OpenXcom Forum

Modding => Released Mods => Topic started by: Solarius Scorch on August 16, 2014, 03:34:06 pm

Title: Ironfist Dropship 1.4c
Post by: Solarius Scorch on August 16, 2014, 03:34:06 pm
Ladies and gentlemen, a new troop transporter: the Ironfist.

(https://i200.photobucket.com/albums/aa43/SolariusScorch/Modding/DROPSHIP.gif)

Get the latest version here: https://www.openxcom.com/mod/ironfist-dropship

WHAT DOES THIS MOD DO?
This mod adds one new troop transporter. It requires all UFO components, but not UFO Construction.

WHY WAS IT MADE?
It was made for the Final Mod Pack, but I've decided to release a standalone version in case people like it and want to use it.

ANY DETAILS?
The Ironfist can transport up to 18 soldiers, including up to 4 tanks. It has two ramps for easier deployment. It uses Elerium as fuel. It has no weapon hardpoints. It also has extended radar range.

CHANGELOG:
1.0: Added the dropship.
1.1: Fixed some errors.
1.2: Shortened the ship to fix problems when landed close to the edge.
1.3: Custom soldier deployment inside the ship.
1.4: Update to fit the new mod structure.
1.4b: Fixed a terrain mismatch.
1.4c: Fixed some issues with walk-through walls.
Title: Re: Ironfist Dropship 1.0
Post by: Arthanor on August 16, 2014, 03:58:16 pm
Looks interesting! And it has stairs to go on the roof for snipers? O.O Nice idea!

Quick question: Why all components but not UFO constructions? This looks like Lightning+1 with less research..?
Title: Re: Ironfist Dropship 1.0
Post by: Solarius Scorch on August 16, 2014, 04:03:41 pm
Looks interesting! And it has stairs to go on the roof for snipers? O.O Nice idea!

Quick question: Why all components but not UFO constructions? This looks like Lightning+1 with less research..?

Well, it is a bit of a Lightning +1... Or more like Lightning -1, since it allows for no weapons and is generally performing much worse despite having two UFO reactors. (It makes more sense in the FMP, since it's a counterpart of the Sentinel.)
I wanted to base the ship on Skyranger, but I would have to make many new tiles, and it was a bit much. So I used a mix of lightning and Skyranger parts.

As for the stairs, well, Dioxine did it first :)
Title: Re: Ironfist Dropship 1.0
Post by: niculinux on August 16, 2014, 04:50:50 pm
WOOOOO YEAHHHHHH!!!
Title: Re: Ironfist Dropship 1.0
Post by: K1lo on August 16, 2014, 06:45:26 pm
Loving the modded avenger!! Always found the stock craft to be fairly boring. They got better in TFTD but they were still somewhat lackluster
Title: Re: Ironfist Dropship 1.0
Post by: ivandogovich on August 16, 2014, 08:19:44 pm
This is a sweet looking ship!  Very nice!   :D
Title: Re: Ironfist Dropship 1.0
Post by: Aldorn on August 17, 2014, 02:47:49 am
Well done !
And thanks for stand alone mod :)
Title: Re: Ironfist Dropship 1.0
Post by: arrakis69ct on August 18, 2014, 01:23:35 am
Put a toilet. Is necesary men..... Lol great work
Title: Re: Ironfist Dropship 1.0
Post by: Solarius Scorch on August 18, 2014, 01:25:20 am
Put a toilet. Is necesary men..... Lol great work

Well, I have the necessary tiles... :P
Title: Re: Ironfist Dropship 1.0
Post by: arrakis69ct on August 18, 2014, 06:34:07 pm
The ship have a fail in the front. The people can go to the wall similar than a ghost.
(https://tapatalk.imageshack.com/v2/14/08/18/1dced458cdefa84242e9c10289d7701c.jpg)
Title: Re: Ironfist Dropship 1.0
Post by: guille1434 on August 21, 2014, 06:43:08 pm
A front line report from the troops about the Ironfist assault craft:

Troops and HWP that cannot hover (Flying suits and hovertanks) are unable to climb back inside the craft after they exit... That is not good news if you discover that the mission is too much for your squad and want to make a hurried dust-off...

