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Modding => Released Mods => XPiratez => Topic started by: ivandogovich on January 07, 2017, 09:19:33 pm

Title: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: ivandogovich on January 07, 2017, 09:19:33 pm
Being inspired by Meridian's personal mod to streamline manufacturing of Annihilator Armor, I decided this concept was something I couldn't live without.

Designed for convenience, this mod allows alternate manufacturing recipes of all armors that require a lower armor type in one of its ingredients.
All new projects are marked with an asterisk "*" and use raw parts like personal & power armor parts, damaged grav units, synth muscle mesh, etc.

(https://i.imgur.com/0yeNatv.png)

35 armors are included.

Enjoy

99J7.a Automated merge with Python script identified a few discrepancies that are addressed in this update. 
   Saviour outfit needed two Durathread
   Blitz time and cost tweaked
   Advanced Hover slight cost increase
   Storm Marine slightly faster
   Defender and Guardian slightly longer
   Assault Armor longer and more costly
   Advanced Power Armor much longer & slightly cheaper
   Brute less Combat Drugs
   Annihilator slightly cheaper in time, money and ingredients
   Testudo more expensive in time and cost
   Biosuit needs a Red Gem
   Pestulator slightly cheaper
   Shadow Lokk needed another Chem
   Assault Bike needed more money and Car Parts.



Previous Changelogs:
99J7:  Magical Girl (Fairy) now also needs 2 yellow gems.
99J6:  Updated end armor recipes:  Harbinger, Annihilator, Jugulator, and Testudo. Increases in time costs for Tac Vest and Tac Armors have cascade effects through multiple armors.
99J5:  Tweaks to recipes with Sectoweed. Updated: Saviour, Biosuit, Pestulator, Fairy. 
99J4:  Updated some of the armor names to comply with Dioxine's new schema.  No recipes added or changed.
99J3:  Just a note to confirm that the mod still works with 99J3.  No changes were needed.
99J2:  Just a note to confirm that the mod still works with 99J2.  No changes were needed.
99J1 Updated armors to include Glamour requirements for Saviour, Fairy, and Ghost.  Updated Moloch & Berserker for new requirements.  Updated time cost on Assault Bike, and also fixed time and cost for Smokey 2. 
99J1.1  Really fixed Smokey 2 this time, I hope. :(
Edit: May 7, 2018 99J.1  Slight tweaks to Assault Armor.
Edit Mar 22, 2018 99i2a.1  Update for new release of 99i2a version from Dioxine.
Testudo armor added, and slight recipe changes for Moloch and Plate Armor.
Edit Feb 13, 2018: 99i1.b Bugfix:
Working with BBallin's python script identified multiple discrepancies that had crept into the recipes.
Adjusted recipes for Saviour, Fairy, Swiftsuil, Blitz, Assassin, Dragonfly, Stormy, Assault, Harbinger, Brute, Annihilator,
Mesh-Refractor, Superhero, Loader, Sorceress, Furiousa, Bio, Pestulator, Doom 2, Shadow, and Assault Bike.
Edit Dec 27, 2017: Updated to 99i1.  Added Furiousa and Assault Bike.
99i1.a
Bugfix: Adjusted recipes for Brute and Annihilator to require 9 Synthmuscle Mesh.
Edit Dec 7, 2017: Updated to 99h3.  Added Doom 2 and Shadow Lokknaar. (Derp. Reuploaded bugfix version)
Edit Nov 26, 2017: Bugfix released at 99h2.1 A number of items did not have produced items spelled out.
Edit Nov 6, 2017: Updated to 99h2.  Added Fairy and Jugulator.  Updated list order to match Dioxine's. 4 armors updated.
Edit Sep 18, 2017: updated to 99h1.  Added Sorceress, Pestulator, Moloch, Crusader.  Updated costs for Swift & Brute and dependencies)
Edit:  Changes in 99G required updating the mod from sectoid corpses to academy corpses.
Edit 2:  arbee81 pointed out Batcostume missing and a bug for guardian armor.  Fixed. (thanks!)
Edit:  Whoops.  Looks like my bug fix put the Sectoid Corpse bug back in. Fixed (thanks!)
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: karadoc on January 08, 2017, 03:11:35 am
What counts as "raw parts"?

