OpenXcom Forum

Modding => Released Mods => Topic started by: Ethereal on September 24, 2017, 10:03:29 pm

Title: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on September 24, 2017, 10:03:29 pm
X-Com: Terror From the Unknown (TFTU)

- Several new missions without UFO.
- 2 additional types of damage Gauss and sonic, with the corresponding technological branches.
- Locations and ships from TFTD ADDED, and do not supersede the original locations and ships.
- A huge number of aviation, aviation weapons modules, UFO and armored vehicles.
- Ship weapons gives bonus aviation. In the description in Ufopedia is indicated that it increases.
- Lots of new weapons, equipment and armor. Additional modules for bases.
- Different types of soldiers with different specializations, not titles and experience.
- All UFOs have energy shields. On missions, the Commanders and some of the terrorists - the same...
- The quantity and quality of enemies on missions greatly increased.
- Do not attack a large UFO with a single interceptor. A large UFO can and Avenger to destroy, not to mention a trifle.
- All aircraft require fuel. Regular - sale from the start.
- All ships and demand money for the contents, including Eleriums. The stronger the ship, the more expensive to maintain.
- Technology speed up production with the help of special modules.
- Transports with a capacity of fewer than 20 in fashion and never will be.
- Installed OXCE+ 7.0.
- Added Hunter-Killer options. Some UFOs themselves are trying to attack transports and interceptors.
- Some UFOs have escorts.
- Sniper weapons are highly dependent on the accuracy of the soldier's shooting accuracy, both in accuracy and in damage.
- The most powerful explosive devices, depending on the accuracy of the Throwing of the soldier, both in accuracy and in damage.
- Сan shoot from a mortar only while sitting. Standing, getting into the goal is incredibly difficult.
 - Fixed insane amounts of fuel in ships.
 - Lobstermans transferred from the category of terrorists in a separate race.
 - Added 7, not typical for the series, terrorist.
 - Increased bonus aliens for the level of difficulty.
 - A lot of small changes aimed at complicating the game.
 - Infiltration mission activated. Upon Infiltration, a special base will appear, which is different from the others. If it is destroyed, the country will be returned.
 - There's a 50% chance to prevent the construction of alien bases and infiltration. We need to intercept a special ship-Builder of Bases.
 - The action of psionic is very difficult. Distance is limited. All aliens have increased psionic defense.
 - Fixed some game settings.
 - Added additional modules for base. Maps-duplicates of existing modules.
 - Changed the starting base. Reduced the amount of gold at the start.
- Added multiple studies for profit in the form of items (so that scientists can pay for themselves, and to stimulate the creation of a second base with laboratories).
- We need spaceships to attack the Infiltration Bases.
- Added 8 transports such as TRITON, thank you "Precentor Apollyon" for terrains.
- A new type of soldier - Tank operator. For them there is armor imitating 2x2 tanks.
- "Terrain Pack" is removed and is no longer used.
- Used "Hybrid Globe - Vanilla" from luke83, for which many thanks to him!
- For underwater (conditionally) missions, all TFTD territories are used. (Thanks to luke83 and Precentor Apollyon)
- Missions can be performed anywhere, both on land and in water, without restrictions on ships, weapons and ammunition. I do not consider it necessary to introduce these restrictions, so as not to confuse the player (and himself) with unnecessary management.
- Added landscape sounds.
- Slightly reduced the effectiveness of infantry armor.
- Added 4 new TFTD style UFOs.
- Added Aquatoid race. Now there are all races of UFO and TFTD.
- Mixed crews are now really mixed. "membersRandom" in all respects.
- Added mana, in the form of a new parameter "Concentration". The parameter is static, does not grow with experience and does not regenerate automatically. Concentration is consumed by all actions in battle, except for the use of hand-to-hand weapons. Some weapons deal damage to concentration. Some types of armor regenerate Concentration, but basically it is restored only at the base. There are chemicals too.
- Psi radar, in a mental shield and a large psi laboratory, can pinpoint alien bases at a short distance.
 - Heavy low-tech armor requires 2 AP to rotation. Disk-shaped units and some terrorists do not spend AP on rotation.
- Personal shield generator.
- Some terrorists and alien sword got vampiric attack.
- New building - Supply Center. Required for buy standard equipment.
- A new type of ships - cargo ships. Needed for fast transportation of goods and personnel between bases.
- Base defense facility requires ammo.
- Added dependence of the starting base equipment on the difficulty level.
- Reconnaissance ships have auto patrol.
- More alien missions from the first month. RETALIATION missions - not earlier than the second month.
- Psi control is useless against mechanical creatures, zombies, Tentaculats and Ethereal.
- Reduced weapon accuracy.
- Added PORTCARGOSHIP, PORTLINERSHIP, RAILYARDURBAN, FORESTMOUNT, POLARMOUNT, DESERTMOUNT, POLARDESERT cards.
- New ship from the SKYLANDER series with increased capacity.
- Improved UCITY script. Now the building is not so dense.
- UFOs from TFTD land in the sea. Alien colonies are being built at sea.
- Full transition to "fakeUnderwater", with underwater suits, missions and some animation replacement.
- ammunition for armored vehicles is packed in clips, which are much less needed to fully weapons charges armored vehicles.
- Disabled highlighting for new themes. Disabled display of unnecessary characteristics in the inventory.

Additional music modifications - https://disk.yandex.ru/d/m_arKJIySQ5dhg

Mod added only what I thought was appropriate. That is consistent with the logic and atmosphere of UFOs and TFTD. None of the paraphernalia of other games tried to add. Used a variety of mods to extract useful information. To list them will not undertake, because they do not remember where took. Because the authorship of build mods can be considered collective.

Language - Russian ru, English en-US (bad translation)
Because I speak English bad, I used machine translation translate.google. So the responsibility for grammar and English mistakes, I do not carry.
Title: Re: Build mods from Ethereal.
Post by: Dr.Crowley on September 29, 2017, 10:08:36 pm
A correct name for this thread is "Ethereal's mod pack".
И таки да, не советую пользоваться гуглопереводчиком - получается чёрт знает что.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on September 30, 2017, 04:14:33 pm
A correct name for this thread is "Ethereal's mod pack".
И таки да, не советую пользоваться гуглопереводчиком - получается чёрт знает что.

Just volunteers who know English have not yet been found.

Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on October 05, 2017, 06:03:01 am
Is this Russian language?
Title: Re: Build mods from Ethereal.
Post by: Ethereal on October 05, 2017, 08:20:47 am
Yes. In a translated English version of the play the game, in principle, possible, but a bad translation.
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on October 05, 2017, 08:42:52 am
Cool! I'll take a look, and maybe try to translate some.

Edit: can't download it atm, internet is a bust
Title: Re: Build mods from Ethereal.
Post by: Ethereal on October 05, 2017, 10:06:03 am
Cool! I'll take a look, and maybe try to translate some.

Edit: can't download it atm, internet is a bust

Many thanks. Here's the mod with all the latest changes.
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on October 05, 2017, 11:06:24 am
May I ask, is the mod scattered throughout the folder or I'm looking at the wrong place?

Edit: Nvm, found it
Title: Re: Build mods from Ethereal.
Post by: Ethereal on October 05, 2017, 01:28:45 pm
All in one folder "\standard\xcom1".

To compress it in a separate mod see no possibility, as some resources from "\EtherealMods(2)\UFO" is used. This is a temporary measure and are associated with the lack of graphics for Hallucinoid and Xarquid that I had to transfer from TFTD in its original form, due to the lack of compile them under UFO.

Yes, I almost forgot, I also have the names of the soldiers translated into Russian. But this is solved by replacing on original files with names.
Title: Re: Build mods from Ethereal.
Post by: niculinux on October 05, 2017, 01:45:17 pm
Very cool! there are some minor bugs i've seen in a 10 minutes exploration, like STR_AIR_FUEL displayed in the purchase menu, and the mig in one of the hangar is dsplayed as "skyranger" while choosing the troops to put onboard. Hope to see soon  this on the mod portal, pheraphs that mod needs a name..?
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on October 05, 2017, 02:30:14 pm
It should be "UFO: The Last Stand" though because of the monstrocity of the difficulty
Title: Re: Build mods from Ethereal.
Post by: Ethereal on October 05, 2017, 03:06:51 pm
Very cool! there are some minor bugs i've seen in a 10 minutes exploration, like STR_AIR_FUEL displayed in the purchase menu, and the mig in one of the hangar is dsplayed as "skyranger" while choosing the troops to put onboard. Hope to see soon  this on the mod portal, pheraphs that mod needs a name..?

The translator is already puffed, but there is no certainty that it is translated correctly. The hangar can accommodate 3 craft. Interceptors require pilots. Although they can't do ground missions, but to equip pilots with weapons. In case of an attack base. STR_AIR_FUEL - apparently not translated. The name of the mods? Not thought yeshe.

Do not put mod on top of something. And in compatibility with other mods there is no certainty.
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on October 05, 2017, 04:43:18 pm
Wow! Just looking at the strings I can imagine how many were added! But it is also a nightmare to fix, so I grabbed some help from my friends, man, I can see this mod as an another megamod. Name suggestion! X-Com: Total Invasion. Since this mod adds TFTD stuff, like almost everything TFTD has
Title: Re: Build mods from Ethereal.
Post by: Ethereal on October 05, 2017, 05:54:23 pm
Since this mod adds TFTD stuff, like almost everything TFTD has

Almost all. Unfortunately I have not found the compilation for UFO some map. In particular, this second level of the missions "CARGO(CARGO_SHIP_P2)", "LINERB(SHIP_RESCUE_MISSION)" and "A_BASE(ALIEN_COLONY_P2)". But I want to. Unfortunately, poor knowledge of English greatly complicates the search.

