OpenXcom Forum
Modding => Released Mods => XPiratez => Topic started by: ivandogovich on January 07, 2017, 09:19:33 pm
-
Version 1 Updated for PirateZ L1: Added Zortium Suit (New in L1)
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)
34 armors are included.
Version L1 v1. Tested, no crashes.
Needs OXCE 6.4: https://openxcom.org/forum/index.php/topic,5258.0.html (6.4.2 is included in PirateZ L1 build)
Enjoy
-
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?
-
Could we have more information on how it actually works?
-
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.
-
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.
-
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.
:)
-
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.
-
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.
-
Changes in 99G required updating the mod from sectoid corpses to academy corpses. New zip in first post.
-
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
-
Really nice, I agree that armor manufacturing is a tad annoying and could use the laser/gauss weapons models (disassembly and assembly).
-
Damn it, just got used to my calculator to pinpoint how much resources I've to pile up to build high-end techs.
-
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!
-
Oh, my god! Illegal tab! Call Megapol!
And, the Need for STR_SECTOID_CORPSE in armors is out of date.
-
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.
-
Hej, ivandogovich, I am still using this. Any plans on updating this modmod?
-
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?
-
New release: Updated the mod to 99H1.
Added Sorceress, Pestulator, Moloch, Crusader. Updated costs for Swift & Brute and dependencies)
-
Thanks! I anticipate that this will save me quite a bit of pain.
-
Thanks for this Ivan! This will save me a bunch of time. Even Guardian armor can be a real pain. :)
-
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!
-
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.
-
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
-
Great catch, AngelicJoker!! Much appreciated.
I've updated the latest release with a bugfix version for those produced items: lines that I missed.
-
Happy to help. Thanks for the quick update to everything else!
-
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?
-
Updated to 99i1.
Added Furiousa and Assault bike. 35 armors now included. Enjoy.
-
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.
-
Thanks for catching that, UnholyAngel! Fixed!
99i1.a is bugfix for incorrect Synthmuscle requirements for Brute and Annihilator.
-
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.
-
Update for new release of 99i2a version from Dioxine.
Testudo armor added, and slight recipe changes for Moloch and Plate Armor.
-
Are any changes needed for your Unified Armor names mod?
-
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.
-
New Version is up:
99J.1 Slight tweaks to Assault Armor.
-
New Version is up:
99J.1 Slight tweaks to Assault Armor.
Where ? the file attached page 1 is the 2a1 version
-
Where ? the file attached page 1 is the 2a1 version
GAH!! Thanks! I forgot to attach the new one! Fixed!
-
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
-
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.
-
There is a little problem with new version. ArmorMfg.rul seems to only contain regular recipes, resulting in the mod doing nothing.
-
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!
-
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
-
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.
-
No major changes needed for 99J4, but I did change some of the armor names to match Dioxine's new schema.
-
what does it mean streamline manufacturing of (Annihilator Armor),
what is this concept of *streamlining ? :S
-
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)
-
Will this work with the current version?
-
Will this work with the current version?
Updated:
99J5: Tweaks to recipes with Sectoweed. Updated: Saviour, Biosuit, Pestulator, Fairy.
-
Sweet, thanks.
-
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.
-
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?
-
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.
-
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
-
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.
-
New version posted in OP.
Not much changed:
- Magical Girl (Fairy) now also needs 2 yellow gems.
Enjoy
-
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"
-
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
-
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.
-
Just a suggestion: the Dragonfly is still the *Advanced Hover Suit, so maybe change the name of the recipe to bring it in line?
-
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
-
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".
-
This mod is one the one I am most thankful for! Any plans to update to J10?
-
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.
-
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.
-
yeah .11 added stuff. Update indeed required now. But 8-9-10 would have been just an integer.
-
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.
-
Maybe we can make it easier to maintain:
manufactureShortcut:
- name: STR_HEAVY_SUIT_FULL_BREAKDOWN
startFrom: STR_TAC_FULL_ARMOR # Heavy Suit
breakDownItems:
- STR_TAC_ARMOR # Tactical Armor
- STR_TAC_VEST # Tactical Vest
- name: STR_HEAVY_SUIT_HALFWAY
startFrom: STR_TAC_FULL_ARMOR # Heavy Suit
breakDownItems:
- STR_TAC_ARMOR # Tactical Armor
en-US:
STR_HEAVY_SUIT_FULL_BREAKDOWN: Heavy Suit (from scratch)
STR_HEAVY_SUIT_HALFWAY: Heavy Suit (from Tac Vest)
Wadyathink?
-
Attached an updated mod for the following armors:
- Annihilator Suit
- Brute Armor
- Revenant Armor
- Full Plate Mail
- Blitz Armor
- Swiftsuit
- Storm Marine Suit
- Hover Suit
- Assault Marine Armor
- Heavy Suit
- Defender Armor
Needs OXCE 6.4: https://openxcom.org/forum/index.php/topic,5258.0.html
-
Praise be.
