo dog i heard you don't like sectopods so we made our own sectopods to fight sectopods) and the Sectopod/Plasma could be used as a powerful force not to be trifled with. The Sectopod/Launcher will be the apogee of Sectopod replication.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: XCOMFan419 on August 01, 2014, 10:07:18 pm
For drones to properly work I have to change most of the ruleset. They will not be included in the release version of the beta test. They may come with 1.0 or another version of the beta.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
Post by: XCOMFan419 on August 01, 2014, 11:16:36 pm
Did a little bit of tweaking to the Artificial Soldiers. They are researchable, but not under Advanced Robotics Technology. This will be done today.

I'm glad I got it to work. They are manufacturable and are showing up in the battlescape. They will be in the beta test.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: XCOMFan419 on August 05, 2014, 12:38:09 am
Version 0.5 of Tanks Drones Sectopods? Oh my! has just been released!

Changelog:

Gosh where do I start?

- Accuracy values tweaked. Mostly to laser, auto-only, and plasma weapon tanks.
- Power values tweaked. Many things were OP while some were underpowered.
- Research and Manufacturing values tweaked to make a few things a little harder to get, and some a little easier to get. Mostly the Power Suit Drones and the XCOM Enforcer have been tinkered around with.
- Hovertank/Rocket Launcher, Hovertank/Artillery, HWP Advanced Grenades, X-Com Cyberdisc/Laser, X-Com Cyberdisc/Plasma, Power Suit Drones and XCOM Enforcer added, along with their respective manufacturing options and research.
- Tank/Snoop is now armed with a Light Machine Gun.
- Scout/Drone is now re-renamed to Tank/Scout, as it was before.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: XCOMFan419 on August 06, 2014, 12:52:34 am
Oh yes just perfect.

Well my noob is showing. I just tried to install my own mod and everything, but of course something is wrong with Line 1967, Column 9.

"What is wrong" I asked myself.

Absolutely nothing, that is what is wrong. Here is at that line and column

Code: [Select]
  - name: STR_XCOM_ENFORCER
All of the formatting is correct. I double checked. So now I'm requesting help...again.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: ivandogovich on August 06, 2014, 12:58:08 am
A leading "tab" on that line?

Thats what it looks like to me, and that is the most common problem, I've found with my mod rulesets.  ::)

Edit: nvm. I copied out your code, did not find tab
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: Aldorn on August 06, 2014, 01:01:16 am
Oh yes just perfect.

Well my noob is showing. I just tried to install my own mod and everything, but of course something is wrong with Line 1967, Column 9.

"What is wrong" I asked myself.

Absolutely nothing, that is what is wrong. Here is at that line and column

Code: [Select]
  - name: STR_XCOM_ENFORCER
All of the formatting is correct. I double checked. So now I'm requesting help...again.
Did you test it with Falko's test mod tool ?
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: XCOMFan419 on August 06, 2014, 01:02:55 am
A leading "tab" on that line?

Thats what it looks like to me, and that is the most common problem, I've found with my mod rulesets.  ::)

Edit: nvm. I copied out your code, did not find tab
It's also a part of the Manufacturing code, which might be a clue in the problem.
I even copied code from the above manufacturing code (Artificial Soldier/Vanguard) and copied all of the XCOM Enforcer stuff back into the code. No dice.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: XCOMFan419 on August 06, 2014, 01:03:34 am
Did you test it with Falko's test mod tool ?
You say that like I can understand half of the stuff that the mod tester says  :-[
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: ivandogovich on August 06, 2014, 01:05:52 am
Try replacing the ":" on that line

I have found that to be a problem too. esp after copying and pasting
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: XCOMFan419 on August 06, 2014, 01:06:53 am
Even more oddly, I moved around Artificial Soldier/Assault and Artificial Soldier/Vanguard around and now Artificial Soldier is bugging out. Makes me think it has something to do with the Artificial Soldier/Vanguard code.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: Falko on August 06, 2014, 01:07:48 am
can you post your mod
determining an error by posting only one of at least 1900 lines is a bit useless
other good tool is as always https://yaml-online-parser.appspot.com/
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: ivandogovich on August 06, 2014, 01:10:23 am
missing a space between listorder:718 on line 1966
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: XCOMFan419 on August 06, 2014, 01:10:37 am
can you post your mod
determining an error by posting only one of at least 1900 lines is a bit useless
other good tool is as always https://yaml-online-parser.appspot.com/
My mod is in the first post.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: XCOMFan419 on August 06, 2014, 01:17:02 am
Hokay so I found some other game-breaking bugs that crash the game thanks to my own testing.