Otherwise, thaks for the excellent design and valuable addition to the craft variety.  8)
Title: Re: Ironfist Dropship 1.0
Post by: Solarius Scorch on August 21, 2014, 07:02:21 pm
Hmm, apparently there are issues... :P

They'll be fixed soon. Hopefully.
Title: Re: Ironfist Dropship 1.0
Post by: Dioxine on August 21, 2014, 07:26:14 pm
The ship seems to be missing the highest-elevated part of the ramp... This might be the source of the problem...
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 21, 2014, 09:02:43 pm
OK, both errors were fixed and a uploaded.

Thanks for the messages and sorry.
Title: Re: Ironfist Dropship 1.1
Post by: LouisdeFuines on August 21, 2014, 09:16:29 pm
Yeah, I would fly that thing without the toilet...  ;)
Title: Re: Ironfist Dropship 1.1
Post by: XCOMFan419 on August 21, 2014, 10:54:20 pm
(https://i.imgur.com/OLSglzs.png)

wut

Okay so I installed the latest nightly and then wanted to try out the Ironfist for the hell of it. Loaded up new battle and....this. I was using V1.1

So I uninstalled V1.1 and installed V1.0 to see if the same problem occurs. And of course, as lucky as I am, of course it did. I have no clue what's causing this. I am considering backing up my data folder, moving it elsewhere, and then moving in an old data folder which I will then install V1.1 again of the Ironfist to see if it's a problem with conflicting mods.
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 21, 2014, 11:42:30 pm
It's probably caused by unpatched version of your game. Make sure to follow the Openxcom instructions: first the official patches, then the Universal Patch.
Title: Re: Ironfist Dropship 1.1
Post by: XCOMFan419 on August 22, 2014, 12:05:31 am
It's probably caused by unpatched version of your game. Make sure to follow the Openxcom instructions: first the official patches, then the Universal Patch.
Wait wait wait.

It said it was in the Windows Installer. I used that to bring my game to 1.0. I then installed the nightlies. Are you telling me I'm missing something?
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 22, 2014, 12:11:51 am
Wait wait wait.

It said it was in the Windows Installer. I used that to bring my game to 1.0. I then installed the nightlies. Are you telling me I'm missing something?

No no no, I don't mean the Openxcom install. I mean the original X-Com: UFO Defense / UFO: Enemy Unknown files that you import to the Openxcom when it installs.

I'm not sure it's the reason, but that's my educated guess.
Title: Re: Ironfist Dropship 1.1
Post by: XCOMFan419 on August 22, 2014, 12:20:41 am
No no no, I don't mean the Openxcom install. I mean the original X-Com: UFO Defense / UFO: Enemy Unknown files that you import to the Openxcom when it installs.

I'm not sure it's the reason, but that's my educated guess.
Maybe. Probably because I don't have the patched Steam version that was always buggy.

Well maybe, maybe not. I'll try again later.
Title: Re: Ironfist Dropship 1.1
Post by: smexyvami on August 22, 2014, 01:18:12 am
i had that happen with the aloy skyranger i didnt try to fix it tho i just dont use that ship any more :P
Title: Re: Ironfist Dropship 1.1
Post by: Recruit69 on August 26, 2014, 09:45:39 pm
Nice ship!

But.... yes, sorry, a but!

I arrive at a crash site.

It's a bunch of sectoids and cyberdisks, completely flanking me at all directions.

I make the decision to quit the mission, so my troops escape, but sadly, my tanks are unable to board the craft, as IronFist, is a couple of tiles too close to the edge of the map for the tanks to go on the craft!
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 26, 2014, 09:56:44 pm
Nice ship!
too close to the edge of the map for the tanks to go on the craft!

Ouch! That's some bad luck.

