OpenXcom Forum

Modding => Work In Progress => Topic started by: Hobbes on February 17, 2018, 03:31:49 am

Title: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
Post by: Hobbes on February 17, 2018, 03:31:49 am
"I'll be back"

REROUTE: ALTERNATE POWER.
MAIN CPU RESTART SUCCESSFUL.
ALL SYSTEMS OPERATIONAL.
MISSION PARAMETERS: REACQUIRE TERMINATION TARGETS.


(https://thumb.modcdn.io/mods/84b3/1794537/thumb_1020x2000/screen042.png)

It is 2027, nearly thirty years after Judgment Day.

The war against the machines has entered a dangerous phase: in 2025 the resistance attacked Cheyenne Mountain in a gamble to destroy Skynet's Core and end the war. After months of preparation and gathering the necessary forces, the resistance forces were able to overcome the complex's massive defenses but the A.I. had long predicted such a move and had already relocated itself to a currently unknown location prior to the attack.

Although successful in taking the complex despite the heavy casualties, the Resistance's victory become a phyrric one after the battle: Skynet immediately launched a counter-offensive worldwide to terminate key resistance units and bases, taking advantage that many assets had been redeployed for the Cheyenne Mountain offensive. While Skynet also failed to take down the Resistance, both sides were left exhausted by the fighting.

For the past year Skynet has reduced its activities, allowing the Resistance groups to recover but reports indicate that the machines have been developing new technologies and mass producing new Terminator units and Hunter-Killer craft, and getting ready for a new offensive destined to crush the Resistance and drive humanity into extinction.

However, at the insistence of John Connor, one of the Resistance's most successful leaders, the human factions have decided to combine their efforts into an elite unit charged with researching the machines' technology in order to defeat Skynet and win the war for human survival.

This unit was known as Tech-Comm.

Requires the latest OpenXCom Extended version.

Mod Portal link - https://openxcom.mod.io/idt-terminator-tech-comm (https://openxcom.mod.io/idt-terminator-tech-comm)

Discord link - https://discord.gg/XJFn8Try5x (https://discord.gg/XJFn8Try5x)
Title: Re: [TC][OXCE+] Terminator: Tech-Com Alpha version released!
Post by: Hobbes on February 17, 2018, 03:32:14 am
GAMEPLAY TIPS
Skynet Hunter-Killers (HKs)
* Aerial HKs are used for several roles: Fighter, Scout, Interceptor, Bomber and Transport, with a few upgraded version of each:
** Fighters are designed to detect and engage human craft
** Scouts are used to locate human ground targets, including Tech-Comm bases
** Interceptors will both intercept attackers and attempt to locate their launching base for missile counterattacks
** Bombers are used for Interdiction missiles, which can also destroy facilities by aerial bombardment
** Transports are used to launch ground attacks, as well as to supply missions between bases
* Hunter-Killers (HKs) in intercept mode (using their radars) will attack any Tech-Comm craft detected, so be very careful in sending undefended transports on missions
* HKs can also escort other HKs
* HKs are spawned mainly by Skynet bases (each base type spawns different HK missions)
* HKs almost always take off/land from Skynet controlled areas
* Pressing 'T' while on the globe will display a list of detected airborne HKs
Skynet Bases
* There are 3 major types of bases: Factories, Workcamps and HK Bases, each with a different role:
** Factories build up to 6 HK Bases, Workcamps, or Supply Convoys
** Workcamps perform missions to eliminate the human population in the region, including Infiltration missions
** HK Bases perform anti-Resistance missions and strike against Tech-Comm bases and craft
* Skynet bases have sensors to detect any resistance craft that enters its radius. Once a hostile is detected, the base will launch HK interceptors against the human craft
** If the interceptors fail to detect your craft, they'll switch to try to find the Tech-Comm base that launched them - if they are successful, your base will suffer a tactical missile bombardment that can destroy facilities, and it will continue marked for further retaliation attacks
* There are at least 2 Skynet bases in your starting region, in addition Skynet also starts with a Factory placed randomly around the world each month.
* The Skynet Core is placed randomly on the world and it will be the location of final mission, once it is implemented
* Skynet has control of certain areas on each region - placing your starting base on those locations will increase your detection chances of HKs & machine bases and reduce flight time, but it will also increase Skynet's chances of detecting your craft and your base!
Tech-Comm
* Tech-Comm fighter craft can escort transports by choosing the fighter and clicking the transport as its target
* In addition to Interceptors/Transports, there are now both recon craft and AEW (airborne radar) craft - starting base has been modified with additional hangars and stores.
* Use the recon planes (Viking, Mohawk, etc.) to detect the Skynet bases
* Fuel pods give an extra 50 fuel units to craft - they can give a big boost in range to craft with small internal fuel capability (interceptors), but a smaller boost that already have a larger fuel capacity (transports)
* Pilots and crew have a 75% of surviving a crash - survivors will return to the base after a number of days (check Transfers tab on Basescape to see if they survived)
Resistance Missions/Alerts
* There are two types of Resistance missions, which can be identified by their marker color on Geoscape: Sector Sites and Global Sites
* Sector sites (pink) are generated when Skynet launches attacks on resistance targets and they have a time window of 3-5 days to respond
* Global sites (blue) are generated by the resistance and consist on attacks on Skynet facilites to recover intel/tech, or to neutralize missile bases and other targets. Global sites have a time window of 30 days before they disappear, allowing for additional bases to be built if required to reach those sites

TO DO LIST
* Add existing terrains to missions - in progress
* Implement new mission types (Destroy, Escape, Extraction, Defend, Recover) - DONE
* Finish Tech-Comm Base terrain & Base Defense mission - DONE
* Finish Base Facilites with appropriate sprites - ?
* Design Skynet bases terrains - progress
* Add NPC Resistance fighters and & civilians to missions - in progress
* Design individualized sprites to Tech-Comm craft - DONE
* Implement Research/Manufacture - in progress
* Redesign Hire/Purchase - in progress
* Add/write Intelpedia articles - in progress
* Design/Implement storyline - in progress
* Add missing items (medi-kit, stun-rod, motion scanner, flares, etc.) - DONE
* Implement other regions than North America - in progress
* Implement several new features from OXCE/OXCE+ - in progress
* Remove any text strings related to the original game - in progress

HELP WANTED
* More Terminator unit types
* Tracked/ground HK
* Turrets for landed/crash aerial HKs
* Replace XCom's image backgrounds
* Images for the Intelpedia articles
* Rebalance crafts/ufos/units/items/armors based on combat results
* Images of all sectors for their respective Intelpedia articles (see https://openxcom.org/forum/index.php/topic,6018.msg93638.html#msg93638)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm Alpha version released!
Post by: Hobbes on February 17, 2018, 03:32:45 am
More images for Tech-Comm:

(https://i.imgur.com/g98I5vo.png?1)

(https://i.imgur.com/NbtI4F7.png?1)

(https://i.imgur.com/R1U8fwJ.png?1)
Title: Re: [TC][OXCE+] Terminator: Tech-Com Alpha version released!
Post by: efrenespartano on February 17, 2018, 04:14:41 am
Haha hey, that was earlier that I expected. :)

I'm going to download it tomorrow, when I come home. I hope this works on my phone, too. :D

Enviado desde mi Blade A510 mediante Tapatalk

Title: Re: [TC][OXCE+] Terminator: Tech-Com Alpha version released!
Post by: yergnoor on February 17, 2018, 08:23:35 am
I hope this works on my phone, too. :D
The version of OXCE +, supporting hunter-killer ufos, has not yet been ported to Android. For this mod, they are necessary.
Title: Re: [TC][OXCE+] Terminator: Tech-Com Alpha version released!
Post by: efrenespartano on February 17, 2018, 12:32:20 pm
The version of OXCE +, supporting hunter-killer ufos, has not yet been ported to Android. For this mod, they are necessary.
Crap. :(

Well, I hope they ported fast, I play OpenXcom more on my phone than my PC.

What is the current version of OXCE + for PC and what is the Android version? Does the behavior of normal UFOs really change so much compared to Hunter-Killer UFOs?

Enviado desde mi Blade A510 mediante Tapatalk
Title: Re: [TC][OXCE+] Terminator: Tech-Com Alpha version released!
Post by: Gordonmull on February 17, 2018, 03:34:04 pm
Thank-you!!!!!!!!

My Saturday afternoon is set then. Was going to start tidying the garden but now seem to have a bottle of beer open and Tech-Com running!

A few (very) initial comments:

The start screen is awesome. I know it's a minor thing but it sets the scene.

I was hoping you'd include the theme tune!

Quote
OPTION SETTINGS RECOMMENDED
* Automatic Night Vision (no flares installed yet)
* HK landing alert

I'd also leave off Storage Limits for Recovered Items, in the Geoscape section of the Advanced options too otherwise the game will force you to sell stuff off. Also, I can't seem buy anything until 10 days have passed to build 3 more general stores to bring the storage capacity from 100 to above 202, which is the amount of gear we have stored at the beginning.

I'll likely have more to say when I resurface from the goodness.
Title: Re: [TC][OXCE+] Terminator: Tech-Com Alpha version released!
Post by: Hobbes on February 17, 2018, 08:02:47 pm
I was hoping you'd include the theme tune!

I think it was Gifty that chose the musics - you're free to suggest new ones, although I don't want the download to get too big :)

Quote
I'd also leave off Storage Limits for Recovered Items, in the Geoscape section of the Advanced options too otherwise the game will force you to sell stuff off. Also, I can't seem buy anything until 10 days have passed to build 3 more general stores to bring the storage capacity from 100 to above 202, which is the amount of gear we have stored at the beginning.

I've increased the starting storage to 300 to temporarily solve this issue until the facilities/items are redesigned - the download link has been updated, includes also a couple of fixes to bugs
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Gordonmull on February 18, 2018, 12:38:37 am
Hello again! Downloaded the latest version and played 4 missions during January. The only mission I didn’t take that I could reach this month was the HK crash site due to waiting for reinforcements.  Seems very playable, I had an extremely fun afternoon/evening and I’m looking forward to the rest of what you’ve got planned! Thanks very much for what you've given us so far.

Quote
I think it was Gifty that chose the musics - you're free to suggest new ones, although I don't want the download to get too big 

Awesome choice Gifty! Yeah, more music is needed but I wouldn’t know where to begin with that!

I know it’s Alpha so there’s stuff I’ll not bother to mention for obvious reasons, and some of it will undoubtedly be pipe dreams and totally beyond the engine but here’s some notes I made while playing. Hopefully some will be helpful.

Geoscape

The air war is very cool and I love the idea of having aircraft with mutually supporting roles but it’s a bit fiddly to control. It would be really nice to have a way to order multiple craft to fly in formation with matched speed to a single waypoint. This is probably wishful thinking but I thought I’d mention it anyway.

I thought I was going to lose my returning Viking at one point when all my interceptors were refuelling/re-arming but I remembered I had turned on the “Force craft launch” option, so that saved my bacon, I launched a Talon and breathed a sigh of relief. Given how busy the skies can be this is a handy option.

Some kind of marking to show Skynet controlled territory where Tech-com bases are likely to be assaulted would be handy. Maybe a map of the situation in the UFOpaedia?

A side-effect of the idea of building bases to reach mission zones means that I can, for example, build a base near an area that I can’t reach from my initial base and then transfer my craft over to it, both perfectly safely and beyond the craft’s operational range. It seems a little cheaty given your efforts to make air travel more tactical. Maybe very long transfer times, to simulate perhaps moving the craft via sea or suchlike. Dismantled and moved by truck? Perhaps tied to a workshop project “Dismantle craft for transportation” and then reassembled at the other end? Some kind of in-flight refuelling mechanic?

Battlescape

Something that occurs to me regarding the pilots: If we are going to be having dedicated pilots as part of the killable crew of the craft, would it be possible to make evac from the Battlescape impossible or harder if the pilots are killed or wounded? It would also be nice for them to be able to advance in rank somehow, despite spending their mission on the Osprey and never firing their pistols. In addition, the rest of the unit gets promoted fast due to the sheer number of pilots.

For the first mission I imagined I would be sending a squad up against one or maybe two Terminators, who would be seriously hard to take down and maybe winning with half my squad on their feet if I played well. It played a wee bit different to that with my guys up against 8 machines. I’m not complaining, though! It was an enjoyable first encounter.

My first mission on Experienced difficulty was supporting the resistance and the second a supply drop. Both went relatively smoothly with the loss of 2 soldiers per mission. I was beginning to think it was a bit easy, with half the small army in the Osprey tooled up with the M82A1 and HEAT rounds I thought the Terminators fell disappointingly easily. I was one-shotting them frequently with it. (Might just have been RNG weirdness, though.)

Then my third mission to urgently support the resistance saw 5 deaths and I learned to respect the automatic weapons of the Terminators when one burst took down 2 squad members as they bunched up coming out of the Osprey. This one was way harder. The LZ was very hot and there were 15 machines not the 8 or 9 of previous missions.

The Skynet factory mission was even tougher: 7 KIA and 2 wounded. I won't give away the numbers I was facing. It’s a nice terrain and, yeah a total bloodbath thanks to a wide, empty landing zone. My first positive score, though, despite casualties! I'm not going to say much else about it to avoid spoiling for others except that gameplay wise it went very smoothly.

I’m looking forward to armed resistance fighters, though. I’d forgotten how irritating normal civilians are. :)

Anyway, thanks again for your work, it is very much appreciated.


Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 18, 2018, 02:14:54 am
Geoscape

The air war is very cool and I love the idea of having aircraft with mutually supporting roles but it’s a bit fiddly to control. It would be really nice to have a way to order multiple craft to fly in formation with matched speed to a single waypoint. This is probably wishful thinking but I thought I’d mention it anyway.

This is a quote from the update to OXCE+ that Meridian posted today (https://openxcom.org/forum/index.php/topic,5717.msg92692.html#msg92692), I've updated the download link in the first post:

Feature 5: User option to allow escorting friendly craft

With this option turned on, you can now tell your interceptors to follow your transports, for example.

The escort will fly at max speed until it reaches the escortee and then it will match speed with the escortee.

It will also consume less fuel while escorting, based on escortee's speed... but not less than 50% and not more than 100%.
I.e. interceptor speed = 7000, transport speed = 2000
When escorting, the interceptor will consume fuel based on speed 3500 (because speed 2000 was below 50% of 7000)

Btw. 50% fuel consumption is also used when patroling, for those who didn't know that.


Quote
I thought I was going to lose my returning Viking at one point when all my interceptors were refuelling/re-arming but I remembered I had turned on the “Force craft launch” option, so that saved my bacon, I launched a Talon and breathed a sigh of relief. Given how busy the skies can be this is a handy option.

I agree, I'll add it to the recommended options

Quote
Some kind of marking to show Skynet controlled territory where Tech-com bases are likely to be assaulted would be handy. Maybe a map of the situation in the UFOpaedia?

Wouldn't that be too much of a spoiler to reveal on the UFOPaedia?

Those areas are fixed, but at the same time they're mostly spread out through the region so you'll still need to do a lot of recon even knowing where they are.

Quote
A side-effect of the idea of building bases to reach mission zones means that I can, for example, build a base near an area that I can’t reach from my initial base and then transfer my craft over to it, both perfectly safely and beyond the craft’s operational range. It seems a little cheaty given your efforts to make air travel more tactical.

That is exactly my idea - if you can't reach a location, you'll need to build a new base (and dismantle it afterwards if it's not necessary anymore). You're absolutely right about craft being more 'tactical' but I also want bases to be more 'tactical' or expendable, reflecting the nature of having to be constantly moving your location.

Quote
Maybe very long transfer times, to simulate perhaps moving the craft via sea or suchlike. Dismantled and moved by truck? Perhaps tied to a workshop project “Dismantle craft for transportation” and then reassembled at the other end? Some kind of in-flight refuelling mechanic?

I'll keep those in mind once base building is more fleshed

Quote
Battlescape

Something that occurs to me regarding the pilots: If we are going to be having dedicated pilots as part of the killable crew of the craft, would it be possible to make evac from the Battlescape impossible or harder if the pilots are killed or wounded? It would also be nice for them to be able to advance in rank somehow, despite spending their mission on the Osprey and never firing their pistols. In addition, the rest of the unit gets promoted fast due to the sheer number of pilots.

If it's possible I'd have to ask. But one issue cames to my mind: it be too frustrating for the player to have to always reserve 2 (or more) soldiers in the background? And the "what-if" scenarios: what happens if only 1 of the crew is killed? Or if the only pilot alive is on the other side of the map, because this is an Extraction mission?

I just recently added code that pilots can gain experience from dogfights btw.

Quote
For the first mission I imagined I would be sending a squad up against one or maybe two Terminators, who would be seriously hard to take down and maybe winning with half my squad on their feet if I played well. It played a wee bit different to that with my guys up against 8 machines. I’m not complaining, though! It was an enjoyable first encounter.

My first mission on Experienced difficulty was supporting the resistance and the second a supply drop. Both went relatively smoothly with the loss of 2 soldiers per mission. I was beginning to think it was a bit easy, with half the small army in the Osprey tooled up with the M82A1 and HEAT rounds I thought the Terminators fell disappointingly easily. I was one-shotting them frequently with it. (Might just have been RNG weirdness, though.)

Then my third mission to urgently support the resistance saw 5 deaths and I learned to respect the automatic weapons of the Terminators when one burst took down 2 squad members as they bunched up coming out of the Osprey. This one was way harder. The LZ was very hot and there were 15 machines not the 8 or 9 of previous missions.

The Skynet factory mission was even tougher: 7 KIA and 2 wounded. I won't give away the numbers I was facing. It’s a nice terrain and, yeah a total bloodbath thanks to a wide, empty landing zone. My first positive score, though, despite casualties! I'm not going to say much else about it to avoid spoiling for others except that gameplay wise it went very smoothly.

An encounter with a single mission was also my original plan until I tried it out a couple times and realized this is not 'enemy unknown' scenario anymore. It's the 20th year of the war and Tech-Com starts better equipped with personal weapons than XCom did when compared to the aliens.

The Supply Drop and Resistance Support missions are supposed to be easy and they'll also give you additional weapons and supplies once that is implemented. The next type of Resistance Defense mission is also supposed to be hard like you experienced. In the future those Resistance missions will also have different types of objectives (escape location, defend resistance facility, extract resistance forces, destroy Skynet target). And the different Skynet bases will also have different designs.

Quote
I’m looking forward to armed resistance fighters, though. I’d forgotten how irritating normal civilians are. :)

I'll add tonight the resistance fighters since that's easy work

Quote
Anyway, thanks again for your work, it is very much appreciated.

No problemo. Thank you for the feedback :)
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: efrenespartano on February 18, 2018, 04:08:15 am
Hi, everyone!

I've downloaded the mod con my PC in the morning, I've played some missions, and it's awesome!
The Terminators and the HKs are really tough, my first assaults were very difficult. On route to a mission site, my Osprey were intercepted by a scout, but it manage to down the HK. As Gordonmull say, it's very exciting the air combat. My fighters were busy.

I know it's an alpha, I just want to inform about some problems I've encounter with the armor sprites of my soldiers. I don't knew the reason, but some parts of the body are invisible. xD
And sometimes, an error appears, only on New Battle. I've attached some screenshots.  ;)

I really liked this mod. Totally worth it! Thanks for such a great mod, keep up with the great job.  ;D

P.S. I'm going to install the mod on my Android later, so I can test it. :D
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 18, 2018, 05:06:56 am
I know it's an alpha, I just want to inform about some problems I've encounter with the armor sprites of my soldiers. I don't knew the reason, but some parts of the body are invisible. xD
And sometimes, an error appears, only on New Battle. I've attached some screenshots.  ;)

I've fixed both bugs, the soldier body parts and the New Battle error.

And I've also added NPC Resistance fighters, in addition to new rank icons

Download link on first post has been updated.

Glad you're enjoying :)
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Meridian on February 18, 2018, 09:25:29 am
I've fixed both bugs, the soldier body parts and the New Battle error.

What was wrong with the body parts?
Maybe you can help here too: https://openxcom.org/forum/index.php/topic,5999.0.html
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 18, 2018, 10:02:10 am
What was wrong with the body parts?
Maybe you can help here too: https://openxcom.org/forum/index.php/topic,5999.0.html

Wrong image dimensions on my case, most likely his as well.

Just uploaded another update - Base Defense is now working, although base building and facilities aren't finished yet and I haven't had time to add the sprites for the new facilities. Tech-Com bases are now on the surface.

Starting base now consists of:
* Access Lift (20x20)
* Housing (20x20)
* Stores (20x20)
* 3 Hangars
* Missile Defense + Grav Shield + Small Radar


Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Gordonmull on February 18, 2018, 12:30:09 pm
We're starting again with the storage limit exceeded. 202/200 this time. The ability to buy smoke and other grenades would be good too, or is that part of a bigger plan?
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 18, 2018, 05:53:58 pm
We're starting again with the storage limit exceeded. 202/200 this time. The ability to buy smoke and other grenades would be good too, or is that part of a bigger plan?

I've updated the download link. List of changes:
* Increased initial storage capacity to 250
* Grenade, Smoke Grenade and Incendiary Grenade can now be purchased

The bigger plan will be to restrict what you can purchase since you'll have to scavenge most of your material from missions. But that still requires implementation/changes of game mechanics so it won't be something near.

Next updates should be about mission development. And more base stuff
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: efrenespartano on February 18, 2018, 09:22:51 pm
I've fixed both bugs, the soldier body parts and the New Battle error.

And I've also added NPC Resistance fighters, in addition to new rank icons

Download link on first post has been updated.

Glad you're enjoying :)

Thank you for fixing the armors, they are OK now.

The Resistance fighters are awesome!  ;D
They fight hard and they have good weapons, one girl flew a couple of T-600 with a M202 FLASH. Even I've found one soldier with a M25A1.

They only appear on ""Civilian Defense" missions?
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: efrenespartano on February 18, 2018, 09:41:47 pm
Wrong image dimensions on my case, most likely his as well.

Just uploaded another update - Base Defense is now working, although base building and facilities aren't finished yet and I haven't had time to add the sprites for the new facilities. Tech-Com bases are now on the surface.

Starting base now consists of:
* Access Lift (20x20)
* Housing (20x20)
* Stores (20x20)
* 3 Hangars
* Missile Defense + Grav Shield + Small Radar

I can´t play Base Defense yet.  ???
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 18, 2018, 09:43:28 pm
They only appear on ""Civilian Defense" missions?

Only because I haven't added unarmed civilians - they'll be removed from Civilian Defense missions later. They appear on Resistance Support, Resistance Defense and Base Defense missions.

I can´t play Base Defense yet.  ???

Hit 'Randomize" (bottom right on New Battle screen) - it will reload the base defense layout from the starting base, then try again

Here's a pic of Base Defense btw

(https://i.imgur.com/Kn41XFI.png?1)
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 18, 2018, 09:44:16 pm
I can´t play Base Defense yet.  ???

Hit 'Randomize" (bottom right on New Battle screen) - it will reload the base defense layout from the starting base, then try again
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: efrenespartano on February 18, 2018, 09:54:42 pm
Hit 'Randomize" (bottom right on New Battle screen) - it will reload the base defense layout from the starting base, then try again

Totally worked!

Quote
Only because I haven't added unarmed civilians - they'll be removed from Civilian Defense missions later. They appear on Resistance Support, Resistance Defense and Base Defense missions.

It's a nice feature, actually. It's fun to play with them.
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 20, 2018, 07:27:16 pm
Now that the alpha hype and workload are both going away, time to discuss the future of this mod project. :)

While the alpha introduces basic gameplay, it is missing more than half or 2/3s of the content of the original game, and it will take many months until most features are more complete, can be implemented or are even considered.

The good part is that the essential of the mod, which is air and ground combat, is working, despite being incomplete. And I'd like to ask a couple of questions to everyone who has tried the alpha to help evaluate it:
* What change from the original did you liked the most?
* What did you disliked the most?

I'm also going to make some design documentation, regarding ideas for all the missing aspects (research, manufacture, etc.) and possible directions for combat/air, so that those can be discussed.
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Gordonmull on February 21, 2018, 01:47:33 pm
I tried the base defence and wow was that brutal. 12 killed. I think I'd take a different approach next time, make use of the tunnels more and fight a more defensive battle, however with some of my men cut off, even that wouldn't be so easy.

Change that I like most: Excellent choice of campaign setting that really suits the game engine and the ability to have a more realistic air war

Dislike: The many pilots, crew etc in the base means quite a lot of micromanagement to the point of being a bit overwhelming.

Quote
I've updated the download link. List of changes:
The bigger plan will be to restrict what you can purchase since you'll have to scavenge most of your material from missions. But that still requires implementation/changes of game mechanics so it won't be something near.

This sounds like an interesting way to do things. It is much more motivating to go on missions if its not just another bug-hunt.

I'm going to try a resistance mission today. Sounds like it's going to be fun.

Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: efrenespartano on February 21, 2018, 02:36:42 pm

The good part is that the essential of the mod, which is air and ground combat, is working, despite being incomplete. And I'd like to ask a couple of questions to everyone who has tried the alpha to help evaluate it:

* What change from the original did you liked the most?

Greetings, Hobbes! One of my favorite changes is the intense air combat. It's so exciting, I'm enjoying very much this. I just couldn't send my transports alone, the HKs down them almost always.

And the weapons and the armors are awesome, they seemed very Future War-ish.

Quote
* What did you disliked the most?

Well, it's quite hard to hunt the few remaining Terminators in the city maps, especially when you have few troops. And the Base Defense is very very hard, I've lost a few battles. Haha I know, that's the propose of this mod, being hard to resemble the toughness of the War Against The Machines.

Otherwise, this mod is very good, keep up with the great job. ;D


Enviado desde mi Blade A510 mediante Tapatalk
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Gordonmull on February 21, 2018, 04:26:38 pm
Just came up against this CTD when assaulting a Skynet Lab

https://imgur.com/lrejM02

Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 21, 2018, 06:25:48 pm
Dislike: The many pilots, crew etc in the base means quite a lot of micromanagement to the point of being a bit overwhelming.

That is interesting, specially since I was considering to add two different types of soldiers, the specialist and the technician, who could also do research/manufacture, with the technician being the only soldier type capable to use the equivalent of psionics. But this is just a idea for the moment.

Short of removing pilots altogether, there are a couple of other things I can do to reduce the workload - reduce the number of starting craft (which I already did to 6) and reduce the number of crew required for each ship (1-2 pilots max).

I'll keep this issue in mind on the future, thanks.

This sounds like an interesting way to do things. It is much more motivating to go on missions if its not just another bug-hunt.

I'm going to try a resistance mission today. Sounds like it's going to be fun.

Well, it's quite hard to hunt the few remaining Terminators in the city maps, especially when you have few troops. And the Base Defense is very very hard, I've lost a few battles. Haha I know, that's the propose of this mod, being hard to resemble the toughness of the War Against The Machines.

Yeah, but it's not its propose to just punish the player and piss him/her off. If something is too overwhelming just let me know. And remember that difficulty level determines the number of terminators present on missions.

Base Defense is hard to propose, but you can also avoid by building missile sites - a couple of those plus the targeting radar should destroy the HKs that attempt to assault your base.

Just came up against this CTD when assaulting a Skynet Lab

https://imgur.com/lrejM02

Got it and fixed it.

I'll wrap up a few things and update the download version later. Meridian has also added more features to air combat, namely HKs can now escort other HKs, and the mod will add those as well.

Thank you all for your replies :)
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Gordonmull on February 21, 2018, 10:06:08 pm
Quote
That is interesting, specially since I was considering to add two different types of soldiers, the specialist and the technician, who could also do research/manufacture, with the technician being the only soldier type capable to use the equivalent of psionics. But this is just a idea for the moment.

Short of removing pilots altogether, there are a couple of other things I can do to reduce the workload - reduce the number of starting craft (which I already did to 6) and reduce the number of crew required for each ship (1-2 pilots max).