Odd. I thought I fixed these issues. Must've just been overworked and thought I fixed them.

How embarrassing.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on August 06, 2014, 01:29:48 am
Version 0.51 is now up.

Changelog:

Fixed several bugs, mostly game crashing.

So until I'm comfortable with this mod I won't put it on the modsite/completed mods. This is also the reason why the mod was split into two parts, because it is now massive.

This will probably be a while until it reaches 1.0, which incorporates everything that is in the checklist.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
Post by: Aldorn on August 06, 2014, 02:24:54 pm
missing a space between listorder:718 on line 1966
Good job Ivan
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51 (Now on Modsite!)
Post by: XCOMFan419 on August 07, 2014, 03:18:26 am
Hokay so my idea not to put the mod onto the modsite was bad judgement. It is up there now.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on August 12, 2014, 07:37:28 am
Tomorrow I will release V.06, adding in a new tank based off of Mr. Quiet's idea of having an actual Tank/Artillery and Tank/Grenade Launcher. UFOpaedia entries have been messed with and some things have been rebalanced.

Gauss Mod 1.6b updated.

Future Plans

Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: smexyvami on August 24, 2014, 06:42:55 am
you have a sprite bug with the drone guys thay over lap other mods combat armor and colored armor suits
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on August 24, 2014, 09:18:31 am
you have a sprite bug with the drone guys thay over lap other mods combat armor and colored armor suits
Yes I know about this. Many armour mods often conflict because of the 'MAN[number]' .pck file they are given for the inventory screen. I can try and fix it, but I might just overlap another mod. Until I can look at most, if not all armour mods then I can't be sure to fix it. I will try in the next update, which is coming soon.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: smexyvami on August 24, 2014, 09:46:58 am
this is what i speek of and im looking at it and the fmp and thos seam to to be the over lap

(https://i.imgur.com/e1cdKXs.png)
(https://i.imgur.com/NO1yJiu.png)
Code: [Select]
  - type: MAN_9F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_10F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: Dioxine on August 24, 2014, 10:28:01 am
Try naming them like, XCOMFAN001_M0.SPK, instead of MAN(...)? Hope this works..., although I've run into some problems with Pedia when tried a similar approach... This is a known problem, they're named assets (as opposed to indexed) so they WILL overlap if the names recur in multiple mods.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on August 24, 2014, 12:28:26 pm
this is what i speek of and im looking at it and the fmp and thos seam to to be the over lap

(https://i.imgur.com/e1cdKXs.png)
(https://i.imgur.com/NO1yJiu.png)
Code: [Select]
  - type: MAN_9F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_10F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
Like I had said. I know this is a problem and I will attempt to fix it but this is a large undertaking that must be widely examined to be compatible with other mods. I know this is an issue. It's an issue with all armour mods.

Also using this with FMP is not recommended, seeing as Final Mod Pack tweaks HWP this will conflict with the mod and will be confusing.

Try naming them like, XCOMFAN001_M0.SPK, instead of MAN(...)? Hope this works..., although I've run into some problems with Pedia when tried a similar approach... This is a known problem, they're named assets (as opposed to indexed) so they WILL overlap if the names recur in multiple mods.
I'll have to try this out later, unfortunately I must work on rebalancing everything. I find that some vehicles are out of balance. I also still need sprites for the Alloy Tanks, but there's a thread around here somewhere and I believe they offered to help me. I just need to make a basic ruleset for them to toy around with.

I will make a test ruleset tonight and see if the UFOPaedia will recognize it. If not, then I'll have to give it some crazy MAN number that will probably still end up conflicting with another mod...
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: smexyvami on August 28, 2014, 02:42:04 pm
I have played around with what "Dioxine" sayd and i fixed this for you ;D Enjoy

ENFORCER
(https://i.imgur.com/GG8g356.png)

armor:
Code: [Select]
   - type: STR_ENFORCER_UC
    spriteSheet: ENFORCER.PCK
    spriteInv: XCOMFAN005_M0.SPK
    corpseItem: STR_CORPSE_ENFORCER