I feared it would happen, but it was hard to make the ship any shorter. I can look at it again...
Title: Re: Ironfist Dropship 1.1
Post by: smexyvami on August 26, 2014, 10:35:35 pm
side exit doors :P
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 26, 2014, 10:43:34 pm
side exit doors :P

I thought about that, but it would have to be 1 tile only, so no help with tanks. :)

Also, the tileset doesn't allow for doors on the left side of the craft.
Title: Re: Ironfist Dropship 1.1
Post by: Recruit69 on August 26, 2014, 10:47:32 pm
What about dropping it a level, i.e. no support on legs,

Then you can add sliding doors, rather than ramps (Like Triton from TFTD)?
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 26, 2014, 10:50:47 pm
What about dropping it a level, i.e. no support on legs,

Then you can add sliding doors, rather than ramps (Like Triton from TFTD)?

The elevation is not a problem. I made sliding doors at first, but due to the two exits and the entire layout it didn't look good, so finally I had to get rid of them.
Title: Re: Ironfist Dropship 1.1
Post by: Recruit69 on August 26, 2014, 10:55:32 pm
The elevation is not a problem. I made sliding doors at first, but due to the two exits and the entire layout it didn't look good, so finally I had to get rid of them.

Hmm! Tricky one, I see!
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 26, 2014, 11:00:05 pm
Hmm! Tricky one, I see!

Full of failure potential, craft design is. :)
Title: Re: Ironfist Dropship 1.1
Post by: smexyvami on August 26, 2014, 11:22:26 pm
grave lift to the roof  :P the mib ships have grav lips to a second story why cant xcom figuire this out
Title: Re: Ironfist Dropship 1.1
Post by: Dioxine on August 26, 2014, 11:24:10 pm
Or... the Fastest Lift In the World (TM)!

(a hole in the floor)
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 26, 2014, 11:46:40 pm
grave lift to the roof  :P the mib ships have grav lips to a second story why cant xcom figuire this out

This is planned for the NEXT craft, which is more advanced*.

This one still has stairs... :P

Or... the Fastest Lift In the World (TM)!

(a hole in the floor)

2 hot 4 X-Com. :P



* I may just steal Dioxine's map from the Piratez...
Title: Re: Ironfist Dropship 1.1
Post by: guille1434 on August 27, 2014, 12:23:52 am
Yes! An emergency floor escape hatch for the Ironfist would be great!

Also, I would like to see someone knowledgeable to add a stairway to the roof and a floor escape hatch to the Avenger Craft! 8)
Title: Re: Ironfist Dropship 1.1
Post by: Dioxine on August 27, 2014, 12:27:56 am
Yes! An emergency floor escape hatch for the Ironfist would be great!

Also, I would like to see someone knowledgeable to add a stairway to the roof and a floor escape hatch to the Avenger Craft! 8)

All people's request point inevitably towards the perfect design which is my Bonaventura :)
Title: Re: Ironfist Dropship 1.1
Post by: XCOMFan419 on August 27, 2014, 12:49:32 pm
Also, little update:

Got it to work finally. Works like a charm.

But are all the soldiers supposed to be at the doors or spread throughout the craft? They are in three lines at the doors for me.
\
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 27, 2014, 01:03:37 pm
Also, little update:

Got it to work finally. Works like a charm.

But are all the soldiers supposed to be at the doors or spread throughout the craft? They are in three lines at the doors for me.
\

That's how deployment works in Openxcom. I don't think I can do much about that, unless there's something I don't know.
Title: Re: Ironfist Dropship 1.1
Post by: Dioxine on August 27, 2014, 01:27:29 pm
Gander this:

Code: [Select]
    battlescapeTerrainData:
      name: LIGHTNIN
      mapDataSets:
        - BLANKS
        - LIGHTNIN
      mapBlocks:
        - name: LIGHTNIN
          width: 20
          length: 10
    deployment:
      - [10, 5, 1, 2]
      - [10, 6, 1, 2]
      - [10, 4, 1, 2]
      - [9, 7, 1, 2]
      - [9, 3, 1, 2]
      - [8, 7, 1, 2]
      - [8, 3, 1, 2]
      - [7, 7, 1, 2]
      - [7, 3, 1, 2]
      - [6, 6, 1, 2]
      - [6, 4, 1, 2]
      - [6, 5, 1, 2]

I don't know if it works, but deployment supposed to tell where the soldiers should be deployed. The numbers (first tile = 0) are: x (lef-right), y, z level (0=ground), and finally facing (0 being 1.30 o'clock, then clockwise 1.5 hr each, you need 0 for this ship).
Title: Re: Ironfist Dropship 1.1
Post by: XCOMFan419 on August 29, 2014, 04:48:05 pm
I just realized that the ironfist is expensive as all HELL

Same cost as an Avenger (120 alloys, 3 navigation and 6 power sources) yet carries 8 less soldiers and has no weapons. While you can argue that it doesn't require UFO Construction and all those other techs for the new craft, having 100 scientists really negates that as being a problem.