And the name ... X-COM-Union. Suitable? To be honest, I never thought about the name.
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on October 06, 2017, 05:06:19 pm
So I can't sleep last night, (translating your strings, duh) I read your reply: X-Com-Union? So I tried some names based on your ideas, so here they are:
1)X-Com: Earth United
2)X-Com: The Battle for Earth
3)X-Com: Last Line
4)X-Com: The last Stand
5)X-Com: Frontier Wars

Like any of them?
Title: Re: Build mods from Ethereal.
Post by: Ethereal on October 06, 2017, 06:34:16 pm
1)X-Com: Earth United  :)

But what do I have to do? Do to rename the archive?
I have little experience in publications. In addition - everywhere everything is different.
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on October 06, 2017, 06:40:06 pm
Nah, I'll do it, I'll edit the strings to change the name
Title: Re: Build mods from Ethereal.
Post by: Ethereal on October 12, 2017, 04:48:54 am
I made three new transports out of boredom. However, I have not yet figured out how to insert them into my mod (there are a lot of transports of different calibers), and therefore I spread as is.
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on October 12, 2017, 05:37:37 am
Sorry for uploading this late, been busy, though some of the translations are correct, I only messed up with the ships first, though not yet complete, I'll keep you updated for more translations.
Replace the extraStrings.rul with the attached file
Title: Re: Build mods from Ethereal.
Post by: Ethereal on October 12, 2017, 10:03:58 am
Everything is fine. And thanks for the help. It's just that earned, previously did not want to work., MapView. Now I do not have to, in case of need, to look for new transports. I can now make them myself.  :)
Title: Re: Build mods from Ethereal.
Post by: Zane on November 10, 2017, 12:37:24 pm
Судя по скриншотам, выглядит многообещающе.

Title: Re: Build mods from Ethereal.
Post by: niculinux on November 23, 2017, 12:52:12 pm
A weird thing: mod give at the very beginning 4 aircraft, but in the base are only 3 shown, but if i buil another hangar all of a sudden the missing one appears, it's the Skyranger  :o ;D

 (https://s7.postimg.org/5m9s9yc93/screen023.png) (https://postimg.org/image/5m9s9yc93/) (https://s7.postimg.org/drru83dcn/screen021.png) (https://postimg.org/image/drru83dcn/) (https://s7.postimg.org/vhtit56d3/screen022.png) (https://postimg.org/image/vhtit56d3/)

Some screenshots follows :)

(https://s7.postimg.org/iexw9ol87/screen020.png) (https://postimg.org/image/iexw9ol87/) (https://s7.postimg.org/5njq333pj/screen001.png) (https://postimg.org/image/5njq333pj/) (https://s7.postimg.org/tej3l6oh3/screen002.png) (https://postimg.org/image/tej3l6oh3/) (https://s7.postimg.org/fkuqw4gg7/screen003.png) (https://postimg.org/image/fkuqw4gg7/) (https://s7.postimg.org/q7ok1kbqv/screen004.png) (https://postimg.org/image/q7ok1kbqv/) (https://s7.postimg.org/5asbwvyaf/screen005.png) (https://postimg.org/image/5asbwvyaf/) (https://s7.postimg.org/a9fubfwyf/screen006.png) (https://postimg.org/image/a9fubfwyf/) (https://s7.postimg.org/c18t6co13/screen007.png) (https://postimg.org/image/c18t6co13/) (https://s7.postimg.org/gn4xeph9z/screen008.png) (https://postimg.org/image/gn4xeph9z/) (https://s7.postimg.org/v6c2g4xk7/screen009.png) (https://postimg.org/image/v6c2g4xk7/) (https://s7.postimg.org/llsft90if/screen010.png) (https://postimg.org/image/llsft90if/) (https://s7.postimg.org/osmzcvd8n/screen011.png) (https://postimg.org/image/osmzcvd8n/) (https://s7.postimg.org/4l9jkl2wn/screen012.png) (https://postimg.org/image/4l9jkl2wn/) (https://s7.postimg.org/48i5eescn/screen013.png) (https://postimg.org/image/48i5eescn/) (https://s7.postimg.org/lyjtzgld3/screen014.png) (https://postimg.org/image/lyjtzgld3/) (https://s7.postimg.org/qx7cdzhg7/screen015.png) (https://postimg.org/image/qx7cdzhg7/) (https://s7.postimg.org/zfgsic3ef/screen016.png) (https://postimg.org/image/zfgsic3ef/) (https://s7.postimg.org/qkfy7tu1j/screen017.png) (https://postimg.org/image/qkfy7tu1j/) (https://s7.postimg.org/4l9jkm5hj/screen018.png) (https://postimg.org/image/4l9jkm5hj/) (https://s7.postimg.org/k6qv4kwvb/screen019.png) (https://postimg.org/image/k6qv4kwvb/)

Edit: @Etheral: since the mods uses lots of real existings aircraft, may i suggest to to for a 3 starting planes setup: two interceptor and a (real) existing transport? for example an Boeing C-17 Globemaster III (https://en.wikipedia.org/wiki/Boeing_C-17_Globemaster_III) instead of the Skyranger?
Title: Re: Build mods from Ethereal.
Post by: Ethereal on December 02, 2017, 01:14:14 am
For yourself - you are free to do anything. But I try not to replace anything, but just add. For me, there are so many transports in the fashion.

The hangar accommodates 3 ships. Only the first in the list are displayed.
Title: Re: Build mods from Ethereal.
Post by: rory4ever on January 14, 2018, 09:53:08 pm
This mod has great potential. Was just wondering if this one will be on the mod portal soon? What is the status now? Installation right now seems complex(?) Thanks :)
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on January 15, 2018, 02:29:03 am
No, I think and hopefully that this mod NOT to be published to the mod site, its not worth it. I didn't mean that the mod is bad, I mean that the Mod portal is somewhat unmaintained and has lots of issues
Title: Re: Build mods from Ethereal.
Post by: rory4ever on January 15, 2018, 10:56:25 pm
Ah thanks for the info :) Yes I noticed that the mods page won't load like 90% of the time, and awfully slow as well. Too bad...
Title: Re: Build mods from Ethereal.
Post by: Ethereal on January 20, 2018, 08:06:55 pm
Comrades, mod is still frozen. I'm waiting for the output of the "Hunter-killer" options in any form, since the interception of the X-COM ships is already provided for in the plot. In addition, I can not turn water into the ground on the global map. This online editor - is a complete garbage. If there is where the normal global map editor - please give a link.
Title: Re: Build mods from Ethereal.
Post by: FeruEnzeru[RETIRED/I QUIT] on January 23, 2018, 02:57:21 am
REPORT:
Why it shows like, Blue Colored Text and OpenXCOM (probably modified ones to overwrite the vanilla OXC+OXCE stuff) files on there.

I was trying to add your mod to my "Collection" folders, i opened up the zip, and it shows like maybe copied versions of the OpenXCOM files.

It's a bit obviously weird. O.<
(https://openxcom.org/forum/index.php?action=dlattach;topic=5724.0;attach=36010;image)
Title: Re: Build mods from Ethereal.
Post by: Ethereal on February 22, 2018, 08:40:42 am
- Added Hunter-Killer options. Some UFOs themselves are trying to attack transports and interceptors.
- Some UFOs have escorts.
- A lot of changes in the balance sheet.
- Sniper weapons are highly dependent on the accuracy of the soldier's shooting accuracy, both in accuracy and in damage.
- The most powerful explosive devices, depending on the accuracy of the Throwing of the soldier, both in accuracy and in damage.
- Сan shoot from a mortar only while sitting. Standing, getting into the goal is incredibly difficult.
- Added 5 new Ellerium transports.
- Infiltration mission enabled, but is a rarity.

The download link has been updated in the first post of the topic.
Title: Re: Build mods from Ethereal.
Post by: rory4ever on February 27, 2018, 04:00:37 pm
- Added Hunter-Killer options. Some UFOs themselves are trying to attack transports and interceptors.
- Some UFOs have escorts.
- A lot of changes in the balance sheet.
- Sniper weapons are highly dependent on the accuracy of the soldier's shooting accuracy, both in accuracy and in damage.
- The most powerful explosive devices, depending on the accuracy of the Throwing of the soldier, both in accuracy and in damage.
- Сan shoot from a mortar only while sitting. Standing, getting into the goal is incredibly difficult.
- Added 5 new Ellerium transports.
- Infiltration mission enabled, but is a rarity.

The download link has been updated in the first post of the topic.

Thanks for the effort. Will this mod work on top of FMP? Any order in loading these mods? Thanks
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on February 27, 2018, 04:38:55 pm
This mod is a master mod, no mods should be used with it, as it may cause complications
Title: Re: Build mods from Ethereal.
Post by: Ethereal on February 27, 2018, 05:16:01 pm
Thanks for the effort. Will this mod work on top of FMP? Any order in loading these mods? Thanks

You can learn everything by the method of experiments. The mod itself is made as a base. I do not know what will work with him.

Update.
Several bugs fixed. Some changes in the balance sheet. Added some little things. Alien bases with radar and retaliatory actions, in case of detection of the player's aircraft.

The download link has been updated in the first post of the topic.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on July 25, 2018, 06:48:10 pm
Update. Mainly aimed at realizing the potential of OXCE+. There is no only-secondary ammunition. I couldn't figure out where it would be best applied.

The reference in the first post.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on July 26, 2018, 08:07:38 am
As far as I understand, the use of this mod on the Android tablet is impossible? I once downloaded the very first version, so everything was scattered around folders, in fact it was not a mod, but a complete replacement of the original OXC. The situation has not changed?
Насколько я понимаю, использование этого мода на планшете Андроид невозможно? Я когда-то скачивал самую первую версию, так там всё было раскидано по папкам, фактически это был не мод, а полная замена оригинального OXC. Ситуация не изменилась?
Since I do not know languages ​​other than Russian, then the mods with Russian language is very interesting to me.But I'm playing on Android, so that the mods with the converted exe I just do not work.
Поскольку я не знаю языков, кроме русского, то моды с русским языком меня очень интересуют. Но играю на Андроиде, так-что моды с переделанным exe у меня просто не работают.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on July 26, 2018, 11:00:02 am
Чисто теоретически, то всё зависит от OXCE+. Кроме того, у меня нет устройств с Андройдом, что бы под него что-то делать. Можно попробовать установить версию OXCE+ для Андройда https://openxcom.org/forum/index.php/topic,5258.0.html, поверх мода, но не заменяя файлы в папках "xcom1-2" а так же "common\SoldierName". Попробуй так. Может и получится.