Sprites:
Code: [Select]
  - type: XCOMFAN005_M0.SPK
    width: 320
    height: 200
    singleImage: true
    files:
      0: Resources/TDS/Enforcer/BIGOBS/Enforcer_Suit.gif

VANGUARD
(https://i.imgur.com/CVCRlku.png)

armor:
Code: [Select]
  - type: STR_VANGUARD_UC
    spriteSheet: VANGUARD.PCK
    spriteInv: XCOMFAN003_M0.SPK
    corpseItem: STR_CORPSE_VANGUARD

Sprites:
Code: [Select]
  - type: XCOMFAN003_F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif

ASSAULT
(https://i.imgur.com/JQ9Sa4o.png)

armor:
Code: [Select]
  - type: STR_ASSAULT_UC
    spriteSheet: ASSAULT.PCK
    spriteInv: XCOMFAN002_M0.SPK
    corpseItem: STR_CORPSE_ASSAULT

Sprites:
Code: [Select]
  - type: XCOMFAN002_F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on August 28, 2014, 11:04:37 pm
I have played around with what "Dioxine" sayd and i fixed this for you ;D Enjoy

ENFORCER
(https://i.imgur.com/GG8g356.png)

armor:
Code: [Select]
   - type: STR_ENFORCER_UC
    spriteSheet: ENFORCER.PCK
    spriteInv: XCOMFAN005_M0.SPK
    corpseItem: STR_CORPSE_ENFORCER

Sprites:
Code: [Select]
  - type: XCOMFAN005_M0.SPK
    width: 320
    height: 200
    singleImage: true
    files:
      0: Resources/TDS/Enforcer/BIGOBS/Enforcer_Suit.gif

VANGUARD
(https://i.imgur.com/CVCRlku.png)

armor:
Code: [Select]
  - type: STR_VANGUARD_UC
    spriteSheet: VANGUARD.PCK
    spriteInv: XCOMFAN003_M0.SPK
    corpseItem: STR_CORPSE_VANGUARD

Sprites:
Code: [Select]
  - type: XCOMFAN003_F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif

ASSAULT
(https://i.imgur.com/JQ9Sa4o.png)

armor:
Code: [Select]
  - type: STR_ASSAULT_UC
    spriteSheet: ASSAULT.PCK
    spriteInv: XCOMFAN002_M0.SPK
    corpseItem: STR_CORPSE_ASSAULT

Sprites:
Code: [Select]
  - type: XCOMFAN002_F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
Oh uh...wow. Thanks dude!

Do they work ingame or no? That's what concerns me. Does the UFOPaedia check out? Sorry I can't check right now, I'm really busy with school starting soon.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: smexyvami on August 28, 2014, 11:43:05 pm
didnt change ufopidia files so sould still work the same
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: smexyvami on August 30, 2014, 11:46:06 pm
is it possable to add the blue one back with a stun rod ? insted of the hammer ?
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on August 31, 2014, 12:46:35 am
is it possable to add the blue one back with a stun rod ? insted of the hammer ?
It might be possible, yes. But also nearly pointless. A stun rod? I personally don't see the point. If you'd like to enlighten me on this idea then I'm all ears.

ALSO, thanks for the code. I'm currently in the process of updating and it will be finished soon,  but school is starting up and it's getting hard to find time for everything, so sorry there hasn't been an update yet  :-\
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: smexyvami on August 31, 2014, 01:58:55 am
ohh i just wanted a deicated stun unit so i didnt have to sacrifise a actual soldier . allso becuse i dont know if equiping a drone with one gets eaten and its tidius to keep haveing to give then seconday wepons when i want then to
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on August 31, 2014, 03:00:12 am
ohh i just wanted a deicated stun unit so i didnt have to sacrifise a actual soldier . allso becuse i dont know if equiping a drone with one gets eaten and its tidius to keep haveing to give then seconday wepons when i want then to
Yes I find that equipping the drones, be it the power suit drones or the Enforcer, they get eaten.

I'll see if I can get a more powerful Small Launcher instead of a stun rod. If all else fails, then a stun rod. I might switch around the rulesets so I can have other weapons with the Blue guy, since he's free now. I might do a poll later.
Title: Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on August 31, 2014, 09:55:01 am
Current ideas for next update, coming in ~2 weeks.

