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Messages - blackwolf

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1
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 16, 2024, 08:19:43 am »
Good news!, another new Development Update:

In a nutshell, the upcoming patch has grown larger than anticipated. But What started as a routine bug-fixing endeavor in the research tree (thanks Scamps for the report) soon evolved into a series of enhancements, culminating in the decision to embark on a substantial overhaul of certain research pathways. This expansion also includes the introduction of new technologies and aircraft to address pacing issues.

To bridge the gap and diversify options, i want to introduce a new interceptor and transport ship. The interceptor will likely be a variant of the F35 with Xelloy upgrades, while the transport ship is being crafted from scratch. Designed to be slower than the standard Firefly but with an increased troop capacity (number not final, but 24 troopers for now), it won't be capable of lifting any type of tanks. This should provide balance and fairness by having a larger platoon size in exchange of heavy support.

Preliminary tests against a BRUTAL AI have shown promising results. Even increasing troop counts still poses a challenge, rather than simply being capable of outright overwhel the enemy with sheer numbers. Other crafts will undergo tweaks to accommodate these changes, including adjustments to stats and potentially battlescape layouts, time permitting.

Additionally, expect significant alterations to tank and support unit mechanics, along with quality-of-life improvements in manufacturing, such as batch production of ammunition.

 While these changes promise a substantial upgrade, I'm unable to provide an exact release date at this time. Rest assured, progress is steady.

The new transport ship is nearly complete, heavily inspired by the DR4-Viking, a personal favorite. I've tried to capture its essence the better i could.

Stay tuned for further updates as development progresses. Your feedback and support are invaluable.


This is the current WIP of the craft, codenamed SCARAB:


EDIT: the design is finished, its the last four pictures
[DESIRE TO KNOW MORE INTENSIFIES]

2
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 15, 2024, 06:52:08 pm »
Do the new UFOs (they are amazing btw) replace tho vanilla ones or do both types appear?

Hi Hadan, it's great to hear that you're enjoying the new UFO designs! To clarify, YES, these UFOs completely replace the vanilla ones. However, each UFO comes with an average of around four different layouts (with exceptions like the Scout Escort, which has eight, and the largest designs, which currently have two but will have more variants in the future), ensuring that your encounters won't always be the same.

3
Do you mean this:

https://www.ufopaedia.org/index.php?title=UFO_Recovery_Values

Thank you for the suggestion, it's certainly helpful. However, my mod completely overhauls the UFOs, introducing numerous layout variants and significant deviations from vanilla parameters like dozens of extra walls and props. Nevertheless, I appreciate your input.


Yes, but I don't know where to put it.

That space is already occupied by the TFTD "depth" slider, or by the UFO "globe texture" dropdownbox, or sometimes even both.

OH RIGHT, i totally forgot about TFTD. Yeah, scratch that, well, im glad to know this is the bucket list of stuff that might appear.

I'll keep finding my way with RNGesus for now. Thanks for your answer, really appreciated.

4
(TL;DR): Is it possible to add an option to manually decide whether a UFO is intact (landing assault) or damaged (crash landing) in the mission generator?

Hi, first off, thank you for your hard work on the game. I'm wondering if it's feasible to introduce a checkbox or slider that allows players to define whether an UFO is intact (simulating a landing assault mission) or damaged (simulating a crash landing site). In my ideal scenario, this slider would function similarly to the light/illumination level meter, located in the space below the map swapping dropdown button. It could range from pristine/intact on the left to almost annihilated/obliterated on the right.

The reason I'm suggesting this is twofold: firstly, it would give players greater control over the type of mission they want to play. Secondly, it's personally beneficial to me as I'm currently trying to compile a spreadsheet detailing the average amount of materials recovered from UFO missions. However, the high degree of randomness involved, combined with the variability in UFO layouts and the need for multiple reloads to ensure only intact UFOs are encountered (even when using debug features), is causing a significant waste of time :( .

Is this feature possible to implement? .