Kustom Power Armor is buyable - so is that a raw part? Or does it use power armor parts? Or unplugged power armor?

For drugs, does it just use the drugs directly? Or does it use medical supplies and crack? Or does it use chemicals, and assume that you'll make your own drugs?

For armors based on the tactical vest, is the tactical vest itself a raw part? Or does it use armor parts, and assume you'll build the tactical vest?
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: Absalom on January 08, 2017, 06:47:10 am
Could we have more information on how it actually works?
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: ivandogovich on January 08, 2017, 07:06:22 am
Raw parts are considered things you can pick up on the battle field:
- Personal Armor Parts
- Power Armor Parts
- Rare Earth Elements
- Combat Drugs
etc.

No, Tac Vests, Buyable Armors, etc, are not used in these recipes, only their components are.  The goal is to make it easier to assemble the end product from a pile of simple resources and not have to deal with intermediary steps. 

Yes, some of these simple resources are manufacturable (Combat Drugs, Rare Earth Elements, etc.), but I don't base the recipes on these processes, only the "battle field drops."

Some armor lines build on each other.  (Tac Vest> Tac Armor> Heavy Suit> Defender> Guardian, etc.).  There could be many recipes for Defender based on the different configurations of subordinate armors.  I have chosen to keep it simple by using the basic ingredients.

For those with existing armors that need upgrades, I recommend Dioxine's traditional recipe.  The times for these late stage armors is compounded from earlier versions, so it may be faster to buy earlier components from the black market, but it won't be cheaper (not figuring runt costs).  I envision these streamlined recipes most useful in late game expansions of the fighting forces, and the need for new high end armor.  I'd be interested to hear from anyone who uses this mod, when they use it and if they find it useful or not.
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: Meridian on January 08, 2017, 11:27:10 am
Idea is great, maintenance is a PITA.

If there would be interest, I can make these duplicates automatically via user option, or new armor flag or something of the kind.
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: ivandogovich on January 08, 2017, 05:57:21 pm
Idea is great, maintenance is a PITA.

If there would be interest, I can make these duplicates automatically via user option, or new armor flag or something of the kind.

Yup.  If you can code it, go for it.  I agree maintenance as new armors are added or Dioxine tweaks their recipes will be a pain.  I can't code it, but I can do yaml, so I did what I could.
:)
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: Solarius Scorch on January 09, 2017, 01:21:39 am
If there would be interest, I can make these duplicates automatically via user option, or new armor flag or something of the kind.

As a player, I think it's a great idea. It's pretty obvious why.

As a modder, I also think it's a great idea. It removes another limitation.
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: legionof1 on January 10, 2017, 08:52:22 pm
Seems good so far in my use. Thou i would prefer if the revenat and brute armor used the much more common/buyable/producible chemicals and crack then combat drugs. Particularly in light that drugs are a consumable and it is conceivable to either disrupt production or field use in large batch cases.
Title: [MOD] Streamlined Armor Manufacturing: Updated for 99G
Post by: ivandogovich on May 12, 2017, 08:53:44 pm
Changes in 99G required updating the mod from sectoid corpses to academy corpses.  New zip in first post.
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: arbee81 on May 13, 2017, 06:59:18 pm
I've been using it and love it. I'll usually check if I have what I need for the traditional recipe first to use up outdated armor, but once that's gone and I need more i find it so much easier to use the streamlined versions. I would frequently run into a problem where I wanted a certain armor, needed an earlier armor, would start manufacturing it, then get distracted and not build the final armor for (sometimes) months. This mod may literally save some of my bases (it was mostly armor for bases that I would forget about)

Sent from my LG-V520 using Tapatalk

Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: Boltgun on May 19, 2017, 01:08:48 pm
Really nice, I agree that armor manufacturing is a tad annoying and could use the laser/gauss weapons models (disassembly and assembly).
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: Ethereal_Medic on May 19, 2017, 01:15:33 pm
Damn it, just got used to my calculator to pinpoint how much resources I've to pile up to build high-end techs.
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: ivandogovich on May 20, 2017, 05:06:15 pm
Bug fix release (in first post)

arbee81 pointed out Batcostume was missing and provided a new recipe for that.  He also pointed out that I a bug for guardian armor (still requiring a Defender Armor).  Fixed.