P.S. Глянул я на версию для Андройда. Дааа. Вряд ли я тут что-то могу сделать. Вообще не понял что там и куда. Отстал я от жизни...
Title: Re: Build mods from Ethereal.
Post by: yergnoor on July 26, 2018, 01:24:47 pm
Да, у меня стоит именно эта последняя версия OXCE+ и она прекрасно справляется, например, с X-Files. Можно даже X-Piratez запустить, но 1 гигабайта оперативной памяти надолго не хватает с этим мегамодом.
То есть, по возможностям OXCE+ для Андроида практически ничем не отличается от того, что на компьютере.
Но вот с установкой поверх - не уверен. Поскольку при первом запуске приложение OXCE+ автоматически перезаписывает содержание папок common и standard, загружая в них стандартное содержимое (удобно при обновлениях, всё само на новое заменяется). А в твоём моде и они все переделаны донельзя. Почему я и спрашивал, не будет ли мод отдельно сделан, как большинство прочих.
Так-что, если только уже потом попробовать подменить - твой мод подгрузить. Нужно будет попробовать, как время свободное появится.
Title: Re: Build mods from Ethereal.
Post by: Meridian on July 26, 2018, 01:48:49 pm
The best solution would of course be to create a proper separate mod, like everybody else.

This could however work for you too:
1. install fresh Android OXCE+ version
2. copy Ethereal's mod on top of it... but DO NOT overwrite xcom1/interfaces.rul and xcom2/interfaces.rul (Android uses different versions than PC)
3. also DO NOT copy Ethereal's options.cfg... Android has different settings than PC

There will be some small problems with missing translations (not too many), but in general it should work.

@Ethereal: if you want, I can convert your package into a standalone mod, I just need access to the latest version and a few days time
Title: Re: Build mods from Ethereal.
Post by: Ethereal on July 26, 2018, 03:03:03 pm
@Ethereal: if you want, I can convert your package into a standalone mod, I just need access to the latest version and a few days time

Thank you for your offer of help, but I'll try to do it myself. There is one snag with the resources from the UFO folder. This is especially true of music.


EDIT

Recompiled. Just unpack to "openxcom\user\mods"folder. I hope it will be workable. At first glance, there is only a leapfrog in ufopedia, due to the fact that not affixed "listOrder", but I hope it is not very critical.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on July 26, 2018, 04:36:57 pm
Recompiled. Just unpack to "openxcom\user\mods"folder. I hope it will be workable. At first glance, there is only a leapfrog in ufopedia, due to the fact that not affixed "listOrder", but I hope it is not very critical.
Нет, к сожалению, у меня не заработало. Вначале шла загрузка ресурсов игры и мода, но потом случилась какая-то несовместимость и приложение потребовало заново указать папки игры. Что-то пошло не так.
No, unfortunately, it did not work for me. Initially, there was loading of game resources and mod, but then some incompatibility happened and the application required to re-specify the game folders. Something went wrong.
Удалил мод из openxcom/mods (таково место хранения модов на Андроид), сразу всё заработало. А с данным модом не хочет.
I removed the mod from openxcom/mods (this is the place where mods are stored on Android), everything worked right away. And he does not want this mod.
Title: Re: Build mods from Ethereal.
Post by: Yataka Shimaoka on July 26, 2018, 05:31:18 pm
Let me take a quick try and see why.


After a quick run, I have this error during startup

[26-07-2018_22-36-10]   [ERROR]   /storage/sdcard0/openxcom/mods/XComEarthUnited/Resources/SECTOPOD_HWP/cyberDisckX.png:Unsupported image format

Also I found this, looks game breaking tho

[26-07-2018_22-35-51]   [ERROR]   Unknown argument 'to_gauss'
[26-07-2018_22-35-51]   [ERROR]   Error in maching arguments for operator 'BattleUnit.reduceByResistance'
[26-07-2018_22-35-51]   [ERROR]   Error in parsing script 'damageUnit' for 'Global Event Script': invalid operation in line: 'unit.reduceByResistance to_gauss 10;'
Title: Re: Build mods from Ethereal.
Post by: Meridian on July 26, 2018, 05:46:44 pm
[26-07-2018_22-36-10]   [ERROR]   /storage/sdcard0/openxcom/mods/XComEarthUnited/Resources/SECTOPOD_HWP/cyberDisckX.png:Unsupported image format

Yup, the image is actually a JPG, not a PNG... needs to be converted.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on July 26, 2018, 06:16:55 pm
This error "to_gauss 10" I also have. The funny thing is that despite the ERROR, Gauss resistance work. As for the armor and force shields. Repeatedly this tested. cyberDisckX.png checked. The file is intact and none of the versions of OXCE+ on it does not swear. This is weird.

As for compatibility with Android - about Android I only know that it exists. I know nothing more about him and never worked with him.
Title: Re: Build mods from Ethereal.
Post by: Meridian on July 26, 2018, 07:09:07 pm
The file is intact and none of the versions of OXCE+ on it does not swear. This is weird.

Android uses a newer version of SDL framework... and doesn't as easily get fooled by JPG disguised as PNG as the PC version.

The picture is in a format that OpenXcom doesn't officially support and needs to be converted.
The fact that it "works" on PC is just a lucky coincidence.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on July 26, 2018, 07:41:00 pm
Android uses a newer version of SDL framework... and doesn't as easily get fooled by JPG disguised as PNG as the PC version.

The picture is in a format that OpenXcom doesn't officially support and needs to be converted.
The fact that it "works" on PC is just a lucky coincidence.

What a nightmare. And I have such a picture is not the only one. Worse, I do not remember what and why renamed.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on July 26, 2018, 08:30:59 pm
What a nightmare. And I have such a picture is not the only one. Worse, I do not remember what and why renamed.
Code: [Select]
[26-07-2018_22-05-47] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/Antonov_An-32B.png:Unsupported image format

[26-07-2018_22-09-56] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/AC-130H_Hercules.png:Unsupported image format

[26-07-2018_22-11-45] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/C-27J_Spartan_.png:Unsupported image format

[26-07-2018_22-13-44] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/Antonov_An-178.png:Unsupported image format

[26-07-2018_22-15-32] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/MIG-25.png:Unsupported image format

[26-07-2018_22-17-30] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/Su-34.png:Unsupported image format

[26-07-2018_22-19-03] [ERROR] /sdcard/openxcom/mods/XComEarthUnited/Resources/AWACS/Su-35.png:Unsupported image format
Probably this is all pseudo png, since after I converted them into real png, the mod started to work.
Наверное это все псевдо png, поскольку после того, как я их сконвертировал в настоящие png, мод начал работать.
And whether it will continue to work properly - it will be seen.
А будет ли и дальше правильно работать - видно будет.

Addition.
Дополнение.
The very first image format error I did not copy, I wrote about it earlier.
Самую первую ошибку формата изображения я не копировал, о ней написали ранее.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on July 26, 2018, 09:35:45 pm
Спасибо за указания на ошибки. Указанные файлы отконвертировал в PNG Paint-ом. На будущее. Сообщайте, если ещё какая фигня вылезет. В следующем обновлении будут исправленные ошибки.

Thank you for pointing out mistakes. The specified files were converted to PNG Paint. For the future. Let me know if anything else comes up. The next update will fix the bugs.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on July 27, 2018, 08:48:13 am
Попытался поиграть. Первые впечатления были весьма положительными, большое разнообразие всего. Вот только... чересчур уж всё мощное и точное, да и характеристики бойцов, даже в самом начале, слишком хорошие. В результате, у пришельцев просто нет шансов. Интерес теряется. Правда, я запускал на самой низкой сложности, чтобы попробовать.
I tried to play. First impressions were very positive, a great variety of everything. But ... too much all powerful and accurate, and the characteristics of the soldiers, even at the very beginning, are too good. As a result, the aliens simply do not have a chance. Interest is lost. True, I ran at the lowest complexity to try.

Теперь про ошибки. Если взять на миссию бронемашину, то при попытке её выбрать, игра намертво зависает. В лог, при этом, никакой ошибки не записывается. Попробовал вместо бронемашин взять танки, с ними никаких проблем.
Now about the mistakes. If you take on the mission of an armored car, then when you try to choose it, the game hangs tight. In a log, thus, any error is not written down. I tried to take tanks instead of armored vehicles, with them no problems.

Вот два сохранения. В первом, два дроида и две бронемашины на борту. Дроиды действуют нормально, но если перейти к бронемашинам, то всё застывает. Может, это только на Андроиде так, не знаю. Во втором сохранении два танка и два дроида, там в бою проблем нет.
Here are two save. In the first, two droid and two armored cars on board. Droids operate normally, but if we go to armored cars, everything freezes. Maybe it's only on Android so I do not know. In the second conservation two tanks and two droids, there are no problems in battle.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on July 27, 2018, 09:53:29 am
Попробуй теперь. Только резерв сделай.

Насчёт остального...

1) усилил инопланетян.
2) подрезал стартовые характеристики солдат.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on July 27, 2018, 10:29:06 am
Проблема с бронемашинами решена - они теперь работают.
The problem with armored vehicles is solved - they are now working.

Дисбаланс скорее к роботам относится, чем к людям. Они слишком сильны для начального этапа. И под их прикрытием солдаты мало рискуют. В обычной игре, вернуться с первых миссий, за исключением лёгких разведчиков, и не потерять хотя бы двух бойцов - большая удача. Здесь же я дроидами всех врагов расстрелял, солдатам даже выходить не пришлось.
Imbalance is more like robots than people. They are too strong for the initial stage. And under their cover, soldiers take little risk. In the usual game, to return from the first missions, except for easy scouts, and not to lose even two fighters is a great success. Here I dped all the enemies, soldiers did not even have to go out.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on July 27, 2018, 11:17:45 am
Ну, здесь разница в подходе к делу. Вся эта бронетехника и нужна для сохранения жизни солдат. И стоит она не дешево. Я бронетехникой редко стреляю, поскольку иначе солдаты не получат опыт. А прокаченный солдат намного круче всех этих роботов и танков и тем намного ценнее, чтобы рисковать его жизнью.     

Кстати странно, что ты доридами всех перестрелял. Они сами хрупкие и их сносят с плазменных пистолетов крайне быстро. Особенно на террорах и базах. На открытой местности они хороши, но они не получают опыт.

