— TFTD Crafts Reskin v1.1 by Roxis123 (only HAMMERHEAD & LEVIATHAN models used, TRITON was left same as vanilla, HAMMERHEAD got 2 SWS capacity and all craft got more intuitive troop deployment)
Orz - You do realise you haven't asked permision to use my work for your mod - right?
First: If you wish to use someone else's work for your mod, You should ask for permision first. While some people might not have a problem with this I do. Every one else who has wanted to use my work has asked for permision first. (or at least before they released their mod)
Second: While I don't mind the fact you have made changes to the deployments as that's something I'll let you do, I have a problem with your changes to the craft capabilities - When people borrow my designs, one of the things I prefer is that there are no changes to the graphics or ruleset's. This is so any further updates to my mods can be added in with no problems, and given the changes I'm haveing to make to the Hammerhead for the next release there's a chance it will.
Third: My handle is Roxis231 not Roxis123.
PS: This statement is not a rant but a polite complaint. I'm doing it this way because I've had people steal/claim my work as theirs before, This is one of the reasons I stopped modding for the Sims and Sims II several years ago.
PS: This statement is not a rant but a polite complaint. I'm doing it this way because I've had people steal/claim my work as theirs before, This is one of the reasons I stopped modding for the Sims and Sims II several years ago.
The real problem, for me anyway (other than the typo) was that I was not informed first. I had to learn about it from the posts.
Other than that, in the cold light of day, and after a good nights sleep (and yesterday's coments were a combination of lack of sleep and a VERY bad day) I have decided that I'm ok with this.
I was also thinking about a late game alien missing in TFTD. Gameplay wise, it should resemble an Ethereal. Floating M.C. masters of the alien hordes.
Looks interesting. I will definitely try this out when I'm done with my current epic game :)
Just imagine those guys for the final crypt mission at T'leth!
It would be nice to hear what you think of it later :)
For now, for O-TFTD there is only a new race:
(https://openxcom.org/forum/index.php?action=dlattach;topic=2913.0;attach=19384;image)
I already made a cthulhoid:
(https://i.imgur.com/NZ5AuSr.gif)
It's not perfect for the role, but I can share the resources if you like.
(whereas UFO/EU aliens just use their respective ragdolls, which are simpler/easier to make).
That actually looks pretty good! (I always imagined them with bigger heads, though.) If the cape could be edited a little to make them less reminscent of UFO's Ethereals that'd be great. Otherwise it could be used as is it is. I'm assuming you have the complete sprite set with bigobs, floorobs and all that to go along with it? What about UFOpedia pics?
(whereas UFO/EU aliens just use their respective ragdolls, which are simpler/easier to make).
I meant: alien inventory sprites are taken from the UFOpedia entries. They are "easier" to make than TFTD in the sense that they are just the alien's full body frontal shot standing upright against the same clinical background. TFTD alien are more "artistic" (like the X-Com armors) and have custom backgrounds.
HF with the UFO collection.
Ah, yeah, well, right. Though I find the "X-Com 1" style a good enough solution, and much easier to do. I like nice pictures like everyone else, but for viewing races I prefer uniformity.
Also adding my Sorcerer of Dagon sprites, as promised. (No autopsy picture.)
Any future plans for adding some more variety in terms of weapons and the like?
Thanks for sharing.
You know, I was looking at the rulesets, and I was thinking that I like the idea of making sonic/plasma the ones without ammo limits (although with higher encumberance. and possibly no autofire/worse accuracy), instead of laser/gauss. It kind of makes sense that the more useful guns appear later on...
Speaking of missing stuff, this thread could use some pics:
Mag. Ion Armor flying on land (land spritesheet was previously missing orange "grav-pack" on land):
(https://s29.postimg.org/u202k3icn/screen169.png)
New corpse sprites for Diving Suit and Plastic Aqua Armor (vanilla sprites were all white with mismatching gloves/boots):
(https://s8.postimg.org/j4hxklkdx/screen165_2.png)
Tentative new reskin of Plastic Aqua Armor for next update. Literally tried dozens of recolors and dark blue/musky green doesn't look good. Black and white were the last two remaining candidates. I wanted to go with white since I felt it would fit TFTD's "swimming pool party with plastic water guns" style better, and I was very leery of black, but black seems to better match the inventory sprites (and not even I can deny those glossy, obsidian-looking black helmets sure look sleek!):
(https://s8.postimg.org/t9ln7a99x/screen179.png)
(https://s9.postimg.org/4wke352zz/screen176.png)
You may want to pick the file for "TFTD Rework", instead of "UFO Rework" :-*yea. i automatic download upper link. 8)
Have you ditched that dark green plastic? Was it still similar with diving?