Thanks a ton!
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: Zharkov on May 21, 2017, 02:28:31 pm
Oh, my god! Illegal tab! Call Megapol!

And, the Need for STR_SECTOID_CORPSE in armors is out of date.
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: ivandogovich on May 22, 2017, 03:33:15 pm
Thanks for the catch, Zharkov!   
Looks like my bug fix put the Sectoid Corpse bug back in. Fixed (thanks!)
I've updated the .zip in the OP.

Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: Zharkov on September 01, 2017, 10:20:41 pm
Hej, ivandogovich, I am still using this. Any plans on updating this modmod?
Title: Re: [MOD] Streamlined Armor Manufacturing
Post by: ivandogovich on September 01, 2017, 10:52:26 pm
I recently started a new campaign (99g6, now 99H).  I haven't gotten past Ganger Outfits yet.

How badly off it this mod now, from current Piratez builds?  Any Ideas?
Title: [MOD] Streamlined Armor Manufacturing 99h1
Post by: ivandogovich on September 18, 2017, 07:32:03 pm
New release: Updated the mod to 99H1.

Added Sorceress, Pestulator, Moloch, Crusader.  Updated costs for Swift & Brute and dependencies)
Title: Re: [MOD] Streamlined Armor Manufacturing 99h1
Post by: Warzameg on September 21, 2017, 05:13:33 pm
Thanks!  I anticipate that this will save me quite a bit of pain.
Title: Re: [MOD] Streamlined Armor Manufacturing 99h1
Post by: Mammothus on October 01, 2017, 09:29:24 pm
Thanks for this Ivan! This will save me a bunch of time. Even Guardian armor can be a real pain.  :)
Title: Re: [MOD] Streamlined Armor Manufacturing 99h2
Post by: ivandogovich on November 06, 2017, 11:56:54 pm
Updated to 99h2. 
Added Fairy and Jugulator.  Removed Crusader.
Updated list order to match Dioxine's.
4 armors updated (Loader, Revenant, Assault, and Kustom Power Armor).

I appreciate all the interest in this mod.  :) The previous version had 80 downloads.  Thanks!

Title: Re: [MOD] Streamlined Armor Manufacturing 99h2
Post by: Zippicus on November 07, 2017, 10:54:09 am
Nice mod, thanks for doing this.  I seem to find myself getting sidetracked by bad guys flying around and whatnot while trying to build all the various parts for the fancy armors, this helps big time.
Title: Re: [MOD] Streamlined Armor Manufacturing 99h2
Post by: AngelicJoker on November 26, 2017, 09:41:46 pm
I got a CTD when using this mod to make the Fairy armor:

[FATAL]   A fatal error has occurred: Item STR_MAGICAL_GIRL_OUTFIT_M not found

Looks like these lines were missing from the item's manufacturing section in the ruleset:

    producedItems:
      STR_MAGICAL_GIRL_OUTFIT: 1
Title: Re: [MOD] Streamlined Armor Manufacturing 99h2.1 (bugfix)
Post by: ivandogovich on November 26, 2017, 11:05:09 pm
Great catch, AngelicJoker!!  Much appreciated.

I've updated the latest release with a bugfix version for those produced items: lines that I missed.
Title: Re: [MOD] Streamlined Armor Manufacturing 99h2.1 (bugfix)
Post by: AngelicJoker on November 27, 2017, 10:30:49 am
Happy to help.  Thanks for the quick update to everything else!
Title: [MOD] Streamlined Armor Manufacturing 99h3 [Updated]
Post by: ivandogovich on December 07, 2017, 10:15:26 pm
Updated to 99h3.  Added Doom 2 and Shadow Lokknaar.  (Edit: had to re-upload with bug fix)
New version in first post.

Would anyone be interested in a coding project that would help by reading the manufacturing projects and building out these consolidated entries?
Title: [MOD] Streamlined Armor Manufacturing 99i1 Update
Post by: ivandogovich on December 27, 2017, 06:00:53 pm
Updated to 99i1.