1. Make corresponding tanks require certain craft weapons. (Gauss Tank requires Craft Gauss Cannon, Laser Tank requires Craft Laser Cannon.) Make it compatible with Moriarity's Plasma Cannon mod, so people using said mod can still use Tank/Plasma Cannons without their mods conflicting.
2. Divide rulesets so that you can take out Gauss Mod, Minigun Mod, or both, if you do not wish to use said mod.

3. Adjust manufacturing prices.

4. Adjust Plasma and Fusion tanks so that I can add Roxis's L5A3 Laser Tank, along with the Elerium Lasers mod.

5. Fix Tank/Artillery and Tank/Grenade Launcher since Hovertank/Artillery is still the grenade launcher  :-\

6. Adjust Minigun tank - too weak now.

7. Adjust prices for tanks. Including the scout tanks.

8. Clean up code and fix powersuit drone code, with help from smexyvami

9. Tweak TU values and accuracy values, maybe damage values.

10. Screw it, I'll add the Acid Shotgun tank. With this, I might as well just make a Plasma Blaster tank as well, meaning I'll have to make another ruleset for compatible AAE. And then one with Gauss/AAE and Minigun/AAE...more work. Yay.

11. Make test ruleset for Alloy tanks, get sprites later.

12. Test ruleset where you manufacture HWP from the beginning, requiring research as you go along. EX. Mobile support research, and then most of the HWP are manufactured instead of purchased. Just an idea.
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: Roxis231 on September 01, 2014, 05:11:02 am
You do know that I've updated my mod for costs and research right

Quote
Changes:
- Made some slight changes to Ufopedia text.
- Replaced Ugly Ammo Clip graphics with Improved versions.
- Reduced Research costs to speed up usage.

Problems

- Still default graphics for Ship weapons.
- Still default graphics for Tanks.

Full thread is HERE (https://openxcom.org/forum/index.php?topic=2680.0)
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on September 01, 2014, 08:13:37 am
HOKAY SO HERE'S THE DEAL

My laptop is broken now. It refuses to charge. I didn't lose TDS, but any and all modding has ceased until I get my new laptop/PC desktop, whichever I can afford.

So now there will be no updates for TDS unless if someone wants to take the reins while I'm gone.
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: smexyvami on September 01, 2014, 04:43:35 pm
:( sad news hope you can come back to use soon
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on September 21, 2014, 08:01:06 pm
Luuuuuuuuuuuuuuuckily I have my new computer. I should have XCOM back in a few hours, and then coding of TDS will resume.
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: XCOMFan419 on September 23, 2014, 07:42:27 am
Wait wait wait.

HWP with two weapons? Since when?

Also, getting XCOM back tomorrow and will begin to code again once I figure out this whole two weapon HWP thing.
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
Post by: smexyvami on September 27, 2014, 10:57:41 pm
wellcome back i was out of commistion for a bit and still kinda am
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: XCOMFan419 on October 05, 2014, 01:42:54 am
Hokay so I plan to use the dual wielding tanks soon. Not yet unfortunately as I'd have to dissect and then reverse engineer someone else's code to make it work.

For now, I will reorder the Ruleset so it's organized and I will also be doing some cost/listorder organizing as well. 1000 dollars for an HMG bullet? Wtf was I thinking?
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: guille1434 on October 05, 2014, 08:16:58 am
Hello XComFan!

If you feel like, here I attach a ruleset which includes a fully working Sectopod / Fusion Launcher unit. It comes equipped with a Fusion Launcher with "waypoints" guidance system and a Heavy Machine Gun, which uses the same ammo as the Infantry HMG as modded in the Final Mod pack. This secondary weapon can only fire in auto mode (four shots). I hope you can use the code! I think there is a little bug with dual weapons HWP, and that is the HMG gets its ammo replenished, but the stock of ammo boxes that are stored in the base never gets depleted, so I think the program should reload the HWP with ammo, but it don't substract the ammo it loads in the unit from the base stores... 8)
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: Solarius Scorch on October 05, 2014, 08:41:42 pm
Isn't Fusion Balls + HMG a bit schizotech (https://tvtropes.org/pmwiki/pmwiki.php/Main/SchizoTech)? :)
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: guille1434 on October 05, 2014, 10:13:16 pm
Well, my thinking about this unit design was for a rear line support unit (not front line scouting), because of that, it is not as very well protected as the Sectopod/laser and Sectopod/Plasma, so its main weapon is the Blaster launcher which should provide heavy fire support to the front troops, while this unit is being kept safely at the rearguard, the Heavy machine Gun is added as a self-protection weapon just to have something to fire at that enemy which appears "out of the blue". Besides, the ammo fired by this weapon is made from Alien Alloys! (Damage = 70 AP). I think that even in a alien invaded world, full of very high tech weapons, a good old .50 Cal machine gun will still be one of a hell of a "man stopper" or, in this case "alien stopper" with the plus that you will never need fancy, hard to find Elerium-115 to manufacture the ammunition for it! 8). Indeed I first thought about installing a Smoke launcher as a secondary weapon, but then I decided to change it for something with more offensive punch.