Was that black helmet based on its own inv dolls img?
Kinda like the Tasoth colour, but it's too much like USO walls, plus the yellow spots don't work for me.
The yellow spots make a bad first impression. Not sure how it'd work in the long run.
Does the Tasoth colour also blend with other battlescape elements? Seabed, corals?
— [TFTD only] Diving Suit, Plastic Aqua & Mag/Ion Armor helmets in inventory screen went from black to blue (now they match battlescape sprites).
— [TFTD only] Rearranged aquanaut's ethnicities (head/hair) to be more in line with UFO/EU (reason being soldiernames are based upon UFO/EU's blonde > brown > asian/indian > black and TFTD has looks mixed up quite a bit, even between male/females).
1) Looks like plastic aqua battlescape sprites <> inv sprites (inv dolls & corpses are darker)
2) Planning to put Asians? :P
Nice work here! One thing I experimented a bit with was the black helmet: Instead of making it entirely black I simply swapped the pallete to make it gradually black/grey which looks even better inmho, you should try that and see how you like it.
Nice work here! One thing I experimented a bit with was the black helmet: Instead of making it entirely black I simply swapped the pallete to make it gradually black/grey which looks even better inmho, you should try that and see how you like it.
March 31 BIGGIE update: v1.3d
— [UFO/TFTD] Increase HC/Gas Cannon AP damage by 10. Reason: make it still viable even after you get Laser/Gauss Rifle. Also improved AC/HJ-Cannon AP & HE damage slightly.
— [UFO/TFTD] Swapped Hunters for Heavy Cruisers in Alien Interdiction and Resource Raid, respectively. Reason: as in-game UFOpedia (and vanilla UFO/EU) can attest, Heavy Cruisers (Harvesters in UFO/EU) were supposed to be used for Alien Interdiction (Alien Harvest in UFO/EU) and Hunters (Abductors) for Resource Raid (Abduction).
— [UFO] More deadly Mutons: now they can rend & tear you to death with their new melee attack! (Thinking of adding melee attack to Gazer's own Holodrone companions, like TFTD's Biodrones?)
— [TFTD] Thanks to Liberation, TRITON was removed from Sub-Pens during Base Defense (just looked weird when you have crafts other than TRITON or totally empty Sub-Pens).
Apologies for late reply, didn't wanna bump this thread till I had the next update (links on main/first post and changelog here (https://openxcom.org/forum/index.php/topic,4265.msg60437.html#msg60437)). I'm assuming you're referring to the black helmet in Plastic Armor for battlescape sprites? I'll have to look at that (got pics?). I really would love to just make them all snow-white (with some hints of light blue and/or silver here and there maybe). Problem is inventory pic doesn't look particularly great in white.
The ideal would be to represent what you got on the base, but this is not possible.... YET.
You mean like this?
What? Never seen that.
Here some files, a black/shaded helmet, a silver armor, a greener protoform all with all files required (floor, big, inv) and some screenies
Good work with the spawning animation, btw! :)
white mag ion armor from XenoWiper, which you maybe could consider adding, too?
I found two typos/bugs in the protoform research:
Yeah, I already tried that. But no, I'm feeling it's gotta be all white/silver. (When I referred to maybe adding hints of blue, I meant on the battlescape sprites rather than inventory image.)
From UFOpedia (https://www.ufopaedia.org/index.php/Heavy_Cruiser) regarding the Heavy Cruiser: "Contrary to the UFOpaedia description, these craft are found on Alien Interdiction missions"
TFTD is almost an exact carbon copy of UFO/EU, and sub waves in alien missions are no exception except for Heavy Cruiser (Harvester) being swapped for Hunter (Abductor) in their respective missions. So I simply switched them back as vanilla intended. (?)
Yes, white does look great on Ion Armor. Thing is, I really like it yellow as vanilla! I'm only trying to change Plastic Armor to more easily/visually differentiate from Diving Suit (like Coveralls VS Personal Armor in UFO/EU). And for consistency's sake, Plastic Armor can't be black (TFTD's style is very bright and colorful like a bubblegum water party!), so I think white would be the best/more consistent way to go?