-
This is a blessing .. thank you
-
Meridian you evil Genius You! Thanks for updating OXCE to allow for Manufacturing Shortcuts! These are brilliant.
I've gone ahead and added to the mod you created, filling in more of the specialty armors that you skipped.
I can't promise much in the way of upkeep on this, but with the simpler format, it should be easier for others in the community to keep up with.
In additions to Meridian's set,
- Annihilator Suit
- Brute Armor
- Revenant Armor
- Full Plate Mail
- Blitz Armor
- Swiftsuit
- Storm Marine Suit
- Hover Suit
- Assault Marine Armor
- Heavy Suit
- Defender Armor
I've added the following:
- Saviour Outfit
- Seductress Outfit
- Magical Girl Outfit
- Metal Armor
- Glitter Armor
- Chromeback Camo Armor
- Mesh-Refractor Armor
- Dragonfly Hoversuit
- Guardian Suit
- Superhero Armor
- Juggernaut Power Armor
- Loader Suit
- Sorceress Outfit
- Furiosa Armor
- Moloch Armor
- Bio Suit
- Pestulator Suit
- Strongman SS Armor
- Doom 2 Slave Armor
- Batcostume
- Lokk Naar Shadow Armor
- Jugulator Syn Armor
Note: I don't have PirateZ installed, and can't test the mod, but I think it should work. Please report if there are any errors.
Needs OXCE 6.4: https://openxcom.org/forum/index.php/topic,5258.0.html
-
I had a problem with this. The game kept crashing on loading with a warning about 'ss_strongman_armour not found' (or something similar, I can't remember exactly. A solution I found was to go into the mod's rul file and delete the reference to strongman armour and now it works fine. Must be a k2/k3 difference as I have k2 and have never seen strongman armour.
-
I had a problem with this. The game kept crashing on loading with a warning about 'ss_strongman_armour not found' (or something similar, I can't remember exactly. A solution I found was to go into the mod's rul file and delete the reference to strongman armour and now it works fine. Must be a k2/k3 difference as I have k2 and have never seen strongman armour.
Perfect! Thanks for the feedback! I've updated the mod commenting out Strongman Armor. Should be K2 compatible now. Version 1.1a
Further bugfixes down the thread. Look for version 1.1b in the thread or the opening post.
-
Perfect! Thanks for the feedback! I've updated the mod commenting out Strongman Armor. Should be K2 compatible now. Version 1.1a
Glad I could help.
-
Bug/Questionable design deicison: The Guardian quick recipe includes 2 tactical armors. *Recipes should be raw resources only, except for tac vests since they can be purchased at Krazy Hanna level
-
Bug/Questionable design deicison: The Guardian quick recipe includes 2 tactical armors. *Recipes should be raw resources only, except for tac vests since they can be purchased at Krazy Hanna level
Ok! Thanks! Looks like these only breakdown the first level.... so when Guardian wants a Defender, and a Heavy Suit, I set it to break each down. But Heavy suit wants to Tactical Armors, and I didn't break these down too. Didn't realize that these nested items would need to be defined explicitly too. Thanks for the Notice!
-
Ok, trying again.
This time, I've defined all the sub recipes, so we shouldn't see thinks like Needs 2 Tactical Armor for Guaridian, or Metal armor for Moloch Armor. Thanks for all the bug reports!
-
Dioxine's thrown you a curveball with his new L1 update just a day after you updated your mod! The strongman armour is in this version.
-
Dioxine's thrown you a curveball with his new L1 update just a day after you updated your mod! The strongman armour is in this version.
Heh! Perfect! I've updated the mod for L1 (added Zortium Suit) and attached it to the opening post. I even tested it, no crashes on loading.
-
Thanks for keeping this minimod updated Ivan, it really saves time when manufacturing armours.
-
Any updates for L3/L4?
-
Any updates for L3/L4?
Mod still works for L4. The new armors are all made from raw materials.
-
Anyone updating this mod?
-
will these good mod work for the new XPr now
-
It still works. I can confirm that it works. I think the design of armours also changed for the newer ones so that they use basic materials.
-
It still works. I can confirm that it works. I think the design of armours also changed for the newer ones so that they use basic materials.
nice. I just load up my 2019 old saves with these. life is better now. lol
-
nice. I just load up my 2019 old saves with these. life is better now. lol
Maybe not actually. 2019 is eons ago with this game, and I believe an update a while back broke all save games from before that.
You can try them, but you might just have to start a new game.
-
Maybe not actually. 2019 is eons ago with this game, and I believe an update a while back broke all save games from before that.
You can try them, but you might just have to start a new game.
2019 old saves work great actually. just missing some new RnD. I try to start a new game but after few weeks of hard work and life is still not good in XPR. My old saves are few months of work. Still good.