А танки да, даже начальные, рассчитаны на то, что они должны выдерживать несколько ударов Тяжелых Плазменных и Акустических орудий. В конце концов это ТАНК, а не легковой автомобиль из оригинала, который рассыпался даже от пролетающих рядом снарядов.

Well, there's a difference in approach. All this armor and need to save the lives of soldiers. And it is not cheap. I rarely shoot with armored vehicles, because otherwise the soldiers will not get experience. And pumped soldiers are much cooler than all these robots and tanks and so much more valuable to risk his life.     

By the way, it's weird that you shot everyone with droids. They are fragile and take down with plasma pistols extremely fast. Especially on terror and bases. They're good in the open terrain, but they don't get the experience.

Tanks and Yes, even the initial calculated that they must withstand several blows with a Heavy Plasma and an Acoustic cannon. After all, it's a TANK, not a civilian car from the original, which crumbled even from flying nearby shells.
Title: Re: Build mods from Ethereal.
Post by: new_civilian on July 27, 2018, 01:40:50 pm
I like the mortar idea and the mechanics behind it! Good thought. Also the idea of "real" fuel is nice, ever since X-Piratez the free fuel feels like a small exploit, so yes, good ideas.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on August 04, 2018, 03:40:35 pm
Update.
 - Fixed insane amounts of fuel in ships.
 - Lobstermans transferred from the category of terrorists in a separate race.
 - Added 3, not typical for the series, terrorist.
 - Increased bonus aliens for the level of difficulty.
 - A lot of small changes aimed at complicating the game.
 - Infiltration mission activated. Upon Infiltration, a special base will appear, which is different from the others. If it is destroyed, the country will be returned.
 - There's a 50% chance to prevent the construction of alien bases and infiltration. We need to intercept a special ship-Builder of Bases.
 - The action of psionic is very difficult. Distance is limited. All aliens have increased psionic defense.
 - Fixed some game settings.

Update.
 - Some changes in the balance sheet.
 - Added additional modules for base. Maps-duplicates of existing modules.
 - In the version with the mod, Ufopedia was partially brought into a kind of order.

The main archive with the game and installed OXCE+ - in the first post.
In this post - archive in the form of mod. The game requires the latest version of OXCE+ to be installed.

POST UPDATED
Title: Re: Build mods from Ethereal.
Post by: Ethereal on August 11, 2018, 09:54:41 am
Update.
 - Changed the starting base. Reduced the amount of gold at the start.
 - Many edits in the balance.
 - Added a lot of new armor and another terrorist.
 - At the insistence of SupSuper, from the archive was removed original game UFO and TFTD.

The main archive with the game and installed OXCE+ - in the first post.
In this post - archive in the form of mod. The game requires the latest version of OXCE+ to be installed.
Title: Re: Build mods from Ethereal.
Post by: Meridian on December 12, 2018, 06:17:44 pm
Corrected images, if you want to play with recent OXCE versions, are attached here: https://openxcom.org/forum/index.php/topic,6586.msg107343.html#msg107343
Title: Re: Build mods from Ethereal.
Post by: Ethereal on December 13, 2018, 12:32:23 am
Thank you very much, Meridian.
Trouble with the display of armor in ufopedia corrected himself. In the next update will be. However I will do it not earlier new version of OXCE+. By the way, roughly when it will be released?
Title: Re: Build mods from Ethereal.
Post by: Meridian on December 13, 2018, 01:01:59 am
Thank you very much, Meridian.
Trouble with the display of armor in ufopedia corrected himself. In the next update will be. However I will do it not earlier new version of OXCE+. By the way, roughly when it will be released?

We did a lot of changes and are still testing them... but I would like to release an official OXCE 5.2 before New Year if possible.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on December 22, 2018, 08:53:30 pm
- Lots of balance changes.
- Fixed bugs I found.
- Implemented some new OXCE function features.
- The KIT includes OXCE 5.2.

The mod is made by modifying the base. I advise you to disable automatic updates of OpenXcom and OXCE.
The mod is made in the Windows operating system, and no other operating systems I do not have.
Title: Re: Build mods from Ethereal.
Post by: vinxx on February 22, 2019, 07:46:42 am
ох ребята, ну вы жжёте...
будет время возможно пересмотрю этот мод и упакую его по всем правилам для macOS X как нормальный билд в контейнере под раздачу
Title: Re: Build mods from Ethereal.
Post by: vinxx on February 22, 2019, 11:42:42 pm
well, and how I can compile this mod for macOS X?
both EN and RUS versions > ?
Title: Re: Build mods from Ethereal.
Post by: Meridian on February 22, 2019, 11:50:10 pm
well, and how I can compile this mod for macOS X?
both EN and RUS versions > ?

The mod does not need to be compiled.

You can use OXCE for MacOS (I gave you the link several times already) and just copy the mod into the mods folder.

PS: MacOS doesn't like 8bit GIFs, don't know if this mod uses GIFs... if yes, you might need to convert them into PNGs
Title: Re: Build mods from Ethereal.
Post by: yergnoor on February 23, 2019, 08:35:26 am
The mod does not need to be compiled.

You can use OXCE for MacOS (I gave you the link several times already) and just copy the mod into the mods folder.
The problem is that the latest version of this mod does not have a standalone version. The mod is an OXCE game folder with its exe. And the mod itself replaces the vanilla version of UFO in it, the resources are not located in the user/mods/ folder but in the standard/xcom1/. Therefore, without understanding the mod structure, it is difficult to extract it separately from the rest.
Now I tinker and made a separate mod, by editing the file metadata.yml. I tried it - it works on the latest version of OXCE for Android, you can even put it in the mods folder as an attached archive without unpacking it.
Addition 26.02.2019
The mod file has been replaced due to an error detected. Thank you for the message about her NebulaM78.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on February 26, 2019, 05:05:12 am
yergnoor Thank you very much, comrade. I don't have an Android and I can't test it.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on February 26, 2019, 06:12:56 am
Ethereal, Android is what I tested (for lack of something else), but OXCE works the same on different devices, except for some nuances. Such as the lack of a computer keyboard in Android or problems with the display of gif in MacOS. But the mod action itself does not depend on a particular device. Therefore, it is enough to check the usual OXCE, only without a converted set of rules, as is done in your mod build.
The only significant difference of my version is the absence of the Russian version of the recruitment of names for X-Com soldiers. These names are located in a different place (not in standard/xcom1/), so they were not included in the mod. True, I was thinking of making an autonomous mod with Russian variants of names, as it was done, for example, in X-Piratez. The matter is simple, but for Western players it’s still more convenient to use original names, so the Russians could include only those who need it.
The rest of the alteration was incredibly simple. Since all your resources are located in the xcom1 folder (with the exception of the original UFO game data), it is already a ready mod. It was only necessary to change the metadata from the ones that the UFO game had to those that the mod had to have. And now what happened can be used on any device that has OXCE. If you want, you can also make standalone versions of your mod and subsequently, but only until all changes are made in the same xcom1 folder.
Judging by the fact that none of those who downloaded my version wrote about the error, it works not only for me.

Well, here all this text is in Russian.
Ethereal, Android - это то, а чём тестировал я (за неимением другого), но OXCE работает одинаково на разных устройствах, кроме некоторых нюансов. Таких как отсутствие компьютерной клавиатуры в Android или проблемы с отображением gif в MacOS. Но само действие мода от конкретного устройства не зависит. Поэтому и для проверки достаточно обычного OXCE, только без переделанного набора правил, как это сделано в твоей сборке мода.
Единственное значимое отличие моего варианта - отсутствие русского варианта набора имён для солдат X-Com. Эти имена располагаются в другом месте (не в standard/xcom1/), поэтому в мод и не попали. Правда, я подумывал сделать автономный мод с русскими вариантами имён, как это сделано, например, в X-Piratez. Дело несложное, а для западных игроков всё-же удобнее использовать оригинальные имена, поэтому русские могли бы включать только те, кому это необходимо.
В остальном же переделка была невероятно проста. Поскольку все ресурсы у тебя расположены в папке xcom1 (за исключением данных оригинальной игры UFO), то она уже является готовым модом. Нужно было только изменить метаданные с тех, какие были у игры UFO, на те, которые должны быть у отдельного мода. И теперь то, что получилось можно использовать на любом устройстве на котором есть OXCE. Если захочешь, то можешь так-же делать автономные версии своего мода и впоследствии, но только пока все изменения производятся в одной папке xcom1.
Судя по тому, что никто из скачавших мой вариант не написал об ошибке, работает он не только у меня.
Title: Re: Build mods from Ethereal.
Post by: NebulaM78 on February 26, 2019, 07:33:52 am
I'm getting a '\mods\Ethereal/soldiers.rul : bad file' error.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on February 26, 2019, 08:10:13 am
yergnoor, Very happy to read this. I will take note of the information and try to implement this knowledge in the next update. It will not be available before the OXCE update. Thank you for the work done.

I'm getting a '\mods\Ethereal/soldiers.rul : bad file' error.

Update OXCE.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on February 26, 2019, 08:14:53 am
NebulaM78, ​​are we talking about a separate version of the mod? If so, which version of OpenXcom was used to launch? The mod from Ethereal can only work with OpenXcom Extended, version of December 22, 2018 or later. If you use the usual OpenXcom, not Extended, an error will be generated.
With the usual installation method (original from Ethereal), the required version of OXCE is already attached. When used as a mod, the user himself should do it.
P.S. I forgot to specify this part, because I use the application on Android, and for it the current version exists only OpenXcom Extended.
Title: Re: Build mods from Ethereal.
Post by: NebulaM78 on February 26, 2019, 09:10:49 am
I updated OXCE to the latest version, and now I'm getting a 'FileRecord::at(SoldierName/19-Russian.nam): requested file not found.' error.