research:
- name: STR_SQUIDFACE_SOLDIER
listOrder: 9410
cost: 192
points: 50
lookup: STR_SQUIDFACE
needItem: true
unlocks:
- STR_SONIC_PULSER
- STR_MC_DISRUPTOR_DEP
getOneFree:
- STR_ALIEN_PROBE_MISSION
- STR_ALIEN_INTERDICTION
- STR_ALIEN_RESOURCE_RAID
- STR_ALIEN_SURFACE_ATTACK
- STR_SURVEY_SHIP
- STR_ESCORT
- STR_CRUISER
ufopaedia:
- id: STR_SQUIDFACE
listOrder: 9460
type_id: 10
section: STR_ALIEN_LIFE_FORMS
requires:
- STR_SQUIDFACE
image_id: UFOPAEDIA_IMG_SQUIDFACE
text: STR_SQUIDFACE_UFOPEDIA
- id: STR_SQUIDFACE_AUTOPSY
listOrder: 9470
type_id: 10
section: STR_ALIEN_LIFE_FORMS
requires:
- STR_SQUIDFACE_AUTOPSY
image_id: UFOPAEDIA_IMG_SQUIDFACE_AUTOPSY
text: STR_SQUIDFACE_AUTOPSY_UFOPEDIA
- type: UFOPAEDIA_IMG_SQUIDFACE
singleImage: true
width: 320
height: 200
files:
0: Resources/Squidface/PROXY_PEDIA.png
- type: UFOPAEDIA_IMG_SQUIDFACE_AUTOPSY
singleImage: true
width: 320
height: 200
files:
0: Resources/Squidface/PROXY_PEDIA.png
Any help/ideas would be greatly appreciated! :D
- name: STR_SQUIDFACE
points: 50
needItem: true
Currently I have started a game of TFTD with v1.3e of your rework mod and I'm finding it has made TFTD a good bit harder, not that TFTD was ever easy, but I've noticed something of a minor glitch(graphic wise). I thought all alien colonies had to be located in water but per attached no:2 appears to be located on land? You can still assault it normally but I thought I would bring it to your attention. A really good update for TFTD IMHO.
Not looking forward to meeting the squidface aliens, triscene's take a bucket load of stuff to go down, totally agree with removing the Gillman commander's psi skill as he was always a bit crap at it anyway and the Hallucinoid having a ranged weapon is good as I had done a stand alone mod for that before. But when I'm mentioning about secondary weapons would it be possible to consider the dye weapon for Xarquids as mentioned in this article: https://www.ufopaedia.org/index.php/Xarquid. I also tweaked 1 or 2 things to better suit my style of play particulary the large and phospher torpedoes as working it out proportionally for its weight compared to the small torpedo the large should be 120 damage and 105 for the phospher.Looking forward to any future updates.
Currently I have started a game of TFTD with v1.3e of your rework mod and I'm finding it has made TFTD a good bit harder, not that TFTD was ever easy, but I've noticed something of a minor glitch(graphic wise). I thought all alien colonies had to be located in water but per attached no:2 appears to be located on land? You can still assault it normally but I thought I would bring it to your attention. A really good update for TFTD IMHO.
@Orz
Someone reported on another thread that your new TFTD aliens can be researched over and over once they're captured. The reason for ths is that you need to add destroyItem: true to the research entries of those aliens, this is something that was recently added on the nightlies, you can just check the TFTD's research.rul to see what I mean.
My current game seems to be crashing again, perhaps in relation to earlier issue I reported. I can work around it at the minute by not completing the research on the Aquatoid Medic but I thought I would report it. My game continues on as normal beyond midnight if I pause/stop the research but crashes otherwise.
No I didn't make any changes to the research.rul file and here are the mods that I'm using.
I noticed on the ufopedia the entries for the Cephalid and its autopsy don't have images of the alien in question, is this still to be updated?
Hi, I've been playing this mod in the past few days. I really like it.
However I have a problem. The game crashes on 21st September around 23:00 right after I finished a Colony Assault and started MC training four aquanauts, and says "OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod. [...]"
If I had to guess, I'd say some research is causing the crash at 23:00. Do you happen to have the savefile, if it's not too late? Perhaps we can find the bug or get a quick-fix, at least.
I would never ever demand anyone to ask me for any "permissions" of any kind for anything I've ever done.
[13-10-2020_22-54-11] [INFO] Active mods:
[13-10-2020_22-54-11] [INFO] - xcom2 v1.0
[13-10-2020_22-54-11] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - StrategyCore_Swap_Small_USOs_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Improved_Gauss v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Pistol_Auto_Shot_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Starting_Defensive_Base_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Statstrings v1.0
[13-10-2020_22-54-11] [INFO] - Skyhawk-TFTD-FixGaussCoelecanth v1.01
[13-10-2020_22-54-11] [INFO] - skyhawk-tftd-fixmagnav v1.0
[13-10-2020_22-54-11] [INFO] - TFTD Rework v1.3bb v1.3bb
[13-10-2020_22-54-11] [INFO] Loading rulesets...
[13-10-2020_22-54-11] [WARN] disabling mod with invalid ruleset: TFTD Rework v1.3bb
[13-10-2020_22-54-11] [ERROR] failed to load 'TFTD Rework'; mod disabled
this mod name is already used