I'll keep this issue in mind on the future, thanks.


I'm not saying that it's not a worthwhile sacrifice! Could some kind of XcomUtil-like statstring system be used to automatically add a string on personnel purchase or game start to designate pilots (and base staff, in time) but leaving soldiers without one? That would save a heap of work at game start and when recovering from the Terminators knocking on the front door.

 
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 21, 2018, 10:09:21 pm


I'm not saying that it's not a worthwhile sacrifice! Could some kind of XcomUtil-like statstring system be used to automatically add a string on personnel purchase or game start to designate pilots (and base staff, in time) but leaving soldiers without one? That would save a heap of work at game start and when recovering from the Terminators knocking on the front door.

One feature I asked already to Meridian was if it would be possible to sort the Personnel list by pilots/non-pilots, to more easily find them. Would that help?
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: ohartenstein23 on February 21, 2018, 10:13:13 pm
You could also try making separate name files for the pilots, such as making all pilots only have the first name "Pilot" or adding "Pilot " to the beginning of every first name.  Or, since you have pilots wearing different armor from regular soldiers, you can look at the soldiers' armors to see which are the pilots and which aren't.
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: efrenespartano on February 21, 2018, 10:40:34 pm
You could also try making separate name files for the pilots, such as making all pilots only have the first name "Pilot" or adding "Pilot " to the beginning of every first name.  Or, since you have pilots wearing different armor from regular soldiers, you can look at the soldiers' armors to see which are the pilots and which aren't.
Actually, that's a good idea. I name my pilots "Lt Blair Williams", "Cpt Steve Rogers" and stuff like that, just to know that they ARE pilots. ;D

One feature I asked already to Meridian was if it would be possible to sort the Personnel list by pilots/non-pilots, to more easily find them. Would that help?
Yep, that will help!

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Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 21, 2018, 11:41:32 pm
You could also try making separate name files for the pilots, such as making all pilots only have the first name "Pilot" or adding "Pilot " to the beginning of every first name.  Or, since you have pilots wearing different armor from regular soldiers, you can look at the soldiers' armors to see which are the pilots and which aren't.

Is there a way to look at the inventory from the Personnel tab?
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Meridian on February 21, 2018, 11:46:03 pm
Is there a way to look at the inventory from the Personnel tab?

Press I.
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Gordonmull on February 21, 2018, 11:46:11 pm
Quote
One feature I asked already to Meridian was if it would be possible to sort the Personnel list by pilots/non-pilots, to more easily find them. Would that help?

Aye!  ;D

You could also try making separate name files for the pilots, such as making all pilots only have the first name "Pilot" or adding "Pilot " to the beginning of every first name.  Or, since you have pilots wearing different armor from regular soldiers, you can look at the soldiers' armors to see which are the pilots and which aren't.

Adding to the name would be my preference though. Easily identifiable in the menus and also in combat. Even a symbol, maybe, to save character space.

E.g.

^ soldier e.g.. ^Helga Heinz
@ Scientist e.g. @Estevano Ramirez
# Pilot e.g. #Willie Wonka
etc...
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on February 21, 2018, 11:54:06 pm
Press I.

*facepalm*

I tried clicking everywhere but didn't remember that. Thanks!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - alpha version released!
Post by: Hobbes on February 22, 2018, 04:39:03 am
Version 0.21 has been uploaded - download link (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

Important - requires upgrading OXCE+ (download link (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-e0505e2-2018-02-20-win32.7z))

List of changes:
* Updated HKs and craft with the latest features from OXCE+, including escorts (both for craft and HKs on Termination (retaliation) missions. If you'd like to give direct feedback to Meridian for his great work with the new HK interceptors features, you can do it at this thread (https://openxcom.org/forum/index.php/topic,5717.0.html)
* Renamed several aspects of gameplay to better develop and reflect the lore, the most significant change being renaming Tech-Com to Tech-Comm (explained in notes below)
* Redesigned several base facilities and names
* Fixed several missing strings and replaced the vanilla mission warnings and briefings (until someone points me the ones I missed)
* Started designing the new mission structure and types of missions

Notes:
* The noticeable changes are regarding the new Tech (manufacture & psionics) and Comm (research & radar/hyperwave) designations. The respective base facilities have also been combined together, although you only get the psi and hyperwave facilities once you unlock the respective comm project.
* The idea behind comm is that it specializes in Skynet's AI, software and networks while tech is responsible for all hardware, both human and Skynet's.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
Post by: Gordonmull on February 22, 2018, 02:22:32 pm
It's going to be fun trying out the new features  :)

Things are looking a little different now, for sure!

A wee CTD occurred while using the "Custom Initial Base" Advanced option when I clicked to place the first structure. I then tried it without that option enabled and all went well. 

(https://farm5.staticflickr.com/4678/26547509958_cd277b3fb4_b.jpg) (https://flic.kr/p/GrUVNW) (https://flic.kr/p/GrUVNW)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
Post by: Hobbes on February 22, 2018, 02:52:26 pm
Fixed and link updated

PS - Next upcoming feature from Meridian's OXCE+ is Skynet bases launching HK interceptors when they detect Tech-Com craft
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - alpha version released!
Post by: efrenespartano on February 22, 2018, 11:45:23 pm
Version 0.21 has been uploaded - download link (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

List of changes:
* Updated HKs and craft with the latest features from OXCE+, including escorts (both for craft and HKs on Termination (retaliation) missions. If you'd like to give direct feedback to Meridian for his great work with the new HK interceptors features, you can do it at this thread (https://openxcom.org/forum/index.php/topic,5717.0.html)


Hi, everybody!

I'm testing the new aircombat mechanics, they are very good. I've send my Osprey to a ground mission and an A-10 to escort them and they found some HK. It was quickily dispached by the Warthog. The escorts work well!

And the name change of "Tech" and "Comm" seems logic.

Another thing: I know this is not the correct place to ask, but... how can I add new sprites for the aircrafts? I'm kinda bad making sprites (and almost every "graphic-stuff" xD), but I want to try, and If this weird experiment works, offer you my sprites! :D

I'm still waiting for the release of OXCE+ in Android, so I can play Tech-Comm, 'cause my bus trips to the University are boring. :(
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - alpha version released!
Post by: Hobbes on February 22, 2018, 11:58:44 pm
Another thing: I know this is not the correct place to ask, but... how can I add new sprites for the aircrafts? I'm kinda bad making sprites (and almost every "graphic-stuff" xD), but I want to try, and If this weird experiment works, offer you my sprites! :D

I've attached the files containing the sprites for the Hawkeye. You'll need to use the game's palettes, or can I convert them after you draw them. Thanks!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
Post by: efrenespartano on February 23, 2018, 12:11:31 am
I've attached the files containing the sprites for the Hawkeye. You'll need to use the game's palettes, or can I convert them after you draw them. Thanks!
It's an honor. :D

Is there some program can I use to make the sprites? Besides PhotoShop, of course. Or some tutorial on the forum?

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
Post by: Hobbes on February 23, 2018, 12:45:15 am
It's an honor. :D

Is there some program can I use to make the sprites? Besides PhotoShop, of course. Or some tutorial on the forum?

Enviado desde mi Blade A510 mediante Tapatalk

I use GIMP then fix the palettes using Grafx2 (open source). I've attached the game palettes - you'll be using either the Basescape or Geoscape, depending on where the craft sprite is used - either on the base or during combat. Those craft sprites are simple to make - I could do then myself despite my also limited sprite skills, but I have more priority things to implement right now ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
Post by: efrenespartano on February 23, 2018, 01:27:49 am
I use GIMP then fix the palettes using Grafx2 (open source). I've attached the game palettes - you'll be using either the Basescape or Geoscape, depending on where the craft sprite is used - either on the base or during combat. Those craft sprites are simple to make - I could do then myself despite my also limited sprite skills, but I have more priority things to implement right now ;)
Awesome! Thanks, I'll start as soon as possible. :D I hope to finish them in a few days, I've been busy with the school of laws. xD

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Hobbes on February 23, 2018, 04:53:31 am
Updated download link to Tech-Com Alpha 0.22 (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

List of Changes:
* Added several new terrains to HK crashes/landings, taken from the Terrain Pack/Area 51. The terrain also reflects the Geoscape, ie, mountains, polar, etc., as well as the already existing HK landings in cities.
* Redo of the Resistance missions: there are now 8 possible Assault, Defense, Destroy, Escape, Protect, Rescue, Recovery and Extraction missions, as well as several new terrains. Some terrains are temporary (i.e. Skynet facilities) until more proper terrains are designed and the mission objectives/descriptions will be further implemented in the next days. There will also be additional terrains possible for mission later on.
* Abandoned Base also got a new terrain, Factory (first pic on the following post)

As a tip, when you play new missions be sure not to leave any items in the ground during the soldier equipment screen - in some missions like Escape, Defense and Extraction you won't start in the craft but elsewhere on the map.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Hobbes on February 23, 2018, 05:00:01 am
Images of the new terrains

(https://i.imgur.com/wDtC1Rl.png?1)

(https://i.imgur.com/JBi0X79.png?1)

(https://i.imgur.com/1lNuhCS.png)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: efrenespartano on February 23, 2018, 05:17:06 am
Updated download link to Tech-Com Alpha 0.22 (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

List of Changes:
* Added several new terrains to HK crashes/landings, taken from the Terrain Pack/Area 51. The terrain also reflects the Geoscape, ie, mountains, polar, etc., as well as the already existing HK landings in cities.
* Redo of the Resistance missions: there are now 8 possible Assault, Defense, Destroy, Escape, Protect, Rescue, Recovery and Extraction missions, as well as several new terrains. Some terrains are temporary (i.e. Skynet facilities) until more proper terrains are designed and the mission objectives/descriptions will be further implemented in the next days. There will also be additional terrains possible for mission later on.

As a tip, when you play new missions be sure not to leave any items in the ground during the soldier equipment screen - in some missions like Escape, Defense and Extraction you won't start in the craft but elsewhere on the map.
It's nice to see old classic maps!

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Cerazor on February 23, 2018, 06:26:22 am
Is that Osprey new? Cuz it's awesome.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: efrenespartano on February 23, 2018, 01:35:35 pm



As a tip, when you play new missions be sure not to leave any items in the ground during the soldier equipment screen - in some missions like Escape, Defense and Extraction you won't start in the craft but elsewhere on the map.

Hey, about the paratroopers... Are you still planing to add them? That's a feature that I really want to see soon!

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Meridian on February 23, 2018, 01:41:07 pm
As a tip, when you play new missions be sure not to leave any items in the ground during the soldier equipment screen - in some missions like Escape, Defense and Extraction you won't start in the craft but elsewhere on the map.

Also, for those who don't know, there is a hotkey to move everything from ground back to base... Ctrl+Alt+X I think. Or Ctrl+Shift+X maybe.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Hobbes on February 23, 2018, 09:42:03 pm
Also, for those who don't know, there is a hotkey to move everything from ground back to base... Ctrl+Alt+X I think. Or Ctrl+Shift+X maybe.

Tried both, didn't work - if anyone knows the hotkey to move items from ground back to base please post it, and I'll add it to the useful tips on the OP
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: chaosshade on February 23, 2018, 09:48:02 pm
It's cool to see all our hard work finally playable ^^
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Meridian on February 23, 2018, 11:19:14 pm
Tried both, didn't work - if anyone knows the hotkey to move items from ground back to base please post it, and I'll add it to the useful tips on the OP

it's Ctrl+alt+X, where X is the key for "clear inventory" (maybe you have remapped it to something else)
- in oxce+ only
- during base equipment only, doesn't work during a mission briefing
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Hobbes on February 24, 2018, 12:09:33 am
It's cool to see all our hard work finally playable ^^

:)

- during base equipment only, doesn't work during a mission briefing

I tried it on mission briefing, that was it, thanks!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Gordonmull on February 24, 2018, 01:32:35 am
Think I have found a bug when a player craft gets shot down. I'm not sure if I should be reporting it here or on Meridian's thread as it could be something to do with the HK mechanics. My living quarters was at full capacity before I launched a Talon on an intercept. It was shot down, but my living quarters is still at 50 and as a result I can't buy a replacement pilot. I only noticed when my purchase was denied on the buy/sell screen. I started a new game and deliberately lost a craft and the same thing happened.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Hobbes on February 24, 2018, 01:51:48 am
Think I have found a bug when a player craft gets shot down. I'm not sure if I should be reporting it here or on Meridian's thread as it could be something to do with the HK mechanics. My living quarters was at full capacity before I launched a Talon on an intercept. It was shot down, but my living quarters is still at 50 and as a result I can't buy a replacement pilot. I only noticed when my purchase was denied on the buy/sell screen. I started a new game and deliberately lost a craft and the same thing happened.

Check the Transfers tab in your base - pilots and crew have a 75% of surviving, survivors take the same time back to base as when you hire them.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Gordonmull on February 24, 2018, 02:33:38 am
Ah, sorry, I was forgetting about that.  ::)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Hobbes on February 24, 2018, 02:46:40 am

Hey, about the paratroopers... Are you still planing to add them? That's a feature that I really want to see soon!

Yes, but it's not really a big deal: your soldiers will start spread out instead of inside the craft, and if all soldiers are killed you won't lose the craft. Might be an interesting option since there aren't craft sprites to use.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
Post by: Hobbes on February 24, 2018, 05:05:04 am
Tech-Com Alpha 0.23 has been released - Fly the (un)friendly skies!

Download Link (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

Requires upgrading OXCE+ to latest build, https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-776a6df-2018-02-23-win32.7z (https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-776a6df-2018-02-23-win32.7z)

(https://i.imgur.com/dU7NT9x.png?1)

List of changes:
* Added interceptors to HK Base, Factory and Workcamp. Skynet bases now have a radar change with a high detection chance. If the radars detect any Tech-Com craft, it will launch interceptors once the craft is within the interceptor's radar range. Once the threat is eliminated or disappears from radar, the interceptors will switch to either patrolling or termination missions.
* HK Bases have the best interceptor defenses and the longest range radar
* HK Fighter radar increased to make interceptions more effective
* HK Bases and Workcamps now can launch by themselves Pacification and Interdiction missions against civilians or Resistance fighters.

This is one of the new air features that I was eager to see: Skynet bases actually controlling the airspace around them by being able to launch interceptors. Opens a lot of interesting possibilities and the priority now will be to finish the rest of world to see how the entire strategic level works.

Another nice feature included by Meridian is the limit of the number of Workcamps and HK Bases that Factories can generate, because this will help balance the dynamics of the entire world.

The idea for the whole campaign at this point is:
* Tech-Comm has to locate and assault a number of Skynet research facilities located around the world to gain several key techs
* Those techs will allow Tech-Comm to assault the Skynet Core, which must be also detected and will be heavily defended. Trying to assault it without those techs will be close to impossible.
* Each month Skynet will place a new Factory on any region, except the poles. The factory will then deploy a number of HK Bases and Workcamps to the region.

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: efrenespartano on February 24, 2018, 09:55:24 am
Yes, but it's not really a big deal: your soldiers will start spread out instead of inside the craft, and if all soldiers are killed you won't lose the craft. Might be an interesting option since there aren't craft sprites to use.

How about use some "jumpsuit" or some kind of parachute to be necesary to the paratroopers? I mean, just like in X-Com Files, that you need swim suits and aquatic weapons to condutc submarine missions.

Besides looking different from the normal troopers, it make sense for the parajump, and if you don't equip'em with parachutes, they can't leave the Sherpa. 

And maybe, make some sprites of deployed parachutes and put them in the drop zones, just for estetical effects. :D

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(https://uploads.tapatalk-cdn.com/20180224/2d87a14d71faec1207cd5452ed75f072.jpg)(https://uploads.tapatalk-cdn.com/20180224/4ff9137d3161899a5da194a806d6446e.jpg)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: efrenespartano on February 24, 2018, 10:10:55 am
Tech-Com Alpha 0.23 has been released - Fly the (un)friendly skies!


(https://i.imgur.com/dU7NT9x.png?1)

Sounds great! I'm downloading it.

Is Mexico a playable area? Since the launch of the mod i'm playing in the West Coast (haha the name of my base is "Los Angeles HQ"), but sometimes I've seen some HKs coming from Mexico and I would like to fight in the ruins of Mexico City. I'm going to put my base there, just for test, but I don't know if it will be so hunted, as my base in Los Angeles.



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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: Gordonmull on February 24, 2018, 12:21:59 pm
I'll hopefully get a chance to try 0.23 today. I was playing 0.22 on Easy yesterday and got a base defence mission. Chain panic began in round 2 and it was almost mesmerising watching my entire force being utterly terminated! Turn 1 was a dash back to cover, to the safety of the tunnels and I managed to get a a handful of personnel under ground. Once the panic started I figured even if I lost a good proportion of my guys, I should be able to rally underground and come back out fighting.

Then some idiot with a rocket launcher panicked in the first room with the stairs and we all know how it goes after that. I still had two soldiers below ground, but then the terminators started coming down. I wasn't sure if they'd find the entrance so easily but apparntly they seem to. Two units infiltrated the tunnels, terminating the last soldiers down there

The last man left alive was Virender Jain but, as you can see, he's up to his neck in it  ;D

He was standing there when the floor tile was destroyed. The three brown squares are impassible and poor Virender is unable to get out to be properly terminated. The terminators gained access to the tunnels by dropping down on the other side of the obstacle where the ceiling had been blown away by another explosion.

(https://farm5.staticflickr.com/4675/40447440391_327352f6f6_z.jpg) (https://flic.kr/p/24CcGRV)

 (https://flic.kr/p/24CcGRV)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: Hobbes on February 24, 2018, 05:14:35 pm
How about use some "jumpsuit" or some kind of parachute to be necesary to the paratroopers? I mean, just like in X-Com Files, that you need swim suits and aquatic weapons to condutc submarine missions.

Besides looking different from the normal troopers, it make sense for the parajump, and if you don't equip'em with parachutes, they can't leave the Sherpa. 

And maybe, make some sprites of deployed parachutes and put them in the drop zones, just for estetical effects.

I don't see the parachute/jumpsuit requirement adding anything much than more micromanagement for the player. The deployed parachutes idea is good for aesthetics.

I still haven't made my mind - at a certain point it will be necessary to see if all those planes are really necessary, and this idea might just return to the suggestions box.

Is Mexico a playable area? Since the launch of the mod i'm playing in the West Coast (haha the name of my base is "Los Angeles HQ"), but sometimes I've seen some HKs coming from Mexico and I would like to fight in the ruins of Mexico City. I'm going to put my base there, just for test, but I don't know if it will be so hunted, as my base in Los Angeles.

Yeah, Mexico and all of Central America up to Panama are playable. Los Angeles HQ might not be a good idea... ;)

He was standing there when the floor tile was destroyed. The three brown squares are impassible and poor Virender is unable to get out to be properly terminated. The terminators gained access to the tunnels by dropping down on the other side of the obstacle where the ceiling had been blown away by another explosion.

I thought I had fixed the soldiers getting stuck on ground already... that will be fixed

I'm off for the weekend so no further updates until tomorrow. Enjoy :)

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: Hobbes on February 25, 2018, 03:48:58 pm
And we're back!

Yataka and Haxxi already had some feedback on the Discord about 10 HKs hunting down a player's Osprey, plus 3 Warthogs additionally lost, plus some other interesting things about his gameplay.

And I've updated the Gameplay Tips section of this thread with several details explaining Skynet bases and HKs - this info will later be added to the ingame UFOpedia.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: efrenespartano on February 26, 2018, 10:32:01 pm

Yeah, Mexico and all of Central America up to Panama are playable. Los Angeles HQ might not be a good idea... ;)

Quote
* Design individualized sprites to Tech-Com craft
in progress

Hi, everyone!

I've tested putting my base in what remains of Mexico City and it's way quieter than in Los Angeles. I've send a few missions along the border, but my aircrafts found little opposition.  Los Angeles HQ has been overrun... again. xD

About the aircraft sprites, I'm finished the first half, the starting planes. I couldn't fix the palettes, I've struggle with it yesterday. Was a waste of time haha. I hope you can fix them, and of course, you like them. :D

An apology for the delay with the sprites. I spent the weekend studying for my exam week, but I hope to finish the rest of the planes in the next days.  :-\

In addition, I put in the .rar a suggestion for the dogfight song, gminter. It's You Could Be Mine, by Guns n 'Roses. I tried it in my game and I found that it is quite adequate, it also goes great with the theme of the mod. I hope you like it too. :D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: Hobbes on February 26, 2018, 11:58:29 pm
About the aircraft sprites, I'm finished the first half, the starting planes. I couldn't fix the palettes, I've struggle with it yesterday. Was a waste of time haha. I hope you can fix them, and of course, you like them. :D

Thank you very much! :)

I've just added your images to the mod and updated the download link to version 0.24. I converted the images to the proper palettes but there are still a number of issues regarding the colors and the sizes. But now you can see/check yourself how your work is looking just by replacing the relevant .gif located on /mods/TechCom/Resources/craft/

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In addition, I put in the .rar a suggestion for the dogfight song, gminter. It's You Could Be Mine, by Guns n 'Roses. I tried it in my game and I found that it is quite adequate, it also goes great with the theme of the mod. I hope you like it too. :D

'You Could Be Mine" it's one of my favorite song since I first watched T2 when it came out. And I usually listen to the whole T2 soundtrack while working on the mod for inspiration.  :D

It wouldn't be my choice though for dogfight (Danger Zone by Kenny Loggins)

However, at this point,  I'm considering to separate the soundtrack and make it a separate download from the mod package itself, because of possible copyright and download size issues (.ogg files occupy a lot of space when comparated to the rest). And then players can either download an optional soundtrack folder, or they can came up with their own.

PS - The pre-mission briefings have all been written, with actual info rather than filler text
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: efrenespartano on February 27, 2018, 12:53:45 am
Thank you very much! :)

I've just added your images to the mod and updated the download link to version 0.24. I converted the images to the proper palettes but there are still a number of issues regarding the colors and the sizes. But now you can see/check yourself how your work is looking just by replacing the relevant .gif located on /mods/TechCom/Resources/craft/

You're welcome! It's awesome to do something to make bigger and greater this mod.

I'll download it when I get to the university, we have free WiFi. :D


Quote
'You Could Be Mine" it's one of my favorite song since I first watched T2 when it came out. And I usually listen to the whole T2 soundtrack while working on the mod for inspiration.  :D

It wouldn't be my choice though for dogfight (Danger Zone by Kenny Loggins)

However, at this point,  I'm considering to separate the soundtrack and make it a separate download from the mod package itself.

Actually, Danger Zone was my first option. And it sounds great too, but You Could Be Mine sounded even better, I couldn't resist to add it, it's one of my favorite songs.

Although perhaps it would be more suitable for the briefing of the ground missions.

I support your idea of making a separate soundtrack folder.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: Gordonmull on February 27, 2018, 05:13:03 pm
Wow guys things are blasting on. Looking forward to seeing your sprites, efrenespertano!

That seems sensible about the soundtrack, I have to say. Any chance of a pointer as to where the music files are if we're going to make our own?

Meanwhile, I've been trying to break what we have already!

Two wee issues on base defence. I forgot to get a screenie of the first one but one of my guys spawned in the dirt in between levels.

Also these two unfortunate individuals went down into this structure, which was an empty base square. They are doomed, never to return, because there's no way back up.

(https://farm5.staticflickr.com/4677/40473783982_8b832d02e7_b.jpg) (https://flic.kr/p/24EwHTL) (https://flic.kr/p/24EwHTL)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: efrenespartano on February 27, 2018, 10:48:40 pm
Wow guys things are blasting on. Looking forward to seeing your sprites, efrenespertano!

Thanks, Gordonmull! I'm about to finish 4 more planes, so maybe I'll finish all of them by tomorrow, maybe thursday. :D

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That seems sensible about the soundtrack, I have to say. Any chance of a pointer as to where the music files are if we're going to make our own?

Do you mean the location of the music files? The location is mods/TechCom/SOUND, there is a list about the names of the files, so you can edit them.
Check this out.
https://www.ufopaedia.org/index.php/Audio_Options_(OpenXcom)

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: Gordonmull on February 27, 2018, 11:18:58 pm
Quote
Do you mean the location of the music files? The location is mods/TechCom/SOUND, there is a list about the names of the files, so you can edit them.
Check this out.
https://www.ufopaedia.org/index.php/Audio_Options_(OpenXcom)

Yes I do, nice one, thank you!  :D I will have a little play with that when I get time.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.23 released!
Post by: Hobbes on February 28, 2018, 03:49:21 am
Tech-Comm Alpha v0.26 released http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

List of changes:
* Adjusted buy/sell prices to craft and craft weapons
* Changed quantity and mix of starting base craft, favoring more fighter craft and less transports/supports (can be changed back later)
* Adjusted starting base layout for better base defense
* Several advanced craft/items cannot be purchased anymore, only sold
* Humans and Skynet plasma weapons now require research to use
* Removed advanced items from Resistance NPCs
* Changes to base facility map buildings:
** Command Center now uses its intended map (previous version was moved to Housing facility), which should be more defensible, with a more protected escape tunnel.
** Housing and Storage are the two other alternative starting positions, Housing retains the sewer escape tunnel.
** Added Housing Station and Storage Station, both underground, cost twice to build and at twice the time. Upgraded starting base's facilities to stations for further testing. Also added Tech Lab facility map and removed several sewer fences for better pathing
** Terminator starting positions should be more evenly distributed around the base
** Terminators can now destroy base facilities by attacking radars, missiles, beds, etc.

(https://i.imgur.com/su12vQv.png?1)
Command Station in top corner, Housing on Center.
(https://i.imgur.com/TXzjTMr.png?1)
Housing Station (left) and Storage Station (right)
Two wee issues on base defence. I forgot to get a screenie of the first one but one of my guys spawned in the dirt in between levels.

Also these two unfortunate individuals went down into this structure, which was an empty base square. They are doomed, never to return, because there's no way back up.

First issue, redoing several of the base facility maps and it's likely to have been fixed.

Second issue, yup, those guys were definitely not meant there and the map has been fixed :)

Edit - uploaded 0.26 with a critical fix for 0.25 plus changes to the early terminators appearance and weapons
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: efrenespartano on February 28, 2018, 03:19:23 pm


Tech-Comm Alpha v0.26 released http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

List of changes:
* Adjusted buy/sell prices to craft and craft weapons
* Changed quantity and mix of starting base craft, favoring more fighter craft and less transports/supports (can be changed back later)

I like this, it's more useful to have more fighters. And even seems more logic that the Resistance has new random planes every new game (you know, We fly what we found)

Quote
* Adjusted starting base layout for better base defense
* Several advanced craft/items cannot be purchased anymore, only sold
* Humans and Skynet plasma weapons now require research to use
* Removed advanced items from Resistance NPCs

 It's a shame, I liked the NPCs with M25A1s, they saved my troops a few times. :(


Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: efrenespartano on February 28, 2018, 04:04:32 pm
About the Android version... It works! And works very good!

And about the sprites I made, I'm so happy to see them in the mod. I can rescale the dogfight sprites. But I have no idea how to fix the yellow dots and white-ish colors of the Basescape. :(

Hobbes, can I use the palettes that you send me to draw the sprites? Do you think that's going to fix them?

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Hobbes on February 28, 2018, 08:17:15 pm

I like this, it's more useful to have more fighters. And even seems more logic that the Resistance has new random planes every new game (you know, We fly what we found)

I considered having a random set of planes upon game start, but the engine doesn't support it and this could be a big disadvantage for the player. So I'm trying out different sets of planes to see the ones who work better.

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It's a shame, I liked the NPCs with M25A1s, they saved my troops a few times. :(

They might return later

And about the sprites I made, I'm so happy to see them in the mod. I can rescale the dogfight sprites. But I have no idea how to fix the yellow dots and white-ish colors of the Basescape. :(

Hobbes, can I use the palettes that you send me to draw the sprites? Do you think that's going to fix them?