Thanks once again for your efforts, and I'll patiently await your response.

5
Hi,

I like your visual upgrade.
Hangar should be redesigned, large units can't enter/leave without connection from north.


Thanks for your feedback, noted, i'll take a look and see what i can do for the next patch.

6
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 01, 2024, 04:56:26 pm »
A bit of random feedback:
1. OpenXcom has crashed: FileRecord::at(ROUTES/SOL_SILO20.RMP): requested file not found.
2. Impassable fence gate, see screenshot.
3. Muton chieftain research can be granted by medic, unlocks endgame. Chieftain should probably grant a free prerequisite tech.

Hi, thanks for your report, im currently commuting to work, sorry i cant extend that much.

1. Noted, there seems to be still issues with map generation, this has been tackled continously, yet, every report help ironing rough edges, thanks.
2. It seems a map in CMP didn't have the "fence door" correctly defined, i'll try to fix this and pass over the info. For now, i recommend to simply shoot at it (its wood so durability shouldn't be a issue).
3. CRITICALLY NOTED, will be fixed on next patch.

Next update keeps exponentially growing in size and scope , it might end warranting a full digit increase instead of a mere decimal change (prolly will become " 0.98" instead of merely 0.97.7 tbh), cant tell exact date, but im aiming to before 20th this month if everything goes correctly.

7
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 22, 2024, 08:27:03 pm »
Yo Man I got an error

[22-02-2024_11-51-09]   [INFO]   Active mods:
[22-02-2024_11-51-09]   [INFO]   - xcom1 v1.0
[22-02-2024_11-51-09]   [INFO]   - XcomUtil_Always_Daytime v1.0
[22-02-2024_11-51-09]   [INFO]   - XcomUtil_Improved_Ground_Tanks v1.0
[22-02-2024_11-51-09]   [INFO]   - XcomUtil_Improved_Heavy_Laser v1.0
[22-02-2024_11-51-09]   [INFO]   - XcomUtil_No_Psionics v1.0
[22-02-2024_11-51-09]   [INFO]   - XRVU v6.5
[22-02-2024_11-51-09]   [INFO]   - XOPS v0.97.06.LE

[22-02-2024_11-51-15]   [ERROR]   During linking rulesets of manufacture:
Error processing 'STR_PSI_AMP' in manufacture: Unknown research 'STR_PSI_AMP'

hi, thank for you report, as Meridian said , the problem is caused by the NO PSIONIC MOD, remember that this mod is an overhaul (thus, better to be played standalone), consider also that this mod changes both lasers and tanks behaviour, therefore having those two other mod activated might result in redudancy in the best case....or complete inestability on the worse scenario)


Hello, thanks for your report, as Meridian said, the problem is caused by the 'NO PSIONICS MOD', remember that this mod is an overhaul (therefore it is better to play it independently), also consider that this mod changes the behavior of heavy lasers and tanks. therefore, having those other two mods activated could result in redudation at best... or outright instability at worst.

8
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 15, 2024, 04:35:49 am »
Hi, blackwolf!
If you are not aware, xops armor has usable shoulder slots, but not outlined by boxes. Is it intentional? Other armors might have similar issues.
Also, Kamchatka is gone, and Pacific ocean in general has several 'stitches', visible if you use higher resolution and rotate the globe. Probably you combined different globes?
Both issues are minor. Thank you for your work!


Thanks for bringing this to my attention, Scamps. I wasn't aware of the issue, but rest assured it will be addressed in the next patch. Much appreciated!

Regarding the map tweaks, I've been working on enhancing the overall appearance of the globe. However, I've encountered some challenges with the tools. I may need to revert to previous iterations to resolve the issue, especially when it comes to certain regions like South America.

Thanks again for your patience and understanding

9
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 12, 2024, 09:37:43 pm »
Good news everyone!