EDIT: Nevermind, I changed the Russian.nam file to 19-Russian.nam and the Japanese.nam to 16-Japanese.nam and now it works.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on February 26, 2019, 10:01:11 am
I updated OXCE to the latest version, and now I'm getting a 'FileRecord::at(SoldierName/19-Russian.nam): requested file not found.' error.
NebulaM78, ​​I think I understood, and this is my fault. The fact is that I borrowed for myself from the Ethereal mod its set of names written in Russian letters. It's more convenient for me to play not only with his mod, but also with others. But in his mod For some types of soldiers, specific files are indicated, from where names must come. Like the one you specified SoldierName/19-Russian.nam - a certain kind of soldiers is hired only among Russians (there is another kind hired in Japan). I have this file available, therefore The mod started, but with the original OXCE names it failed, there the names of the files with the names others.
Try to replace inside the mod file soldiers.rul on the attached. I changed the pointers to those that operate inside normal OXCE.
I apologize and ask to write about the result. I myself can not check whether it happened correctly. If everything works, then I will upload the mod file above. Thank you for writing about the error.
Addition:
Fine! I see that while I was fighting with the Google translator (it slows down the drafting of comments) you have already figured out the reasons. In any case, the error is an error and the mod file will have to be changed. That each new user did not face this problem.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on February 26, 2019, 12:18:28 pm
Perhaps we should follow the example XPiratez. They also have their soldier names and registered in the folder modification.

Quote
Russian.nam - a certain kind of soldiers is hired only among Russians (there is another kind hired in Japan)

You're using my modification as a Supplement to yours. I have nothing against it.

P.S. Being determines consciousness. I Russian and the only country where I was - Japan. Cute Keiko... Her music... Words can't describe it.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on November 27, 2019, 11:33:56 am
Update.

- Added multiple studies for profit in the form of items (so that scientists can pay for themselves, and to stimulate the creation of a second base with laboratories).
- Many different improvements and fixes.
- We need spaceships to attack the Infiltration Bases.
- Numerous balance edits.

The mod is hybrid, but all underwater terrains are tied to TFTD ships. I can't implement "fakeUnderwater" yet, because "Terrain Pack" from Hobbes is installed. How within it to make it I do not know. I know about the hybrid mod from Precentor Apollyon, but I'm not ready to give up the "Terrain Pack", in addition there is changed (not for the better) the appearance of the globe.

Above all. The mod is now implemented as a separate mod, as strange as it may be. I checked his work on Win XP (32) and Win 7 (64).
Title: Re: Build mods from Ethereal.
Post by: wcho035 on November 27, 2019, 12:17:02 pm
To be honest, making the globe is the hardest part with the current tools available. I have to make certain compromises because the polygons are easy to go crazy when I am building the globe. Luke88 would have his version released around new years day. However, his globe will be different to the vanilla planet Earth globe. 
Title: Re: Build mods from Ethereal.
Post by: Ethereal on November 27, 2019, 12:55:35 pm
Luke88 would have his version released around new years day. However, his globe will be different to the vanilla planet Earth globe.

We wait and - see. Anyway, I have everything tied up on the Terrain Pack and can’t get away from it.
Title: Re: Build mods from Ethereal.
Post by: wcho035 on November 27, 2019, 01:10:33 pm
You don’t have to use my globe, if you can make a better one. Then I love to use your version
Title: Re: Build mods from Ethereal.
Post by: Ethereal on November 27, 2019, 01:22:49 pm
You don’t have to use my globe, if you can make a better one. Then I love to use your version

I can not do better. I tried many times, but nothing worked.
Title: Re: Build mods from Ethereal.
Post by: yergnoor on November 27, 2019, 01:28:23 pm
Alas, but I crash when I try to run this mod and load its resources. I have the latest version of OXCE - 6.1.1, only for Android, not on your PC. But it should work the same way. If you check the log, the game does not like the formats of graphic files, many of them, until you do not get completely unacceptable.
As far as I remember, Meridian has adapted many mods to the requirements of the new OXCE. Would it be worth it to do with this? Or is it impossible?
Увы, но у меня при попытке запустить этот мод происходит крах, при загрузке его ресурсов. Версия OXCE у меня последняя - 6.1.1, только для Android, а не на компьютер. Но работать она должна так-же. Если проверить лог, игре не нравятся форматы графических файлов, очень многих из них, пока не попадается полностью недопустимый.
Насколько я помню, Meridian адаптировал многие моды под требования новых OXCE. Может стоило бы ему сделать и с этим? Или это невозможно?
Title: Re: Build mods from Ethereal.
Post by: wcho035 on November 27, 2019, 01:29:19 pm
Personally, I said strongly I do prefer people to use my mod as a starting base. Not rip it’s guts out. I have not gone the way Hobbes has done yet.  I do want people to use my mod and every thing a modder could do to make it feature complete.

The version I did not publish and is my main mod, is feature complete and a lot more. However, due to its unbalanced state and copyright issues. It is not released.
Title: Re: Build mods from Ethereal.
Post by: Ethereal on November 27, 2019, 02:01:24 pm
Alas, but I crash when I try to run this mod and load its resources. I have the latest version of OXCE - 6.1.1, only for Android, not on your PC. But it should work the same way. If you check the log, the game does not like the formats of graphic files, many of them, until you do not get completely unacceptable.
As far as I remember, Meridian has adapted many mods to the requirements of the new OXCE. Would it be worth it to do with this? Or is it impossible?
Увы, но у меня при попытке запустить этот мод происходит крах, при загрузке его ресурсов. Версия OXCE у меня последняя - 6.1.1, только для Android, а не на компьютер. Но работать она должна так-же. Если проверить лог, игре не нравятся форматы графических файлов, очень многих из них, пока не попадается полностью недопустимый.
Насколько я помню, Meridian адаптировал многие моды под требования новых OXCE. Может стоило бы ему сделать и с этим? Или это невозможно?

I don’t know what’s happening with Androyd, I don’t have it, but on XP and 7 the mod works. The images indicated in the log were not made by me, and I practically do not know how to work with images, except at the most primitive level. Maybe there is one of the experts on Android and image editors?

Я не знаю, что там с Андройдом, у меня его нет, но на XP и 7 мод работает. Изображения, указанные в логе делал не я и работать с изображениями практически не умею, разве что на самом примитивном уровне. Может найдётся кто нибудь из знатоков Андройда и редакторов изображений?
Title: Re: Build mods from Ethereal.
Post by: luke83 on November 28, 2019, 03:30:26 am
I can make vanilla globe if you want but i need something in return.

If i build it, no body steal my colour scheme for geoscape, i like my colour very much and dont want to see it borrowed in other hybrid mod :P

 Good deal yes :P
Title: Re: Build mods from Ethereal.
Post by: Ethereal on November 28, 2019, 10:15:17 am
I can make vanilla globe if you want but i need something in return.

I'm always happy to share stuff.

If i build it, no body steal my colour scheme for geoscape, i like my colour very much and dont want to see it borrowed in other hybrid mod :P

 Good deal yes :P

 Not quite understood, but it's solvable by a separate, public version, free to use. All hybrid mods will be glad to such globe.
Title: Re: Build mods from Ethereal.
Post by: luke83 on November 28, 2019, 10:54:56 am
Not quite understood, but it's solvable by a separate, public version, free to use. All hybrid mods will be glad to such globe.

I tried hard to make my Geoscape look unique, see my Buttons are different to Vanilla and my Background is RED, i would like to keep such things as unique for as long as i can encourage it within the community :)
Title: Re: Build mods from Ethereal.
Post by: Ethereal on November 28, 2019, 01:53:03 pm
The red background, of course, is beautiful, but I still need the original one. Buttons - I do not quite understand. They are not tied to the globe. The globe itself is more like a TFTD. If you can combine the TFTD globe, with the drawing of depths, with the UFO globe - it will be a masterpiece!

I think it's worth asking the opinion of the whole community. Someone needs a hybrid globe, someone original from UFO, someone original from TFTD.

I many times I tried to do something with the globe and it did not end with anything good. In any case, I will use only what will be published for general use.
Title: Re: Build mods from Ethereal.
Post by: misterx on November 29, 2019, 03:50:15 pm
Dear Etheral,

In a previus post (https://openxcom.org/forum/index.php/topic,5724.msg119911.html#msg119911) the .zip file containng the mod is named "x-com united",  i guess the mod ha its name changed, so please update the first post?

I've tryed the version linked in the post above, and the mod still need some refinement, anyway i'd take out that small hangar and the "combined module" and add the corridor, And why the mig bis? Researching laser weapons gives the sniper rifle to buy, and the laser pistol to research. And the FTTD vanilla sountrack...a nice frankestein!  :/ The soldier speaking while being selected in battlescape reminded me of jagged alliance 2 by the way :)
Title: Re: Build mods from Ethereal.
Post by: Ethereal on November 29, 2019, 05:04:30 pm
In a previus post (https://openxcom.org/forum/index.php/topic,5724.msg119911.html#msg119911) the .zip file containng the mod is named "x-com united",  i guess the mod ha its name changed, so please update the first post?

The mod is in a state of refinement. I just forgot to test in English. With the next update I will try to fix it.

And why the mig bis?

Because BIS is the latest and best modification of the Mig-21, which is still in service in some countries. In the game, this is the most reliable interceptor at the start of the game.

The soldier speaking while being selected in battlescape reminded me of jagged alliance 2 by the way :)

These are the sounds from Red Alert 2 (mostly rus (unlicensed localization from City)).
Title: Re: Build mods from Ethereal.
Post by: Ethereal on December 22, 2019, 04:52:26 am
- Added 8 transports such as TRITON, thank you "Precentor Apollyon" for terrains.
- A new type of soldier - Tank operator. For them there is armor imitating 2x2 tanks.
- Partially cut out "Terrain Pack".
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on January 17, 2020, 10:26:28 am
Update.

- "Terrain Pack" is removed and is no longer used.
- Used "Hybrid Globe - Vanilla" from luke83, for which many thanks to him!
- For underwater (conditionally) missions, all TFTD territories are used. (Thanks to luke83 and Precentor Apollyon)
- Missions can be performed anywhere, both on land and in water, without restrictions on ships, weapons and ammunition. I do not consider it necessary to introduce these restrictions, so as not to confuse the player (and himself) with unnecessary management.
- Added landscape sounds.
- Slightly reduced the effectiveness of infantry armor.
- Added 4 new TFTD style UFOs.
- Small balance changes, bug fixes and various little things.
- Added Aquatoid race. Now there are all races of UFO and TFTD.
- Mixed crews are now really mixed. "membersRandom" in all respects.

Add.