Now that I think about it, the "rich man" equivalent unit to this one would be a combo of a fast firing gattling laser + fusion launcher... I would like to be able to find/make a distinct unit sprite to be able to visually identfy each one of the variants.
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: XCOMFan419 on October 06, 2014, 02:16:08 am
Well, thanks nonetheless. I will incorporate it ASAP. Afterall, this is a pack of *most* of the HWP in the OXC community.

As for dual weapons, I will dissect some code and figure out how to add another weapon. For example, the purchaseable tanks will have a HWG coaxial, except for the HMG tank, which I may even remove due to the new dual weapon feature. Tier II, or the researched tracked tanks, will likely have a light laser LMG or a gauss LMG. Depending on how I feel about it. The hovertanks will receive light plasma weapons as a coaxial and the sectopods are iffy, but I will do something. Cyberdiscs remain untouched for now.

I will also do some scouring of the FMP code, the Equal Terms (when it reaches 2.0) code and the Piratez code to look for potential additions to the Tanks, Drones, Sectopods roster. That's if school isn't too heavy in the next month or so. If it is, all I can do is rebalance/add pseudo!new tanks. I will also continue work on the Alloy Tank ruleset since I've put that off for too long.

In other news, a new version will be up soon for download, as I have to reorder some things and chance prices. Some things were just ridiculous.   
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: guille1434 on October 06, 2014, 06:25:21 pm
And then, I plan to develop the ultimate anti-alien HWP: The Hoverpod! I want to test if it is possible to mod a "jumping" Sectopod, which would give that unit much better mobility on the battlefield, that would be the "High End" HWP units. It will have less armor because it needs to be lighter that the walking-only siblings.

By the way, it would be excellent if the developers add a new movement type: something "jump capable" --> with the ability to hover just like a hovertank, but it has to land again on the floor in the same turn, it cannot stay hovering till the following turn... Useful to hop over walls and fences, but you can't fly over all the map. It would be great also for some new "xenomorph" type alien with very high TU and the ability to sneak to and from everywhere!
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: harry on October 07, 2014, 01:26:19 am
Well, my thinking about this unit design was for a rear line support unit [...] Indeed I first thought about installing a Smoke launcher as a secondary weapon

I actually did just that with my sectopod mod.
https://openxcom.org/forum/index.php?topic=1627.15 (https://openxcom.org/forum/index.php?topic=1627.15)

The blue sectopod provide artillery support by shooting in arc avoiding the terrain and the smoke grenades disrupt the enemies line of sight.


As for dual weapons, I will dissect some code and figure out how to add another weapon.

I think tracked HWP could use a MG as a secondary weapon.
But hovertanks can detect aliens from far away so I'm not sure such a weapon would be really useful for them.
Right now, I'm wondering if using smoke grenades for the sectopods is sound.

Instead I'll check if I can make them kick/stomp the aliens getting too close.
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: XCOMFan419 on October 20, 2014, 02:38:31 am
All right so here's the deal. The game closes up whenever I shoot the Tank/Cannon and the bullet hits the ground. Same thing happens for Crypto's Battle Tank. I assume it has something to do with TDS because I am a very amatuer modder. I also assume it has something to do with the nightlies and me being gone for a month+ and not catching up and knowing the new code or something.

Attached will be the experimental Version 0.7 which isn't even 50% done. It's split in two purely because it's massive.