The sprites already contain the necessary palettes, but I can use those I sent you, or you send them to me I can quickly convert them
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: efrenespartano on February 28, 2018, 09:17:15 pm
I considered having a random set of planes upon game start, but the engine doesn't support it and this could be a big disadvantage for the player. So I'm trying out different sets of planes to see the ones who work better.

My favorite set is Osprey+Warthog+Skyhawk+Lion+Prowler, is quite effective.


Quote
The sprites already contain the necessary palettes, but I can use those I sent you, or you send them to me I can quickly convert them

Actually, I'm not using a fixed palette for all of the sprites. I search an image of the plane based on the Intelpedia (I'm trying to match them as much as possible), I minimize it using Paint.NET, then draw a few details. I'm not drawing them from scratch.

I appreciate very much that you are converting the sprites, but I don't know why they look white-ish and they have yellow dots after you convert them. :-/

Is any color that i'm using making this strange colors? I suppouse it's some gray, but I'm not sure

EDIT: The ground missions on Android doesn't work, everytime I try to start a new Simulation, it crashes. It's the same with the campaign, but Geoscape and air combat it's OK. D:

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Gordonmull on February 28, 2018, 10:32:22 pm
Just trying the new base design. I really like the new command centre, now the tunnels are more useful. I haven't got too far yet, turn 4 - there is at least one bug. Something weird with the terminator sprite.

(https://farm5.staticflickr.com/4648/25671419947_7891d05cc2_b.jpg) (https://flic.kr/p/F7uJLK) (https://flic.kr/p/F7uJLK)

The other thing is that the living quarters and stores sections are cut off from the command centre ladder by tunnel grates, which I assume isn't intentional.

Edit:
I restarted and there seems to be a terminator in the living quarters on turn 1.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Hobbes on March 01, 2018, 12:37:34 am
Just trying the new base design. I really like the new command centre, now the tunnels are more useful. I haven't got too far yet, turn 4 - there is at least one bug. Something weird with the terminator sprite.

Palette issue - just uploaded a quick fix

Quote
The other thing is that the living quarters and stores sections are cut off from the command centre ladder by tunnel grates, which I assume isn't intentional.

More or less - it's either remove all grates from the tunnels or try to keep some. I'm still working on how to solve this

Quote
Edit:
I restarted and there seems to be a terminator in the living quarters on turn 1.

On ground level or inside the building? If it's on the rooftop, it is supposed to start there
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Gordonmull on March 01, 2018, 05:12:21 am
Quote
More or less - it's either remove all grates from the tunnels or try to keep some. I'm still working on how to solve this

OK, there's ways and means to create doors for now anyway  ;)

Quote
On ground level or inside the building? If it's on the rooftop, it is supposed to start there

It was in the underground bit with the bunks.

(https://farm5.staticflickr.com/4764/26674090988_06e7c88e1e_b.jpg) (https://flic.kr/p/GD6FWu)

I really like the new setup though.
 (https://flic.kr/p/GD6FWu)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Hobbes on March 01, 2018, 05:49:08 am
OK, there's ways and means to create doors for now anyway  ;)

Yes. And you might actually get a situation where the tunnel grates will create bottlenecks for terminators.

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It was in the underground bit with the bunks.

I really like the new setup though.

Got it, thanks.

Although in this case it was a bug, later it will be possible to get infiltrator terminators appearing in those locations, once those units are added ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Gordonmull on March 01, 2018, 10:20:03 am
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Yes. And you might actually get a situation where the tunnel grates will create bottlenecks for terminators.

Exactly my defence plan last night! I meant to elaborate but the matchsticks holding up my eyes were slipping. The tunnels being more useful now gives a brilliant feeling of the future war. Infantry fight a rear guard as civilians and pilots escape below ground to form a second line of defence and then the soldiers melt away...

Quote
Although in this case it was a bug, later it will be possible to get infiltrator terminators appearing in those locations, once those units are added.

Awesome! That will add to the mayhem! I did have a wee tongue in cheek thought that maybe it was an infiltrator.

The new underground living quarters is excellent, you've put quite a bit of thought into making sure there's somewhere to read, cook some food and a wee medical bay too. At least someone cares  ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: efrenespartano on March 01, 2018, 11:05:07 am

Awesome! That will add to the mayhem! I did have a wee tongue in cheek thought that maybe it was an infiltrator.

The new underground living quarters is excellent, you've put quite a bit of thought into making sure there's somewhere to read, cook some food and a wee medical bay too. At least someone cares  ;)

I agree with you, Gordonmull! The new map it's great. I can't wait to see some Infiltrators!

Quote
EDIT: The ground missions on Android doesn't work, everytime I try to start a new Simulation, it crashes. It's the same with the campaign, but Geoscape and air combat it's OK. D:

About the Android version, I've found the error: apparently, it's related with the T-500. I've adjunt some screenshots of Logfile involving missions with T-500s.(https://uploads.tapatalk-cdn.com/20180301/9ac58746854e9c54854d5008380efcde.jpg)(https://uploads.tapatalk-cdn.com/20180301/70598c323d33698e87b89d3653dc257a.jpg)

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Hobbes on March 01, 2018, 03:31:47 pm
I agree with you, Gordonmull! The new map it's great. I can't wait to see some Infiltrators!

About the Android version, I've found the error: apparently, it's related with the T-500. I've adjunt some screenshots of Logfile involving missions with T-500s.

I renamed the T-500 to T-300 but now I've renamed it back. Let's hope it clears the issue, but it might be necessary to edit the save file (just post it and I'll do it).

New version uploaded to fix this and another graphic bug.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: efrenespartano on March 01, 2018, 03:51:23 pm


I renamed the T-500 to T-300 but now I've renamed it back. Let's hope it clears the issue, but it might be necessary to edit the save file (just post it and I'll do it).

New version uploaded to fix this and another graphic bug.

Awesome, thanks! By the way, don't worry about the save file, I'm going to start a new game. This is Alpha, I like to test different bases and situations.

I found this bug mostly on New Battle. I'm going to download the new version and I'll test it. :D

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Hobbes on March 02, 2018, 06:39:56 am
This mod is a bit hard to test sometimes...

Mohawk and Warthog escort detect an HK base in the West, 3 HK interceptors scrambled and shot down the Mohawk while severely damaging the Warthog who took all 3 down.

I buy a 2nd Warthog and wait until it arrives, then get ready to take out the HK base before it causes more trouble. I launched Warthog-2, who soon after launching is detected by a 2nd HK base to the NW (in 7 days the Factory spawned a 2nd HK base closer to my HQ), who launches 3 other HK interceptors who nearly shoot down Warthog-2.

Plus, no recon planes available to try to detect the 2nd base and try to assault it instead or shelter space for them because of all the hangar queens in repair.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: efrenespartano on March 02, 2018, 06:54:49 am
This mod is a bit hard to test sometimes...

Mohawk and Warthog escort detect an HK base in the West, 3 HK interceptors scrambled and shot down the Mohawk while severely damaging the Warthog who took all 3 down.

I buy a 2nd Warthog and wait until it arrives, then get ready to take out the HK base before it causes more trouble. I launched Warthog-2, who soon after launching is detected by a 2nd HK base to the NW (in 7 days the Factory spawned a 2nd HK base closer to my HQ), who launches 3 other HK interceptors who nearly shoot down Warthog-2.

Plus, no recon planes available to try to detect the 2nd base and try to assault it instead or shelter space for them because of all the hangar queens in repair.

What's the difficult are you playing?

I'm playing in Maginot, in Mexico. As I say before, it's a little easier than the West Coast, were I set my base before.

I've found the Warthogs are very capable to engage almost every HK, they are very useful. I have lost only two (while I lost 4 Skyhawks and 6 Talons)

Yesterday, I found a HK base in the border, but it's too defended for my Ospray to get there without escort, so I'm waiting to get ready my Skyhawk.

Yes, this mod is hard. But I like it, it's air combat it so great!

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Hobbes on March 02, 2018, 04:52:09 pm
What's the difficult are you playing?

I'm playing in Maginot, in Mexico. As I say before, it's a little easier than the West Coast, were I set my base before.

I've found the Warthogs are very capable to engage almost every HK, they are very useful. I have lost only two (while I lost 4 Skyhawks and 6 Talons)

Yesterday, I found a HK base in the border, but it's too defended for my Ospray to get there without escort, so I'm waiting to get ready my Skyhawk.

Yes, this mod is hard. But I like it, it's air combat it so great!

I guess I should listen to my own advice when placing the starting base and not put it in the middle of Skynet territory.

In any case, I'm working on getting the entire globe operational instead of just North America - the other regions aren't quite finished yet, but going global should result in a less hectic first month, which was planned from the start.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: efrenespartano on March 04, 2018, 07:24:07 am
Greetings!

Finally, after many days and many hours of thinking how to draw a plane, I finished all of the current aircrafts of the Resistance! Yay!  ;D

It's still necessary to convert them with the correct palettes, it's something that I'm still don't know how to do. But all the sprites are complete.
I hope you like them! And I hope they have no problems with the colors, although if so, I will correct them in the shortest time possible. :D I've attached a few Basebits, so you can check them out.

Have a nice weekend!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Gordonmull on March 04, 2018, 08:32:24 pm
Quote
In any case, I'm working on getting the entire globe operational instead of just North America - the other regions aren't quite finished yet, but going global should result in a less hectic first month, which was planned from the start.

Good news! It is quite hectic.

I've been trying the air war a bit more these days. One thing I've noticed, something that might be good for this mod but I suspect is something outwith your control. Craft are currently repaired fully before being rearmed. It might be better if this was reversed considering the quick rearming time compared to the slow repair time. In other words, craft only armed with missiles become useless until 100% repaired.

Quote
I guess I should listen to my own advice when placing the starting base and not put it in the middle of Skynet territory.

A fine placement if you WANT to be attacked lots! I reckon the new base defence is a lot easier. I've played through twice now, both times using run for the tunnels tactics. It's quite easy to set up reaction fire traps in the tunnels and my casualties have at least halved. The first one I only lost two guys! The last one, 5. This is compared to double figures mostly, before. If the terminators are going to come through in dribs and drabs they could be easily defeated by setting up and ending turn. I suspect infiltrators will shake that up, though!

Quote
Finally, after many days and many hours of thinking how to draw a plane, I finished all of the current aircrafts of the Resistance! Yay! 

It's still necessary to convert them with the correct palettes, it's something that I'm still don't know how to do. But all the sprites are complete.
I hope you like them! And I hope they have no problems with the colors, although if so, I will correct them in the shortest time possible.  I've attached a few Basebits, so you can check them out.

Have a nice weekend!

Looking nice! Will be great to seeing them in-game.



Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.27
Post by: Hobbes on March 05, 2018, 12:34:26 am
Tech-Comm Alpha updated - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

List of changes (v0.27):
* Increased Tech-Comm craft recon range by 50-100%
* Added missing facilities to Tech-Comm bases. Only Training Center missing, to determine later if to add training as a separate facility or as a part of Housing Area
* All facilities can be built (research not required/implemented yet) and the UFOpedia describes their abilities
* Tracking Station renamed as Defense Center and upgraded - it gives the second shot to base defenses and it also has a very small radar with a high detection rate as an alarm system against Skynet retaliations
* Reduced Terminator armor values
* Added missing craft sprites, designed by elfrenespartano
* Added temporary base sprites for the new 20x20 facilities, taken from Dioxine's Piratez mod

(https://i.imgur.com/afBPx64.png?1)

Greetings!

Finally, after many days and many hours of thinking how to draw a plane, I finished all of the current aircrafts of the Resistance! Yay!  ;D

It's still necessary to convert them with the correct palettes, it's something that I'm still don't know how to do. But all the sprites are complete.
I hope you like them! And I hope they have no problems with the colors, although if so, I will correct them in the shortest time possible. :D I've attached a few Basebits, so you can check them out.

Have a nice weekend!

Thank you very much!

I've already added them to this release, most look good, a few still have issues.

If you want to check them all out, just edit the \mods\TechCom\Rulesets\startingBase.rul file with Notepad or Notepad++ and change the starting crafts. 
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
Post by: Hobbes on March 05, 2018, 01:00:40 am
Good news! It is quite hectic.

LOL

Yes, and this was not on the original plan for this mod, plus the air war is something new regarding tactics. And seeing 5 HKs going for your craft definitely have a feel of you being outnumbered and outgunned against Skynet (and we're now known as the Graveyard Airforce, after the number of craft I've lost during my testing).

Quote
I've been trying the air war a bit more these days. One thing I've noticed, something that might be good for this mod but I suspect is something outwith your control. Craft are currently repaired fully before being rearmed. It might be better if this was reversed considering the quick rearming time compared to the slow repair time. In other words, craft only armed with missiles become useless until 100% repaired.

It looks that the result you're after would be to allow for a bigger mission rate to craft, by allowing damaged craft to be simply refueled and rearmed before being launched again. Which I already considered before, but here damage helps with having a reason to speed the Geoscape, otherwise fights could last for days (they already can, if crafts take no damage during engagements).
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.27
Post by: efrenespartano on March 05, 2018, 04:42:15 am
Tech-Comm Alpha updated - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

List of changes (v0.27):
* Increased Tech-Comm craft recon range by 50-100%
* Added missing facilities to Tech-Comm bases. Only Training Center missing, to determine later if to add training as a separate facility or as a part of Housing Area
* All facilities can be built (research not required/implemented yet) and the UFOpedia describes their abilities
* Tracking Station renamed as Defense Center and upgraded - it gives the second shot to base defenses and it also has a very small radar with a high detection rate as an alarm system against Skynet retaliations
* Reduced Terminator armor values
* Added missing craft sprites, designed by efrenespartano
* Added temporary base sprites for the new 20x20 facilities, taken from Dioxine's Piratez mod

I liked the Defense Center, it's a great idea. And I reaaaally say thank you about the increased radar! It's very useful.

I have to test the new Terminator armors. I test the aircrafts in my PC and the ground forces in my Android. So, I'll test it later.

Quote
Thank you very much!

I've already added them to this release, most look good, a few still have issues.

If you want to check them all out, just edit the \mods\TechCom\Rulesets\startingBase.rul file with Notepad or Notepad++ and change the starting crafts.

You're welcome! It's great to work with you. :D

 I'm going to fix the wrong colors. Oh, those damm wrong colors. xD Do you add the corrected versions of the first planes that I send?

I have plans to try to make the Intelpedia of the guns and missiles, I've already search the images on Google and I'm ready to start. Do you have any tips for me? :D Can you help me fixing the palettes too?

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.27
Post by: efrenespartano on March 05, 2018, 04:52:32 am
LOL

Yes, and this was not on the original plan for this mod, plus the air war is something new regarding tactics. And seeing 5 HKs going for your craft definitely have a feel of you being outnumbered and outgunned against Skynet (and we're now known as the Graveyard Airforce, after the number of craft I've lost during my testing).

Yes, of course! Finally, Skynet controls the skies. But the Graveyard Air Force will shoot'em down! Hahaha I've say it many times before, but the air war is one of my favorite things of this mod.

Quote
It looks that the result you're after would be to allow for a bigger mission rate to craft, by allowing damaged craft to be simply refueled and rearmed before being launched again. Which I already considered before, but here damage helps with having a reason to speed the Geoscape, otherwise fights could last for days (they already can, if crafts take no damage during engagements).

I support the idea of Gordon, I've lost a few Tracers due to not being ready for combat. But if it's for the sake of the balance, then it's OK. ;D


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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.27
Post by: Gordonmull on March 06, 2018, 02:29:56 am
I've had a quick look over the UFOpaedia articles. They are in weird categories... I assume this is in preparation for how things will be categorised in the future? Apart from that, little to report. A very few typos but I'll no bother you with those the now. Will get stuck into the new update properly soon.

Base is looking nice in base view and efrenespartano's base sprites are also livening things up from the word go.

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It looks that the result you're after would be to allow for a bigger mission rate to craft, by allowing damaged craft to be simply refueled and rearmed before being launched again. Which I already considered before, but here damage helps with having a reason to speed the Geoscape, otherwise fights could last for days (they already can, if crafts take no damage during engagements).

Yes. I don't see why I wouldn't realistically throw a craft out into the fray again if it was serviceable. I take it there's no way to halt a launch if a craft is below a certain amount of damage? E.g. can't launch after 75% damage. I just think with the feel of the scenario that most aircraft fielded by the resistance would be buckets of junk anyway. Yet we will definitely not allow a bucket of junk to be airbourne if its damaged? Even if we are under attack? I hear you on the time compression but I for one would be a bit antsy about sending up seriously damaged craft against HKs and therefore would wind the clock on anyway if I thought too much damage had been sustained. In other words, letting the payer decide whether to take the risk or not. Just my thoughts, though, it's your mod  :D The new pace might well change my mind anyway!



Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 06, 2018, 05:49:01 am
Tech-Comm Alpha updated - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

List of changes (v0.28):
* Intelpedia reorganization

I'm going to fix the wrong colors. Oh, those damm wrong colors. xD Do you add the corrected versions of the first planes that I send?

I think so, but please do check - I'not not entirely sure if I might have missed something.

I've had a quick look over the UFOpaedia articles. They are in weird categories... I assume this is in preparation for how things will be categorised in the future? Apart from that, little to report. A very few typos but I'll no bother you with those the now. Will get stuck into the new update properly soon.


I did a clean-up of the Intelpedia in the past days. There are still a few missing articles for some sections (Tech-Comm and Skynet) but this is pretty much how it will look upon start.

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Yes. I don't see why I wouldn't realistically throw a craft out into the fray again if it was serviceable. I take it there's no way to halt a launch if a craft is below a certain amount of damage? E.g. can't launch after 75% damage. I just think with the feel of the scenario that most aircraft fielded by the resistance would be buckets of junk anyway. Yet we will definitely not allow a bucket of junk to be airbourne if its damaged? Even if we are under attack? I hear you on the time compression but I for one would be a bit antsy about sending up seriously damaged craft against HKs and therefore would wind the clock on anyway if I thought too much damage had been sustained. In other words, letting the payer decide whether to take the risk or not. Just my thoughts, though, it's your mod  :D The new pace might well change my mind anyway!

One argument regarding serviceable is that a damaged craft being sent again to the air without a proper assessment of the damage can turn it into a deathtrap for the pilot. And even minor fuselage damage could eventually turn into problems with the hydraulic system, etc. And the Warthog was built to actually have a lot of redundancies on all systems to allow it to return to base with heavy damage, but none of the other craft were designed this way.  The other is both the scarcity of pilots/crafts when compared to Skynet's fleets of HKs - would it be worth for a commander to send a damaged craft just to ensure a kill or save a transport and risk losing even more, and risking worse odds than if the craft was undamaged?

But realistic arguments aside, this will require changes to OXCE+ that I can't implement, so Meridian will have to do its magic. I'll ask him, although at this point I already have some other requests planned.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 06, 2018, 06:08:55 am

Base is looking nice in base view and efrenespartano's base sprites are also livening things up from the word go.

Thank you! I'm glad that you liked the sprites. ;D

Tech-Comm Alpha updated

I think so, but please do check - I'not not entirely sure if I might have missed something.

Yes, I'll check them. Now that you taught me how to fix the palettes, I'm going to try to conduct tests by myself before send them to you. :)


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But realistic arguments aside, this will require changes to OXCE+ that I can't implement, so Meridian will have to do its magic. I'll ask him, although at this point I already have some other requests planned.

I hope that means Ground/Tracked HKs!. I have no idea how they are going to be, but I'm excited about doing attack runs against Ground HKs using A-10s.


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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 06, 2018, 04:31:25 pm
I hope that means Ground/Tracked HKs!. I have no idea how they are going to be, but I'm excited about doing attack runs against Ground HKs using A-10s.

There are already HK Convoys, which move between bases at the same speed as a land vehicle and can be attacked by A-10s. But there are no sprites for the tactical combat and the convoys don't have much regarding defense.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 06, 2018, 05:06:33 pm


There are already HK Convoys, which move between bases at the same speed as a land vehicle and can be attacked by A-10s. But there are no sprites for the tactical combat and the convoys don't have much regarding defense.

If I'm not wrong, you have planned to add turrets to this Ground HKs, right?

Could be possible to add AGMs or aviation bombs? Something like the Hellfire or GBU-type bombs, because I don't think the Sidewinders would be useful attacking ground targets.

Ah, another thing. How do work the HARM missiles? They work as in the real life, blocking the enemy's radar? Because I'm going to start equiping my Prowlers with HARMs.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 06, 2018, 05:35:45 pm

If I'm not wrong, you have planned to add turrets to this Ground HKs, right?

Yes, and to the aerial HKs as well. I've already looked into turrets but hadn't had time to start implementing it.

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Could be possible to add AGMs or aviation bombs? Something like the Hellfire or GBU-type bombs, because I don't think the Sidewinders would be useful attacking ground targets.

I've already considered adding air-to-ground weapons, but this would require major changes to the engine, plus if Convoys can be attacked then why not bombard Skynet bases from the air before assaulting them? But this would mean even more changes...

As for Sidewinders being used in an anti-tank role...

AIM-9X Sidewinder demonstrates Air-To-Surface capability (http://www.f-16.net/f-16-news-article3929.html)

http://www.thedrive.com/the-war-zone/18955/iran-claims-it-turned-a-sidewinder-into-a-new-anti-tank-and-anti-aircraft-missile (http://www.thedrive.com/the-war-zone/18955/iran-claims-it-turned-a-sidewinder-into-a-new-anti-tank-and-anti-aircraft-missile)

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Ah, another thing. How do work the HARM missiles? They work as in the real life, blocking the enemy's radar? Because I'm going to start equiping my Prowlers with HARMs.

HARMs and Standard work by locking into any radar emitters in a certain area. You detect the radar emissions, then fire the missile which guides itself to the target. I added them for planes without any radar (i.e. Warthog) to be able to use long-range missiles, which usually require a radar to guide the missile to the target, like the Sparrow or the AMRAAM.

While HARMs and Standards aren't usually used against craft (but they can work - during Desert Storm a B-52 was hit by a HARM that had locked into its tail radar during a friendly fire incident) there are specific air to air missiles designed using the same principle, like the Russian R-27EP, which are designed to be fired against radar craft like the Tracer and the Hawkeye.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 06, 2018, 06:47:14 pm
Yes, and to the aerial HKs as well. I've already looked into turrets but hadn't had time to start implementing it.

That's something I would like to see. I suppouse this turrets will be destructible as the terrain tiles.

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I've already considered adding air-to-ground weapons, but this would require major changes to the engine, plus if Convoys can be attacked then why not bombard Skynet bases from the air before assaulting them? But this would mean even more changes...

Well, the Convoys are basically a slow HK, so it could be applied the normal rules of dogfights. I was thinking about some kind of "flag" in the ruleset, making the ground HKs only targeteable by weapons with this "only attack ground" flag. So, you need to use Hellfires, GBUs to make the most damage to ground HKs, but some weapons could be still used for air-to-air and air-to-ground, like the Hydras, the HARMS, Sidewinders and the guns, of course.

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As for Sidewinders being used in an anti-tank role...

Wow, I did't knew that! :0

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HARMs and Standard work by locking into any radar emitters in a certain area. You detect the radar emissions, then fire the missile which guides itself to the target.

Yes, I just google it. The EA-6B Prowlers used HARMs to hunt SAMs during the Kosovo War. I wrongly tought the HARMs and Standarts blocked the radar, not locked, like they do.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 06, 2018, 10:35:26 pm
Well, the Convoys are basically a slow HK, so it could be applied the normal rules of dogfights. I was thinking about some kind of "flag" in the ruleset, making the ground HKs only targeteable by weapons with this "only attack ground" flag. So, you need to use Hellfires, GBUs to make the most damage to ground HKs, but some weapons could be still used for air-to-air and air-to-ground, like the Hydras, the HARMS, Sidewinders and the guns, of course.

This wouldn't work exactly as you described, because the Convoy HKs are actually flying at a low altitude (they can't move if landed) but this flag idea might be nice for something similar to work.

There are also other ideas that I'll be exploring later regarding the air war:
* Stealth planes (radar detection by Tech-Comm is reduced for that single craft)
* Electronic warfare planes (radar detection by HKs is reduced for any friendly craft in a radius around the EW plane)
* Skynet missile attacks - there's already a Resistance mission where you need to destroy a Skynet missile base, and here the idea is that if you don't immediately destroy those bases when they become active, you risk them eventually shooting a nuclear missile that will automatically destroy any nearby Tech-Comm base.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 07, 2018, 03:59:49 pm
This wouldn't work exactly as you described, because the Convoy HKs are actually flying at a low altitude (they can't move if landed) but this flag idea might be nice for something similar to work.

Oh, I forget that. D: I tought they were tracked.

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There are also other ideas that I'll be exploring later regarding the air war:
* Stealth planes (radar detection by Tech-Comm is reduced for that single craft)
* Electronic warfare planes (radar detection by HKs is reduced for any friendly craft in a radius around the EW plane)

Well, lucky of us we have an aircraft that does exactly that: EA-6B Prowler. :D
It's great to see one of my favorite planes flying with the Resistance.

How to counter the Stealth HKs? Enhanced sensors/radars?

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* Skynet missile attacks - there's already a Resistance mission where you need to destroy a Skynet missile base, and here the idea is that if you don't immediately destroy those bases when they become active, you risk them eventually shooting a nuclear missile that will automatically destroy any nearby Tech-Comm base.

I like the idea.

Talking about the base air attacks, I would be awesome, but a lot of changes will be needed.

   

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Human Ktulu on March 09, 2018, 12:14:22 am
Hey ! For cool mod, cool soundtracks from T1 & T2 ost..

link deleted

Not perfect but better than ugly Dune ost.

Have fun ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 09, 2018, 10:55:53 am
Hey ! For cool mod, cool soundtracks from T1 & T2 ost..

https://drive.google.com/open?id=1SlKhm0knmCgQ-Ltdma7ScuHMGehbMvhk

Not perfect but better than ugly Dune ost.

Have fun ;)
Hey, sounds good! I'll try it in my game. Thanks for sharing! :D

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 09, 2018, 05:14:45 pm
How to counter the Stealth HKs? Enhanced sensors/radars?


Haven't thought about that part yet :)

Quote

Hey ! For cool mod, cool soundtracks from T1 & T2 ost..

https://drive.google.com/open?id=1SlKhm0knmCgQ-Ltdma7ScuHMGehbMvhk

Not perfect but better than ugly Dune ost.

Have fun ;)

Been listening to this since yesterday, and definitely an improvement. Thanks!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Human Ktulu on March 09, 2018, 08:02:49 pm
Happy that you like, there is surely way to have better. For exemple it's maybe better if you exchange gmgeo3.ogg with gmtactic7.ogg.

Here the list of soundtrack used : Link deleted

- gmdefend : T2 / I'll Be Back (02:20 - 04:00)
- gmenbase : T2 / I'll Be Back (00:00 - 00:16)
- gmgeo1 : T1 / Tech Noir - Alley Chase (01:50 - 02:50)
- gmgeo2 : T1 / Police Station - Escape From Police Station (03:00 - end)
- gmgeo3 (old gmtactic7) : T1 / Police Station - Escape From Police Station (00:00 - 02:20)
- gmgeo4 : T1 / Future Flashback - Terminator Infiltration (00:00 - 02:30)
- gminter : T1 / Gun Shop - Reese In Alley (full track)
- gmlose : T2 / I'll Be Back (00:16 - 02:20)
- gmmars : T4 / Theme (full)
- gmnewmar : T1 / Death By Fire - Terminator Gets Up (02:10 - End)
- gmstory : T2 / Trust Me (full)
- gmtactic : T2 / Tankerchase (full)
- gmtactic2 : T1 / Reese Chased (full)
- gmtactic3 : T1 / Garage Chase (04:30 - end)
- gmtactic4 : T1 / Tunnel Chase (00:40 - end)
- gmtactic5 : T2 / Escape From The Hospital And T1000 (full)
- gmtactic6 : T1 / The Terminator`s Arrival (01:30 - 03:30)
- gmtactic7 (old gmgeo3) : T1 / The Terminator`s Arrival (00:30 - 01:30)
- gmwin : T2 / Theme (full)

Hasta la vista baby 8)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 09, 2018, 08:16:12 pm
I've kept the 'Main Title From Terminator 2" as gmgeo5 since I've grown used to it :)

Also, the gmnewmar appears named on media player as the Dune track 'Trip to Arrakis'

If it's OK with you, I'll remove the old tracks from the \SOUNDS folder of the download and just put a link on the first post of this thread to your music.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 09, 2018, 08:22:26 pm
This is a pic of current WIP regarding the next feature: the fight against Skynet is about to become global.