Added Furiousa and Assault bike.  35 armors now included.  Enjoy.
Title: Re: [MOD] Streamlined Armor Manufacturing 99i1
Post by: UnholyAngel on January 02, 2018, 05:08:18 pm
I noticed some mistakes in the recipes for the streamlined Brute Amor and the Annihilator Suit both should need 9 Synthmuscle Mesh and the Annihilator also need 3 Maischen Motors.
Title: Re: [MOD] Streamlined Armor Manufacturing 99i1.a (bugfix)
Post by: ivandogovich on January 03, 2018, 03:42:26 pm
Thanks for catching that, UnholyAngel!  Fixed! 

99i1.a is bugfix for incorrect Synthmuscle requirements for Brute and Annihilator.
Title: [MOD] Streamlined Armor Manufacturing 99i1.b (bugfix)
Post by: ivandogovich on February 13, 2018, 10:09:21 pm
Edit Feb 13, 2018: 99i1.b Bugfix:

BBallin helped me by crafting a python script to build new armor recipes.  This helped me to
identify multiple discrepancies that had crept into the mod.

I have adjusted or updated recipes for Saviour, Fairy, Swiftsuil, Blitz, Assassin, Dragonfly, Stormy, Assault, Harbinger, Brute, Annihilator, Mesh-Refractor, Superhero, Loader, Sorceress, Furiousa, Bio, Pestulator, Doom 2, Shadow, and Assault Bike.
Title: Re: [MOD] Streamlined Armor Manufacturing 99i2a.1 (updated)
Post by: ivandogovich on March 22, 2018, 05:25:49 pm
Update for new release of 99i2a version from Dioxine.
Testudo armor added, and slight recipe changes for Moloch and Plate Armor.
Title: Re: [MOD] Streamlined Armor Manufacturing 99i2a.1 (updated)
Post by: AngelicJoker on March 24, 2018, 07:32:39 am
Are any changes needed for your Unified Armor names mod?
Title: Re: [MOD] Streamlined Armor Manufacturing 99i2a.1 (updated)
Post by: ivandogovich on March 25, 2018, 06:28:44 pm
Are any changes needed for your Unified Armor names mod?

Good question, I checked it out.  Should be good to go.  Testudo is the only new armor and doesn't have anything too confusing in its naming.
Title: [MOD] Streamlined Armor Manufacturing 99J.1
Post by: ivandogovich on May 07, 2018, 06:52:29 pm
New Version is up:
99J.1  Slight tweaks to Assault Armor.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J.1
Post by: Poulpiche on May 07, 2018, 08:44:06 pm
New Version is up:
99J.1  Slight tweaks to Assault Armor.
Where ? the file attached page 1 is the 2a1 version
Title: Re: [MOD] Streamlined Armor Manufacturing 99J.1
Post by: ivandogovich on May 07, 2018, 09:08:18 pm
Where ? the file attached page 1 is the 2a1 version

GAH!!  Thanks!  I forgot to attach the new one! Fixed!
Title: Re: [MOD] Streamlined Armor Manufacturing 99J.1
Post by: UnholyAngel on May 09, 2018, 04:42:36 pm
The time and cost for the combined Meshrefractor Amor (STR_SMOKEY_MK2_ARMOR_M) are wrong (they don't include the time money cost of the preliminary steps).

it should be:
time: 880
cost: 19000
Title: [MOD] Streamlined Armor Manufacturing 99J1.1
Post by: ivandogovich on May 21, 2018, 05:35:59 pm
thanks 21 UnholyAngel!!  :)  I have added that into the latest update which is compatible with 99J1.

ChangeLog:
99J1 Updated armors to include Glamour requirements for Saviour, Fairy, and Ghost.  Updated Moloch & Berserker for new requirements.  Updated time cost on Assault Bike, and also fixed time and cost for Smokey 2.

New file in first post.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J1.1
Post by: greattuna on May 22, 2018, 03:14:00 am
There is a little problem with new version. ArmorMfg.rul seems to only contain regular recipes, resulting in the mod doing nothing.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J1.1 (Fixed!)
Post by: ivandogovich on May 22, 2018, 03:56:29 pm
There is a little problem with new version. ArmorMfg.rul seems to only contain regular recipes, resulting in the mod doing nothing.

Holy Crap!  I screwed that up!  Ok!  I'll get a fix up!