- Updated Hybrid Globe - Vanilla "from luke83.
- A friend asked to return the starting bonus for gold, because without it, according to his statement, it would not be possible to develop normally before meeting with large ships, against which the starting averation is absolutely useless, and serious contingents of terrorists, against whom more advanced armor and weapons are needed.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: misterx on January 17, 2020, 10:31:10 am
Time to publish the mod on the portal?
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on January 17, 2020, 02:08:47 pm
Time to publish the mod on the portal?

Why? You can download from here.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: misterx on January 17, 2020, 02:17:09 pm
Why? You can download from here.

ok, wahtever, it's still defined [WIP] but actually is a relased mod, so that's why i thought :)
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Solarius Scorch on January 17, 2020, 03:30:57 pm
Why? You can download from here.

So people know it exists.
You don't expect players to have to browse through some large forum they aren't otherwise interested in, right? I mean it's possible, I've done this (for example for Dwarf Fortress mods), but it's kinda hellish.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on January 17, 2020, 04:08:59 pm
So people know it exists.
You don't expect players to have to browse through some large forum they aren't otherwise interested in, right? I mean it's possible, I've done this (for example for Dwarf Fortress mods), but it's kinda hellish.

I'll think about it. But not before the release of the option for "Fatigue" in OXCE.

Yes, I forgot. Here's a save to demonstrate the mod's capabilities.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Meridian on January 17, 2020, 04:10:51 pm
I'll think about it. But not before the release of the option for "Fatigue" in OXCE.

The fatigue option was rejected already long ago and will not be implemented.

You can use the mana feature to simulate fatigue, like XCF or Piratez.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: ohartenstein23 on January 17, 2020, 04:18:03 pm
And if you want something more heavy-handed like forced medical leave after missions, that can be done already by the script hooks that run on returning from a battlescape mission.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on January 17, 2020, 04:50:50 pm
Very pity.
I did not want to implement mana ... but apparently have to.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on October 03, 2020, 02:31:13 am
Update.

- Updated script for energy shields.
- New item - Personal shield generator.
- Some terrorists and alien sword got vampiric attack.
***When updating, the old "Ruleset" folder in the modification must be deleted. Or deleted "armorWithEnergyShields.rul".***

Many thanks to comrade Meridian for posting videos of passing games on his YouTube channel. Thanks to his videos about XPiratez, I learned about an improved script for energy shields.
Separate respect for videos on Heroes of Might and Magic. I love this series of games.
And of course thank you Yankes for great scripts.

Modification in the first post of the topic.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on February 21, 2021, 10:23:43 am
A couple of musical options for the main modification.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on March 27, 2021, 12:01:08 pm
Update.
- Removed maps not related to the rendering of the original UFO and TFTD.
- Reduced weapon accuracy.
- Added PORTCARGOSHIP, PORTLINERSHIP, RAILYARDURBAN, FORESTMOUNT, POLARMOUNT, DESERTMOUNT, POLARDESERT cards.
- New ship from the SKYLANDER series with increased capacity.
- Improved UCITY script. Now the building is not so dense.
- rebalancing and bug fixes.

For fans of schizaphrenia with copyrights - no authorship is indicated in the modification. All content of the modification belongs to the OpenXcom community and can be used at its discretion.

Modification in the first post.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on March 30, 2021, 09:26:03 pm
I tried to experiment with the interface. It turned out terribly, but nothing else, in this regard, could not be found, so we will have to use what happened.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on March 31, 2021, 11:14:35 am
Corrected a little. Now at least the numbers are visible normally.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on April 15, 2021, 02:07:08 pm
Update.
- Full transition to "fakeUnderwater", with underwater suits, missions and some animation replacement. "Vapor" doesn't work under "fakeUnderwater", but that's not for me question.
- ammunition for armored vehicles is packed in clips, which are much less needed to fully weapons charges armored vehicles.
- Disabled highlighting for new themes. Disabled display of unnecessary characteristics in the inventory.
- 4 new terrorists of varying degrees of danger.
- Rebalance. Correction of old errors and creation of new ones.

Modification in the first post.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Meridian on April 15, 2021, 02:19:43 pm
"Vapor" doesn't work under "fakeUnderwater", but that's not for me question.

Vapor works only underwater.
Fake underwater... as the name says... is not underwater.

For surface (including fake underwater) missions, you can use surface vapor.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on April 16, 2021, 11:07:43 am
Update.
- Fixed "vapor", now works under water (Thanks Meridian).

Modification in the first post.
Title: Re: [WIP][OXCE][UFO] Build mods from Ethereal.
Post by: Ethereal on July 16, 2021, 09:50:14 pm
Update.

- The mod has been renamed. New name - X-Com: Terror From the Unknown (TFTU)
- Added a revolver and a double-barreled sawn-off shotgun.
- Various balance edits. Bug fixes.

It would be great if at least someone tested this hybrid and pointed out errors in the balance. I am not a fan of great difficulties in the game and everything suits me, but I am ready to finalize the public version of the modification for adequate requirements in terms of complexity.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on July 26, 2021, 07:13:37 pm
Update.

- Alien Alloys are available for research after examining the Corpse of the Deep One. (Back to basics. It's more interesting.)
- Added mission with minor terror. Disappears later.
- Replaced the map for "TCF CRUISER", borrowed from XPiratez, with a more convenient one for deploying troops, of our own production.
- Bug fixes, balance edits.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 05, 2021, 12:25:03 pm
Update.

- Supply station has been removed . Basic equipment is available for purchase at all bases.
- On the maps of the upper level of the "alart" Artifact there were no points for placing large alien units and, in general, there were not enough points for placing aliens. Fixed.
- Added 5 new UFOs of the TFTD class.
- Mi-24 and Archangel were replaced by ships from TFTD.
- Rebalance. Correction of old errors and creation of new ones.

Modification in the first post of the topic.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Dmitry on August 07, 2021, 08:56:51 pm
[07-08-2021_20-35-47]   [FATAL]   A fatal error has occurred: Error occurred while trying to determine waypoint for mission type: STR_ALIEN_TERROR_ALTER in region: STR_SOUTH_PACIFIC, mission tried to find a waypoint in zone 6 but this region only has zones valid up to 5.
[07-08-2021_20-35-47]   [FATAL]   0x5b6d50 OpenXcom::CrossPlatform::stackTrace(void*)
[07-08-2021_20-35-47]   [FATAL]   0x5b7bc0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[07-08-2021_20-35-47]   [FATAL]   0x41c880 exceptionLogger()
[07-08-2021_20-35-47]   [FATAL]   0xba0b80 MPEGaction::MPEGaction()
[07-08-2021_20-35-47]   [FATAL]   0xdabe50 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[07-08-2021_20-35-47]   [FATAL]   0xdb1b10 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[07-08-2021_20-35-47]   [FATAL]   0x880940 OpenXcom::AlienMission::logMissionError(int, OpenXcom::RuleRegion const&)
[07-08-2021_20-35-47]   [FATAL]   0x881480 OpenXcom::AlienMission::getWaypoint(OpenXcom::MissionWave const&, OpenXcom::UfoTrajectory const&, unsigned long long, OpenXcom::Globe const&, OpenXcom::RuleRegion const&, OpenXcom::Ufo const&)
[07-08-2021_20-35-47]   [FATAL]   0x8851d0 OpenXcom::AlienMission::ufoReachedWaypoint(OpenXcom::Ufo&, OpenXcom::Game&, OpenXcom::Globe const&)
[07-08-2021_20-35-47]   [FATAL]   0x6cfb90 OpenXcom::GeoscapeState::time5Seconds()
[07-08-2021_20-35-47]   [FATAL]   0x6dfff0 OpenXcom::GeoscapeState::timeAdvance()
[07-08-2021_20-35-47]   [FATAL]   0x693f00 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[07-08-2021_20-35-47]   [FATAL]   0x5cef20 OpenXcom::Game::run()
[07-08-2021_20-35-47]   [FATAL]   0x41c950 SDL_main
[07-08-2021_20-35-47]   [FATAL]   0x9bbec0 console_main
[07-08-2021_20-35-47]   [FATAL]   0x9bbfe0 WinMain
[07-08-2021_20-35-47]   [FATAL]   ??
[07-08-2021_20-35-47]   [FATAL]   ??
[07-08-2021_20-35-47]   [FATAL]   0x7ff9ebb07020 BaseThreadInitThunk
[07-08-2021_20-35-47]   [FATAL]   0x7ff9ec7c2630 RtlUserThreadStart
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 08, 2021, 08:26:56 am
Dmitry, Periodically, this error appears if does not persist for a long time. It looks like a local failure. I couldn't simulate it artificially, so I can't understand anything without a save file.

In addition, the modification was not tested on OpenXcom Extended versions higher than 7.0.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Dmitry on August 08, 2021, 09:04:08 am
Приложил файл сохранения.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 08, 2021, 09:26:00 am
Dmitry, спасибо за сигнал. Просто не сразу сообразил как смоделировать правильно.

Ошибка исправлена. Модификация в первом посте темы обновлена.
The error has been fixed. The modification in the first post of the topic has been updated.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Dmitry on August 08, 2021, 09:05:26 pm
Очередной вылет
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 08, 2021, 09:42:44 pm
Очередной вылет

Тут дело было не в моде, а в файле сохранения. Эта террор миссия уже зафиксировала зону, потому и глючила. Я поправил файл сохранения и деактивировал миссию.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: WaldoTheRanger on August 11, 2021, 08:56:50 am
Ummm

Is the maintenance for the robotic plant supposed to be negative 5 million?

If that's intentional I'm scared by the economy setup here.


Just finished the Ufopeadia article.

Yeah I'm very scared.

Also, a lot of melee weapons say 1 damage (like the dagger, the katana, the sledge hammer, etc)
Is that also intentional?
When I see that, is it safe to assume that damage scales with strength/melee accuracy?


Ok yeah I just checked stats for nerds.
That's pretty sweet.


Just... holy crap this is almost too much.

Nevermind, it is too much for me right now.
But I can tell that all the options are going to be useful, and I do like the feeling of having to really think hard and learn about which strategies work best for me.

This has everything I would want in a modpack and more.