North America, South America, Europe and Africa's borders are already done, Asia will be next.

(https://i.imgur.com/GzSRnYv.png?1)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Human Ktulu on March 09, 2018, 08:25:16 pm
@Hobbes:

No problems, you can make everything you want with this "suggestion" ;) That's idiot, but I did not know that we could put more than 4 music for GMGEO lol

The trick a bit boring is that the music is repeated identically (unless I select another manually). Random reading would be awsome !
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 09, 2018, 08:32:28 pm
Happy that you like, there is surely way to have better. For exemple it's maybe better if you exchange gmgeo3.ogg with gmtactic7.ogg.

Hasta la vista baby 8)

I personally use Reese Dream of Future War (T1) for the briefing, GMDEFEND/GMENBASE and You Could Be Mine for GMINTER, I like how they sound. ;D

This is a pic of current WIP regarding the next feature: the fight against Skynet is about to become global.

North America, South America, Europe and Africa's borders are already done, Asia will be next.

(https://i.imgur.com/GzSRnYv.png?1)
Ah, good to know!

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Human Ktulu on March 11, 2018, 12:36:00 am
Hello,

I have tested 2 missions, one in day and another in night. In "easy mode" T600 are hard to kill with conventionnal weapon (that's logical, Terminator are immune to light bullets). Minigun's and heavy AP rifles are very useful (Delta12 is very impressive), I would say even imperative.

But so, what use for hand gun ?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 11, 2018, 01:29:15 am
Bug warning - do not build new 2x2 structures on version 0.28 or it will CTD. A fix for this bug will be released in the next days.

Hello,

I have tested 2 missions, one in day and another in night. In "easy mode" T600 are hard to kill with conventionnal weapon (that's logical, Terminator are immune to light bullets). Minigun's and heavy AP rifles are very useful (Delta12 is very impressive), I would say even imperative.

But so, what use for hand gun ?

I've been too busy implementing other stuff to consider or even test changes to weapons/armors, so I'd love to hear any suggestions you may have :)

There will be a major update where the strategic part will be further developed, including at least 3 terminator tiers: T-500, T-600 and T-800. The starting weapons should be enough to deal easily with the T-500, and hard to kill the T-600.

Terminator weapons should have some sort of self-destruct later on, so you can only get those weapons by raiding Skynet bases, or something similar.

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 11, 2018, 04:58:44 pm
Hi, everybody!

While testing the new aircraft sprites I've corrected, I found a bug related to the Prowler.
This happens in combat vs HKs. First I tought was an error of my new sprite, so I changed it. Then, I've tried to select a new set of missiles (Initially the Prowler was carring AMRAAMs and GAU-2), loading it with Sidewinders an no gun, but remains the same. I checked the openxcom.log, and don't say anything.

I've attached a screenshot of one of the first errors and copy&paste of the last log.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 11, 2018, 08:35:10 pm
Hi, everybody!

While testing the new aircraft sprites I've corrected, I found a bug related to the Prowler.
This happens in combat vs HKs. First I tought was an error of my new sprite, so I changed it. Then, I've tried to select a new set of missiles (Initially the Prowler was carring AMRAAMs and GAU-2), loading it with Sidewinders an no gun, but remains the same. I checked the openxcom.log, and don't say anything.

I've attached a screenshot of one of the first errors and copy&paste of the last log.

I've just fixed it, but did it cause the crash?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 11, 2018, 08:57:20 pm
I've just fixed it, but did it cause the crash?

Yes it is! I have not tried all of the transports yet, but no other fighters or radar planes have this problem, at least I have not found them.

By the way, I'm about to finish the Intelpedia images for the missiles and guns.

if it is not too much trouble, could you send me the corresponding ruleset of the images of Intelpedia and the small icons of the weapons (the green ones)? I'm not very good at editing rulesets and I would like to start testing, to send you the sprites for the next update.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 11, 2018, 09:02:58 pm
if it is not too much trouble, could you send me the corresponding ruleset of the images of Intelpedia and the small icons of the weapons (the green ones)? I'm not very good at editing rulesets and I would like to start testing, to send you the sprites for the next update.

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You can see all the ruleset files in \mods\TechCom\Ruleset\ . The ones you're looking for are extraSprites.rul, ufopedia.rul and craftWeapons.rul
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 11, 2018, 09:14:35 pm
You can see all the ruleset files in \mods\TechCom\Ruleset\ . The ones you're looking for are extraSprites.rul, ufopedia.rul and craftWeapons.rul

Thank you! I didn't knew where to find them.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 12, 2018, 05:08:30 am
Thank you! I didn't knew where to find them.

No problemo ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 12, 2018, 10:18:50 am
Greetings!

This rar includes the corrected sprites of the aircrafts I've already made. If you encounter some weird color or something that need to be rescaled, please let me know.  ;D

Also I included the Intelpedia images for the aircraft weapons. The next step, is to complete the basebits/inticon for the weapons, so we can notice the different missiles/guns in Dogfight. Also I'm working on the interwin (the window in Dogfight where we can see the enemy craft) images for the current HKs. (Actually, I haven't yet searched in which ruleset the interwin are specified, but I suppose that in extraSprites.rul  ???)

Nothing more to say, please enjoy!  :D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 12, 2018, 05:26:48 pm
Greetings!

This rar includes the corrected sprites of the aircrafts I've already made. If you encounter some weird color or something that need to be rescaled, please let me know.  ;D

Also I included the Intelpedia images for the aircraft weapons. The next step, is to complete the basebits/inticon for the weapons, so we can notice the different missiles/guns in Dogfight. Also I'm working on the interwin (the window in Dogfight where we can see the enemy craft) images for the current HKs. (Actually, I haven't yet searched in which ruleset the interwin are specified, but I suppose that in extraSprites.rul  ???)

Nothing more to say, please enjoy!  :D

Cool, just added your sprites and they're looking pretty good, specially the craft weapons. :)

All extra images are added in extraSprites.rul and you assign them to HKs in ufos.rul

There's already an Interwin image for the HK but I didn't use it - it's included in \Resources\Craft\ as hangar.png

One question - the Mohawk reminds me of the Ornithoper in Dune 2. Is that a coincidence?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 12, 2018, 06:22:24 pm
Cool, just added your sprites and they're looking pretty good, specially the craft weapons. :)

I'm glad you like it! I would like to help you will all of the Intelpedia pages, just tell me what to do, and I'll do it. :D

Quote
All extra images are added in extraSprites.rul and you assign them to HKs in ufos.rul

Good, as soon as I complete the interwin images, I'll add them.

Quote
There's already an Interwin image for the HK but I didn't use it - it's included in \Resources\Craft\ as hangar.png

Oh, I tought that was for an hybrid/captured HK. :0

Quote
One question - the Mohawk reminds me of the Ornithoper in Dune 2. Is that a coincidence?

Hahaha no, is not. Dune 2 (and later, Dune 2000), were two of my first games for my PC. Great that you note the reference! ;D

EDIT: It's a bit obvious, but remember that you don't need to fix the palettes anymore, I've learned how to do it by myself. I appreciate your help and patience. ;D

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 12, 2018, 11:07:47 pm
Hahaha no, is not. Dune 2 (and later, Dune 2000), were two of my first games for my PC. Great that you note the reference! ;D

Dune 2 is still one of my favorite games as well :D

It's funny because I've been eyeing the Radar Outpost sprite to use in Tech-Comm's bases and then I noticed the Mohawk ;)

Quote
EDIT: It's a bit obvious, but remember that you don't need to fix the palettes anymore, I've learned how to do it by myself. I appreciate your help and patience. ;D

LOL. I did remember but thanks for the reminder :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 13, 2018, 12:09:24 am
And a little update...

elfrenespartano's updated craft sprites have been added and are looking great, but it will still be a couple of days before I release a new version, but it will contain several major additions, including the whole Earth being playable and the strategic level will definitely look different.

And I've also begun working on the research tree, and here's a little teaser of what's to come.

(https://i.imgur.com/2vzEdpQ.png?1)

These will be Sector comm reports. At start you'll have 1 for each sector, in a total of 23,  that you can research to get tips on the areas more likely to encounter HK activity on the sector.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 13, 2018, 01:03:11 am


And a little update...

efrenespartano's updated craft sprites have been added and are looking great, but it will still be a couple of days before I release a new version, but it will contain several major additions, including the whole Earth being playable and the strategic level will definitely look different.


Did you say a couple of days? Great, then I can complete the remaining sprites, so you can add them to v0.29.

Quote
Here's a little teaser of what's to come.

(https://i.imgur.com/2vzEdpQ.png?1)

These will be Sector comm reports. At start you'll have 1 for each sector, in a total of 23,  that you can research to get tips on the areas more likely to encounter HK activity on the sector.

Awesome! That will be super useful! And will add some backstory about the global effort in the War Against the Machines. I like it.

By the way, what are the red dots in the Geoscape? Cities? Refugee camps?


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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 13, 2018, 01:08:44 am
By the way, what are the red dots in the Geoscape? Cities? Refugee camps?

City ruins, most of them nuked during Judgment Day or devastated afterwards by the fighting against the machines. But the ruins are also very useful for humans and the resistance to hide in them from Skynet.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 13, 2018, 01:13:21 am
City ruins, most of them nuked during Judgment Day or devastated afterwards by the fighting against the machines. But the ruins are also very useful for humans and the resistance to hide in them from Skynet.
Oh, I see. They are any missions in those cities?

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 13, 2018, 12:04:25 pm
Hello there!


I've completed another part of the sprites, this time all of interwin images. Now we can see against what we are fighting!
Includes all of the HKs, even those who aren't implemented yet (T-70x Aerial HKs), and even the HK-Tank.  ;)

I'm rushing to complete the remaining sprites before the update v0.29.  ;D


I've attached a screenshot of two of my dogfights, check the new HKs images (one fighter and one scout, the darker one is an upgraded scout)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 13, 2018, 10:59:09 pm
Oh, I see. They are any missions in those cities?

Yes, Skynet will send missions against targets located on those cities, like civilians or resistance forces.

Hello there!


I've completed another part of the sprites, this time all of interwin images. Now we can see against what we are fighting!
Includes all of the HKs, even those who aren't implemented yet (T-70x Aerial HKs), and even the HK-Tank.  ;)

I'm rushing to complete the remaining sprites before the update v0.29.  ;D

Very nice, now I'd only wish that the sprites on the tactical missions looked the same.

Did you get those images from any particular site?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 13, 2018, 11:05:25 pm
Yes, Skynet will send missions against targets located on those cities, like civilians or resistance forces.
Oh, just like a Terror Site!

Quote
Very nice, now I'd only wish that the sprites on the tactical missions looked the same.

Did you get those images from any particular site?

Negative, I've found them searching on Google "HK Aerial", then I choose the ones I'll need. It was a little more difficult than the crafts of the weapons, 'cause they aren't many HK models.

The models are from T2, T:Salvation, T:SCC and T:Genysis

Why?

EDIT: I've corrected a few Intelpedia images of the craft weapons, I switch them for other ones with better quality. Also, I've started to do the inticon/basebits, I hope to upload them tomorrow.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 14, 2018, 05:59:35 pm
Negative, I've found them searching on Google "HK Aerial", then I choose the ones I'll need. It was a little more difficult than the crafts of the weapons, 'cause they aren't many HK models.

The models are from T2, T:Salvation, T:SCC and T:Genysis

Why?

To properly credit the original authors, and/or if necessary ask for permission to use them in the mod. There are a lot of fan images around the internet and I don't like to steal other people's work.

If your models were based directly on the HKs found in the movies, then it's not necessary ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 14, 2018, 06:21:07 pm
To properly credit the original authors, and/or if necessary ask for permission to use them in the mod. There are a lot of fan images around the internet and I don't like to steal other people's work.

If your models were based directly on the HKs found in the movies, then it's not necessary ;)

Ok, I'll check that.
If necessary, I will do a readme to credit the authors.

EDIT: Actually, Hobbes, you were right. I made a readme with all of the credits I can find. And I found something interesting. One of the guys who made the images I've used, actually work with the team who made Terminator Salvation and Terminator Genisys. He made some artwork, and I like it very much. I think we can use his work (I dunno if we need to ask him first) for the images of the Intelpedia. Even for some HWPs ('Cause they are some art about technicals and jeeps).

http://www.victor-martinez.com/terminator-genisys/ygqgmc4g9uqgsk96v3nq92sim9rdu4

This is the link, please check it out and tell me what do you think.

I've attached a little rar with a new set of Intelpedia images (better quality, of course) and the readme.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 15, 2018, 11:26:38 pm
Ok, I'll check that.
If necessary, I will do a readme to credit the authors.

EDIT: Actually, Hobbes, you were right. I made a readme with all of the credits I can find. And I found something interesting. One of the guys who made the images I've used, actually work with the team who made Terminator Salvation and Terminator Genisys. He made some artwork, and I like it very much. I think we can use his work (I dunno if we need to ask him first) for the images of the Intelpedia. Even for some HWPs ('Cause they are some art about technicals and jeeps).

http://www.victor-martinez.com/terminator-genisys/ygqgmc4g9uqgsk96v3nq92sim9rdu4

This is the link, please check it out and tell me what do you think.

I've attached a little rar with a new set of Intelpedia images (better quality, of course) and the readme.

That site really has some awesome images, thanks for the link.

Just added your more recent images and they're looking pretty good. I've been working to finish the regions, been taking longer than expected but I should release 0.29 in the next days.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 16, 2018, 12:32:44 am


That site really has some awesome images, thanks for the link.

Just added your more recent images and they're looking pretty good. I've been working to finish the regions, been taking longer than expected but I should release 0.29 in the next days.

You're welcome! :)
I will download some of the pics of Victor Martinez and convert them, so you can use them for the Tech-Comm and Skynet pages of the Intelpedia.

And of course, I'll credit him. ;D

With the backgrounds created by MKSheppard and the ones I will made, you can add some pages for backstory both for the Resistance and the Machines. If you like, I can help with some writting too!

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Wolfstarr on March 16, 2018, 01:19:00 am
Been lurking on the forums for a while as job keeping me busy to commit to any further modding :(

As a reminder to any of you budding new (and old) sprite artists, I posted some possible stuff that could be adapted in the resources section a while back.

Hobbes, great work on this so far - come along way since the conceptual stuff I read a while back!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 16, 2018, 02:40:33 am
You're welcome! :)
I will download some of the pics of Victor Martinez and convert them, so you can use them for the Tech-Comm and Skynet pages of the Intelpedia.

And of course, I'll credit him. ;D

With the backgrounds created by MKSheppard and the ones I will made, you can add some pages for backstory both for the Resistance and the Machines. If you like, I can help with some writting too!

Better to ask permission first - likely his answer will be that the images are copyrighted to the Terminator franchise owners since they paid for his work.

I didn't add MKSheppard backgrounds because I have no idea who to credit.

If you'd like to help with writing, what I'd need right now would be for a single paragraph description of each sector to use in their Intelpedia articles.

Been lurking on the forums for a while as job keeping me busy to commit to any further modding :(

As a reminder to any of you budding new (and old) sprite artists, I posted some possible stuff that could be adapted in the resources section a while back.

Hobbes, great work on this so far - come along way since the conceptual stuff I read a while back!

Thanks :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 16, 2018, 04:29:31 am


Better to ask permission first - likely his answer will be that the images are copyrighted to the Terminator franchise owners since they paid for his work.


I understand, first I will contact him and ask him for permission to use his images. I hope he accept, it's artwork would be a great addition to the mod.

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If you'd like to help with writing, what I'd need right now would be for a single paragraph description of each sector to use in their Intelpedia articles.


All right! But to be ready to work, it would be good to be on the same topic as you. Do you have any reference, any doc or story to use it for the background story? I know you based most of this mod in the forum of Christopher Shields, this work is amazing. But, do you have another reference?

This is, to have congruence about what I will write and your general vision of the mod. There is not much information about what happens in the rest of the world. I think some book refers to a version of Russian Skynet, but nothing else.

Haha I mean, I don't want to write "Mexico was busy doing tacos while the rest of the world burn in flames" (Yes, in Mexico we love tacos), because this obviously will go against the lore and the thematic of Tech-Comm.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 16, 2018, 04:45:13 am
All right! But to be ready to work, it would be good to be on the same topic as you. Do you have any reference, any doc or story to use it for the background story? I know you based most of this mod in the forum of Christopher Shields, this work is amazing. But, do you have another reference?

I'm not using any specific reference - I love Christopher Shield's site and his descriptions of the tech, weapons, etc., but I've steered clear of using any of the historical events he describes, and I'm just creating stuff as it is needed, like the Graveyard Airforce.

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This is, to have congruence about what I will write and your general vision of the mod. There is not much information about what happens in the rest of the world. I think some book refers to a version of Russian Skynet, but nothing else.

I have another thing in mind regarding Russian AIs, called 'Death Hand (https://en.wikipedia.org/wiki/Dead_Hand)' or 'Perimeter' system, but this will be a part of the storyline, so it won't be revealed in the sector reports.

I have a lot of ideas about the general universe, but I haven't written them all down. There's some info in the intro (which is currently a visual mess) but tomorrow I'll compile it all in a document and share it with you.

Quote
Haha I mean, I don't want to write "Mexico was busy doing tacos while the rest of the world burn in flames" (Yes, in Mexico we love tacos), because this obviously will go against the lore and the thematic of Tech-Comm.

I like tamales even better ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 16, 2018, 05:17:23 am


I'm not using any specific reference - I love Christopher Shield's site and his descriptions of the tech, weapons, etc., but I've steered clear of using any of the historical events he describes, and I'm just creating stuff as it is needed, like the Graveyard Airforce.

Well, that gives you some creative freedom! That's the good thing about the Terminator saga. The future can be changed. Even you put it in the mod! The save games are "timelines".

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I have another thing in mind regarding Russian AIs, called 'Death Hand (https://en.wikipedia.org/wiki/Dead_Hand)' or 'Perimeter' system, but this will be a part of the storyline, so it won't be revealed in the sector reports.

Hey, that's the name of the fourth difficulty! :D I understand why "Maginot" and "Great Wall", they were impenetrable fortresses. But, why "Astra"? It's any type of AI?

Quote
I have a lot of ideas about the general universe, but I haven't written them all down. There's some info in the intro (which is currently a visual mess) but tomorrow I'll compile it all in a document and share it with you.

THAT will be super useful! Thank you!

Quote
I like tamales even better ;)

Then you will love to be here on Febraury, 2nd. It's the " Day of the Candelaria", when we eat tamales and drink atole all of the day. ;D

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 17, 2018, 06:43:44 am
Just a quick wrap up of the background story so far, taken from the intro and Intelpedia articles:

INTRO

JULY 7TH, 1997 - SKYNET ACTIVATED AT CHEYENNE MOUNTAIN.  STRATEGIC DEFENSE A.I. TAKES COMMAND OF ALL U.S. MILITARY NETWORKS AND STRATEGIC ASSETS.
JULY 9TH, 1997 - SKYNET BECOMES SELF-AWARE AND DECIDES TO TERMINATE ALL HUMANS. A.I. LAUNCHES GLOBAL NUCLEAR ATTACK AGAINST RUSSIA WHO FIRES ITS OWN MISSILES IN RESPONSE.
HUNDREDS OF MILLIONS DIE IN THE ATOMIC EXCHANGE AND IN THE NUCLEAR WINTER THAT FOLLOWS.  SURVIVORS CALL IT 'JUDGMENT DAY'.
STRIFE, HUNGER, WARFARE AND DISEASE FOLLOWED, FURTHER DECIMATING THE SURVIVORS. CIVILIZATION DESCENDED INTO TRIBALISM AS NATIONS DISSOLVED AND GROUPS AND INDIVIDUALS FOUGHT FOR THE REMAINING RESOURCES.
WHILE IN THE SHADOWS, SKYNET WATCHED AND PREPARED ITS NEXT STEPS.  USING THE STILL INTACT RESOURCES UNDER ITS CONTROL, SKYNET DEVELOPED ARMIES OF AERIAL HUNTER-KILLERS AND GROUND TERMINATORS TO WIPE-OUT HUMANITY FROM THE FACE OF EARTH.
AS SKYNET'S INTENTIONS BECOME CLEAR, THE REMAINING HUMANS ORGANIZED A WORLDWIDE RESISTANCE AGAINST SKYNET TO DEFEND AGAINST MACHINE ATTACKS.

Tech-Comm
"Tech-comm units were initially deployed by the resistance groups as a way to gather intel from the machines'  communications and how to use their own technology to defeat Skynet.  After Cheyenne Mountain, the resistance leaders were painful aware of the need to centralize tech-comm efforts to neutralize the Skynet's strategic advantage. Tech-comm units are usually deployed to recover any technology and communications useful to the resistance, usually while supporting other human fighters in the field.
The need for a centralized Tech-Comm effort was made clear as a result of the battle of Cheyenne Mountain in 2025. Hoping to break the strategic stalemate, the resistance leaders devised a plan to strike at Skynet's command center and eliminate its core to neutralize the A.I. But Skynet had long planned against such a move and had moved its core to a secret location, while using the Cheyenne Mountain complex to lure the resistance forces into a trap. While the battle ended as a tactical victory due to the heroism displayed by several units, it allowed Skynet to retake the strategic advantage because the human and material losses suffered were irreplaceable for the resistance.
Recognizing the intelligence failures that led to the Cheyenne Mountain debacle, the resistance leaders decided to combine their tech-comm efforts into creating an elite unit charged with countering the machines' plans and defeating Skynet."

Graveyard Airforce
"After Judgment Day, the great airforces of the world powers were lost, either during the initial nuclear exchanges or in the subsequent machine attacks that disabled the remaining military forces and allowed Skynet to gain air superiority throughout the world.
Once the Resistance came together, the destruction of nearly all industry and infrastructure forced its technicians to scavenge the landscape looking for the aircraft that had barely survived: retired models, training/civilian planes and experimental prototypes.  Such a graveyard airforce would be dismissed by the now dead pre-Judgment Day generals, but under the Resistance it has become a powerful tool against Skynet's aerial Hunter-Killers, and a graveyard for many of its pilots.
While the Resistance has been able to build individual aircraft on its workshops based on recovered blueprints, it is impossible for them to properly support Tech-Comm's needs on this matter - to get additional planes we'll have to resort to the scrapyard, as always."

And this is what I've written so far about the background story. The timeline is set around the first movie, before the first terminator is sent. So far I haven't mentioned John Connor at all because of my plans on how the story will progress.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 17, 2018, 05:02:03 pm



And this is what I've written so far about the background story. The timeline is set around the first movie, before the first terminator is sent. So far I haven't mentioned John Connor at all because of my plans on how the story will progress.

Great! Now I have some idea to how is going the story. If you have any other idea, please let me know.

I'm a bit curious. What happen in Cheyenne Mountain? A large assault? A Resistance counterattack? When? Is it a turning point?

I was thinking about using some elements from Terminator Salvation (eg: Connor being a commander at this moment instead the all-mighty savior of the humanity, the radio signal to shut-down Skynet, the Submarine HQ of the Resistance leaders, Connor encouraging other Resistance fighters by radio, etc). But only elements, because the Salvation timeline is set from 2003, not from 1997.

Aslo, about the sector descriptions, I was thinking that the nuclear-capable countries were more punished than the others, meaning that Western Europe, USA, India, Pakistan, China, etc, will have more Skynet presence than Latin America, Africa, central Asia. This applies too with military power, as Skynet will have more troops on powerful countries. Skynet will focus more on USA than in Mexico. This, of course, means that will be easier to start in those countries.

Do you have any map of the Skynet-controlled areas of the world? So I can write the actual locations for the Sector intel.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 17, 2018, 06:10:27 pm
I'm a bit curious. What happen in Cheyenne Mountain? A large assault? A Resistance counterattack? When? Is it a turning point?

The resistance gathered its best forces to assault the complex and destroy the Skynet core. Skynet detected the preparations and set a trap. When the resistance broke through the perimeter, the machines deployed a large force and counterattacked, catching the resistance forces between a hammer and an anvil. The resistance was able to hold off the counterattackers until Cheyenne Mountain was secured but at a great cost. It is a bit similar to the radio signal to shutdown Skynet on T4.

Quote
I was thinking about using some elements from Terminator Salvation (eg: Connor being a commander at this moment instead the all-mighty savior of the humanity, the radio signal to shut-down Skynet, the Submarine HQ of the Resistance leaders, Connor encouraging other Resistance fighters by radio, etc). But only elements, because the Salvation timeline is set from 2003, not from 1997.

I'm not thinking of adding John Connor to the ingame text to keep his role open for the player to decide: if he will be available for combat missions or if the player is assuming his role as commander. And this is also related to my plans to the final mission: after the Resistance discovers the new location of the Skynet Core and successfully assaults it, they'll learn that Skynet developed time travel as a failsafe measure and will have to recover the time travel device. Once the device is secured, then it can be used to send a single unarmed soldier to 1984 to defeat the first terminator, which was sent by Skynet to change the past and assure its victory. This 1 vs 1 fight will be the final mission.

The logic here is more or less described on this site (http://www.mjyoung.net/time/terminat.html):
* At the beginning there was a rebel leader who defeats Skynet
* Skynet sends a terminator to the past to kill the mother and prevent the leader from being born
* The rebel leader sends a random soldier back in time to protect his mother, who has not yet met the original father of his child
* The soldier becomes the leader's father

On T1 it is implied (through Connor giving Reese his mother's picture) that Connor already knows that Reese will be his father. Here it is implied that Connor, or the resistance leader involved, is not aware that the soldier will become his father (and by sending him, it will start the series of events of the terminator movies.

Following this logic, the leader in 2027 does not grow up with the knowledge about Skynet and Judgment Day, so he does not have yet the messianic aura of John Connor, who seems to know everything about the machines. He/she is a born leader and fighter and will be responsible for the final defeat of the machines but he/she doesn't play the role yet that Connor did.

Quote
Aslo, about the sector descriptions, I was thinking that the nuclear-capable countries were more punished than the others, meaning that Western Europe, USA, India, Pakistan, China, etc, will have more Skynet presence than Latin America, Africa, central Asia. This applies too with military power, as Skynet will have more troops on powerful countries. Skynet will focus more on USA than in Mexico. This, of course, means that will be easier to start in those countries.

It's fair to assume that those areas would be hit hardest during Judgment Day but also remember that 30 years have passed since 1997 and for gameplay proposes Skynet will divide its activities more or less evenly throughout the rest of the world (with the exception of Antarctica and the Arctic, which will be relatively 'safe' for resistance bases, but there won't be much missions available on those areas).

At a certain point in design I considered placing the Skynet Core on North America right on Cheyenne Mountain and fortify the region so that the player would need to get some proper defense tech before placing any bases there (they'd be destroyed in a matter of days/weeks in retaliation attacks). I dropped this idea because it made everything more predictable and not knowing the location of the Core will be a challenge when placing bases.

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Do you have any map of the Skynet-controlled areas of the world? So I can write the actual locations for the Sector intel.