I would've made it as expensive as the Lightning though, or even the Firestorm.
 
But hey, it's your mod. Just providing feedback.
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 29, 2014, 04:52:08 pm
Frankly I didn't pay much attention to this, since at this stage I normally have at least 30 mln dollars, so any expense is purely for fluff only. However, I'll think about this.
Title: Re: Ironfist Dropship 1.1
Post by: davide on August 29, 2014, 05:34:08 pm
Try to parking (landing) this big craft on the Cruise and Cargo ship is a nightmare ... :o
Title: Re: Ironfist Dropship 1.1
Post by: BlackLibrary on August 29, 2014, 07:18:36 pm
Try to parking (landing) this big craft on the Cruise and Cargo ship is a nightmare ... :o

What mod has Cruise and Cargo ship?  Is that the pirate mod?
Title: Re: Ironfist Dropship 1.1
Post by: ivandogovich on August 29, 2014, 08:24:51 pm
Hmm... what scenario is water based....?  ::)
Title: Re: Ironfist Dropship 1.1
Post by: arrakis69ct on August 29, 2014, 09:04:40 pm
The futureeeeeee XD.....

Enviado desde mi LG-D802 mediante Tapatalk

Title: Re: Ironfist Dropship 1.1
Post by: davide on August 29, 2014, 10:34:36 pm
What mod has Cruise and Cargo ship?  Is that the pirate mod?

TFTD or an hybrid game (my wish)
Title: Re: Ironfist Dropship 1.1
Post by: Solarius Scorch on August 31, 2014, 12:58:47 am
I shortened the ship by one tile. Please let me know if the problem persists (or new ones arise).
Title: Re: Ironfist Dropship 1.2
Post by: TaxxiDriver on November 21, 2014, 12:13:02 pm
I'm having the exact same problem XCOMFan419 had before. I disabled every other mods but it still didn't work. I got frustrated, so reinstalled as 1.0 with installer but still the ship doesn't seem to be right. Then I got the latest nightly, but still the problem lingers on.

I really don't think I've done something wrong with the installation (1.4 patch -> 1.0 -> nightly) since I was doing everything fine with other mods so far, some of which add the terrain files. I don't have any clue at the moment :(
Title: Re: Ironfist Dropship 1.2
Post by: SIMON on November 21, 2014, 12:51:37 pm
Dito, I encountered exactly this problem as many others have described but I was using version 1.0. In the end I scrapped the Ironfist and built a Skywarden which with the exception of no stairs is in my opinion overall better than the Ironfist, faster for a start 2500km/h. But see the pics and decide for yourselves. However I'll have a look @ version 1.2 and see what happens.
Title: Re: Ironfist Dropship 1.2
Post by: TaxxiDriver on November 21, 2014, 01:14:17 pm
Dito, I encountered exactly this problem as many others have described but I was using version 1.0. In the end I scrapped the Ironfist and built a Skywarden which with the exception of no stairs is in my opinion overall better than the Ironfist, faster for a start 2500km/h. But see the pics and decide for yourselves. However I'll have a look @ version 1.2 and see what happens.