I'm also going to vote for putting it on the mod.io site, cause I only found this by random chance, and I can already tell that it's too good to be confined to obscurity.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: WaldoTheRanger on August 11, 2021, 12:30:05 pm
So, the soldier voices is cool, but how do I disable them if it gets annoying?
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 11, 2021, 03:04:36 pm
So, the soldier voices is cool, but how do I disable them if it gets annoying?

vars.rul
enableUnitResponseSounds: true\false

I'm also going to vote for putting it on the mod.io site, cause I only found this by random chance, and I can already tell that it's too good to be confined to obscurity.

Thanks. Maybe I'll post the modification on the mod portal, but later.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Meridian on August 11, 2021, 04:58:46 pm
vars.rul
enableUnitResponseSounds: true\false

There is one more option for the players.
Ctrl+X (during idle BattleScape) toggles unit response sounds on/off.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Dmitry on August 11, 2021, 11:29:55 pm
1. Уфопедия
"жилой модуль" в описании 80 человек. В подробностях - 60 человек
"мастерская радиотехники" в описании указан радиус в 2500 километров. В подробностях - 2500 морских миль миль.
"ближний радар" - аналогично
"дальний радар" - аналогично
"стратегический радар" - аналогично
"ЗРК", "Лазерное ПВО", "Плазменное ПВО", "Ментальный щит" - аналогично

2. Авиация
Если в пилоне однозначно стоит модуль, зачем его называть типа "Оружие-4" ?

3. Файл с поправленными русскими текстами ПИОЛТ/ПИЛОТ, ШИТ/ЩИТ и кучей подобного

4. Как можно управлять частотой появления тарелок ? 1-е июля 1999 года, и уже 248 UFO.



Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 12, 2021, 10:21:39 am
1. Уфопедия
"жилой модуль" в описании 80 человек. В подробностях - 60 человек
"мастерская радиотехники" в описании указан радиус в 2500 километров. В подробностях - 2500 морских миль миль.
"ближний радар" - аналогично
"дальний радар" - аналогично
"стратегический радар" - аналогично
"ЗРК", "Лазерное ПВО", "Плазменное ПВО", "Ментальный щит" - аналогично

Ну, это переводчики  OXCE намудрили. В оригинале была метрическая система исчисления, да и у меня тоже. Мили, дюймы, футы - для меня, слона сухопутного, это полнейшая абстракция.

Перевод поправлю, спасибо за тестирование.

2. Авиация
Если в пилоне однозначно стоит модуль, зачем его называть типа "Оружие-4" ?

Да, надо будет заменить на "Пилон".

3. Файл с поправленными русскими текстами ПИОЛТ/ПИЛОТ, ШИТ/ЩИТ и кучей подобного

Планировал править очепятки, но всё руки не доходили. А теперь вообще заболел. Так что позже возьмусь за напильник. Спасибо за помощь.

4. Как можно управлять частотой появления тарелок ? 1-е июля 1999 года, и уже 248 UFO.

Ну, так задумано, вообще-то. Никто же не обязывает на все точки сбитых НЛО летать. За их исчезновение нет никакого штрафа. Просто расчёт на то, что на каждой базе будет по 3-4 перехватчика и 2-3 транспорта с десантом. Уж тем более вначале, где ни один из стартовых самолётов не способен тягаться один на один даже с средним НЛО. Если это возможно, даже с продвинутым оружием, то это надо исправить.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Dmitry on August 12, 2021, 10:20:06 pm
Третий пункт - можно смело применять.  Я уже второй день с этими правками играю. Если есть опасения - можно прогнать тот же diff.

Четвертый пункт. сильно много ufo. Как бы игра задумывалась как тактический пошаговый шутер. Вместо этого все инженеры работают только на производство боеприпасов для истребителей. Производство снаряжения для солдат приходится делать во вторую очередь.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 12, 2021, 10:54:48 pm
Третий пункт - можно смело применять.  Я уже второй день с этими правками играю. Если есть опасения - можно прогнать тот же diff.

Не надо diff. Просто я болею и ничего не делаю, чтобы не напортачить с больной головой.

Четвертый пункт. сильно много ufo. Как бы игра задумывалась как тактический пошаговый шутер. Вместо этого все инженеры работают только на производство боеприпасов для истребителей. Производство снаряжения для солдат приходится делать во вторую очередь.

Нет. УФО это смесь глобальной стратегии и тактики. А если инженеров всего сотни две, то их конечно хватать не будет. Оптимально их нужно хотя бы 1000. Тогда этих производственных мощностей на всё хватит.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Dmitry on August 13, 2021, 01:27:52 pm
1. как увидеть эту статистику ?

2. еще исправления в русских ресурсах

3. все-таки хотелось бы "крутилку", с помощью которой можно управлять частотой появления UFO.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 13, 2021, 01:56:19 pm
1. На базе, "Инф. о бойце" - "Мемориал" - как бы фатально это не звучало...

2. Спасибо, товарищ.

3. Быстрого переключателя просто не существует. Это целый комплекс серьёзных изменений в alienMissions, difficulty и alienRaces. Можешь попробовать сам под себя настроить эти файлы. Ничего против не имею.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Dmitry on August 29, 2021, 04:45:44 pm
Полетел на Марс и всех победил. Ура!

Теперь замечания по игровому процессу:

Очень порадовало, что пилотам "капает" опыт.
Не порадовало, что нашел это случайным тыком по клавиатуре. Хотелось бы небольшое введение в уфопедии, как в TWoTS+

Понравилась возможность ставить оружие/модули на четыре пилона.
Хотелось бы, чтобы прямо в режиме снаряжения корабля отображались мощность щитов, скорость и т.п. А то непонятно, какие изменения вносит модуль. Заглядывать в уфопедию каждый раз неудобно.

Очень много кораблей и оружия. Больше половины нет смысла использовать. Приходится выписывать характеристики из уфопедии на листочек, и постоянно смотреть "инфо".
Непонятно, зачем нужны транспортные самолеты, которые не могут высаживать десант. Или куча откровенно слабых транспортников. Тот же "Ми-8", например, с объемом отсека в 20 юнитов, если при старте дается "Хокай" с  объемом отсека в 26 юнитов.
В начале игры лететь откровенно слабыми 20-тью солдатами на миссию с несколькими десятков алиенов - бред.
В конце игры транспортные самолеты берут под 40 солдат, и пересаживать их на "Ми-8" смысла нет.

В "инфо" куча непонятных значений. Например, у брони параметр "Пси камуфляж"-9  - это много или мало ? И что оно вообще такое ? И как увидеть итоговые значения всего надетого на самом солдате ? В той же TWoTS+ определенная броня давала "плюшки" в виде обнаружения алиенов за стеной.

В роботах/платформах в "инфо" есть некоторые непереведенные строки (или отсутствующая в моде технология)
Пример - "ОБОЛОЧКА БИО-ДРОНА". В "инфо" строки STR_MOTION_SCANNER_A и X-XOM_PSI_WEAPON_2

Абсолютно бесполезное оружие вида топор/копьё/тамагавк и еще пара десятков.
Большую часть игры проходил с лазерными мечами. Убивают большинство алиенов с одного удара, и таймюниты не тратятся.
Второе оружие - лазерная винтовка. Убивает большинство алиенов с одного выстрела. Кроме того, пробивает броню корабля.

Абсолютно бесполезные исследования 99% алиенов. Никакой новой технологии не открывают.
Например, в "Final Mod Pack (FMP)" летающий костюм появляется после "гравитационного модуля", который надо извлекать из "флоатера"; а биоброня - из синтетических мышц, которые надо извлекать из мутона.

Так и не смог понять, как работает дерево технологий. В поле ввода вводил "LAS", "BLAS", "SONIC", слова на русском. Ничего не выдало.

Очень порадовали комбо-модули на базе. И вообще, строительство базы. Но есть и замечания.
О том, что не хватает боеприпасов для какого-то вида ПВО - узнаю только во время нападения на базу.
В комбо модуле "Общий центр обучения" непонятно, как солдат отправить в спортзал. Возможно им назначить только "пси-тренировку".
Имеет смысл уменьшить дальность радаров. С постройкой "Стратегический радар" две базы практически перекрывают весь глобус.
Может, как вариант - сделать "расширенную информацию" по базе, где будут параметры, типа "восстановление здоровья", "энергия ментального щита" и т.п. ?

Не понятно, сколько надо строить модулей ПВО. Я подозреваю, что где-то в уфопедии есть "итоговое количество"  принимаемого урона "тарелкой" (например, броня+щит). Ориентируясь на тот же "Линкорн", можно было бы узнать нужное количество ПВО, достаточное, чтобы его сбить.

Нигде не описано, что такое "концентрация" и для чего она нужна.

Исследования "культа" ничего не дают. Не дает исследовать "фанатик", "жрец", "верховный жрец".

Повторюсь. Очень. Очень много уфо. Появляются 3-4 раза в день. Игра превращается в "кликер".

Очень. Очень много алиенов даже на простой миссии. В результате миссия превращается в "закидывание пушечным мясом".
В отличие от оригинальной X-COM, где на простые миссии можно было летать на "Рейнжере" с парой солдат и парой танков, а на более сложные миссии на том же "Мстителе".
Теряется вся индивидуальность бойцов, когда на миссию их берется несколько десятков. В оригинальной X-COM, например, для того, чтобы повысить у бойца силу, на него нагружалось очень много оборудования и он всю миссию бегал по полю боя. Аналогично со стрельбой.
Когда бойцов на миссии меньше десятка, для каждого бойца подбирается индивидуальная тактика.
В отличие от того же "Final Mod Pack (FMP)", снайпера и снайперское оружие - абсолютно бесполезные юниты.
Как вариант - на базе строить "тренировочные" модули, которые будут развивать конкретные навыки у солдат, а не "среднепотолочные".
Та же пословица "воюют не числом, а уменьем" тут вывернута наоборот. На миссию берется несколько десятков "усредненных" солдат, и победа достигается не за счет тактических приемов, а за счет огневого превосходства.

Разные цвета плащей у "флоатеров" и разные цвета "мутонов", как и два новых юнита ("терминатор" и "серый кибердиск") я увидел только на Марсе. Почему-то в обычных миссиях они не встречаются.

Понравились наличие "вбоквел" миссий, типа освобождение захваченной военной базы и т.п.
Но во первых, они абсолютно не участвуют в сюжете, в отличие от той же  TWoTS+, во вторых - нету их описания. Заголовок "Активность" не несет никакой информации. Никаких "плюшек" за них не дают.