Not yet for all regions, this is what I've been working in the past week, to finish the regional settings that determine where the Skynet bases can be placed. But the specific intel you get from each sector will vary and will be determined randomly for each game. Each report will be

Generic sector description (common to all reports for each sector)
"The US was heavily devastated during Judgment Day and afterwards by Skynet's expansion during the first decade of the war.  The battle at Cheyenne Mountain severely damaged the machines' presence in this sector but it also came at great cost for the resistance groups operating in the area."

Specific intel (will vary each game)
*Skynet st*ll retain* a p**sence****the Gulf states and Central Texas **COMM LOST**
*Resistance fighters report HK activity near Los Angeles
*Etc.

What I'd be interested at this point would be for you to write just a paragraph for each generic sector descriptions. And then, when I finish the regions will be a matter of using that template to create the different reports for each sector.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 17, 2018, 09:19:10 pm


The resistance gathered its best forces to assault the complex and destroy the Skynet core. Skynet detected the preparations and set a trap. When the resistance broke through the perimeter, the machines deployed a large force and counterattacked, catching the resistance forces between a hammer and an anvil. The resistance was able to hold off the counterattackers until Cheyenne Mountain was secured but at a great cost. It is a bit similar to the radio signal to shutdown Skynet on T4.


Hey, that's a great idea! And sets a great backstory.

I was about to suggest you to add a modified caucasic male soldier with the rank of colonel named "John Connor" who would appear in every name. But I like your idea way much. Gives a huge replay to the mod.

Quote
At a certain point in design I considered placing the Skynet Core on North America right on Cheyenne Mountain and fortify the region so that the player would need to get some proper defense tech before placing any bases there (they'd be destroyed in a matter of days/weeks in retaliation attacks). I dropped this idea because it made everything more predictable and not knowing the location of the Core will be a challenge when placing bases.

Well, as you say, the Resistance already have beaten Skynet in Cheyenne Mountains so it has sense that the new Core will be hidden in another place.

Quote
What I'd be interested at this point would be for you to write just a paragraph for each generic sector descriptions. And then, when I finish the regions will be a matter of using that template to create the different reports for each sector.

Yes, now I undestand what I need to do. I was a bit confused about what exactly you want to write. But now I know. :D



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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 18, 2018, 08:31:31 am
Better to ask permission first - likely his answer will be that the images are copyrighted to the Terminator franchise owners since they paid for his work.


Hobbes, you were right again.  :'(

I contact him, he's such a nice guy. But he cannot allow me to use his work. :(

Hello and thank you for the compliments. Unfortunately, all work I did for “Terminator Salvation” and “Terminator Genysis” are copyrighted by the movie studios that produced those films. I wish I could give you permission to use the actual artwork, but I’m afraid it would be a violation of their copyrights. You are welcome to use it a reference for your own work, but any reproduction or exhibition of the work would need approval of the production company. My apologies.

How I can contact the production? :(

Well, I have to look somewhere else.  :'(
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: davide on March 18, 2018, 10:36:32 am
Hi Master,

I found some links

https://www.thegamer.com/the-8-best-and-7-worst-terminator-games/ (https://www.thegamer.com/the-8-best-and-7-worst-terminator-games/)

http://game-oldies.com/play-online/terminator-3-rise-of-the-machines-nintendo-game-boy-advance (http://game-oldies.com/play-online/terminator-3-rise-of-the-machines-nintendo-game-boy-advance)

I am waiting to play an other beautiful mod 8)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 18, 2018, 01:16:03 pm
How I can contact the production? :(

OK, do not try to contact them or you'll risk them shutting us down :)

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 18, 2018, 01:33:35 pm
OK, do not try to contact them or you'll risk them shutting us down :)

Don't get alarmed, I wasn't want to try it anyway.  ;D I found a lot of scenes from the movies and some fan art, so isn't a problem.

By the way, I have some advance in the sector generic reports, please check them and tell me what do you think. :)

Sector Greenland

Being such an inhospitable place, there is little information of armed groups operating in Greenland. The biggest find yet was finding aircraft and operational weapons at the almost intact Thule Air Base, being of help for the global effort of the Resistance.

Sector Canada

Canada, because of its closeness to USA, was also badly hit on Judgment Day. The victory at Cheyenne Mountain also helped the Canadian resistance by smoothing Skynet's attacks. They are concentrated primarily in Edmonton and the outskirts of Vancouver.

Sector USA

Sector Mexico

Mexico and Central America were almost ignored during the Judgment Day, but with Skynet's general offensive at the beginning of the war, a nuclear bomb destroyed Mexico City, due being such a populated city. Mexican guerrilla groups fight deep in the Central American jungle.

Sector Brazil

As happened with Mexico City, Rio de Janeiro was erased from the map due to its large number of inhabitants. Since the beginning of the war, the Brazilian resistance fights in the Amazon, which has caused Skynet to constantly defoliate complete hectares to eliminate their refuges.

Sector South America

Buenos Aires was another city destroyed by the Skynet bombs. The fighters of the Resistance of Chile, Argentina and Uruguay are scattered between the Atacama Desert and the almost dry Río de la Plata. Recently there was an offensive against a Skynet base with some of the last tanks in the world, in Patagonia. The result is unknown.

Sector Western Europe

Like many nuclear capable countries, the countries of Western Europe suffered hard on the Judgement Day. Currently, the main groups of the Resistance operate in the Alps, in the Black Forest in Germany and in the north of Great Britain, doing guerrilla in areas where Skynet can't attack with their HK-Tanks.

Sector Eastern Europe

Being one of the first targets of the Skynet attack, Russia and its neighboring countries were practically in ruins on J-Day. We have reports of scattered Resistance groups fighting in Karelian forests, near Moscow and recently secured an oil reserve in the Caucasus.

Sector Middle East

By nuking Iran's nuclear reserves at the beginning of the war, the Middle East is almost devoid of life. There are reports of rebel groups operating in the Iraqi deserts and in the Sinai.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 18, 2018, 02:53:33 pm
Sector Greenland

Being such an inhospitable place, there is little information of armed groups operating in Greenland. The biggest find yet was finding aircraft and operational weapons at the almost intact Thule Air Base, being of help for the global effort of the Resistance.

Sector Canada

Canada, because of its closeness to USA, was also badly hit on Judgment Day. The victory at Cheyenne Mountain also helped the Canadian resistance by smoothing Skynet's attacks. They are concentrated primarily in Edmonton and the outskirts of Vancouver.

Sector USA

Sector Mexico

Mexico and Central America were almost ignored during the Judgment Day, but with Skynet's general offensive at the beginning of the war, a nuclear bomb destroyed Mexico City, due being such a populated city. Mexican guerrilla groups fight deep in the Central American jungle.

Sector Brazil

As happened with Mexico City, Rio de Janeiro was erased from the map due to its large number of inhabitants. Since the beginning of the war, the Brazilian resistance fights in the Amazon, which has caused Skynet to constantly defoliate complete hectares to eliminate their refuges.

Sector South America

Buenos Aires was another city destroyed by the Skynet bombs. The fighters of the Resistance of Chile, Argentina and Uruguay are scattered between the Atacama Desert and the almost dry Río de la Plata. Recently there was an offensive against a Skynet base with some of the last tanks in the world, in Patagonia. The result is unknown.

Sector Western Europe

Like many nuclear capable countries, the countries of Western Europe suffered hard on the Judgement Day. Currently, the main groups of the Resistance operate in the Alps, in the Black Forest in Germany and in the north of Great Britain, doing guerrilla in areas where Skynet can't attack with their HK-Tanks.

Sector Eastern Europe

Being one of the first targets of the Skynet attack, Russia and its neighboring countries were practically in ruins on J-Day. We have reports of scattered Resistance groups fighting in Karelian forests, near Moscow and recently secured an oil reserve in the Caucasus.

Sector Middle East

By nuking Iran's nuclear reserves at the beginning of the war, the Middle East is almost devoid of life. There are reports of rebel groups operating in the Iraqi deserts and in the Sinai.

I like them! :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: niculinux on March 18, 2018, 03:34:57 pm
Hello there!! jus downloaded 0.28 with lates meridian's 3.10a OXEC+ on win 10, fire up the whle thin, just expanding a build base in central US and all of a sudden game segfaults  :'( :'(

log is somewhat lachonic:

Code: [Select]
[FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[FATAL] Unfortunately, no stack trace information is available

edit: buildings that caused the crash  were the bigger ones (4x4), aside those aalrady present when base was creted.

edit 2: the frag grenade in the inventory is a big taller, realy nice job on hese sprites! But actually in real world the m4 is more powerful than the ak because of the bigger caliber of the former; and has less round per clips (20) in comparison to the russian AR(30) so i think this might carryed in the game
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 18, 2018, 04:30:52 pm
Hello there!! jus downloaded 0.28 with lates meridian's 3.10a OXEC+ on win 10, fire up the whle thin, just expanding a build base in central US and all of a sudden game segfaults  :'( :'

edit: buildings that caused the crash  were the bigger ones (4x4), aside those aalrady present when base was creted.

Yeah, that bug has been already fixed but I'm still finishing the Geoscape until I release the next version. Just don't build any 2x2 buildings and you'll be fine.

Quote
But actually the m4 is more powerful than the ak because of the bigger caliber of the former.

AK-47 caliber is 7.62, M4 caliber is 5.56

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: niculinux on March 18, 2018, 04:33:37 pm
AK-47 caliber is 7.62, M4 caliber is 5.56

Probably AK-74 introduced that, early AK-47 had 5.45mm; ok better check wikipedia then! :-[ :P
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 18, 2018, 04:37:26 pm
Probably AK-74 introduced that, early AK-47 had 5.45mm; ok better check wikipedia then! :-[ :P

AK-47 always had 7.62mm, AK-74 switched to 5.45
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: efrenespartano on March 18, 2018, 06:20:13 pm


I like them! :)

Great! I'll finish the rest tonight. Slow and steady, I'm about to finish the inticon/basebits of the craft weapons too. :)

I've been busy, that's why I work the most on weekends. :/

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.28
Post by: Hobbes on March 19, 2018, 02:46:19 am
Hi Master,

I found some links

https://www.thegamer.com/the-8-best-and-7-worst-terminator-games/ (https://www.thegamer.com/the-8-best-and-7-worst-terminator-games/)

http://game-oldies.com/play-online/terminator-3-rise-of-the-machines-nintendo-game-boy-advance (http://game-oldies.com/play-online/terminator-3-rise-of-the-machines-nintendo-game-boy-advance)

I am waiting to play an other beautiful mod 8)

Thank you, nice to see all the existing terminator games

It will take a while until we get to beta but we'll get there :)


Great! I'll finish the rest tonight. Slow and steady, I'm about to finish the inticon/basebits of the craft weapons too. :)

I've been busy, that's why I work the most on weekends. :/

No problemo. I've been busy myself with real life lately :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 20, 2018, 08:16:46 pm
Tech-Comm Alpha updated to v0.29 - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

The Terminator music has been moved a separate download - you can get it here (http://www.mediafire.com/file/p176ucppan9i3ad/TechCom%20Music.zip). Just extract the zipped file to \Documents\OpenXCom\Mods\

Change Log for v0.29
* Added buy/sale prices to rocket launchers
* Fixed bug responsible for crash when placing new 2x2 facilities
* Geoscape borders adjusted
* Changed starting soldiers to 25 and removed advanced ammo from starting Osprey
* Added requirements to advanced facilities and weapons
* Fixed bug with Prowler craft weapons
* Added more craft sprites by efrenespartano (and more to come)
* All major continents are now minimally playable, with the exception of Arctic/Antarctica (will come later)
* Skynet missionScript changed to take into account the entire world
* All Skynet missions/HKs/sites now don't generate negative points, making it impossible to lose the game through score (it's temporary, will be changed in the future)
* More Intelpedia articles
* More original strings converted
* Skynet terminator weapons now require research before use
* Removed music files, they're now available as a separate download
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 20, 2018, 10:50:15 pm
Tech-Comm Alpha updated to v0.29 -

Great! A new update always makes me happy.  :D

Quote
Change Log for v0.29

* Fixed bug responsible for crash when placing new 2x2 facilities

Yes, fixed!

Quote
* Added buy/sale prices to rocket launchers

The rocket laucher crashes, aparantly this is caused by STR_SMALL_ROCKET not found.

Quote
* Changed starting soldiers to 25 and removed advanced ammo from starting Osprey
* Added requirements to advanced facilities and weapons

Yes, yes, I like this too.

Quote
* Fixed bug with Prowler craft weapons
* Added more craft sprites by elfrenespartano (and more to come)

The Prowler it's still crashing. :(
Hahaha by the way, I'm efrenespartano, because my name is Efren.  ;D ;D ;D
And yes, i have many new sprites to add in the new updates.  :D

Quote
* Geoscape borders adjusted
* All major continents are now minimally playable, with the exception of Arctic/Antarctica (will come later)
* Skynet missionScript changed to take into account the entire world

I've tried Western Europe, Siberia, Japan, Brazil and South Africa. All of they work! At least, in all of that countries I found HKs who tried (and failed) to shoot my crafts. AWESOME!
The machine hunt has become global.  8)

Quote
* More Intelpedia articles

I'm working in backgrounds for this new Intelpedia articles.  ;)


Quote
* Removed music files, they're now available as a separate download

Great, now we have a smaller download!

I liked the new update, it was worth the wait time. The mod is on the right way, Hobbes. It's an honor to be part of this project.  :D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 21, 2018, 01:28:52 am
The rocket laucher crashes, aparantly this is caused by STR_SMALL_ROCKET not found.

Just uploaded a new version that fixes this

Quote
The Prowler it's still crashing. :(

And now this is fixed, it had the wrong dogfight image assigned. I had fixed something else regarding the weapons carried.

Quote
Hahaha by the way, I'm efrenespartano, because my name is Efren.  ;D ;D ;D

Sorry man! Fixed

Quote
I've tried Western Europe, Siberia, Japan, Brazil and South Africa. All of they work! At least, in all of that countries I found HKs who tried (and failed) to shoot my crafts. AWESOME!

Good thing you didn't try the Middle East or Indonesia ;)

The strategic layer has definitely changed a bit.

I'll update the Tips post later with some important info about the resistance missions - the red/cyan marked ones last for 30 days, for instance, so that it's possible to build a base nearby to get to those sites.

Quote
I'm working in backgrounds for this new Intelpedia articles.  ;)

Nice!

Quote
I liked the new update, it was worth the wait time. The mod is on the right way, Hobbes. It's an honor to be part of this project.  :D

Glad to have you aboard :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 21, 2018, 08:53:45 pm

And now this is fixed, it had the wrong dogfight image assigned. I had fixed something else regarding the weapons carried.

Oh, I didn't even imagine that! :0

Quote
Sorry man! Fixed

Haha no problema. :D

Quote
Good thing you didn't try the Middle East or Indonesia ;)


I'll update the Tips post later with some important info about the resistance missions - the red/cyan marked ones last for 30 days, for instance, so that it's possible to build a base nearby to get to those sites.

Hahaha no, not even Skynet dares to settle there. They would face retalation missions every day.  :o ;D

---------------------------------------------------
I've just finished the generic sector reports. I researched military bases and stuff like that to add realism to the reports, hope you like them. If they are too abundant or you would like to change something, feel free to do it. :)

WARNING: Spoilers in attached file, read with caution.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 22, 2018, 02:52:01 am
I've just finished the generic sector reports. I researched military bases and stuff like that to add realism to the reports, hope you like them. If they are too abundant or you would like to change something, feel free to do it. :)

Just had a read and I'm impressed by your writing work. It will later have to be slightly adapted to the final mission structure but I won't change anything more than correcting typos and such. :)

The sector reports are unlocked through research, and for each sector there will be 5-6 reports, each revealing one or more possible locations for Skynet bases. There will be some sort of a limit on the number for reports for each individual sector that a player can get in a campaign though.

And I'll also implement another type of reports, that when researched will unlock missions at specific sites (to recover weapons, intel, craft, etc.), like you hint on your descriptions.

Question: would you be interested in seeing the actual possible locations for Skynet bases on Geoscape, or would that be too much spoilers for you?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 22, 2018, 04:55:30 am
Just had a read and I'm impressed by your writing work. It will later have to be slightly adapted to the final mission structure but I won't change anything more than correcting typos and such. :)

Thank you so much! I really care for the story. I don't know how to code, but I know how to write. :D
Haha sorry for the bad english, i'm a spanish-speaking. Almost everything is writted by myself, that's why some words are incorrect.

Quote
The sector reports are unlocked through research, and for each sector there will be 5-6 reports, each revealing one or more possible locations for Skynet bases. There will be some sort of a limit on the number for reports for each individual sector that a player can get in a campaign though.


I agree with this idea.  Adds some replay to the mod. :)

Quote
And I'll also implement another type of reports, that when researched will unlock missions at specific sites (to recover weapons, intel, craft, etc.), like you hint on your descriptions.

Sounds great! If you want, I can write them too.

Quote
Question: would you be interested in seeing the actual possible locations for Skynet bases on Geoscape, or would that be too much spoilers for you?


Yes, I would like to help you writing some of the especific reports for each sector, based on the possible locations. I know that will be a little predictable if you already know where the Skynet HQ is located in the Urals, per example. But to make this congruent, the Resistance has many years watching some bases, so they already know where the enemy is.

Don't worry about me for the spoilers, I don't care much about them. I still enjoy the mod, even if I know how it works. ;D


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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 22, 2018, 07:58:15 am
While reviewing the document that I attached in the morning, I noticed that it was the first version I had made. I added to this post the updated version, it includes a couple of corrections in some sectors and information from sector 21, Antarctica.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 22, 2018, 05:32:25 pm
While reviewing the document that I attached in the morning, I noticed that it was the first version I had made. I added to this post the updated version, it includes a couple of corrections in some sectors and information from sector 21, Antarctica.

Thanks!

Over the next days I'm going to use this to do some design/implementation work on research/missions.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 22, 2018, 05:55:21 pm


Thanks!

Over the next days I'm going to use this to do some design/implementation work on research/missions.

You're welcome!

I was thinking about what use to give to all the images I have collected for use in Intelpedia. I'm making a list to assign an image to each report.

For example, for the Tech-Comm report is a picture of the Future War scene from T2 of John Connor and the minigunner by his side.

At first I considered using post apocalyptic photos of cities for the backgrounds of the sector reports, but I did not find many, I'm better taking screenshots of the Geoscape regions. But I have some very good photos of Moscow, Tokyo, New York and Berlin destroyed. Do you think we can give them some use?

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 22, 2018, 06:38:24 pm
At first I considered using post apocalyptic photos of cities for the backgrounds of the sector reports, but I did not find many, I'm better taking screenshots of the Geoscape regions. But I have some very good photos of Moscow, Tokyo, New York and Berlin destroyed. Do you think we can give them some use?

Before I edited the post about the debug mode, I had written that because of the specialized part of the reports I'd like to use Geoscape images of the regions, with terminator markers to show the areas where possible bases can be found. It's more useful to the player this way than mentioning cities/locations in Siberia/Indonesia/Africa that no one has ever heard about.

As for the photos of Moscow/etc., those can definitely be used somewhere. One good reference to have an idea of the background images that will be required is this: https://www.ufopaedia.org/index.php/BACK01.SCR-BACK17.SCR

It shows the background images used on the original game: BACK06 to BACK11 don't need to be replaced right now, but all the other ones will need their own Terminator image (some already have something)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 22, 2018, 07:34:55 pm
Before I edited the post about the debug mode, I had written that because of the specialized part of the reports I'd like to use Geoscape images of the regions, with terminator markers to show the areas where possible bases can be found. It's more useful to the player this way than mentioning cities/locations in Siberia/Indonesia/Africa that no one has ever heard about.

Yes, you are right. I didn't even knew about Yekaterinburg haha.

Are you going to make different pages of the Intelpedia for the specialized reports?

Quote
As for the photos of Moscow/etc., those can definitely be used somewhere. One good reference to have an idea of the background images that will be required is this: https://www.ufopaedia.org/index.php/BACK01.SCR-BACK17.SCR

It shows the background images used on the original game: BACK06 to BACK11 don't need to be replaced right now, but all the other ones will need their own Terminator image (some already have something)

Yes, I'll check them and remplace them with a proper image. :)

EDIT: BACK11.SCR is used for all of the UFO Research pages. My idea is use a single different image for every entry, could be this possible? Or I need to use a single image for all of them?

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 22, 2018, 08:27:26 pm
Are you going to make different pages of the Intelpedia for the specialized reports?

Do you mean the page layout? If so, at the current time I'm simply using the existing layouts (BACK06 to BACK11) since I'm not sure if it possible to add new ones.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 22, 2018, 08:34:57 pm
Do you mean the page layout? If so, at the current time I'm simply using the existing layouts (BACK06 to BACK11) since I'm not sure if it possible to add new ones.
No, I did not really mean that. I'm talking about of the image that you uploaded the other day, the Report of Sector 02, the generic information and below the tactical information of the location of the HKs. My question is about whether you will separate the generic reports from the specific ones in different pages or they will be separated (which you say will be unique for each game)

Enviado desde mi Blade A510 mediante Tapatalk

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 22, 2018, 08:43:30 pm
No, I did not really mean that. I'm talking about of the image that you uploaded the other day, the Report of Sector 02, the generic information and below the tactical information of the location of the HKs. My question is about whether you will separate the generic reports from the specific ones in different pages or they will be separated (which you say will be unique for each game)

Good question.

My current idea is to only have the specific sector reports, which consist of generic information (the descriptions you already wrote) and the specialized part (location of bases). They'd shown up in the Intelpedia like:
* Sector 00 Report A
* Sector 00 Report B
* Sector 00 Report C
etc.

But, since we're merely using images to display the location of bases, then it might make more sense to have a general report (description + sector image) and then the specialized ones (just images showing the possible locations for bases).

Which would make more sense to you?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 22, 2018, 09:00:56 pm



But, since we're merely using images to display the location of bases, then it might make more sense to have a general report (description + sector image) and then the specialized ones (just images showing the possible locations for bases).

Which would make more sense to you?

But, all in different pages, right?

Actually, I like the second idea, it makes sense. Thus, we will not overload text on a single page and the specific reports can be even more detailed. It is important that they are clear to the player.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 22, 2018, 09:28:22 pm

But, all in different pages, right?

Actually, I like the second idea, it makes sense. Thus, we will not overload text on a single page and the specific reports can be even more detailed. It is important that they are clear to the player.

Yes, all in different pages

I'm gonna need to finish the missionZones first before the specialized reports can be done. More patchwork!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 23, 2018, 12:05:13 pm
Good morning to all!

I spent the night assigning images to the Intelpedia. I still do not convert them to the palettes of the game, first I wanted to organize all the images for all the reports so far. I'm tired, but happy.  :) I found an interesting page about the patch that Tech-Comm uses in Terminator Salvation.

The page is in Spanish and is not official. But the logo caught my attention. Do you think we can give it some use, Hobbes?

"A double red helix that symbolizes the human DNA, and a golden sword that symbolizes that Tech-Com is the armed arm of humanity, it's only defense against Skynet."
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 23, 2018, 02:52:15 pm
Have you noticed this symbol on the Tech-Comm bases during tactical missions?

I took it from the Terminator Wikia - they don't give it a source but I figured it was better than nothing :D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 23, 2018, 03:34:18 pm


Have you noticed this symbol on the Tech-Comm bases during tactical missions?

I took it from the Terminator Wikia - they don't give it a source but I figured it was better than nothing :D

Hey! I've seen them! Haha I thought they were just my imagination.

I'm thinking about to use the Tech-Comm logo in some images, mostly Sector Reports, even the craft weapons pages. What do you think?

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 24, 2018, 12:36:51 am
Good morning to all!

I spent the night assigning images to the Intelpedia. I still do not convert them to the palettes of the game, first I wanted to organize all the images for all the reports so far. I'm tired, but happy.  :) I found an interesting page about the patch that Tech-Comm uses in Terminator Salvation.

The page is in Spanish and is not official. But the logo caught my attention. Do you think we can give it some use, Hobbes?

"A double red helix that symbolizes the human DNA, and a golden sword that symbolizes that Tech-Com is the armed arm of humanity, it's only defense against Skynet."

I just made a search and that insignia is actually from Terminator: Salvation:

https://www.overthinkingit.com/2009/02/13/unpacking-christian-bales-armband-the-resistance-logo-from-terminator-salvation/

So yeah, let's use it and abuse it :D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 24, 2018, 02:29:26 am
I just made a search and that insignia is actually from Terminator: Salvation:

https://www.overthinkingit.com/2009/02/13/unpacking-christian-bales-armband-the-resistance-logo-from-terminator-salvation/

So yeah, let's use it and abuse it :D

That was a nice reading!

Great, I'm going to add the logo to all of the images I have, to check if they look good. And if they do, add them everywhere!

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 24, 2018, 09:25:20 pm
Great, I'm going to add the logo to all of the images I have, to check if they look good. And if they do, add them everywhere!

It might be a good idea to have two insignias then: one for Resistance pages, another for Skynet pages
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 24, 2018, 09:41:02 pm
It might be a good idea to have two insignias then: one for Resistance pages, another for Skynet pages
Great idea! I'm working in a few examples for Intelpedia pages with the logo, both for Tech-Comm and Skynet. I'm going to upload them later in the day. :D

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 25, 2018, 11:39:26 am
Hi. everyone!

These are the examples that I commented in the afternoon. An apology for not uploading them, I had to leave my house for a family commitment and I just came back.

Regarding the Skynet insignia, I'm very satisfied. But regarding the Tech-Comm insignia, I have some doubts.

To differentiate them, I named them "Logo 1" and "Logo 2". I, in particular, prefer Logo 1, it seems more detailed, but I don't know if you prefer Logo 2.

In the image of the Intelpedia of the HARM missile, I could not decide where to put the insignia. I particularly prefer position 2, what do you think?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 25, 2018, 05:11:33 pm
Regarding the Skynet insignia, I'm very satisfied. But regarding the Tech-Comm insignia, I have some doubts.

On the Skynet insignia try removing the lettering below 'SKYNET' - it looks too small to be easily read

Quote
To differentiate them, I named them "Logo 1" and "Logo 2". I, in particular, prefer Logo 1, it seems more detailed, but I don't know if you prefer Logo 2.

The issue with the extra detail is that the logo will be used in a variety of sizes (for it to appear on Tech-Comm bases it will have to be 30x20 pixels, so a lot of detail will be lost) and all the images should have a consistency on detail (they should look about the same).

Can you post both logos? I'll try enhancing the images a bit.

Quote
In the image of the Intelpedia of the HARM missile, I could not decide where to put the insignia. I particularly prefer position 2, what do you think?

The positions are an issue, because they require adding an additional image to the UFOPaedia article - something which I don't think it's possible to do it through the rulesets. How I was thinking of doing it would be to add the logo to one of the corners of the weapon/craft image.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 25, 2018, 05:34:41 pm
On the Skynet insignia try removing the lettering below 'SKYNET' - it looks too small to be easily read

Esta bien! I will do it right now.

Quote
The issue with the extra detail is that the logo will be used in a variety of sizes (for it to appear on Tech-Comm bases it will have to be 30x20 pixels, so a lot of detail will be lost) and all the images should have a consistency on detail (they should look about the same).

Can you post both logos? I'll try enhancing the images a bit.

I add them.

Quote
The positions are an issue, because they require adding an additional image to the UFOPaedia article - something which I don't think it's possible to do it through the rulesets. How I was thinking of doing it would be to add the logo to one of the corners of the weapon/craft image.

In fact, I thought about doing it "manually", without using any ruleset parameter. I considered that in "position 2" it was fine, because it did not obstruct any text or other image. I'm working on what you asked me, I'll upload a couple of tests in a few minutes.

Regarding background images, I'm in trouble. I've been struggling with the palettes for a couple of hours, they're totally ruined and I do not know how to repair it. I used the palette that I have of Geoscape, some look good, but others look terrible. Could you help me?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 25, 2018, 06:07:13 pm
I just finished a new version of the example Intelpedia images. I reduced the size of the badges and added a new version of "Logo 2", because the original had an ugly white spot.

