OpenXcom Forum

Modding => Released Mods => Hardmode Expansion => Topic started by: hellrazor on January 28, 2015, 08:19:22 pm

Title: [SUBMOD][CRAFT]Alternate Lightning - Thunder - Final Version 1.12
Post by: hellrazor on January 28, 2015, 08:19:22 pm
Alternate Lightning - Thunder

Download: mod.io (https://mod.io/g/openxcom/m/alternate-lightning-thunder)

The file is also attached towards this post.

#Alternate Lightning - Thunder Mod by hellrazor

The THUNDER is a complete replacement for the rarely used LIGHTNING.
It has the same stats as it, with the exception of a Troop capacity of up to
18 Soldiers, it is also capable of bringing Tanks into combat.

Possible Loadouts:

- 18 Soldiers or

- 14 Soldiers + 1 Tank or

- 10 Soldiers + 2 Tanks.

Added:
- THUNDER.MCD
- THUNDER.PCK
- THUNDER.TAB

Which are renamed and patched Version of Lightning MCD file, so no one can complain about shitty Maps anymore :>

Fixed: Soldier Position in the Deployment
Modified: Primary spawn point slightly to allow Soldier to shoot out of the craft diagonally.

Some pictures see in attachments.
Title: Re: [CRAFT][WIP] Alternate Lightning
Post by: hellrazor on January 28, 2015, 09:34:26 pm
I am having some trouble with the Ruleset. SOLVED
Title: Re: [CRAFT][WIP] Alternate Lightning
Post by: hellrazor on January 29, 2015, 02:56:28 am
Well i was working on this for a while.
And i decided to supply you with a screenshot from the THUNDER,
in action :>

Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: moriarty on January 29, 2015, 01:03:31 pm
The column between the two door-tiles looks rather... solid. how did the tank go through that? ;)
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on January 29, 2015, 01:28:49 pm
The column between the two door-tiles looks rather... solid. how did the tank go through that? ;)

Now that you mention it. Can we do something about this?
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: SIMON BAILIE on January 29, 2015, 03:39:46 pm
Lovely mod except there was no routes file so my "temporary workaround" was to copy the original "lightning.rmp" and rename the copy as "thunder.rmp". Don't know if this will work in the long term as u can see from the screen shots. But on my limited testing the 4 pink columns don't appear to interfere with movement but just look out of place.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on January 29, 2015, 04:53:54 pm
Lovely mod except there was no routes file so my "temporary workaround" was to copy the original "lightning.rmp" and rename the copy as "thunder.rmp". Don't know if this will work in the long term as u can see from the screen shots. But on my limited testing the 4 pink columns don't appear to interfere with movement but just look out of place.

Well the Routes file i noticed myself. The Download-Version which is now linked has the THUNDER.RMP file in it.

What those columns are i have no clue, they do not show up in my Openxcom. Gonna check the map in any case.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on January 29, 2015, 05:04:11 pm
Lovely mod except there was no routes file so my "temporary workaround" was to copy the original "lightning.rmp" and rename the copy as "thunder.rmp". Don't know if this will work in the long term as u can see from the screen shots. But on my limited testing the 4 pink columns don't appear to interfere with movement but just look out of place.

I just checked the Map in the Mapviewer and yes there were those columns on those field.
I removed them and uploaded the Version to the first Post of this thread. And also uploaded the fixed Version to the Mod portal.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: SIMON BAILIE on January 29, 2015, 05:53:45 pm
That's great now, still have the 4 pink columns but that a very minor thing on graphical looks only so it's very playable atm.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on January 29, 2015, 06:20:29 pm
That's great now, still have the 4 pink columns but that a very minor thing on graphical looks only so it's very playable atm.

Did you try the new Files already? Those columns should be gone, i can't see them ingame.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: SIMON BAILIE on January 29, 2015, 10:31:42 pm
Well the nightly I'm using atm is the one from 2014-10-27 so maybe this is having an effect but I don't know. This was one of the last ones before all the map script changes came in. In future games I'll try a much more up to date build as I've been keeping all the nightlies I've downloaded back to 2014-03-02. However I'm more than happy with the way it plays atm and the columns don't really bother me. I also have 46 other mods running on this current game so if a few pink columns pop up inside the new Lightning (and no effect on movement) is the only conflict that I have I'll not over worry. Will keep a look out if u update your current version past 1.1.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on January 29, 2015, 10:57:26 pm
Well the nightly I'm using atm is the one from 2014-10-27 so maybe this is having an effect but I don't know. This was one of the last ones before all the map script changes came in. In future games I'll try a much more up to date build as I've been keeping all the nightlies I've downloaded back to 2014-03-02. However I'm more than happy with the way it plays atm and the columns don't really bother me. I also have 46 other mods running on this current game so if a few pink columns pop up inside the new Lightning (and no effect on movement) is the only conflict that I have I'll not over worry. Will keep a look out if u update your current version past 1.1.