И  как всегда, еще раз доработанный файл переводов с исправлениями.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on August 29, 2021, 09:28:16 pm
Полетел на Марс и всех победил. Ура!

Теперь замечания по игровому процессу:

Очень порадовало, что пилотам "капает" опыт.
Не порадовало, что нашел это случайным тыком по клавиатуре. Хотелось бы небольшое введение в уфопедии, как в TWoTS+

Посмотрим. Возможно сделаю.

Понравилась возможность ставить оружие/модули на четыре пилона.
Хотелось бы, чтобы прямо в режиме снаряжения корабля отображались мощность щитов, скорость и т.п. А то непонятно, какие изменения вносит модуль. Заглядывать в уфопедию каждый раз неудобно.

Это вопросы к авторам OXCE.

Очень много кораблей и оружия. Больше половины нет смысла использовать. Приходится выписывать характеристики из уфопедии на листочек, и постоянно смотреть "инфо".

По большому счёту это для разнообразия. На чём хочешь, на том и летай. А вот с оружием всё хитро. Самое дальнобойное зачастую бесполезно при атаке агрессивных НЛО. По крайней мере так задумывалось. Посмотрим, что можно сделать.

Непонятно, зачем нужны транспортные самолеты, которые не могут высаживать десант.

Это грузовые корабли для оперативной ротации персонала и снаряжения между базами. Сокращает время доставки и экономит деньги, хотя и ценой нескольких десятков кликов.

Или куча откровенно слабых транспортников. Тот же "Ми-8", например, с объемом отсека в 20 юнитов, если при старте дается "Хокай" с  объемом отсека в 26 юнитов.
В начале игры лететь откровенно слабыми 20-тью солдатами на миссию с несколькими десятков алиенов - бред.
В конце игры транспортные самолеты берут под 40 солдат, и пересаживать их на "Ми-8" смысла нет.

На Супермене будет как раз "Ми-8" со старта, а на "Хокай" придётся деньги тратить. Он только на самом лёгком уровне даётся.

Ну, как бы стартовая авиация устаревает и после открытия авиации из Сплавов её использовать не имеет смысла. А с появлением Эллериумной авиации, устаревает и авиация из сплавов.

В "инфо" куча непонятных значений. Например, у брони параметр "Пси камуфляж"-9  - это много или мало ? И что оно вообще такое ? И как увидеть итоговые значения всего надетого на самом солдате ? В той же TWoTS+ определенная броня давала "плюшки" в виде обнаружения алиенов за стеной.

Небесные имеют Пси-зрение, как и некоторые террористы. Пси камуфляж частично парирует эту способность.

В роботах/платформах в "инфо" есть некоторые непереведенные строки (или отсутствующая в моде технология)
Пример - "ОБОЛОЧКА БИО-ДРОНА". В "инфо" строки STR_MOTION_SCANNER_A и X-XOM_PSI_WEAPON_2

Посмотрим. Кстати у пришельцев тоже самое.

Абсолютно бесполезное оружие вида топор/копьё/тамагавк и еще пара десятков.
Большую часть игры проходил с лазерными мечами. Убивают большинство алиенов с одного удара, и таймюниты не тратятся.
Второе оружие - лазерная винтовка. Убивает большинство алиенов с одного выстрела. Кроме того, пробивает броню корабля.

Ничего себе бесполезные... Топор при Силе и Точности Рукопашной в 200 даёт + 200 урона. Им даже Мутона можно с одного удара убить. Да, если не заметил, то всё оружие имеет бонус к урону от характеристик солдат. Я видел сохранения и понимаю почему у вас сложилась такая иллюзия. При нормальных характеристиках даже тяжелый лазер не пробивает корабль.

Абсолютно бесполезные исследования 99% алиенов. Никакой новой технологии не открывают.
Например, в "Final Mod Pack (FMP)" летающий костюм появляется после "гравитационного модуля", который надо извлекать из "флоатера"; а биоброня - из синтетических мышц, которые надо извлекать из мутона.

Я пытаюсь не слишком далеко отходить от оригинала, а там 100% исследований пришельцев не дают новых технологий.

Так и не смог понять, как работает дерево технологий. В поле ввода вводил "LAS", "BLAS", "SONIC", слова на русском. Ничего не выдало.

Я тоже не понимаю как оно работает и никогда им не пользовался. Это функция OXCE и к ней никакого отношения не имею.

Очень порадовали комбо-модули на базе. И вообще, строительство базы. Но есть и замечания.
О том, что не хватает боеприпасов для какого-то вида ПВО - узнаю только во время нападения на базу.
В комбо модуле "Общий центр обучения" непонятно, как солдат отправить в спортзал. Возможно им назначить только "пси-тренировку".
Имеет смысл уменьшить дальность радаров. С постройкой "Стратегический радар" две базы практически перекрывают весь глобус.

С стационарными системами обороны разберусь. Будут требовать свои боеприпасы для постройки и описания поправлю.
Центр обучения, не знаю не знаю. Посмотрим, что можно сделать.
Стратегический радар - увеличу цену обслуживания на пару лямов, что бы не выгодно ставить было на всех базах.

Может, как вариант - сделать "расширенную информацию" по базе, где будут параметры, типа "восстановление здоровья", "энергия ментального щита" и т.п. ?

Это тоже не ко мне. Подобные вещи требуют расширения основного кода OXCE.

Не понятно, сколько надо строить модулей ПВО. Я подозреваю, что где-то в уфопедии есть "итоговое количество"  принимаемого урона "тарелкой" (например, броня+щит). Ориентируясь на тот же "Линкорн", можно было бы узнать нужное количество ПВО, достаточное, чтобы его сбить.

Это опят недоделки OXCE. По опыту могу сказать, что в первые 3-4 месяца нужно 4-5 Ракетных ПВО. Их хватит что бы сбить НЛО, поскольку ничего страшнее средних летать не будет. Потом уже нужно будет ставить 3-4 продвинутых системы при двух гравитационных щитах.

Нигде не описано, что такое "концентрация" и для чего она нужна.

Я даже не знаю где это написать. Но сама Концентрация расходуется на стрельбу, пси атаки, лечение... на всё. А до открытия спец химии восстанавливается только на базе. Кроме того, урон от Акустики и оглушения, бьёт по Концентрации.

Исследования "культа" ничего не дают. Не дает исследовать "фанатик", "жрец", "верховный жрец".

А что их исследовать? Это же люди. Обычные люди, только с поехавшей крышей. Их трупы только нужны для создания киборгов.

Очень. Очень много алиенов даже на простой миссии. В результате миссия превращается в "закидывание пушечным мясом".
В отличие от оригинальной X-COM, где на простые миссии можно было летать на "Рейнжере" с парой солдат и парой танков, а на более сложные миссии на том же "Мстителе".
Теряется вся индивидуальность бойцов, когда на миссию их берется несколько десятков. ... Та же пословица "воюют не числом, а уменьем" тут вывернута наоборот. На миссию берется несколько десятков "усредненных" солдат, и победа достигается не за счет тактических приемов, а за счет огневого превосходства.

Потому, что я исходил не из соображения спецопераций, а из соображений военной операции, где нет места сольным героям и победа достигается за счет дисциплины и огневого превосходства. Да, так и должно быть.

Разные цвета плащей у "флоатеров" и разные цвета "мутонов", как и два новых юнита ("терминатор" и "серый кибердиск") я увидел только на Марсе. Почему-то в обычных миссиях они не встречаются.

Новых юнитов гораздо больше, просто игра рассчитана на тягомотину в пару лет. Например смешанные экипажи с терминаторами начинают летать не раньше 12 месяца.

Понравились наличие "вбоквел" миссий, типа освобождение захваченной военной базы и т.п.
Но во первых, они абсолютно не участвуют в сюжете, в отличие от той же  TWoTS+, во вторых - нету их описания. Заголовок "Активность" не несет никакой информации. Никаких "плюшек" за них не дают.

Зато штраф за игнор такой миссии 10к.

И  как всегда, еще раз доработанный файл переводов с исправлениями.

Большое спасибо за тестирование и правки текста. Замечания приняты во внимание и коррективы будут внесены, но в данный момент меня затянул моддинг Дьябло 2, так что обновления будут не скоро.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on September 06, 2021, 05:53:23 pm
Обновление.
- Ослаблена стартовая авиация.
- Ослаблено самое дальнобойное корабельное оружие.
- Пересмотрены бонусы НЛО для рас летающих с начала игры.
- Стационарные системы обороны теперь требуют используемые боеприпасы для постройки. Информация о типе боеприпасов добавлена в описание в Уфопедии.
- Произведены некоторые правки описания, на основе присланного Dmitry файла с исправлениями в тексте, за что ему большое спасибо.

Update.
- Weakened starting aircraft.
- It weakened the most long-range ship's weapons.
- Revised UFO bonuses for races flying from the start of the game.
- Stationary defense systems now require usable ammo to build. Ammo type information added to description in Ufopedia.
- Made some edits to the description, based on the file sent by Dmitry with corrections in the text, for which many thanks to him.

Modification in the first post of the topic.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Dmitry on September 07, 2021, 04:52:04 pm
Спасибо за обновление.
В ченжлоге не вижу исправлений к комбо модулю "Общий центр обучения". Они есть, или оставлено, так, как в предыдущей версии ?

Можно хоть одним глазком глянуть на мод Диабло 2 ?
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on September 07, 2021, 10:15:12 pm
В ченжлоге не вижу исправлений к комбо модулю "Общий центр обучения". Они есть, или оставлено, так, как в предыдущей версии ?

Не знаю как поступить с ним. Обращаться к Меридиану, чтобы исправить глобально, но с отсрочкой выхода новой версии OXCE, или просто сделать обязательным постройку Спортзала или Большого жилищного модуля?

Можно хоть одним глазком глянуть на мод Диабло 2 ?

В личке.
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: ontherun on September 07, 2021, 11:17:43 pm
Please update first post, it still reads "Build mods from Etheral"  (https://openxcom.org/forum/index.php/topic,5724.msg88195.html#msg88195). Care adding a logo and a changelog too? Thanks
Title: Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
Post by: Ethereal on September 07, 2021, 11:48:22 pm
Made. Thanks. :)