What do you think about the position of the insignias?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 25, 2018, 06:44:01 pm
Regarding background images, I'm in trouble. I've been struggling with the palettes for a couple of hours, they're totally ruined and I do not know how to repair it. I used the palette that I have of Geoscape, some look good, but others look terrible. Could you help me?

Some of the images should use Basescape palette, others UFOPaedia palette - it all depends on where the images are displayed ingame. Try using those 2 palettes instead of the Geoscape one.

Converting existing images to the palettes through Grafx2 sometimes works, other times Grafx2 doesn't have enough colors on the xcom palettes to properly reproduce the existing colors.

I just finished a new version of the example Intelpedia images. I reduced the size of the badges and added a new version of "Logo 2", because the original had an ugly white spot.

What do you think about the position of the insignias?

It looks like you misunderstood me regarding the location of the insignia - check the attached pic.

I'm gonna enhance the colors a little on the Logo 2 for more contrast

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 25, 2018, 06:54:41 pm
Just made a quick conversion of the logo to UFOPaedia palette
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 25, 2018, 07:13:17 pm
Some of the images should use Basescape palette, others UFOPaedia palette - it all depends on where the images are displayed ingame. Try using those 2 palettes instead of the Geoscape one.

Converting existing images to the palettes through Grafx2 sometimes works, other times Grafx2 doesn't have enough colors on the xcom palettes to properly reproduce the existing colors.

OK, I'm going to try with another palette!  :D

Quote
It looks like you misunderstood me regarding the location of the insignia - check the attached pic.

I'm gonna enhance the colors a little on the Logo 2 for more contrast

Hahaha yes, i'm sorry.I misinterpreted.

I like very much the new Logo 2.  ;D

Talking about the position and size of both of the insignias on the normal Intelpedia reports, what do you think? Modify them as you want.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 25, 2018, 07:32:06 pm
I like very much the new Logo 2.  ;D

Talking about the position and size of both of the insignias on the normal Intelpedia reports, what do you think? Modify them as you want.

That logo is just temporary - background should be green like the original, the sword needs also some recoloring to make it more visible, I just don't have a lot of time to go through it right now. Plus, it will also require versions colored to the other palettes (Basescape/Geoscape).

Actually, since we're going to use logos, it will necessary to look at the Geoscape game to evaluate where and how to use/place them. The logos could also be used for mission briefings, Geoscape alerts, etc., in addition to the Intelpedia.

I'd say that for now we should focus on getting the Intelpedia and its images up and running, then we can decide on the final insignia design and placement, once we can see how the end result will look.

I'm almost done coding the Sector Comm Reports, and I've already added your text to the generic reports. They all use the temporary sector image for now.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 25, 2018, 07:41:39 pm
That logo is just temporary - background should be green like the original, the sword needs also some recoloring to make it more visible, I just don't have a lot of time to go through it right now. Plus, it will also require versions colored to the other palettes (Basescape/Geoscape).

Actually, since we're going to use logos, it will necessary to look at the Geoscape game to evaluate where and how to use/place them. The logos could also be used for mission briefings, Geoscape alerts, etc., in addition to the Intelpedia.

It seems good to me, we'll think where to put them. First I will solve the problem of palettes haha
 
Quote
I'd say that for now we should focus on getting the Intelpedia and its images up and running, then we can decide on the final insignia design and placement, once we can see how the end result will look.

I'm still working on that. I hope to have the Intelpedia images ready soon. But consider it done.

Quote
I'm almost done coding the Sector Comm Reports, and I've already added your text to the generic reports. They all use the temporary sector image for now.

 It seems good to me, we'll think where to put them. I will put the logos as planned, in the lower right corner. Then we'll see if we change or modify them. :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 26, 2018, 03:48:36 pm
Good day to all! I'm about to go to work in the courts, but here I have a new addition to the mod. I (finally after a loooog time) finished the inticon / basebits of the craft weapons. I was starting to assign them their place in the ruleset, but I really didn't know what number to assign them, because I don't want my numbers to have problems with yours, Hobbes. Anyway, give him a look and as usual, tell me if you found some weird color or something out of the ordinary. :D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: CampDragon on March 26, 2018, 09:48:08 pm
Amazing work.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 26, 2018, 10:57:43 pm
Good day to all! I'm about to go to work in the courts, but here I have a new addition to the mod. I (finally after a loooog time) finished the inticon / basebits of the craft weapons. I was starting to assign them their place in the ruleset, but I really didn't know what number to assign them, because I don't want my numbers to have problems with yours, Hobbes. Anyway, give him a look and as usual, tell me if you found some weird color or something out of the ordinary. :D

Cool. I'm also going to be very busy in the next weeks, good luck with your work!

I've finished the Intelpedia coding, and I'll add your icons and upload version 0.30 either tonight or tomorrow, depending on how tired I am.

Amazing work.

Thank you :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: efrenespartano on March 27, 2018, 12:39:21 am


Cool. I'm also going to be very busy in the next weeks, good luck with your work![/quot]

Thank you! You too. :D

Quote
I've finished the Intelpedia coding, and I'll add your icons and upload version 0.30 either tonight or tomorrow, depending on how tired I am.

Awesome! Can't wait to try it. :0

Oh, just a suggestion: can you add the HARM missile to the Prowler's arsenal? It can carry Standards, but no HARMs and the real plane actually uses it. Thanks. :)



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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.29 released
Post by: Hobbes on March 27, 2018, 02:38:32 am
Tech-Comm Alpha updated to v0.30 - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

Change List (v0.30):
* Added alienRaces progression to alienMissions, more advanced terminators are now deployed as months progress
* More variance to HK terminator crews
* Added Sector Comm Reports Research/Intelpedia articles (WIP)
* Added Craft Weapons icons, designed by efrenespartano
* Redesigned starting base to a more defensive layout
* Added Sector Comm Reports spawning recovery/extraction missions in their areas

Oh, just a suggestion: can you add the HARM missile to the Prowler's arsenal? It can carry Standards, but no HARMs and the real plane actually uses it. Thanks. :)

I've just checked and tested HARMs on Prowler :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on March 27, 2018, 02:54:13 am


Tech-Comm Alpha updated to v0.30 - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip (http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip)

Change List (v0.30):
* Added alienRaces progression to alienMissions, more advanced terminators are now deployed as months progress
* More variance to HK terminator crews
* Added Sector Comm Reports Research/Intelpedia articles (WIP)
* Added Craft Weapons icons, designed by efrenespartano
* Redesigned starting base to a more defensive layout

I've just checked and tested HARMs on Prowler :)

Woah, that was quicker than expected. :0 Yay!

Downloading! ;D

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: CampDragon on March 27, 2018, 03:17:42 am
But the question is, does it come with a burrito?
 j/k
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on March 27, 2018, 04:52:37 am
But the question is, does it come with a burrito?
 j/k
Absolutely. v0.30 introducing "Hunter-Killer Burrito T-1111", phased-plasma nuclear-capable burrito.

Enjoy.(https://uploads.tapatalk-cdn.com/20180327/6521c9a7f43273da1205a2e4f9604271.jpg)

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on March 27, 2018, 04:56:31 am
But the question is, does it come with a burrito?
 j/k

Someone been reading the Discord channel it seems :D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: DoxaLogos (JG) on March 27, 2018, 05:49:50 am
It's making me hungry too!  Death by starvation!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on March 27, 2018, 07:02:37 am
Just uploaded the download link with one last change that I was able to finish tonight:
* Added Sector Comm Reports spawning recovery/extraction missions in their areas

This means that once you finish a Comm Report for Sector 00, for instance, then on the next month you'll see a mission spawned in that sector with the objective of recovering weapons/craft or advanced research. Those missions can only be spawned once per month and per sector.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on March 27, 2018, 07:05:12 am
Just uploaded the download link with one last change that I was able to finish tonight:
* Added Sector Comm Reports spawning recovery/extraction missions in their areas

This means that once you finish a Comm Report for Sector 00, for instance, then on the next month you'll see a mission spawned in that sector with the objective of recovering weapons/craft or advanced research. Those missions can only be spawned once per month and per sector.
That's a really nice feature! Thanks!

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on March 27, 2018, 07:34:38 am
That's a really nice feature! Thanks!

Well, I should clarify that the mission will be generated but that you won't get those rewards until those are implemented :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: zaibakk on March 27, 2018, 03:36:37 pm
This project is just so COOL! Great job guys!  ;D
I will try your 0.3 version when I'll have the time for it.
Cannot wait for new updates! Again good job!  ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on March 29, 2018, 02:13:56 am
This project is just so COOL! Great job guys!  ;D
I will try your 0.3 version when I'll have the time for it.
Cannot wait for new updates! Again good job!  ;)
I'm glad you like it! ;D

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 02, 2018, 08:32:57 pm
A little progress report...

I've been testing the strategic level lately since I hardly had any time when implementing the latest features, to get a feel of the whole campaign.

Here are my impressions so far:
* The starting base location determines a lot of the first month. In one hand, you'll want to be lucky and place your base within Osprey range of the Skynet facilities in the region. But, at the same time, starting next to an HK Base is essentially a lot of trouble, since you'll need to destroy it to be able to conduct missions without being constantly harassed by HK interceptors.
* Skynet bases can generate 1 interception mission every 12 hours, so if you want to destroy the base you'll need to get rid of the interceptors, detect and and assault it in the 12 hour period.
* Starting next to the Skynet Core basically means a restart - it has improved HK interceptors and it can generate them every 6 hours, plus the tactical mission will be designed to be very tough to make it past the first part. I've considered before other options as a workout to this issue, but the only viable alternative at this point is to set the Skynet Core always to be placed in North America, instead of a region randomly chosen.
* Pairs of craft operating together (one escorting the other) work better than two craft operating independently against HKs. I've had a mission where 2 Warthogs and 1 Talon working together quickly killed 2 HKs in succession. It also helps if the craft have different weapons loadouts.
* A choice I'll have to make soon will be if craft can be purchased at start, purchased after research is completed (not sure if this is possible), manufactured at start, manufactured after research is completed, recovered from missions, or a combination of all possibilities.

Finally, next upcoming feature should be the actual content of the Sector Reports. Those will give the player information about the possible locations of mission sites and for HK Bases and Factories for the respective sector, and are meant to help with placing new bases and knowing where to scout. The image below gives an idea about the type of info (orange dots = destroy mission sites, pink dots = tech recovery mission sites)

(https://i.imgur.com/YhBrs2a.png)


Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 06, 2018, 08:55:39 am
A little progress report...

* Skynet bases can generate 1 interception mission every 12 hours, so if you want to destroy the base you'll need to get rid of the interceptors, detect and and assault it in the 12 hour period.


Does this intercept mission consist of 3 HKs? I always see three HKs.

Quote
* Starting next to the Skynet Core basically means a restart - it has improved HK interceptors and it can generate them every 6 hours, plus the tactical mission will be designed to be very tough to make it past the first part. I've considered before other options as a workout to this issue, but the only viable alternative at this point is to set the Skynet Core always to be placed in North America, instead of a region randomly chosen.

I think I placed my base in Europe near the Skynet Core, I am constantly harassed by squadrons of Improved HKs, I think the Core is located in Russia or in the Urals (would be a reference to the Battle on Mount Yamantau?).

Regarding permanently placing the Skynet Core in North America, you could apply the "island hopping" strategy used by the USA in WWII. They could not directly attack Japan, so they attacked and established bases on islands. Attack Factories, HK Bases and so on, softening the enemy, before attacking the Skynet Core

Could it be the attack on the mini core in Mount Yamantau before the main attack on the core? You know, that Death Hand-stuff of the storyline. Maybe a requisite to attack Skynet Core.

Quote
* Pairs of craft operating together (one escorting the other) work better than two craft operating independently against HKs. I've had a mission where 2 Warthogs and 1 Talon working together quickly killed 2 HKs in succession. It also helps if the craft have different weapons loadouts.

In fact, a lone craft equals a downed craft.

One tactic that I have found effective in very hot areas, is to create "attack packages", similar to those used by NATO in Operation Allied Force, in the 90s. Attack aircraft along with support aircraft / logistic, entering areas of Yugoslavia, attacking targets and returning to base. I use Prowlers or Tracers and Mohawks mostly, escorted by Lions or Warthogs. Sometimes I use Skyhawks, but they are somewhat weak and I reserve them to escort the Ospreys. So, I detect bases, I watch the skies and I keep my attack package secure. The problem with this, that I practically deploy all my planes at once, so I stay a couple of days without fighters, in which they are repaired for each incursion.

Quote
* A choice I'll have to make soon will be if craft can be purchased at start, purchased after research is completed (not sure if this is possible), manufactured at start, manufactured after research is completed, recovered from missions, or a combination of all possibilities.

It's possible. One of my favorite mods, World of (terrifying) Silence, for TFTD applies it. You start with basic weapons and you must investigate to obtain "contracts" with new weapons for X-Com.

You could investigate "Search in Abandoned Airbases" and unlock the purchase of a Lion, for example. You research "Search in Civilian Hangars" and you unlock a Twin Otter, etc.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 07, 2018, 04:42:02 am
Hello everyone!
Finally, after constantly fighting with the palettes, I managed to make the images look (more or less) good!

All the articles of the Intelpedia have their image plus some backgrounds, but there are still small details, such as the position of the Skynet and Tech-Com insignias, as well as the colors of the images, and the position of the texts. They look weird, but at least, they distinguish themselves. The first versions really were terrible. I hope someone helped me fix them, they really were a pain in the a... I will update an improved version in the coming days. Enjoy!

I also added a readme with the credits of the images I used.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 09, 2018, 08:15:51 pm
Hello everyone!
Finally, after constantly fighting with the palettes, I managed to make the images look (more or less) good!

All the articles of the Intelpedia have their image plus some backgrounds, but there are still small details, such as the position of the Skynet and Tech-Com insignias, as well as the colors of the images, and the position of the texts. They look weird, but at least, they distinguish themselves. The first versions really were terrible. I hope someone helped me fix them, they really were a pain in the a... I will update an improved version in the coming days. Enjoy!

I also added a readme with the credits of the images I used.

Finally had a chance to look at this, thank you very much!

Yup, there's still plenty of small details to work... but there might be also some help later on, since Meridian has been adding a new feature to OXCE+ that allows for more customization of Ufopedia articles (https://openxcom.org/forum/index.php/topic,6166.0.html), although I hadn't had time to go through it yet.

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 09, 2018, 08:20:47 pm


Finally had a chance to look at this, thank you very much!

Yup, there's still plenty of small details to work... but there might be also some help later on, since Meridian has been adding a new feature to OXCE+ that allows for more customization of Ufopedia articles (https://openxcom.org/forum/index.php/topic,6166.0.html), although I hadn't had time to go through it yet.

You're welcome! ;D

Any plans to add this new feature?

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 09, 2018, 08:44:40 pm

You're welcome! ;D

Any plans to add this new feature?

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Yes, as well as a ton of new features that Meridian designed for OXCE+, but at the moment I simply don't have enough time with real life and Meridian's Let's Play of Area 51, since I'm using the LP to find and fix bugs
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 09, 2018, 09:04:04 pm


Yes, as well as a ton of new features that Meridian designed for OXCE+, but at the moment I simply don't have enough time with real life and Meridian's Let's Play of Area 51, since I'm using the LP to find and fix bugs

Oh, don't worry. One thing at a time. :D

I'm taking screenshots of the sectors, to add them to the Intelpedia. In most of the generic reports, I wrote the location of their HQs. Can I mark them? Just to know where is Yekaterinburg or Air Force Base 5 Zapopan, because I don't think many people knows where are them. ???


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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 09, 2018, 09:14:16 pm

Oh, don't worry. One thing at a time. :D

I'm taking screenshots of the sectors, to add them to the Intelpedia. In most of the generic reports, I wrote the location of their HQs. Can I mark them? Just to know where is Yekaterinburg or Air Force Base 5 Zapopan, because I don't think many people knows where are them. ???

The question is, do people really need to know their location to play the game?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 09, 2018, 09:27:42 pm
The question is, do people really need to know their location to play the game?
Not really. Just to add flavor to the reports, something aesthetic.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 09, 2018, 09:44:20 pm
Not really. Just to add flavor to the reports, something aesthetic.

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Well add them for now then, but just make sure that you keep some sort of template, in case we decide later in the future to remove them
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 09, 2018, 11:04:47 pm
Well add them for now then, but just make sure that you keep some sort of template, in case we decide later in the future to remove them

All right! I made a few quick samples of Sector 05, I marked the bases in Chile and Argentina. I put different marks, to choose some.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 10, 2018, 12:13:43 am
All right! I made a few quick samples of Sector 05, I marked the bases in Chile and Argentina. I put different marks, to choose some.

The 2nd and 3rd are too generic, the Resistance icon works better
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 10, 2018, 06:53:11 am
The 2nd and 3rd are too generic, the Resistance icon works better
I'll use the Resistance icon, then. :)

I'm thinking about use the "marked" map for the Sector generic report and a "clean" for the specific reports, so the icons won't confuse the players.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 14, 2018, 08:27:10 pm
Something new to consider...

(https://i.imgur.com/FHfmTHz.png)

(https://i.imgur.com/j3KILof.png)

This is Tech-Comm using the new globe that SophiaThe3rd has just published on this thread (https://openxcom.org/forum/index.php/topic,6201.0.html). It was already in my plans to reduce the number of textures to give the globe a more uniform look, and also fix the radar circles disappearing over certain textures.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 14, 2018, 11:25:12 pm
Something new to consider...

(https://i.imgur.com/FHfmTHz.png)

(https://i.imgur.com/j3KILof.png)

This is Tech-Comm using the new globe that SophiaThe3rd has just published on this thread (https://openxcom.org/forum/index.php/topic,6201.0.html). It was already in my plans to reduce the number of textures to give the globe a more uniform look, and also fix the radar circles disappearing over certain textures.
I like it, seems more realistic. I'll wait to see this finished, so I can continue making the sector reports.

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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 16, 2018, 11:23:42 pm
Hello everyone! A mini update. I was able to correct the position of the texts of the images of the Intelpedia, some texts of the reports (minor changes like some names, nothing of importance) and the missing backgrounds. Meridian and Warboy1982 helped me with that, I was really lost. XD

Enjoy! I will continue working on correcting the images of the Intelpedia.  ;) ;D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 17, 2018, 12:07:59 am
Hello everyone! A mini update. I was able to correct the position of the texts of the images of the Intelpedia, some texts of the reports (minor changes like some names, nothing of importance) and the missing backgrounds. Meridian and Warboy1982 helped me with that, I was really lost. XD

Enjoy! I will continue working on correcting the images of the Intelpedia.  ;) ;D

Thank you!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 17, 2018, 04:57:43 am
Thank you!

I have the crazy idea of making the model of the Canadair Dynavert to use it in the Battlescape (I have not read much about it, but I think they are MCEs or something like that  ???), bulletdesigner is very good at making them, like the V-22. I also thought to make some other helicopters (like a UH-1 Huey, a Mi-24 Hind or a CH-53 Super Stallion), but I would like to collaborate with this model for the mod. :)

Honestly I have no idea how to start or what I need, I hope you have some information out there that I can study.  ;D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 17, 2018, 05:06:19 am
I have the crazy idea of making the model of the Canadair Dynavert to use it in the Battlescape (I have not read much about it, but I think they are MCEs or something like that  ???), bulletdesigner is very good at making them, like the V-22. I also thought to make some other helicopters (like a UH-1 Huey, a Mi-24 Hind or a CH-53 Super Stallion), but I would like to collaborate with this model for the mod. :)

Honestly I have no idea how to start or what I need, I hope you have some information out there that I can study.  ;D

The Dynavert Battlescape model will be needed, so it's a great idea to have it. I could also use Hueys and other helicopters when designing terrain, but their range and speed make them rather impractical for actual combat operations.

I have no idea how to draw it though. bulletdesigner is probably the best person for you to ask, I remember that in his thread he had pics of the process of designing cars and stuff
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 17, 2018, 02:18:44 pm
The Dynavert Battlescape model will be needed, so it's a great idea to have it. I could also use Hueys and other helicopters when designing terrain, but their range and speed make them rather impractical for actual combat operations.

Great! I hope it works! And if everything works, even we can do the parachute landing zones of the Twin Otter/Sherpa/Bronco etc, if you are still interested.

I know that Hueys and most helicopters aren't an option, because the short range/slow speed. But they will look awesome on some Resistance Base terrain! Even some tanks, APCs or technicals (like the Ranger with the minigun in the future war scene of T2).  I think will be easier to make a Huey, I'm thinking in the Helicopter of The X-Com Files, it just has two levels and deployment tilesets to the sides.

Quote
I have no idea how to draw it though. bulletdesigner is probably the best person for you to ask, I remember that in his thread he had pics of the process of designing cars and stuff

Yes, I have identified his post. I'll ask him for help. ;D


Enviado desde mi Blade A510 mediante Tapatalk
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 22, 2018, 12:32:58 am
Hello there!
Tiny update, just to correct the backgrounds. Many thanks to Meridian and Warboy1982 for their help... again.
Have a nice weekend!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 22, 2018, 07:35:59 pm
Hello there!
Tiny update, just to correct the backgrounds. Many thanks to Meridian and Warboy1982 for their help... again.
Have a nice weekend!

Thanks!

I'm stuck with debugging Area 51 since Meridian is doing his LP, but the terrain bug fixing will benefit Tech-Comm in the future

Once you finished with your additions to 0.30 just send me a zip file with all the chances from 0.30 and I'll publish it as 0.31. I already tried integrating them but it got conflicting since I had already made some changes to 0.30
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 22, 2018, 10:16:42 pm



Once you finished with your additions to 0.30 just send me a zip file with all the chances from 0.30 and I'll publish it as 0.31.

Ok! I'll send all of the remaining additions together, then. :)

Quote
I already tried integrating them but it got conflicting since I had already made some changes to 0.30

Humm... That's a little problem. What do you have in mind? Any new stuff? ??? I already stopped doing the sector reports, to wait to the realistic Geoscape you are implementing, I'm going to continue once you launch 0.31 ;)

Enviado desde mi Blade A510 mediante Tapatalk

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 23, 2018, 02:06:02 am
Humm... That's a little problem. What do you have in mind? Any new stuff? ??? I already stopped doing the sector reports, to wait to the realistic Geoscape you are implementing, I'm going to continue once you launch 0.31 ;)

The problem was at my end: I was working also in some of the ruleset files you sent and I ended up losing some of my work because I wasn't paying enough attention. The good news is that it was just minor testing features, and it opened my eyes to this potential problem in the future.

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 23, 2018, 03:13:40 am
The problem was at my end: I was working also in some of the ruleset files you sent and I ended up losing some of my work because I wasn't paying enough attention. The good news is that it was just minor testing features, and it opened my eyes to this potential problem in the future.
Luckily they were minor changes!

Humm ... I think it wouldn't be a bad idea to ask your plans for the next versions of Tech-Comm, so my help doesn't interfere with your work. And most importantly, don't make you work twice.

Enviado desde mi Blade A510 mediante Tapatalk

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on April 23, 2018, 04:53:41 am
Humm ... I think it wouldn't be a bad idea to ask your plans for the next versions of Tech-Comm, so my help doesn't interfere with your work. And most importantly, don't make you work twice.

You got the UFOPedia articles and I won't implement any new Geoscape until SophiaThe3rd finishes designing the entire world. We could also do the Sector Reports using the current world, and if the new Geoscape gets implemented, then we decide if which sector images will look better.

Otherwise, there's a ton of things that need to be done, like terrain design, so I'll just pick one that allows us to be working at the same time ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on April 23, 2018, 06:05:01 am
You got the UFOPedia articles and I won't implement any new Geoscape until SophiaThe3rd finishes designing the entire world. We could also do the Sector Reports using the current world, and if the new Geoscape gets implemented, then we decide if which sector images will look better.

Sure, I'll take care of that. ;)

Quote
Otherwise, there's a ton of things that need to be done, like terrain design, so I'll just pick one that allows us to be working at the same time ;)

It seems perfect. Don't hesitate to ask me to help you in something. In some way or another I will do it. ;D

I'm still with the Dynavert model project, but to be honest, it's still far away. It will take me some time to familiarize myself with the tools.

Enviado desde mi Blade A510 mediante Tapatalk
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: DoxaLogos (JG) on April 23, 2018, 06:23:39 pm
The problem was at my end: I was working also in some of the ruleset files you sent and I ended up losing some of my work because I wasn't paying enough attention. The good news is that it was just minor testing features, and it opened my eyes to this potential problem in the future.

This is where version control comes in handy, so long as you commit changes frequently :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: bulletdesigner on May 03, 2018, 10:09:15 pm
hey man , just played a bit your mod , i made a base defense on first month so i will report some bug´s and some nitpick even i know it´s WIP :P
-terminators  enemy on top of hangar´s don´t move , so i was trying to find then (used debug mode) , we need stair to roof of all facility's
-hangar floor when destroyed are unpassable (picture in attach)
-destroyed hangar floor, terminator fall to basement with no access (picture in attach)

some nitpicks
- resistance fights don´t leave their facility, they are kind of useless (but again, not a bug it´s hard to make the do anything in other mod´s)
- HQ´s facility is a slaughterhouse for my man 1st turn , not a fortify position, the all get pickup by the windows, you get points for the horror feeling , every soldier starts panicking, even me (again not a bug it´s even like the movies)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 04, 2018, 01:29:38 am
hey man , just played a bit your mod , i made a base defense on first month so i will report some bug´s and some nitpick even i know it´s WIP :P
-terminators  enemy on top of hangar´s don´t move , so i was trying to find then (used debug mode) , we need stair to roof of all facility's
-hangar floor when destroyed are unpassable (picture in attach)
-destroyed hangar floor, terminator fall to basement with no access (picture in attach)

some nitpicks
- resistance fights don´t leave their facility, they are kind of useless (but again, not a bug it´s hard to make the do anything in other mod´s)
- HQ´s facility is a slaughterhouse for my man 1st turn , not a fortify position, the all get pickup by the windows, you get points for the horror feeling , every soldier starts panicking, even me (again not a bug it´s even like the movies)

Thanks!

I'll fix those issues with the Tech-Comm base terrain.

About the Resistance fighters, I've just checked and they all had their aggression value set to 0, so them holding out at a facility makes sense, I've just changed that.

About HQ, that's why the improved facilities (Stores, Living) are underground ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Meridian on May 07, 2018, 09:46:54 pm
One feature I asked already to Meridian was if it would be possible to sort the Personnel list by pilots/non-pilots, to more easily find them. Would that help?

In next version it will be possible to sort soldiers by soldier type.
Each soldier type has a listOrder (by default 1,2,3,4,...), which can be overridden by the modder.

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    listOrder: 42
Title: Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
Post by: Hobbes on May 08, 2018, 04:45:31 am
In next version it will be possible to sort soldiers by soldier type.
Each soldier type has a listOrder (by default 1,2,3,4,...), which can be overridden by the modder.

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    listOrder: 42

Many thanks again Meridian :)

There will be also an additional change brought by the next version of OXCE that I have requested: radar ranges of interceptor HKs will not be displayed anymore. This will be made optional for vanilla, but for Tech-Comm I'll have it locked.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 11, 2018, 12:52:17 am
Hello all,

First, here's a link to download the latest version of OXCE+: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-632549f-2018-05-09-win32.7z

Second, I've restarted work on this mod, will release a new version in the next days.

A couple of images:

(https://i.imgur.com/rJO88KF.png?1)

(https://i.imgur.com/LiW4O5W.png)

(https://i.imgur.com/aVyL2cL.png)

In addition to the new backgrounds made by efrenespartano, I'm also doing more work on Geoscape by reducing the number of world textures and I've started to implement manufacturing and solve the issue of craft availability during the game.