Hm, so I'm not the only one having the problem... I know nothing about map files so I cannot do anything :( I even don't know how to open the files: just tried the paint and of course it wouldn't work ::)

I'd love to use any ships. The most interesting thing about this mod was that it is a transporter: there had been plenty fighter type of crafts but few of them were transporters. Can I see your Skywarden? I do have seen a craft named Skywarden from XAE mod, but your Skywarden seems to be a different one. I'd love to see a transporter capable of carrying many troops...
Title: Re: Ironfist Dropship 1.2
Post by: SIMON on November 21, 2014, 01:30:57 pm
Can't take the credit myself as this Skywarden is from "Xeno Operations v0.8 Beta By XOps". If u're thinking of using this mod I think there might be conflicts if u're using XAE @ the same time.
Title: Re: Ironfist Dropship 1.2
Post by: TaxxiDriver on November 21, 2014, 01:35:15 pm
Oh, I see. I think I can still have a look at it. Thanks for the suggestion :)
Title: Re: Ironfist Dropship 1.2
Post by: Solarius Scorch on November 21, 2014, 02:55:27 pm
I don't think this mod would conflict with anything, since it's reasonably clean. But of course I'll fix anything than needs to be fixed, if I get more concrete info on what's wrong.
Title: Re: Ironfist Dropship 1.2
Post by: TaxxiDriver on November 21, 2014, 05:41:08 pm
I upload some pictures. It's without any mods except the ironfist 1.2 with the latest nightly.

Soldiers can go up the stairs, but strangely cannot go right outside via the front (where supposedly the ramp should be). Soldier with flying armors can do the trick, though. Basically identical to the case of XCOMFan419. I would PM him just in case.
Title: Re: Ironfist Dropship 1.2
Post by: Solarius Scorch on November 21, 2014, 06:00:04 pm
Looks like wrong mcd. Please reinstall your Openxcom using unmodified X-Com files and stick to the install instructions; do not forget to use Zombie's map fix as explained in the installation section on the Openxcom website.
Title: Re: Ironfist Dropship 1.2
Post by: HotIceHilda on November 22, 2014, 02:45:14 am
Looks like wrong mcd. Please reinstall your Openxcom using unmodified X-Com files and stick to the install instructions; do not forget to use Zombie's map fix as explained in the installation section on the Openxcom website.
What do you mean by"unmodified XCOM filies" I have not edited my original XCOM files from the steam version. There is no mention of Zombie's map fix at all.
Title: Re: Ironfist Dropship 1.2
Post by: endersblade on November 23, 2014, 03:09:17 am
For what it's worth, I installed the steam version, ran the installer for OpenXcom 1.0, and have just been installing the nightlies as they come out. I have the Final Mod Pack, and I haven't had a single issue with this craft. Is the FMP version different somehow? The only other mod I'm using is one of my own make that just tweaks weapon stats, so no conflicts or inadvertent fixes that I know of.
Title: Re: Ironfist Dropship 1.2
Post by: TaxxiDriver on November 24, 2014, 04:40:51 pm
For what it's worth, I installed the steam version, ran the installer for OpenXcom 1.0, and have just been installing the nightlies as they come out. I have the Final Mod Pack, and I haven't had a single issue with this craft. Is the FMP version different somehow? The only other mod I'm using is one of my own make that just tweaks weapon stats, so no conflicts or inadvertent fixes that I know of.

I was suspecting that, and today I just copied and pasted the suspected files (terrain and map files from FMP with lightning and avenger since those are related to this mod) and it finally works. I have no idea exactly which file has the direct connection with this mod. But I'm just assuming some changes in the map/terrain/routes files are inevitable to use this mod. Altering the basic map/terrain files can cause confliction with other mods so one should be a bit careful using this mod seperately, I guess?
Title: Re: Ironfist Dropship 1.2
Post by: Solarius Scorch on November 24, 2014, 07:07:01 pm
What do you mean by"unmodified XCOM filies" I have not edited my original XCOM files from the steam version. There is no mention of Zombie's map fix at all.

I meant this part: "OpenXcom requires a vanilla version of the original UFO: Enemy Unknown / X-COM: UFO Defense (any edition) with the latest patch." What I meant was the OpenXcom Universal Patch.

Anyway, I can't explain the difference between functionality of these maps, since they should be exactly the same. Anyone else has similar problems?
Title: Re: Ironfist Dropship 1.2
Post by: TaxxiDriver on November 25, 2014, 02:35:25 am
Anyway, I can't explain the difference between functionality of these maps, since they should be exactly the same.