OK.  Fix is up!  Thanks!
Title: Re: [MOD] Streamlined Armor Manufacturing 99J1.1 (Fixed! Thanks greattuna!)
Post by: UnholyAngel on May 27, 2018, 06:58:43 pm
The Smokey 2 fix, doesn't actually seem to be included in the new version. The values in the ArmorMfg_99j1.rul file are still:

    time: 400
    cost: 15000
Title: Re: [MOD] Streamlined Armor Manufacturing 99J1.1 (Fixed! Thanks greattuna!)
Post by: ivandogovich on May 30, 2018, 04:53:54 pm
The Smokey 2 fix, doesn't actually seem to be included in the new version. The values in the ArmorMfg_99j1.rul file are still:

    time: 400
    cost: 15000

Thanks, somehow that one keeps slipping through the cracks. :{
Updated.
Title: [MOD] Streamlined Armor Manufacturing 99J4
Post by: ivandogovich on July 23, 2018, 06:04:23 pm
No major changes needed for 99J4, but I did change some of the armor names to match Dioxine's new schema.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J4
Post by: LytaRyta on July 24, 2018, 07:32:42 pm
what does it mean  streamline manufacturing of (Annihilator Armor),

what is this concept of *streamlining ? :S
Title: Re: [MOD] Streamlined Armor Manufacturing 99J4
Post by: legionof1 on July 24, 2018, 09:10:25 pm
There are alot of outfits that require lower tech outfits as components. This mod bypasses the intermediate steps. The total cost in materials and worker hours is the same as if you did all the individual steps, but its a single manufacture project.

Considering some outfits have as many as 5 intermediate steps it saves alot of micro in the end game.

The streamlined versions are denoted as *(armor name)
Title: Re: [MOD] Streamlined Armor Manufacturing 99J4
Post by: Rince Wind on August 18, 2018, 06:04:37 pm
Will this work with the current version?
Title: [MOD] Streamlined Armor Manufacturing 99J5 Updated
Post by: ivandogovich on August 20, 2018, 08:21:06 pm
Will this work with the current version?

Updated:
99J5:  Tweaks to recipes with Sectoweed. Updated: Saviour, Biosuit, Pestulator, Fairy. 
Title: Re: [MOD] Streamlined Armor Manufacturing 99J5
Post by: Rince Wind on August 20, 2018, 08:49:46 pm
Sweet, thanks.
Title: [MOD] Streamlined Armor Manufacturing 99J6 : Update
Post by: ivandogovich on September 01, 2018, 02:12:41 am
Major changes include requirement for 100 space on endgame armors!  (Get those Printers and Factories up, folks!)

99J6:  Updated end armor recipes:  Harbinger, Annihilator, Jugulator, and Testudo. Increases in time costs for Tac Vest and Tac Armors have cascade effects through multiple armors.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J6
Post by: Ves on September 01, 2018, 04:23:29 am
Hello, i just have a short question. I have now updated mid-campaign to J6 and noticed that Harbinger doesn't need any power armor parts, which seems odd to me. Is this intended or is there something wrong in my savegame?
Title: Re: [MOD] Streamlined Armor Manufacturing 99J6
Post by: legionof1 on September 01, 2018, 05:44:21 am
intended, the main mod migrated a bunch of late game armor behind a new tech the lets you build power armor parts, as such to reduce micro alot of late game armor no longer requires them, but have much increased workshop project space.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J6
Post by: sanyaskillpro on September 01, 2018, 11:43:40 am
intended, the main mod migrated a bunch of late game armor behind a new tech the lets you build power armor parts, as such to reduce micro alot of late game armor no longer requires them, but have much increased workshop project space.
so what's the point, you can build power armor parts... but no longer need them for power armor?
edit: k i see, you need them for early power armor only
Title: Re: [MOD] Streamlined Armor Manufacturing 99J6
Post by: ivandogovich on September 01, 2018, 08:17:23 pm
Nope, you are correct.  I asked Dioxine about it, and it now requires a Power Armor Manufacturing Tech.  In his mind, this eliminated the need for power armor parts, so most of those armor recipes have removed that.
Title: [MOD] Streamlined Armor Manufacturing Update: 99J7
Post by: ivandogovich on September 28, 2018, 03:36:18 pm
New version posted in OP.

Not much changed:
 - Magical Girl (Fairy) now also needs 2 yellow gems.