Researching/acquiring/manufacturing craft will be one of the main efforts of Tech-Comm and the system I've came up with the following ideas:
* Starting craft on the base will be mainly high-tech models (Warthog, Prowler, Osprey)
* You can purchase some crafts but they'll arrive inoperable since they were recovered from crash sites, etc., and you'll need to have your engineers repair them in a Hangar (new 3x3 base facility) before you can use them
* To manufacture craft from zero you'll need to acquire either blueprints or prototypes from research/missions. You'll start with some blueprints of low tech craft
* Repairing/manufacturing craft will require supplies and, in some cases, materials that can only be recovered from HK crash sites (electronics, engines, etc.)
* Repaired/Manufactured craft can be sold back to the Resistance with a profit margin
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Wolfstarr on May 11, 2018, 02:37:28 am
So a call out to any budding sprite artists out there ...

I had commissioned a sprite for this mod but gave the wrong dimensions to the artist ... doh! Also have used up my revisions to get it corrected.

Posting here in case any of you feel up to the challenge ... feel free to use if you want to :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 11, 2018, 03:43:23 am
So a call out to any budding sprite artists out there ...

I had commissioned a sprite for this mod but gave the wrong dimensions to the artist ... doh! Also have used up my revisions to get it corrected.

Posting here in case any of you feel up to the challenge ... feel free to use if you want to :)

Very nice!

All we need now is the UFOPaedia, inventory, BigOb and FloorOb images, but I'll definitely add these sprites in the near future.

Thank you! :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on May 12, 2018, 02:30:53 am
Hello all,

Second, I've restarted work on this mod, will release a new version in the next days.

YEEEEEAH! New update. ;D

Quote
In addition to the new backgrounds made by efrenespartano, I'm also doing more work on Geoscape by reducing the number of world textures and I've started to implement manufacturing and solve the issue of craft availability during the game.

Haha It's nice to see the backgrounds finally working.

Quote
Researching/acquiring/manufacturing craft will be one of the main efforts of Tech-Comm and the system I've came up with the following ideas:
* Starting craft on the base will be mainly high-tech models (Warthog, Prowler, Osprey)

How about to have some high tier missiles at the beginning, like HARMs, AMRAAMs. Let's say 10 of each type. But make them very scarce, so the player must launch missions to armories and/or air bases to recover more. The Resistance could still supply low tier missiles, like Sidewinders, Sparrows or Standards, but they could be less useful against the ECM of the HKs.

Quote
* You can purchase some crafts but they'll arrive inoperable since they were recovered from crash sites, etc., and you'll need to have your engineers repair them in a Hangar (new 3x3 base facility) before you can use them
* To manufacture craft from zero you'll need to acquire either blueprints or prototypes from research/missions. You'll start with some blueprints of low tech craft
* Repairing/manufacturing craft will require supplies and, in some cases, materials that can only be recovered from HK crash sites (electronics, engines, etc.)
* Repaired/Manufactured craft can be sold back to the Resistance with a profit margin

I like this new ideas. Very awesome. Very creative. Great job, comrade.

I'm so sorry about the delay with the Intelpedia pages. I've been very busy with my final exams and a thesis, I'm about to finish the semester :( I hope I can finish the images this weekend, so you can add them to v0.31. :D

Enviado desde mi Blade A510 mediante Tapatalk
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 12, 2018, 06:28:16 pm
How about to have some high tier missiles at the beginning, like HARMs, AMRAAMs. Let's say 10 of each type. But make them very scarce, so the player must launch missions to armories and/or air bases to recover more. The Resistance could still supply low tier missiles, like Sidewinders, Sparrows or Standards, but they could be less useful against the ECM of the HKs.

That's almost the same idea I have for craft weapons - the only difference is that you can't buy any missiles from the Resistance since you'll need to research and manufacture them yourself

Basically the purchase market will be limited to: craft cannons, personal weapons and equipment and soldiers - everything else has to be recovered/manufactured

Quote
I like this new ideas. Very awesome. Very creative. Great job, comrade.

There are several more things coming, this is a list:
* Pilots can't be recruited anymore but need to be trained using technicians, and the base  needs to have a training station and a hangar to enable pilot training there
* Training Stations also allow for soldiers to train their stats
* Hangars allow for 5 craft
* To manufacture craft you'll need to have either a Hangar or a Tech Station in your base
* The larger and more advanced stations (Defense, Tech, Comm) will also require to build Power Station facility in the base
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: ohartenstein23 on May 12, 2018, 06:34:44 pm
New code I'm writing (if Meridian approves it) would allow you to train soldiers directly into pilots, no manufacturing required.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 12, 2018, 09:03:56 pm
New code I'm writing (if Meridian approves it) would allow you to train soldiers directly into pilots, no manufacturing required.

Pilot training being a manufacturing project isn't an issue, but it would be better as you described. I don't suppose it would also be possible to train scientists/engineers from soldiers?

Or even... soldiers that can both go in combat missions or perform research/manufacture?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: ohartenstein23 on May 13, 2018, 03:34:56 am
No, that's too much of a code change, one Meridian doesn't want to consider.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on May 13, 2018, 04:44:00 am
That's almost the same idea I have for craft weapons - the only difference is that you can't buy any missiles from the Resistance since you'll need to research and manufacture them yourself

Basically the purchase market will be limited to: craft cannons, personal weapons and equipment and soldiers - everything else has to be recovered/manufactured

Oh, boy. Sounds like the missiles will be a very valuable resource. Advanced cannons will need some research? Maybe you could make purchasable the Stingers, like a very low tier missile. Basically, they are modified versions of the shoulder-launched FIM-92. I guess the Resistance could have many of them and could equip Tech-Comm with some.

Quote
There are several more things coming, this is a list:
* Hangars allow for 5 craft

Additional to Shelters? So I can have 5 planes in Hangar plus 2 in Shelters? I mean, it's awesome to have more room for aircrafts. The more, the better.

Quote

* To manufacture craft you'll need to have either a Hangar or a Tech Station in your base
* The larger and more advanced stations (Defense, Tech, Comm) will also require to build Power Station facility in the base

GREAT! Some RTS-ish elements. Tech and Comm are necesary to do research, does this mean that we can't start investigating from the beginning?

New code I'm writing (if Meridian approves it) would allow you to train soldiers directly into pilots, no manufacturing required.

Sounds logical, comrade. Something like Psi Training? I hope Meridian like it.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on May 13, 2018, 03:22:57 pm
Hello everybody!

I have been having some unknown difficulties regarding the type_id of the UFOpedia. I spend all the night trying to replace the images I created a few weeks ago (which all use type_id: 10) with type_id: 7, which is a more conventional version of UFOpedia. I used the Tech-Comm ruleset itself (the Sector Reports entries) and the X-Com Files as a reference, I literally copied its type_id and text_width from both. But I have an unknown error every time I try to open the page, a Segmentation error. Attached in a .rar both openxcom.log, the "good" and the "wrong" an image that I am testing, as well as the testing ruleset of Tech-Comm's Ufopedia.

The screenshots I'm attaching to are explain the problem a little bit.  I hope you can help, otherwise, I'll adapt all the images I have created to the type_id format: 10 (both palettes and logos and other details).  :(
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Meridian on May 13, 2018, 03:31:03 pm
Please upload the entire mod (in its crashing form).

PS: type: 10 is for TFTD, you most likely don't want to use that...
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 13, 2018, 03:54:48 pm
I've edited id: STR_TECH_COMM on ufopedia.rul from type_id: 10 to 7 without any issue, the same happens when I change id: STR_RESISTANCE_ORDER_1

(https://i.imgur.com/OgYVOsb.png?1)

(https://i.imgur.com/4whuuB7.png?1)

The most likely issue is that your new images have issues with the palette or its size and can't be loaded, thus causing the segmentation error when the game tries to use them





Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Meridian on May 15, 2018, 07:27:45 pm
The issue is that you have the same article defined twice with different type_id, once 10 and once 7.

As 7 in ufopaedia_TechCom.rul
As 10 in ufopaedia_TechCom - backup.rul

Delete one of them (the backup?) and it will work.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on May 15, 2018, 07:57:23 pm
The issue is that you have the same article defined twice with different type_id, once 10 and once 7.

As 7 in ufopaedia_TechCom.rul
As 10 in ufopaedia_TechCom - backup.rul

Delete one of them (the backup?) and it will work.

Many thanks! It worked. I didn't ever imagine that's the problem. I always have a backup of everthing I edit, if everything goes wrong, always go back.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Meridian on May 15, 2018, 08:12:10 pm
Just put backup somewhere else... or rename it to .bak or something... otherwise your backup counts as normal ruleset... and will cause issues, in worst cases crash like this.

PS: you may want to remove your attachment now... 70 MB less on the internet makes a difference :P
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on May 15, 2018, 08:41:13 pm
Just put backup somewhere else... or rename it to .bak or something... otherwise your backup counts as normal ruleset... and will cause issues, in worst cases crash like this.

PS: you may want to remove your attachment now... 70 MB less on the internet makes a difference :P

Yes, I'll save in another place. Thank you, again.
70 MB less form the internet. ;D
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Wolfstarr on May 16, 2018, 11:34:47 am
Hobbes, I’ve managed to extract the SFX files from various terminator PS2 games if of any interest?

There is quite a lot of files mind :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 16, 2018, 03:31:39 pm
Hobbes, I’ve managed to extract the SFX files from various terminator PS2 games if of any interest?

There is quite a lot of files mind :)

Could you post the names of the games? I'll check them online to see if the images might be of use
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Wolfstarr on May 16, 2018, 04:04:18 pm
Hi Hobbes,

I managed to get files from:

Terminator: Dawn of Fate
Terminator: Rise of the Machines
Terminator: Redemption

Let me know if want anything :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 16, 2018, 06:28:46 pm
Hi Hobbes,

I managed to get files from:

Terminator: Dawn of Fate
Terminator: Rise of the Machines
Terminator: Redemption

Let me know if want anything :)

Just had a look but those images are too detailed and 3D to be used as sprites. Thanks anyway :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Wolfstarr on May 16, 2018, 06:57:54 pm
Sorry I meant SFX as in sound files :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 16, 2018, 07:10:57 pm
Sorry I meant SFX as in sound files :)

My mistake as well. Music files aren't necessary at the moment since we already have a soundtrack taken from the movies. But sound effects (guns firing, etc.) might be useful
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on May 16, 2018, 10:39:44 pm
Hello there!

Finally I was able to finish the images of the Intelpedia. Well, actually they were already done, but I could finally correct them. I have included several versions, so you can choose the one you think is most convenient, Hobbes. In my personal opinion, some of the images paletted with IrfanView have better quality than PhotoShop. I hope you can include them in v0.31! I'll wait for you to finish modifying the Geoscape to finish the images of sector reports.

Cheers!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 21, 2018, 04:49:28 pm
Hello there!

Finally I was able to finish the images of the Intelpedia. Well, actually they were already done, but I could finally correct them. I have included several versions, so you can choose the one you think is most convenient, Hobbes. In my personal opinion, some of the images paletted with IrfanView have better quality than PhotoShop. I hope you can include them in v0.31! I'll wait for you to finish modifying the Geoscape to finish the images of sector reports.

Cheers!

Thank you! They look really nice, I need to make my mind about which ones to use now ;)

I'll update a new version later... I'm a bit busy right now
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on May 21, 2018, 04:59:21 pm
Thank you! They look really nice, I need to make my mind about which ones to use now ;)

I'll update a new version later... I'm a bit busy right now

I'm glad you like them!  :D

Take your time, Hobbes.  ;) v0.31 will be something great!
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on May 21, 2018, 05:08:40 pm
Take your time, Hobbes.  ;) v0.31 will be something great!

I made the mistake of buying the Battletech game (I was a huge fan 20 years ago of the series) and now I'm completely hooked into driving giant mechs for money.

It will pass eventually ;)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on May 21, 2018, 05:18:25 pm
I made the mistake of buying the Battletech game (I was a huge fan 20 years ago of the series) and now I'm completely hooked into driving giant mechs for money.

It will pass eventually ;)
Haha yeah, priorities first. ;D

Enviado desde mi Blade A510 mediante Tapatalk

Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Lord Flasheart on June 24, 2018, 12:03:52 am
Hi all, found 2 bugs.

Also is there a way to get the bad guys down from the roofs other than tossing grenades at them or shooting the roofs under them?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on June 24, 2018, 12:56:57 am
Hi all, found 2 bugs.

Also is there a way to get the bad guys down from the roofs other than tossing grenades at them or shooting the roofs under them?

Hey there, will have a look at them later, thanks :)

There will be stairs in the future, the Tech-Comm base terrain is still being developed
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on August 14, 2018, 09:25:09 pm
OK, I finally have time to get back to this mod and implement more features. Here'a a little preview of what should be included in version 0.31:

* More terrains for Skynet Interdiction (terror) missions
* Implementation of Resistance missions - Recovery, Destroy and Extraction
* Sector Reports will become the main steps for research and winning the game:
** Once you complete researching a sector report you'll receive a map containing information about the possible locations of Skynet bases on that sector
** You'll also unlock one Resistance mission on that sector that is activated on the next month with a 30 day timer to complete it
** Completing those missions give you the possibility of recovering Skynet tech for your own uses
** Sector reports can only be unlocked by assaulting HK Bases and other Skynet facilities present on Geoscape

All of these features will not be fully implemented because they require the Skynet Base terrain, which it's still on design phase, and the new Geoscape that is being designed by SophiaThe3rd. But this will basically be the skeleton for the rest :)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on August 14, 2018, 09:39:36 pm
It's nice to hear some news of Tech-Comm! I can't wait for v0.31


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on September 04, 2018, 10:50:27 pm
Hello there!

Any news about the new release of Tech-Comm?

BTW, I've found some models in the Internet than seems very similar of HK-Drones, T-1 Terminators and Technical truck (this last one, as a support vehicle for Tech-Comm/Resistance forces) that I would like to incorporate in Tech-Comm.
 I'm attaching an example of these models. Of course, I will cut them and adapt them for the game. Can I? It is possible to incorporate in the main mod or just a separate download?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Wolfstarr on September 05, 2018, 02:46:31 am
Hello there!

Any news about the new release of Tech-Comm?

BTW, I've found some models in the Internet than seems very similar of HK-Drones, T-1 Terminators and Technical truck (this last one, as a support vehicle for Tech-Comm/Resistance forces) that I would like to incorporate in Tech-Comm.
 I'm attaching an example of these models. Of course, I will cut them and adapt them for the game. Can I? It is possible to incorporate in the main mod or just a separate download?

Ive already converted the middle one into a HWP spritesheet in another post of mine, can’t search for it as have limited internet.

Looks like you found the same CnC resource I did for sprites and voxels.  Unfortunately some of them don’t convert very well.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on September 05, 2018, 02:57:12 am
Ive already converted the middle one into a HWP spritesheet in another post of mine, can’t search for it as have limited internet.

Looks like you found the same CnC resource I did for sprites and voxels.  Unfortunately some of them don’t convert very well.


Really? What a coincidence! And yes, the voxels of C&C Red Alert 2 are really good to be adapted, it has been difficult to find good isometric models to use. Your own spritesheet would be useful, I hope you find it soon. I am aware of the difficulty in converting some models, but I know it will be worth the effort.


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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Wolfstarr on September 05, 2018, 03:01:07 am
No worries it is here https://openxcom.org/forum/index.php/topic,5448.30.html

Also if you look in the resource section of the forum (Terminator universe units) I posted some other stuff I ripped from a galactic battlegrounds mod that had terminator units ... not found the time to try and salvage them though.

On another site there are voxels for ED209, HK Tank and HK Aerial to again cool to see! - http://zombapro.ppmsite.com/index.php?page=Voxel
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on September 05, 2018, 04:32:21 am
Hello there!

Any news about the new release of Tech-Comm?

BTW, I've found some models in the Internet than seems very similar of HK-Drones, T-1 Terminators and Technical truck (this last one, as a support vehicle for Tech-Comm/Resistance forces) that I would like to incorporate in Tech-Comm.
 I'm attaching an example of these models. Of course, I will cut them and adapt them for the game. Can I? It is possible to incorporate in the main mod or just a separate download?

I've added Tech-Comm to the mod portal and I've added my current version of 0.31 and I've invited you as a colaborator so that you can download it and implement all these nice things I'm seeing. :)

A lot of what I've planned is still in the implementation process, although the new globe made by SophiaThe3rd is already implemented. I'm currently also working on finalizing the storyline/campaign and missions, so it's perfectly possible for others to add things to battlescape.

One unit that will be needed soon will be turrets for Skynet (4x4 units) - I have already started designing the Skynet Base terrain and those will be definitely needed, both as ground emplacements and mounted on crashed HK units.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: efrenespartano on September 06, 2018, 03:02:42 am
No worries it is here

Also if you look in the resource section of the forum (Terminator universe units) I posted some other stuff I ripped from a galactic battlegrounds mod that had terminator units ... not found the time to try and salvage them though.

Nice! I'll give a check and, If I can, implement them. Thank you for sharing:)



I've added Tech-Comm to the mod portal and I've added my current version of 0.31 and I've invited you as a colaborator so that you can download it and implement all these nice things I'm seeing. :)

Thank you, Hobbes! My permission of collaborator is for Moderator or for Creator? I think I can't modify the main mod file with my current permission. ???

I'm working on, I expect to finish them in a few days. ;D

Quote
One unit that will be needed soon will be turrets for Skynet (4x4 units) - I have already started designing the Skynet Base terrain and those will be definitely needed, both as ground emplacements and mounted on crashed HK units.

Do you need HWP-like spritesheets? Or something different? To start looking for some Skynet-themed turret model.



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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - Skynet goes global - version 0.30 released
Post by: Hobbes on September 06, 2018, 03:26:09 am
Thank you, Hobbes! My permission of collaborator is for Moderator or for Creator? I think I can't modify the main mod file with my current permission. ???

I've updated you to Creator

At this stage it will be needed for other people to contribute to the Battlescape with units, weapons, etc., because I need to finish Geoscape/Research so that the game actually has an end.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.31 released with new Geoscape
Post by: Hobbes on September 20, 2018, 03:03:37 am
Version 0.31 has been released!

Download it through the new mod portal (https://openxcom.mod.io/tech-comm) or through the alternate link (http://www.mediafire.com/file/cp1167rxzjstezy/TechComAlpha_v0.31.zip/file)

I was not planning to release 0.31 so soon but since 0.30 can't run on the new version of OXCE (4.0), I've decided to release it as it is. There are a number of things that will cause it to crash (base defense for starters since there's no map yet for the enlarged radar) but those will be added later.

0.31 requires OXCE 4.0 to properly work, so update your OXCE version

Change Log
V0.31
* Fixed Geoscape background
* Updated to OXCE 4.0
* Added new Geoscape globe made by SophiaThe3rd
* Updated sector borders (polylines) to new globe
* Changed aggression of NPC Resistance fighters (it was set to cautious)
* Reduced number of Geoscape textures for better display of radar ranges
* Several text strings edited
* Added more background images by efrenespartano
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.31 released featuring new Geoscape
Post by: Hobbes on October 14, 2018, 11:36:37 pm
Something big on the way...

(https://i.imgur.com/Sm4MPi0.png?1)
(https://i.imgur.com/CE7oE7q.png?1)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.31 released featuring new Geoscape
Post by: efrenespartano on October 15, 2018, 12:07:32 am
Something big on the way...


Someone could be really happy with this...

(http://rs7.pbsrc.com/albums/y265/Lijitsu/Starcraft/sc_terran_ghost.gif~c200)

You called down the thunder...
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.31 released featuring new Geoscape
Post by: Hobbes on October 15, 2018, 01:23:02 am
Someone could be really happy with this...

(http://rs7.pbsrc.com/albums/y265/Lijitsu/Starcraft/sc_terran_ghost.gif~c200)

You called down the thunder...

Thanks to Meridian in implementing the mechanics, there will be a number of nice new Geoscape features on the next version:
* AI Iron Hand - this was a planned part of the plotline and involves a Russian AI recovered by Skynet whose propose was to trigger a nuclear response if certain strategic conditions were met. Dead Hand activates after a number of months have passed, creating a special Skynet base whose sole propose is to locate and fire strategic nuclear missiles at Tech-Comm bases anywhere in the world. This base needs to be detected by Tech-Comm on Geoscape and to be destroyed in order to advance the storyline.
* Strategic missiles - When an MX missile is fired there is no possible defense by the Resistance against an intercontinental ballistic missile (defense facilities will always miss) and the targeted Tech-Comm base will be automatically destroyed (but if you detect the missile, you can evacuate it).
* Tactical missiles - if a Skynet base launches HK interceptors, they'll switch to retaliation mode if there are no Tech-Comm craft (either destroyed or landed). If the interceptors detect any Tech-Comm base, then the Skynet base will launch a tactical missile. If the raider passes through the base's defenses it will destroy a number of base facilities, but it will not remove the base (Command Center can't be destroyed). This makes assaulting Skynet bases even more dangerous, and craft retreating from interceptors will conduct the HKs right in the direction of their home base.
* HK Bombers - variation of the tactical missiles, but the base recon/bombardment will be conducted by scouts/bombers taking off from an HK base
* Earth-based operations - HKs generated by Skynet bases will now take-off/land from the actual locations of those bases. This is an useful feature to detect the probable locations of Skynet bases.
* Resistance Sector Reactivation - If a sector is infiltrated it is possible to regain back its support and supplies by destroying the Work Camp that is created upon a successful infiltration

There's also gonna be more changes to missions/HKs/facilities. Any suggestions for balance would be welcome :)

There's going to be also several changes/adjustments to HKs to balance all the new
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
Post by: Hobbes on October 16, 2018, 03:54:09 am
Download link - http://www.mediafire.com/file/tdxgaftnt0cdcf0/TechComAlpha_v0.32.zip/file

Requires OXCE 5.1 - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-62ff7b14f-2018-10-14-win32.7z

Change Log V0.32
* Updated to OXCE 5.1
* Add: Skynet Missile Base facility, can conduct nuclear missile attacks that destroy Tech-Comm bases, currently appears at February for testing, later it will be changed for a June activation (and become a major part of the plotline)
* Add: Skynet tactical Scarab missiles and HK bombardments, both destroy facilities on Tech-Comm bases
* Add: Earth based operations, HKs now take off/land at their origin bases
* Add: Reactivate Resistance sector - destroy the workcamp generated by the infiltration and the sector will resume funding
* Change: All continents now start with an HK base already present, instead of just the starting Tech-Comm region
* Change: HK Bases can now generate Interdiction missions (HK Bombardment) but can't spawn Pacification missions
* Change: Skynet Core can now generate Interdiction, Pacification, Termination and Infiltration missions anywhere on the world, plus Transport missions.
* Change: Pacification missions are now generated through missionScripts, 1-3 possible each month, frequency and chance of happening on region with Tech-Comm base decrease as each mission is generated
* Change: Interdiction missions are now of retaliation type and consist of bombardments made by either HKs or missiles that can destroy facilities
* Change: Hangar removed from starting base until its tactical map is completed
* Text strings reorganized to follow the UFOPaedia order
* Change: Skynet Core interception missions now switch to retaliation with an MX nuclear missile when all Tech-Comm craft are destroyed
* Change: Interceptions from Factories, Workcamps and HK Bases will switch to Scarab tactical missile or HK Bomber attacks as retaliation
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
Post by: SIMON BAILIE on October 16, 2018, 04:30:59 pm
Is there a problem with downloading v0.32 as I just get the attached screen when trying?
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
Post by: Hobbes on October 16, 2018, 05:10:42 pm
Is there a problem with downloading v0.32 as I just get the attached screen when trying?

I've fixed the link, try again
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
Post by: SIMON BAILIE on October 16, 2018, 05:20:18 pm
Thanks, working now.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
Post by: efrenespartano on October 16, 2018, 05:38:59 pm
Download link - http://www.mediafire.com/file/tdxgaftnt0cdcf0/TechComAlpha_v0.32.zip/file

Requires OXCE 5.2 - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-62ff7b14f-2018-10-14-win32.7z

Change Log V0.32

Great! Thanks, Hobbes. I'm going to test the new things! ;D


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Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
Post by: Hobbes on October 16, 2018, 06:49:22 pm
I've just updated 0.32 by reverting the Comm Tower to its proper settings (it was set for a huge range and decoder ability for testing), so please download it again if you don't want to use the testing mode.

EDIT: Updated the link again to remove the extra detection range of the Mohawk (for testing proposes only) and to change Skynet's Core interception missions - if you fail to defeat the interceptors then they'll switch to detect any Tech-Comm bases in the area and destroy it with a nuclear strike if detected.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33a released October 21st
Post by: Hobbes on October 21, 2018, 04:59:34 am
Version 0.33a uploaded to the modportal (https://openxcom.mod.io/tech-comm)!

Alternate download link  - https://www.mediafire.com/file/do6nzi9bk8l4b9q/TechComAlpha_v0.33a.zip/file

Requires OXCE 5.1 - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-62ff7b14f-2018-10-14-win32.7z

Change Log V0.33
* Add: Automatic Base Upgrades - HK Bases spawned by Factories start as Outposts and will upgrade to a full base after a couple months. Outposts will have a smaller battlescape (40x40) instead of the planned 50x50 for HK Bases, and will only spawn Eradicaton and Patrol missions. After being upgraded to HK Bases they'll spawn Termination and Interdiction missions in addition to the other two.
* Change: Eradication missions generate resistance alerts (which disappear soon and which don't change score). The alerts' propose is to reveal machine presence in the area and help with overall immersion since it's nearly impossible to respond to them.
* Add: Geoscape Alert System using missionScripts. New objectives will appear as Geoscape alerts when they are activated and a detailed description becomes available at the Intelpedia. This is also used to create Skynet activity throughout the world through Resistance Alerts.
* Feature: if a Tech-Comm base is discovered by an Interdiction, Skynet can keep sending additional bombers to attack it - besides shooting down the HKs with crafts/base defenses, to completely stop those attacks it is required either: a) Tech-Comm base is removed/destroyed or b) Skynet eventually makes a ground assault on the base and fails.
* Change: the HK Bases generated at game start can either be Outposts or full bases
* Fixed: Terminator units stuck on roofs should now move, added stairs for access to Hangar and Stores roofs
* Fixed: Training Facility now generates an empty 10x10 map (until building is designed and added to terrain)
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
Post by: efrenespartano on October 21, 2018, 05:10:29 am
AWWW YEEEEAAAHH!

A great update! I'm downloading right now! ;D


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Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
Post by: Hobbes on October 26, 2018, 07:40:17 pm
Please update OXCE using the following link - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-5f27e4bff-2018-10-25-win32.7z (https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-5f27e4bff-2018-10-25-win32.7z)

This fixes a bug with base bombardments that causes the game to crash
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
Post by: Hobbes on October 30, 2018, 04:33:28 am
Progress report: version 0.34 is well under way, lots of new features will be added, including new game mechanics implemented by Meridian.

My current plan is to finish as much as possible of crafts/base facilities before moving on to implementing the new missions, so next updates will be focused on these areas.