You mean the maps/terrain/routes files of lightning and avenger from FMP are the same as those of openXCOM? IIRC the size of some of those files were different from that of openXCOM files. And they were different from those in the universal patch, too (I used the installer so they are in my openXCOM folder anyway). And if those files are to be really the same, was there any reason to attach those files into FMP? ???

There's still a possibility that I've done something wrong, and in that case it's good since that means I've fixed it now :) But I'm just wondering then why FMP has those additional files ???

Title: Re: Ironfist Dropship 1.2
Post by: Solarius Scorch on November 26, 2014, 09:32:46 pm
You mean the maps/terrain/routes files of lightning and avenger from FMP are the same as those of openXCOM?

No no, I meant that the dropship maps are identical in the standalone Dropship mod and the FMP.

And if those files are to be really the same, was there any reason to attach those files into FMP? ???

Because FMP means French/Final Mod Pack? :P

There's still a possibility that I've done something wrong, and in that case it's good since that means I've fixed it now :) But I'm just wondering then why FMP has those additional files ???

I wish I knew, bro. I wish I knew.
Title: Re: Ironfist Dropship 1.2
Post by: SIMON on May 19, 2015, 03:05:04 pm
I'm using this transport ship a lot in my current game of redux but was wondering if it's possible to have some of my troops starting @ the bottom of the stairs, see pic for details. I've looked @ the .rul file but can't see where to change the deployment in that.
Title: Re: Ironfist Dropship 1.2
Post by: Solarius Scorch on May 19, 2015, 04:13:24 pm
Yeah, it's possible - actually, that's how it is in the Final Mod Pack.

I'll have a look and reupload.
Title: Re: Ironfist Dropship 1.2
Post by: Arthanor on May 19, 2015, 04:16:58 pm
It might work better to have the two tanks in front of the two doors too? Or is that a deliberate choice so you can chose to lead with either tank or soldier? Just thinking for soldier safety (and faithfulness to vanilla)
Title: Re: Ironfist Dropship 1.2
Post by: SIMON on May 19, 2015, 04:58:20 pm
Good idea, if I'm shifting troops about, I might as well have the tanks @ the doors, will wait on any updates.
Title: Re: Ironfist Dropship 1.2
Post by: Dioxine on May 19, 2015, 05:31:58 pm
Maybe it's time to make FMP a "master" mod and write mini-mods with such things as varied Ironfist deployment variants... Realistically speaking, the mod system is so easy to navigate now, that a player could then switch between various deployments by simply saving & exiting to main menu, switching the minimod, and loading :)
Title: Re: Ironfist Dropship 1.3
Post by: Solarius Scorch on May 20, 2015, 08:23:40 pm
Maybe it's time to make FMP a "master" mod and write mini-mods with such things as varied Ironfist deployment variants... Realistically speaking, the mod system is so easy to navigate now, that a player could then switch between various deployments by simply saving & exiting to main menu, switching the minimod, and loading :)

Oh Lord, that would be a wholly different level. :) Who knows, who knows...

Anyway, I've uploaded the new version 1.3. It adds the custom deployment (made by Dioxine), with two guys at the back.
Title: Re: Ironfist Dropship 1.3
Post by: 7Saturn on May 21, 2015, 12:19:16 am
You might want to update the paths where to put the files as well, as there isn't a data-folder any more. =)
Title: Re: Ironfist Dropship 1.3
Post by: SIMON on May 21, 2015, 01:10:07 am
Have updated my current game of redux with v1.3 and is going a treat, @ least I've a fighting chance vs the elite muton/ethereals missions. Saying that I had to abort a crashed commander guard battleship as those 2 aliens r bad enough but not 6 or more armored sectopods as well. Thanks for updating as quickly as u did.
Title: Re: Ironfist Dropship 1.3
Post by: Solarius Scorch on May 21, 2015, 08:08:35 am
You might want to update the paths where to put the files as well, as there isn't a data-folder any more. =)

This mod does not require any nightly functionalities, and a vast majority of players do not use the nightly.

Have updated my current game of redux with v1.3 and is going a treat, @ least I've a fighting chance vs the elite muton/ethereals missions. Saying that I had to abort a crashed commander guard battleship as those 2 aliens r bad enough but not 6 or more armored sectopods as well. Thanks for updating as quickly as u did.