Enjoy
Title: Re: [MOD] Streamlined Armor Manufacturing 99J6
Post by: LytaRyta on September 28, 2018, 05:36:22 pm
Nope, you are correct.  I asked Dioxine about it, and it now requires a Power Armor Manufacturing Tech.  In his mind, this eliminated the need for power armor parts, so most of those armor recipes have removed that.

So, how will be end-games (power) armors wshould be manufactured? ?
withouth recipes, / without (power armors) PARTS? ?

eh, top-tier power armours would have be assembled, from parts, and by recipes ~ it just look and feel right, more "industrialish"
Title: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: ivandogovich on October 10, 2018, 08:36:53 pm
99J7.a

Automated merge with Python script identified a few discrepancies that are addressed in this update. 


   Saviour outfit needed two Durathread
   Blitz time and cost tweaked
   Advanced Hover slight cost increase
   Storm Marine slightly faster
   Defender and Guardian slightly longer
   Assault Armor longer and more costly
   Advanced Power Armor much longer & slightly cheaper
   Brute less Combat Drugs
   Annihilator slightly cheaper in time, money and ingredients
   Testudo more expensive in time and cost
   Biosuit needs a Red Gem
   Pestulator slightly cheaper
   Shadow Lokk needed another Chem
   Assault Bike: redacted. now in Streamlined Vehicles Mod
Title: Re: [MOD] Streamlined Armor Manufacturing 99J6
Post by: Abyss on November 07, 2018, 12:42:32 am
So, how will be end-games (power) armors wshould be manufactured? ?
withouth recipes, / without (power armors) PARTS? ?

eh, top-tier power armours would have be assembled, from parts, and by recipes ~ it just look and feel right, more "industrialish"

Reminds me the moment when I produced 300 or 400 power armor parts in J7, and then realised that the Harbinger no longer requires them. The prev experience - J5.
Subjectively, the moment when you get Jaggernaut armor technology is quite close to the Harbinger, just 8-12 (i guess?) hours of the gameplay, making Juggernaut's potential almost undisclosed in the battles. That's sad.

The moment of aquiring Power Armor technology is a sacred moment in the gameplay experience. Juggernaut->Harbinger gap might have been way wider. And Harbinger PA might have been a way costier. It's easy to equip a whole rota (120-150 ppl) even in the Ironman&Hard mode.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: Rince Wind on November 13, 2018, 07:49:13 pm
Just a suggestion: the Dragonfly is still the *Advanced Hover Suit, so maybe change the name of the recipe to bring it in line?
Title: Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: ivandogovich on November 13, 2018, 10:08:46 pm
Just a suggestion: the Dragonfly is still the *Advanced Hover Suit, so maybe change the name of the recipe to bring it in line?

If you use the Unified Uniform Production Names Mod, that will be addressed, iirc.
https://openxcom.org/forum/index.php/topic,5713.0.html
Title: Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: Rince Wind on November 14, 2018, 12:09:04 am
The regular dragonfly is fine, it is just the *one from your mod. I was confused when I only had one entry after looking for "dragon".
Title: Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: Zharkov on January 22, 2019, 07:50:50 pm
This mod is one the one I am most thankful for! Any plans to update to J10?
Title: Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: legionof1 on January 23, 2019, 07:20:53 am
Pretty certain it doesn't need to be atm. Only time update is really needed is if the components(or strings names) to the included armors change. Or something new with more then one intermediate armor stage is added. That hasn't happened in awhile now. Mostly early game weapons, auxiliary units, or enemy additions lately.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: Zharkov on February 20, 2019, 02:28:16 pm
Pretty certain it doesn't need to be atm. Only time update is really needed is if the components(or strings names) to the included armors change. Or something new with more then one intermediate armor stage is added. That hasn't happened in awhile now. Mostly early game weapons, auxiliary units, or enemy additions lately.

True, it is working fine. But some of the armor names are not up to date and Glitter is missing.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: legionof1 on February 21, 2019, 02:46:33 am
yeah .11 added stuff. Update indeed required now. But 8-9-10 would have been just an integer.
Title: Re: [MOD] Streamlined Armor Manufacturing 99J7a (updated)
Post by: ivandogovich on February 27, 2019, 04:35:59 am
Sorry, not sure when I can get back to this.  I've had some changes that have not allowed me to stay plugged into the OpenXcom/PirateZ community.