Well i am useing the newest github code, i check daily if there are updates :D.
Btw here is another Screenshot from me, as you can see no columns there. Maybe it is of your relativ old Version or hte load of Mods you use i don't know.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: SIMON BAILIE on January 29, 2015, 11:42:43 pm
Thanks for all the work u've put in so far and I look forward to anything more in the future. Btw I've got the latest nightly of 2015-01-23 but I think some of the mods (which are quite old, June 2014) I enjoy cause probs or the whole nightly won't run with versions later than 2014-10-27. For example on some of the relatively current nightlies I kept getting an error message about the units height being 25. I think this issue has discussed widely so more than likely it is the older mods that are causing the problem.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: yrizoud on January 30, 2015, 01:23:29 am
I see two power source tiles. Won't they count as two captured power sources on debriefing ?
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: ivandogovich on January 30, 2015, 01:24:49 am
I see two power source tiles. Won't they count as two captured power sources on debriefing ?

Do they count on debriefings from the standard Lightning that has one?
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: yrizoud on January 30, 2015, 01:42:05 am
Ah sorry I didn't know (Which tells you how I never use the Lightning either!)
So the Openxcom coders already had to take this into account.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on January 30, 2015, 09:12:43 pm
Btw i am thinking if i should remove the door altogether.
Do you comply?
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: SIMON BAILIE on February 01, 2015, 06:23:25 pm
Just thought I wud let u know that it does seem to be the older nightly I'm using atm as u'll see fr the screenshot, no pink columns in the latest nightly of 02-01-2015 so I'll be looking forward to my nxt new game with that build.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: Solarius Scorch on February 06, 2015, 02:20:40 pm
Looks pretty solid. Nothing fancy, but efficient.

Makes me think of the redone Lightning, but that one had some lifts too and was overall more swag.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: kikimoristan on February 07, 2015, 08:53:17 am
Just thought I wud let u know that it does seem to be the older nightly I'm using atm as u'll see fr the screenshot, no pink columns in the latest nightly of 02-01-2015 so I'll be looking forward to my nxt new game with that build.

I am having same problem with black squares around the roof with windows nightly build .  Otherwise is working fine.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on February 07, 2015, 09:36:19 am
Looks pretty solid. Nothing fancy, but efficient.

Makes me think of the redone Lightning, but that one had some lifts too and was overall more swag.

Well i tried to keep it as close to the original as possible.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on March 17, 2015, 12:03:32 pm
I have added a second Version of the Craft with the frontdoor removed. So it does more bahve like the Skyranger or Avenger on Battlescape missions.

The Version is now also avaible on the mod Portal and on the first Post of this thread.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on March 17, 2015, 12:18:26 pm
Could one of the Mods move this thread over to completed Mods? That would be nice.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: new_civilian on June 07, 2015, 12:55:41 pm
There are 4 ground tiles missing in the map, the soldiers can jump/short-cut through the southwestern corners   :o (version with door)
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on June 07, 2015, 01:01:44 pm
There are 4 ground tiles missing in the map, the soldiers can jump/short-cut through the southwestern corners   :o (version with door)

uhhh can you provide a screenshot?

And which Version do you use?
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: pilot00 on June 07, 2015, 05:04:35 pm

So why use it.


While I share the feeling 100% (I only build it 2 times in order to see how the hell it looks like), I can understand the need to have it as a researchable though. That is protyping.So it kinda makes sense to have it ingame from a lore PoV. Now its usefullness...Well its pretty much useless,except for tanking larger craft that is :P

Now with this rework we might see it on the field more often nice work.
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: hellrazor on August 25, 2015, 06:50:41 am
Version 1.11 Release

Added:
- THUNDER.MCD
- THUNDER.PCK
- THUNDER.TAB

Which are renamed and patched Version of Lightning MCD file, so no one can complain about shitty Maps anymore :>

Fixed: Soldier Position in the Deployment

Modportal Link (https://www.openxcom.com/mod/thunder)
Title: Re: [CRAFT]Alternate Lightning - Thunder - Final Version 1.12
Post by: hellrazor on November 17, 2015, 08:32:15 pm
Final Version 1.12 Release.

I removed the Version with the door, since i changed the Map more slightly.
So you can fire out of the craft with the soldiers on the sides diagonally ;>

Added en-GB and de-DE language support.

Check it out on the pictures here (https://openxcom.org/forum/index.php/topic,3314.msg37923.html#msg37923)

Download: Dropbox Link (https://www.dropbox.com/s/97axw3kgzqu3b70/Alternate_Lightning_Thunder_v1.12.zip?dl=0)
Title: Re: [CRAFT] THUNDER the Alternate Lightning
Post by: The Reaver of Darkness on December 05, 2015, 05:18:47 am
Do they count on debriefings from the standard Lightning that has one?
No. The Lightning's modified power source does not count as a recoverable item.