TL;DR: I need help because I can't into explosions
Title: Re: [HWP, HELP AGAIN]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: XOps on October 20, 2014, 03:57:49 am
Set hitAnimation to 0 for STR_HWP_CANNON_SHELLS. One of the nightlies has updated the explosion animation to account for land/underwater explosions. When you set a weapon to damageType: 3 (explosives), it loads the hit animation from the X1.pck rather than SMOKE.PCK for most other weapons. However there is no frame 26 defined so it crashes.
Title: Re: [HWP, HELP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: XCOMFan419 on November 02, 2014, 11:28:33 pm
Set hitAnimation to 0 for STR_HWP_CANNON_SHELLS. One of the nightlies has updated the explosion animation to account for land/underwater explosions. When you set a weapon to damageType: 3 (explosives), it loads the hit animation from the X1.pck rather than SMOKE.PCK for most other weapons. However there is no frame 26 defined so it crashes.
Thanks! All is good now.

--- posts merge ---

More troubles on the homefront, including lost work since the last little build I made which had the explosions error. Thankfully there is no real progress lost, but still. It's a little saddening that I lost some work. So I have to do that again soon, but for now school takes priority. I will be able to mod on weekends and sometimes on weekdays. Nonetheless, V.07, which includes separate rules for no gauss/no minigun and several fixes is slated for release sometime late next week.

--- posts merge ---

I am nearly done the next update. However, some things have changed from the original gameplan for this update.

There are no test rulesets for manufacturing tanks/alloy tanks.

No new tanks have been added, just rebalanced.

However, some of these changes can be considered OP. But, I think they are within reason. Even I, who uses at least one tank every battle (even with my own mod on) have found that the tank either charges ahead and gets destroyed instantly or stays behind and fires two shots the entire battle. To counter this, I've upped Firing skills on the tanks, taking conventional tanks from a 60 minimum to a 70 minimum and 75 maximum. Hovertanks have now an 80 minimum and a 90 maximum. Cyberdiscs are between the conventional and hover, and Sectopods are more of an end-game tank as they now have the most TU, Firing and armour. They aren't invincible, but they hurt like hell. (120 TU, 95 Firing) and the XCOM Enforcer is just underneath the Sectopods. Drones have largely remained unchanged, equivalent to that of Hovertanks.

These changes are bound to be changed up again based on feedback. Update will be out tomorrow on the modsite around 12am EST.

The next update will feature the test rulesets, and possibly dual-wielding tanks and the HWP 6 update for Sectopods. Midterms are pratically over and everything is cooling down. I have time to mod again.

If there are any concerns, please voice them. I wish to keep this balanced, but keep the tanks an essential part of the battlefield when Tanks, Drones, Sectopods? Oh my! is enabled.

--- posts merge ---

New issue. Following tanks do not follow "Override Line of Fire" advanced option.

Tank/Machine Gun
Tank/Grenade Launcher
Tank/Artillery
Hovertank/Grenade Launcher
Hovertank/Artillery

Went through all of them to check. Attached will be the latest stable build of TDS 0.7 . The last four actually need Override Line of Fire for them to be useful, as they usually require being able to fire in arcs blindly rather than accurately, except for Artillery of course.


--- posts merge ---

Quick update:

School has been heavy. Although I have good marks, I'm currently bombarded in school work.
The modding of the game has been halted altogether, all though I am working on it whenever I can.
This weekend will be a bad weekend since I have to do a whole bunch of things.
I have parts for the Alloy Tank section now, and will start tackling that ruleset.
I finished a playthrough with TDS not too long ago. I have figured out a balancing issue. Instead of STR_SECTOPOD_TERRORIST and STR_CYBERDISC_TERRORIST I had other things, making it that you can build sectopods as soon as you have the corpses of one. So that will be fixed in 0.7
I'll work on it soon. We're due for a mid-december release on the next update.
Title: Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: scarf on January 18, 2016, 04:36:31 am
Hello, I've been using your TDS mod and it was great but somehow when I shoot cannons with conventional tank/cannon, it just crashes the game.
I wonder what is the problem.
Title: Re: [HWP, HELP AGAIN]Tanks, Drones, Sectopods? Oh my! Version 0.6
Post by: Cristao on January 19, 2016, 03:14:40 pm
Set hitAnimation to 0 for STR_HWP_CANNON_SHELLS. One of the nightlies has updated the explosion animation to account for land/underwater explosions. When you set a weapon to damageType: 3 (explosives), it loads the hit animation from the X1.pck rather than SMOKE.PCK for most other weapons. However there is no frame 26 defined so it crashes.

Thanks. I was trying to mod a tank and it kept crashing.