No problem :)
Title: Re: Ironfist Dropship 1.3
Post by: new_civilian on July 01, 2015, 11:04:14 am
Just something I tried and it worked fine: Why not replace the stairs with a lift, you can use the tiles from U_walls? :)
Title: Re: Ironfist Dropship 1.3
Post by: Solarius Scorch on July 01, 2015, 03:43:49 pm
Just something I tried and it worked fine: Why not replace the stairs with a lift, you can use the tiles from U_walls? :)

It's possible, but it's require some additional prerequisites to explain why X-Com uses anti-gravity technology. :) And that would probably mean that by that time, the Ironfist would quickly become obsolete due to Avenger.
Title: Re: Ironfist Dropship 1.3
Post by: new_civilian on July 21, 2015, 11:01:32 am
Ok, I see your point. But why not use the ladder thingamabob from Hobbes' Dawnurban mcd file, then?   ;)


or was it madurban... anyway, one of those mcd's had ladders in it.
Title: Re: Ironfist Dropship 1.3
Post by: Solarius Scorch on July 21, 2015, 02:20:11 pm
Ok, I see your point. But why not use the ladder thingamabob from Hobbes' Dawnurban mcd file, then?   ;)


or was it madurban... anyway, one of those mcd's had ladders in it.

Yeah, it was Madurban. Would be possible, sure - I'll think about it.

But what I'm having in mind is a different type of plane that would be more suitable for ladders. :)
Title: Re: Ironfist Dropship 1.3
Post by: new_civilian on July 22, 2015, 12:36:38 pm
Yeah, it was Madurban. Would be possible, sure - I'll think about it.

But what I'm having in mind is a different type of plane that would be more suitable for ladders. :)

The original skyranger then  ;D Or a lightning without doors....  :P
Title: Re: Ironfist Dropship 1.3
Post by: Ethereal on January 07, 2016, 06:22:39 am
(https://savepic.su/6944612.png)

    soldiers: 38
    vehicles: 6
    deployment:
      - [2, 4, 1, 0]
      - [3, 4, 1, 0]
      - [6, 4, 1, 0]
      - [7, 4, 1, 0]
      - [2, 5, 1, 0]
      - [3, 5, 1, 0]
      - [6, 5, 1, 0]
      - [7, 5, 1, 0]
      - [2, 6, 1, 0]
      - [3, 6, 1, 0]
      - [6, 6, 1, 0]
      - [7, 6, 1, 0]
      - [2, 7, 1, 0]
      - [3, 7, 1, 0]
      - [6, 7, 1, 0]
      - [7, 7, 1, 0]
      - [4, 4, 1, 0]
      - [4, 5, 1, 0]
      - [4, 6, 1, 0]
      - [4, 7, 1, 0]
      - [5, 4, 1, 0]
      - [5, 5, 1, 0]
      - [5, 6, 1, 0]
      - [5, 7, 1, 0]
      - [2, 8, 1, 0]
      - [3, 8, 1, 0]
      - [6, 8, 1, 0]
      - [7, 8, 1, 0]
      - [2, 9, 1, 0]
      - [3, 9, 1, 0]
      - [6, 9, 1, 0]
      - [7, 9, 1, 0]
      - [5, 10, 1, 0]
      - [5, 11, 1, 0]
      - [4, 10, 1, 0]
      - [4, 11, 1, 0]
      - [4, 12, 1, 4]
      - [4, 14, 1, 0]
Title: Re: Ironfist Dropship 1.4
Post by: Solarius Scorch on April 28, 2018, 12:53:52 am
I have updated the version in the first post to 1.4.
Title: Re: Ironfist Dropship 1.4
Post by: Lord_Kane on September 27, 2018, 08:01:15 pm
Sorry to necro a old thread, but this is completely broken on the current nightlies
Title: Re: Ironfist Dropship 1.4c
Post by: Solarius Scorch on October 05, 2018, 12:47:10 am
The problem is not with the nightlies, it's my fault - I modified some maps without updating the terrain. Sorry.
Now should work (1.4b).

EDIT: another update (1.4c), this time dealing with some walk-through walls.