V0.34
* Change: Tech-Comm Base terrain close to finished, includes new maps for the Command Center and Hangar, added stairs to Housing and Stores buildings, fixed routes to prevent terminators becoming stuck on roofs, and a rework of nearly all existing maps.
* Change: Shelter and Hangar give craft_housing base funcionalities, Hangar and Tech Station give craft_production, and Hangar/Training Station give pilot_training; later other facilities will give different funcionalities required for research/manufacture
* Add: destroyBaseFacilities as a global variable, set to true. This makes enemy units to focus more on destroying base facilities during a base defense mission
* Add: all facilities now have a missileAttraction value assigned, representing the odds of getting hit by a bombardment. Surface buildings and radar/missile facilities have higher values, while underground facilities lower ones
* Add: facilities hit by bombing/combat will become either damaged or destroyed, damaged facilities require repairs (upgrades) to restore to full funcionality, become destroyed if hit again while still damaged; requires damaged/destroyed versions for Tech-Comm base terrain
* Add: Pilot Training, requires base funcionalities pilot_training and craft_housing, uses 1 manufacturing space, takes 5-15 days to complete
* Add: Craft Production, requires base funcionalities craft_housing and craft_production and the corresponding craft research project
* Change: Resistance crafts can be bought, manufactured or recovered
* Add: A-7, F-4, F-14, F-15, F-16, F/A-18, U-2 and SR-71 crafts (change of plans based on feedback)
* Crafts can be acquired according through 3 ways: purchase (most already existing craft), research & manufacturing (recovering blueprints on missions) and recovery (winning tactical missions). Research unlocks the existing advanced craft, while the newer models added can only be recovered from missions
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
Post by: efrenespartano on October 31, 2018, 12:02:34 am
Is time to draw new planes, then!  8) ;D

Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
Post by: robin on November 02, 2018, 03:43:55 pm
Code: [Select]
    huntMissionWeights:  # which hunt mission to generate, based on months passed and weights
      0:
        STR_SKYNET_INTERCEPTION_CORE: 10

Is there a reason why mission weight is 10 rather than 100 ? (I know for practical purpose it doesn't make a difference, but I wondered since elsewhere you use 100).
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
Post by: Hobbes on November 02, 2018, 04:10:14 pm
Is there a reason why mission weight is 10 rather than 100 ? (I know for practical purpose it doesn't make a difference, but I wondered since elsewhere you use 100).

Laziness.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
Post by: robin on November 02, 2018, 04:30:32 pm
The best reason :P
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on December 06, 2018, 05:19:29 pm
Version 0.34 uploaded to the modportal (https://openxcom.mod.io/tech-comm)!

Alternate download link  - http://www.mediafire.com/file/z5bqt27exrh74nb/TechComAlpha_v0.34.zip/file

Requires OXCE 5.1 - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-9f658a76c-2018-12-04-win32.7z

This upgrade contains several new features and Tech-Comm base terrain is now nearly finished (only thing missing are the base icons for BaseSpace). There are also a number of new features that are unfinished, such as missions/research/manufacture but those will be included in the next update, I chose to release 0.34 meanwhile since it's been a long time since the last release. So expect, bugs, crashes, etc., and please report them.

Change Log V0.34

* Change: Tech-Comm base terrain complete: new maps for Command Center and Hangar, added stairs to Housing and Stores buildings, fixed routes to prevent terminators becoming stuck on roofs, and a rework of all existing maps
* Add: Infirmary, heals 5% health per day of injured soldiers, can host 25 personnel
* Add: Barracks, up to 10 soldiers can be assigned, can host 25 personnel
* Add: Pilot Training, requires base funcionalities pilot_training and craft_housing, uses 1 manufacturing space, takes 5-15 days to complete
* Add: Craft Production, requires base funcionalities craft_housing and craft_production and the corresponding craft research project
* Change: Shelter and Hangar give craft_housing base funcionalities, Hangar and Tech Station give craft_production, and Hangar/Training Station give pilot_training
* Add: destroyBaseFacilities as a global variable, set to true. This makes enemy units to focus more on destroying base facilities during a base defense mission
* Add: all facilities now have a missileAttraction value assigned, representing the odds of getting hit by a bombardment. Surface buildings and radar/missile facilities have higher values, while underground facilities have lower ones
* Crafts can be acquired according through 3 ways: purchase (most already existing craft), research & manufacturing (recovering blueprints on missions) and recovery (winning tactical missions). Research unlocks the existing advanced craft, while the newer models added can only be recovered from missions
* Change: mission sites will always despawn when their timer runs out, even when targeted by craft
* Change: craft Intelpedia articles now display range instead of fuel
* Change: additional options are now fixed, specifically storageLimitsEnforced (false), drawEnemyRadarCircles (false), removeWoundedFromTraining (true), techTreeViewerSpoilerProtection (true) and strafe (false)
* Add: destroyed base facilities are replaced with 'Rubble' (allows to keep connected facilities); if facility is 2x2 or 3x3, then it is damaged (works at 50% and loses special abilities) and can be repaired by rebuilding the original facility (at half the time with a refund), if damaged facility is hit again it is destroyed and removed all together
* Change: several craft removed/changed/added to simplify and balance
* Change: fixed Intelpedia articles on craft
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: efrenespartano on December 07, 2018, 08:14:01 am
Awesome! Downloading right now!
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on December 07, 2018, 07:34:22 pm
Awesome! Downloading right now!

:)

One of the features of the next update is Nuclear/Biological/Chemical conditions to the battlefield that will affect negatively the health/stun/stamina/morale of your soldiers each turn, so the longer the mission lasts, the worst it will get. I'll also add NBC suits as armor to help mitigate those effects.

(https://i.imgur.com/J0sQhoX.png?1)

And here's a pic of Tech-Comm Base terrain, now finished

(https://i.imgur.com/MqYM1EI.png?1)
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: efrenespartano on December 10, 2018, 12:55:57 am
:)

One of the features of the next update is Nuclear/Biological/Chemical conditions to the battlefield that will affect negatively the health/stun/stamina/morale of your soldiers each turn, so the longer the mission lasts, the worst it will get. I'll also add NBC suits as armor to help mitigate those effects.

I loved the new Base terrain.}

After a lot of searching inside my Google Drive account and my Hard Drive, I've found an old ripoff of the HEC Armor from XenOperations by XOps. Is old, but you can use the sprites if you prefer. (https://drive.google.com/open?id=0Bx7F4Kb28I-2cEFPald6Z1NTU00) It matchs perfectly for the Resistance's NBQ Suit.




Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on December 11, 2018, 12:23:50 am
I loved the new Base terrain.}

After a lot of searching inside my Google Drive account and my Hard Drive, I've found an old ripoff of the HEC Armor from XenOperations by XOps. Is old, but you can use the sprites if you prefer. (https://drive.google.com/open?id=0Bx7F4Kb28I-2cEFPald6Z1NTU00) It matchs perfectly for the Resistance's NBQ Suit.

I already had the HEC Armor marked to use as an advanced armor for night visions and/or low visibility against turrets/terminators. For the NBC suit there's a MIB armor that contains an gas mask, which I thought would be more visually appropriate.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: efrenespartano on December 11, 2018, 12:31:14 am
I already had the HEC Armor marked to use as an advanced armor for night visions and/or low visibility against turrets/terminators. For the NBC suit there's a MIB armor that contains an gas mask, which I thought would be more visually appropriate.

I like it so much! Nice idea.
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
Post by: tkzv on December 13, 2018, 11:36:10 am
I use GIMP then fix the palettes using Grafx2 (open source). I've attached the game palettes - you'll be using either the Basescape or Geoscape, depending on where the craft sprite is used - either on the base or during combat. Those craft sprites are simple to make - I could do then myself despite my also limited sprite skills, but I have more priority things to implement right now ;)
How do you fix the palettes? I failed to find anything like that. (Figured out how to do it in Gimp, though.)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
Post by: Hobbes on December 13, 2018, 08:03:17 pm
How do you fix the palettes? I failed to find anything like that. (Figured out how to do it in Gimp, though.)

With Graf2x:
* Load the image you want to convert
* Switch to the other view (use TAB) and load an existing image that uses the desired palette
* Right click on the two squares button (it displays Go/Copy to other page)
* Choose "Palette and remap option"
* Switch to other view
* If necessary, use the Floodfill option to set the correct background color
* Save the newly converted image

I usually use GIMP to draw/adjust pixels, then Graf2x to fix the palette (GIMP is terrible with palettes)
Title: Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
Post by: tkzv on December 14, 2018, 11:51:29 am
load an existing image that uses the desired palette
Thanks, that's what I did wrong.

I usually use GIMP to draw/adjust pixels, then Graf2x to fix the palette (GIMP is terrible with palettes)
It drops the 0th colour when it loads indexed PNG with 1 transparent colour. I found a way to deal with that: save a copy of the damaged palette to the palette library ("Palettes"), in the Palette Editor add 1 colour at the end ("New Color from..."), back in Palettes rotate the palette by 1 ("Offset Palette" from the context menu), then convert the image to RGB and back to indexed with the new palette.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Wolfstarr on December 21, 2018, 03:19:12 am
Hi Hobbes,

I spent an hour fixing the original sprite I had commissioned :) Tested it in game and doesn't look too bad ... if I do say so myself :)

Anyways, please see attached if want to use it.  Needs a floorob and bigob but otherwise good to go.

Anyone can use this sprite BTW :)

Cheers,

SQ
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on December 21, 2018, 03:25:51 am
Spooky! I love it! Thanks :D
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Wolfstarr on December 21, 2018, 03:33:09 pm
No problem :) The mod is coming along nicely!
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: EuchreJack on January 01, 2019, 05:57:57 am
Mod install doesn't work.  Put it in mods folder...nothing appears.  Confirmed other mods work.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on January 01, 2019, 05:23:22 pm
Mod install doesn't work.  Put it in mods folder...nothing appears.  Confirmed other mods work.

What's the path of the /mods folder where you've installed it?
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: EuchreJack on January 03, 2019, 12:21:10 am
\Documents\OpenXcom\mods
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on January 04, 2019, 01:05:24 am
\Documents\OpenXcom\mods

Well, I can't really help you then. Make sure you have OXCE properly installed, scroll down the mod list, that's all I can think of.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Mrekalis on March 01, 2019, 03:40:20 am
I feel kind of dumb suggesting this because I have nothing to contribute but ideas here (unfortunately I can't sprite, code, etc) but I think some of the progession is kind of wrong. Shooting down HKs as the main conciet of the game is actually a novel idea, and makes sense given the fact that they seem more like attack helijets than anything that could really hold its own in a dogfight. Even though the mod seems to be having the same issues for me as the dude above, that first couple of interceptions was really intense and seeing an HK through the scope was wild. My game crashes unpredictably after a few minutes of play though.

I did get one ground mission done, and while I like it, facing Terminators, even T-600s and earlier models right off just feels wrong. I always imagined that the HK Aerials and HK Tanks we see in the movie were the real forces of Skynet's arsenal. If Skynet would fill its craft with defense drones, they'd probably be compact, especially the early ones. Small, weakly armored, lightly armed, dare I say "boring" robots that are basically just a machine gun or rocket launcher on treads, kind of like some military prototypes today. The Terminators are supposed to be "The newest. The worst." Chris actually discussed this on one of his musings, concluding that Skynet's arsenal must have started out with more recognizable robots first and moved to Terminators later. Chris's intial conception of Skynet's first drones are as tiny rodent-sized poison needle-shooting paranoia machines, which I would imagine is next to impossible to emulate in XCOM. Some of the robot artwork from the original Wasteland videogame might be a good cross-reference if I had to point to anything else that tried the abstract robot route.

I don't really think James Cameron actually thought the whole scenario all the way through like this, so it can be argued a lot one way or the other, and Terminator 2 definitely implies the Endoskeletons fought on the front lines so who knows. Also, I know what I'm suggesting would entail different sprite work and probably a significant change in mechanics to accomodate it, so please take this as friendly input and not demanding. My jaw just about hit the floor when I even heard there's a Terminator mod out for OpenXCOM, and I have no doubt that once its finished it'll probably be the closest a Terminator game will ever come to the Fight For the Future even if it remains a strict XCOM clone. This is a bit of fantasizing, mostly. Though when it comes to sprite work a box on treads with a gun sticking out of it might be easier to draw and animate than trying to invent 6-8 unique Endoskeleton variants.

Either way I look forward to seeing where this goes and I hope the issues with the mod get ironed out. I'm surprised anyone else even knew about Chris's website let alone was basing an XCOM mod off of it (will the Buster show up?) but I suppose Terminator fans really stick together more than I thought. Love the redesigned Geoscape by the way, instantly puts me in the mood.

(PS: To whoever put the soundtrack together, the music from the first movie used is taken from The Definitive Edition, which sounds a little bit different from the movie's actual soundtrack. Brad Fidel did a closer version to it later, though some tracks sound better on The Definitive Edition since its basically a remix. Not a really a criticism, I enjoy both versions, I just figure its only a matter of time before some music snob points this out so I figured I'd beat them to the punch.)
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on March 01, 2019, 07:11:08 am
I feel kind of dumb suggesting this because I have nothing to contribute but ideas here (unfortunately I can't sprite, code, etc) but I think some of the progession is kind of wrong. Shooting down HKs as the main conciet of the game is actually a novel idea, and makes sense given the fact that they seem more like attack helijets than anything that could really hold its own in a dogfight. Even though the mod seems to be having the same issues for me as the dude above, that first couple of interceptions was really intense and seeing an HK through the scope was wild. My game crashes unpredictably after a few minutes of play though.

I did get one ground mission done, and while I like it, facing Terminators, even T-600s and earlier models right off just feels wrong. I always imagined that the HK Aerials and HK Tanks we see in the movie were the real forces of Skynet's arsenal. If Skynet would fill its craft with defense drones, they'd probably be compact, especially the early ones. Small, weakly armored, lightly armed, dare I say "boring" robots that are basically just a machine gun or rocket launcher on treads, kind of like some military prototypes today. The Terminators are supposed to be "The newest. The worst." Chris actually discussed this on one of his musings, concluding that Skynet's arsenal must have started out with more recognizable robots first and moved to Terminators later. Chris's intial conception of Skynet's first drones are as tiny rodent-sized poison needle-shooting paranoia machines, which I would imagine is next to impossible to emulate in XCOM. Some of the robot artwork from the original Wasteland videogame might be a good cross-reference if I had to point to anything else that tried the abstract robot route.

Quote
I don't really think James Cameron actually thought the whole scenario all the way through like this, so it can be argued a lot one way or the other, and Terminator 2 definitely implies the Endoskeletons fought on the front lines so who knows. Also, I know what I'm suggesting would entail different sprite work and probably a significant change in mechanics to accomodate it, so please take this as friendly input and not demanding. My jaw just about hit the floor when I even heard there's a Terminator mod out for OpenXCOM, and I have no doubt that once its finished it'll probably be the closest a Terminator game will ever come to the Fight For the Future even if it remains a strict XCOM clone. This is a bit of fantasizing, mostly. Though when it comes to sprite work a box on treads with a gun sticking out of it might be easier to draw and animate than trying to invent 6-8 unique Endoskeleton variants.

Either way I look forward to seeing where this goes and I hope the issues with the mod get ironed out. I'm surprised anyone else even knew about Chris's website let alone was basing an XCOM mod off of it (will the Buster show up?) but I suppose Terminator fans really stick together more than I thought. Love the redesigned Geoscape by the way, instantly puts me in the mood.

(PS: To whoever put the soundtrack together, the music from the first movie used is taken from The Definitive Edition, which sounds a little bit different from the movie's actual soundtrack. Brad Fidel did a closer version to it later, though some tracks sound better on The Definitive Edition since its basically a remix. Not a really a criticism, I enjoy both versions, I just figure its only a matter of time before some music snob points this out so I figured I'd beat them to the punch.)

Well, I basically agreed with everything you posted: air combat needs to be fixed, more units need to be added, and I need to find more free time in the future to work on this mod :)

HK fighting is something that will need to be calibrated because I don't want it to become too predominant, ground combat should be still the main focus. I haven't added much of the setting yet to the UFOPaedia but the game is designed with Skynet having air superiority over the Resistance, which will limit the number of engagements, since the player is not required to shoot down HKs for score. And Tech-Comm bases will be regularly air bombarded or ground assaulted. So it's basically Future War with humanity sliding downwards after a massive Skynet counterattack after the Resistance assaulted Cheyenne Mountain.

With the soundtrack, I have decided not to include it on the mod to avoid any future copyright issues over those, so feel free to make your own soundtrack, or you might also like to try it out with the Cydonia Fall soundtrack mod.

I've known about Chris site for a really long time, it was one of first and best sources available on the internet about the Terminator universe.

Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Mrekalis on March 03, 2019, 04:50:11 am
Just some further musings, but: I dunno if the air combat really needs to be "fixed". The HKs (in either of the movies) seem to function more like jet versions of modern attack helicopters. Which are infact vulnerable to being shot down by interceptors and proper jet fighters. If you want to limit this, perhaps have the jets and stuff be limited to the endgame only, when Tech-Comm acquires enough resources to fix up an old jet or two? The air-war thing is extremely cool, but it would make more sense as an endgame element, some kind of triumphant goal reached where the player can *finally* start shooting down the seemingly invincible HKs.

In the mean time, perhaps instead of shooting HK Aerials down, the players start by attacking HK tanks? If you can't get something so big to move through the map, making it a UFO with turrets would be reasonably close. HK Aerials could be a hazard that shows up if you take too long. Something you can't kill just starts shooting your troops with 100%+ accuracy one soldier per turn after it shows up, and you have to suffer that throughout the game until you get a working jet and get to pay it back.

I also thought a bit more about Chris's micro-Terminators, and I realized a sprite only about 5-10 pixels in size would be the most brutal and annoying X-Com enemy ever created and would defintely fit here, even if it would only be killed in one shot from any weapon. Even if such a creation looks like a clump of indistinct pixels, I think this might be a really cool and easy way to start the campaign off. Just a bunch of cellphone-sized enemies that die in one hit, but can still kill your troops if they needle them. Forcing the player to pay attention if they aren't using OXCE's tools, or if their eyesight is as bad as mine.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on March 05, 2019, 05:44:13 pm
Regarding air combat and HKs, the proper future actions regarding them are better described with 'evolve' rather than 'fix' :)

It is a feature that is directly tied to Skynet's continuous base building, which leads to regions being overrun after several months if the machine activity is left unchecked. But the idea is not for the player to fight every HK and destroy every base since Skynet's resources will always trump over the player's. Instead, the idea is for the player to have to be very picky about the location of its own bases and the missions will have to be better planned than 'pick a spot and sent the transport'.

HK Tanks will be introduced, once someone makes the battlefield sprites for them, and micro-terminators too.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: SophiaThe3rd on March 09, 2019, 05:01:47 am
Based on the image you provided, I recommend a quick test edit to swap world.dat "med. elevation" texture with "low elevation" texture. I think this might give a more smoothed cinder aesthetic.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: SophiaThe3rd on March 09, 2019, 06:46:19 am
On second thought, WAY easier to do this through texture IDs or textures.png than through world.dat
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on March 09, 2019, 04:03:45 pm
On second thought, WAY easier to do this through texture IDs or textures.png than through world.dat

Yeah, when world.dat is done I'll simply edit textures.png for a better visual look, that's what I've done so far :)
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Nord on April 29, 2019, 04:40:24 pm
Ok. Downloaded last version. Launched. Open first ufopedia article - crash. How to be?
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on April 29, 2019, 09:29:41 pm
Ok. Downloaded last version. Launched. Open first ufopedia article - crash. How to be?

The mod is in alpha status and I don't have time at the moment to be working on it.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Mrekalis on June 04, 2019, 05:59:00 am
Feeling extremely pessimistic adding this in when I could be more helpful, but I'm imagining "Search Mode" missions where the HKs don't even show up sometimes. Sometimes you notice where an HK will be next, other times your TechCom troops wait for 60+ turns for nothing to even happen. Maybe some ambushes by HK Tanks as the games evolves. Would be very true to life given the nightmares of Iraq and Afghanistan.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Hobbes on June 05, 2019, 04:41:35 am
Feeling extremely pessimistic adding this in when I could be more helpful, but I'm imagining "Search Mode" missions where the HKs don't even show up sometimes. Sometimes you notice where an HK will be next, other times your TechCom troops wait for 60+ turns for nothing to even happen. Maybe some ambushes by HK Tanks as the games evolves. Would be very true to life given the nightmares of Iraq and Afghanistan.

Waiting 60+ turns for nothing to happen on a battlefield, after taking the time to equip your soldiers and fighting the HK Interceptors with your crafts is a waste of the player's time. It is realistic that combat forces spend most of their time waiting and nothing happening but in game that just kills the motivation to play.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Ace009 on October 08, 2019, 03:08:25 am
Test. Oy, guys? Is it me or is the music submod now inaccessible? :(
Title: Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
Post by: Dr.Crowley on October 18, 2019, 08:11:39 pm
Test. Oy, guys? Is it me or is the music submod now inaccessible? :(
Had no problem downloading it.

I am playing this mod for the last two days and I can say it is VERY atmospheric. Minigun-toting T-600s WILL make you to use ANY cover. And now you can't just fly around and feel yourself safe - Skynet is coming for you! And ANY stupid mistake WILL result in casualties. Geez.

Great work, Hobbes! Tech-Comm feels pretty hard and interesting even on the Beginner difficulty as far as I can see right now.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
Post by: Hobbes on February 29, 2020, 03:26:14 pm
PROJECT TERMINATED
This project has been discontinued because of copyright issues related to the unauthorized use of third party images.

Since it would require a ton of artwork, I decided to end this project because of the permissions it would require and I do not want to be blatantly stealing from other authors/games/etc. without their permission, under the risk of receiving a 'cease and desist' notice that could compromise all the work done on this mod, specially from sources that are commercially sold. 

If you have downloaded this mod, you're warned that the artwork for the weapons contained on it was originally done by Christopher Shields for his amazing Terminator: 2029 (http://www.goingfaster.com/term2029/) site and that it is not free to use - he kindly gave me permission to use them only for this mod after I personally contacted him.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
Post by: wcho035 on March 01, 2020, 07:13:39 pm
One shall reap the harvest from what one had sowed.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
Post by: Roslij on March 23, 2021, 01:38:11 pm
Can someone throw a link to the mod file?
Title: Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
Post by: Meridian on March 23, 2021, 01:55:18 pm
Can someone throw a link to the mod file?

There is no link, the project was terminated.
Title: Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
Post by: gijoe on March 23, 2021, 04:05:32 pm
Very latest version is o.34, if someone might want to try out of curiosity it is here (http://www.mediafire.com/file/z5bqt27exrh74nb/TechComAlpha_v0.34.zip/file).
Title: Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
Post by: Hobbes on February 09, 2022, 03:18:07 am
And we're back!

Development of Tech-Comm has restarted.
Title: Re: [TC][OXCE][I.D.T] Terminator: Tech-Comm - Alpha
Post by: Hobbes on February 11, 2022, 03:13:58 am
New version 0.4.2 released at the mod portal.

John Connor is now a playable character that starts with the original base. Two new base facilities added: Tech-Comm HQ and Mine Field.
Title: Re: [TC][OXCE][I.D.T] Terminator: Tech-Comm - Alpha
Post by: Hobbes on February 21, 2022, 04:00:37 am
Version 0.4.8 released at the mod portal (http://mod portal)

This is a change log of everything that has been added since the project was restarted:
* Added: Sector Comms research, which unlock resource missions on a specific country (sector)
* Added: Added Sector Comm resource missions: Destroy, Recovery, Defense and Extraction
* Added: Area 51, Complex, Biolab, Siberia, Cold Isle, Storm Mountain terrains for the resource missions
* Added: Sector events triggered by the sector research, can provide additional resources or nothing at all
* Added: Skyranger Factory, HWP Factory, Factory and Bunker terrains for story missions
* Changed: reorganizated the entire Intelpedia
* Changed: all base facilities larger than 10x10 now use verticalLevels to spawn
* Changed: TechComm base defense now 80x80, runways added to surface
* Changed: redone all the route nodes in TechComm base terrain
* Added: Synthetic Fuels, unlock Fuel Pods which give 500 fuel to craft equipping them
* Added: Archangel, Aurora and Valkyrie crafts to be unlocked later in the campaign
* Replaced: Dynavert craft with Senior Citizen (Dragonfly from War Of The Shadows mod)
* Removed: Super Osprey craft
* Added: Genie and Falcon craft weapons (good old nukes)
* Added: several missing entries to the Intelpedia
* Added: Tech-Comm HQ, Storage, Infirmary, Housing, Mine Field and Craft Pen base facilities
* Added: John Connor, Kyle Reese and other Terminator human characters
* Added: new introduction cutscene
* Added: new starting events
* Added: Officer and Pilot suits
* Added: proximity grenade and medi kit items
* Added: event system to replace previous system based on mission alerts
* Added: arc script system to replace previous system based on research
* Added: several craft weapons now available for manufacture
* Added: craft fuselage system for manufacturing and missions
* Added: base facility repair
* Added: damaged base facilities
Title: Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
Post by: Hobbes on February 22, 2022, 10:22:36 pm
Tech-Comm new features:
* Sector Comms - once Tech-Comm is fully operational, it is possible to reestablish communications with each individual sector (country). Conducting research on each country spawns a resource site on the region of the coutnry during the next month that needs to be spotted by craft before it can be assaulted.
** Each resource site can have four types of possible missions: destroy a Skynet site, Defend a resistance team, recover a specific facility or extract from a Skynet ambush. Success gives automatic recovery of supplies, weapons or craft fuselages.
** There are six possible terrains for the four missions: Area 51, Biolab, Cold Isle, Complex, Siberia and Storm Mountain
** In addition, during the month after research in a sector is completed, there is an additional chance of recovering supplies or weapons from non-combat events.
* Acquiring new crafts require recovering fuselages from Sector Comms missions, or manufacture by recovering their blueprints (1 automatically given each month). There will later be a story mission that will give all the blueprints.
* Soldiers, basic firearms and ammo will always be available for purchase. The research data for most of everything else was lost to the Skynet worm, so Tech-Comm needs to recover the research to regain the ability to manufacture it again.
* Council gives bare funding but essential just to keep the starting base running
* At game start, John Connor is placed as a playable soldier on the Tech-Comm HQ. He has hero armor and buffed stats but his survival is not required to win the game, although he will be mentioned a number of times during the story.
* Once the comms system is operational, Skynet will hack the network to transmit propaganda and fake Resistance messages to lure Tech-Comm into ambushes. Not all the comms received will be reliable messages, although a number will be actual sites with a 72 hour window to respond.
* Resistance sites can Rescue, Protect and Escape missions. The first two will eventually give new recruits from the civilian survivors.
* New UI buttons, added by efrenespartano

Upcoming features:
* New Prison map for the Breakout story mission.
* New Skynet Workcamp, Research Lab, Outpost and Factory to complement the already existing terrains.
* New story missions (5-7) to complement the several Skynet base missions that are also required to assault to advance on research.
* Completing the new economy system.
Title: Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
Post by: ontherun on February 23, 2022, 12:17:45 am
Sweet! Do you have an YouTube channel for showcasing your mods? Some terminator gameplay video would be nice to see/have...
Title: Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
Post by: Hobbes on February 23, 2022, 11:01:35 pm
Sweet! Do you have an YouTube channel for showcasing your mods? Some terminator gameplay video would be nice to see/have...

Hi. No, we're not there yet since it's still an Alpha and there's a lot of work to be done. But I'm sure something will come up later in the future.
Title: Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
Post by: Hobbes on March 05, 2022, 04:33:25 am
Version 0.5.2 released today at the mod portal (https://openxcom.mod.io/idt-terminator-tech-comm).

* Skynet Pacification missions will spawn 1-3 Resistance sites, anywhere on the world, which consist of either Rescue, Protect or Escape missions. Successful completion of those missions will give additional soldiers joining Tech-Comm.
* When research is completed in a sector, on the next month it will spawn an abandoned base on the region of the sector. Detecting and assaulting that base will result in a Defense, Destroy, Recovery or Extraction missions. Successful completion of those missions will give aircraft fuselages (can be converted to craft), weapons caches or additional supplies.
* In addition, every time research is completed in a sector, there's also a chance to get non-combat random rewards on that month as events.
* It's not possible to buy craft weapons anymore, only manufacture them.
* Completing Sector Comms, Tech Systems and Resistance Aircraft will randomly give each month one or more Intelpedia articles related to weapons, Terminators, HKs, etc.
Title: Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
Post by: Hobbes on March 17, 2022, 03:56:05 am
New version released.

The soundtrack adapted by Human Kthulu is now available as a separate mod here: https://openxcom.mod.io/terminator-tech-comm-music (https://openxcom.mod.io/terminator-tech-comm-music)