OpenXcom Forum
Modding => Work In Progress => Topic started by: KingMob4313 on September 02, 2014, 05:30:23 pm
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As part of the work on my Equal Terms mod, I am trying to introduce logical flows to research trees to try to slow the massive jumps in technology that can put a game into end-game mode in less than 2 months. I've already introduced some bottlenecks by inverting the laser weapon technology research path (starts with laser cannons) and requiring a capture and interrogation of an Alien Engineer and the research of a base alien weapon in order to even start to research how to use plasma weapons.
The next portion I am looking to address is the hyperwave decoder. I was looking at adding a complication that requires taking down an alien base before the Hyperwave decoder can be researched. The concept behind this change is while the individual UFOs have communicators on them, they all have what amounts to a 'One Time Pad' form of encryption ( https://en.wikipedia.org/wiki/One-time_pad ) so that getting the technology off a UFO is near useless. In order to get the base code, a base will have to be raided.
I can think of a few ways of handling this:
1) Link it to the Alien commander
Pros: Would require a trivial change in YAML to implement
Cons: Would overlap Martial Solution research. I hate two-for-ones
2) Link it to an existing tile that's only found in an alien base
Pros: Would require little work to implement, just finding an appropriate tile. Also would require player to carefully approach the base, instead of just resorting to 'haunted rubble' theory.
Cons: Finding an appropriate tile that is not on a base game UFO would be difficult and would probably be illogical (it would end up being something weird like a rock or something). Additionally, even if a proper tile is selected, many tiles are re-used in mods like Luke's awesome UFO mod or map mods.
3) Create a new tile, in a modified map zone, linked to an geoscape item and a research item
Pros: Would be the best method. Place the tile in an appropriate place in the commander's room, and it would make that final storming that much more difficult.
Cons: I have no idea where to start with this. Also, it may require an actual code change.
This would also allow me to add a research item for improved radar once alien alloys are researched (knowing the radar characteristics of the ufos would improve detection). They would have to be new radars. The perfect alternative would be to have a 1 tile facility that improves all radar, either increasing the detection rate, or shortening the time between radar 'pings'. I think both would require code changes, but both would be within reach of my coding skills.
Anyone have any suggestions on how to tackle this?
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No need adding a new tile, just put the required component as either the part of the loadout of an alien commander in the alien base, or as a free-laying item on the base's command centre map block (as this block is gauaranteed to spawn).
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No need adding a new tile, just put the required component as either the part of the loadout of an alien commander in the alien base, or as a free-laying item on the base's command centre map block (as this block is gauaranteed to spawn).
Okay, so I would end up going with the 'laying item'. Would there be a way to control where it spawns on the map? I'd give the item an armor of 1 and place it under a console, if possible.
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https://openxcom.org/forum/index.php?topic=2750.msg28893#msg28893
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Thanks Falko, that is exactly what I needed. Cheers!
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Okay, still a bit stimied.
I have the following:
terrains:
- name: UBASE
mapDataSets:
- BLANKS
- U_BASE
- U_WALL02
- U_PODS
- BRAIN
largeBlockLimit: 3
mapBlocks:
- name: UBASE_00
width: 20
length: 20
type: 7
items:
STR_HYPER_WAVE_ENCODER
- [9, 11, 1]
- name: UBASE_01
width: 20
length: 20
- name: UBASE_02
width: 20
length: 20
- name: UBASE_03
width: 20
length: 20
- name: UBASE_04
width: 10
length: 10
type: 6
- name: UBASE_05
width: 10
length: 10
- name: UBASE_06
width: 10
length: 10
- name: UBASE_07
width: 10
length: 10
type: 4
- name: UBASE_08
width: 10
length: 10
- name: UBASE_09
width: 10
length: 10
- name: UBASE_10
width: 10
length: 10
- name: UBASE_11
width: 10
length: 10
# UBASE_12 is impassable, 13 and 14 are apparently unused.
# in the interest of preserving an original experience,
# they have been disabled. delete the hashes to re-enable.
# - name: UBASE_12
# width: 10
# length: 10
# - name: UBASE_13
# width: 10
# length: 10
# - name: UBASE_14
# width: 10
# length: 10
- name: UBASE_15
width: 20
length: 20
type: 8
Which should place this new item just hanging out on the floor in the alien base in the commanders room. I'm using kinda middling coordinates, because I am not sure how the coords run (if top right is north)
However, the item isn't showing up, even after the mission.
What am I missing?
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You're missing a ":" after "STR_HYPER_WAVE_ENCODER" ;)
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You're missing a ":" after "STR_HYPER_WAVE_ENCODER" ;)
Okay, added that, it still won't show.
What am I missing?
- type: STR_HYPER_WAVE_ENCODER
size: 0.1
battleType: 0
costSell: 150000
weight: 5
bigSprite: 111
floorSprite: 112
handSprite: 32
invWidth: 2
invHeight: 1
recover: true
recoveryPoints: 50
armor: 10
...is the code for the item.
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Anyone have any idea what I could be missing? I've tried changing a half dozen things and nothing shows.
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Do you have it set as a "recoverable" item?
recover Is this item recoverable? (gets transported to the X-COM base on mission success) true
Maybe that is necessary.
Cheers, Ivan :D
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Yeah, I have that in the code as well. So bizarre...
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I think someone has some working Alien Data items in one of their mods that allows research breakthroughs.
Maybe that will help.
Cheers, Ivan :D
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I think someone has some working Alien Data items in one of their mods that allows research breakthroughs.
Maybe that will help.
Cheers, Ivan :D
Good point, I will look into it.
Thanks for the help.
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I think someone has some working Alien Data items in one of their mods that allows research breakthroughs.
That would be me. In the Final Mod Pack, you can sometimes find Alien Data Slate, which upon research gives a random tech. The downside is, if you don't have the "destroy items on research" (or something to this effect) option on, the item stays and can be researched again... and again...
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That would be me. In the Final Mod Pack, you can sometimes find Alien Data Slate, which upon research gives a random tech. The downside is, if you don't have the "destroy items on research" (or something to this effect) option on, the item stays and can be researched again... and again...
Perfect!
Maybe I can figure out what the hell I screwed up. It's holding up the 2.0 gold release of my mod!
Thanks, man.