I originally aimed to complete the implementation of the first level of paperdoll sprites for the initial armor tier before releasing the next update. However, after receiving valuable feedback from players on the Reddit thread (special thanks to GetFreur and Hadan) regarding stability issues, I decided to prioritize addressing these concerns. Thanks to their reports, I was able to identify certain options that could be adjusted to enhance the overall stability of the mod. Additionally, I took the opportunity to rectify over 200 missing strings and improper references to items and equipment, which in some cases could lead to CTDs.

Most importantly, I have successfully resolved the errors associated with cargo and cruiser line ships. This means no more CTDs at startup, and your planes will now spawn correctly on the designated helipad. This significantly improves the survivability rate of missions involving these ships, which previously posed a significant challenge as you technically couldn't retreat.

Rather than delaying the update to complete the graphical overhaul of the armors, I felt these bug fixes warranted an immediate release. This also allows me to introduce updates to not just one, but TWO tiers of armor. The upcoming XOPS armors will undergo a total visual and gameplay revamp, with more details to follow in a future post.

Overall, discussions surrounding their intended uses have been thorough, and the visual aspects are nearly complete. I'm excited to provide a sneak peek in the attachments below.

Good hunting!

10
Help / Re: [SOLVED] problems with plane spawn on my maps
« on: February 09, 2024, 03:36:24 pm »
There's a technique you can try with labels and conditionals to get it to work with different size craft MAPs.

Code: [Select]
mapScripts:
  - type: CARGOSHIP
    commands:
    - type: addCraft
      label: 1
      rects:
        - [1, 0, 1, 2] #Fits only size MAP crafts of 10x20 or smaller.
    - type: addCraft
      label: 2
      conditionals: [-1]
      rects:
        - [1, 0, 2, 2] #Fits only size MAP crafts of 20x20 or smaller.
    - type: addCraft
      label: 3 # Can be omitted if no other conditional checks are made.
      conditionals: [-1,-2]
      rects:
        - [1, 0, 2, 3] #Fits only size MAP crafts of 20x30 or smaller.
    - type: addBlock #Spawn Ship
      size: [3, 7]


Yeah, that did the trick! This solution helped me resolve the problem with all ships landing correctly, except for just one (the 20x20). At this stage, it seems more feasible for me to edit and 'enlarge' the helipad platform instead of attempting to move the plane inside the MAP file, which could potentially cause misbehavior when interacting with other map scripts.

Thanks a ton for your help. This solution resolved my issue perfectly, and I truly appreciate your assistance.

(PS: Just to clarify, there wasn't any 20x30 plane, only 10x20 and 20x20 ).

11
Help / Re: [SOLVED] problems with plane spawn on my maps
« on: February 08, 2024, 06:04:48 am »
you're saying that the craft must be placed in a 10 wide by 20 long area but since you're saying your craft is actually 20x20 it can't fit it in said area, thus you will need to specify at least [1,0,2,2]

Hi Crazyharponeer, just wanted to extend a big thank you for your assistance. I've managed to resolve the CTD issue related to the size of the ships in the cargo and cruiser liners, which is a huge relief. Additionally, I've made progress on getting the plane to spawn near the helipad, although there are still some errors to iron out. I'm still trying to determine if the values of the RECT related to the x and y position need to be multiples of ten, as adjusting them even by a single digit causes the spawning area to behave unpredictably.

On another note, I've encountered a new issue where one of my ships mysteriously spawns embedded in the floor. It looks like I'll need to conduct further testing to pinpoint the cause. However, on the bright side, thanks to your input, I've managed to fix a really old CTD issue. Your help has been invaluable.

12
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 07, 2024, 06:43:04 pm »
Good news, everyone! more info on the armor front. Progress is smooth, with the first tier of Kevlar armors almost completed. Next up, I'll be adapting them for female soldiers, which should be relatively straightforward. However, the real game-changer will be the introduction of different uniform sizes. Some soldier sprites are larger or wider than others, and rather than opting for a one-size-fits-all approach like my first attempt last year, I'm committed to ensuring each soldier has a tailored armor set and completely revamped helmets.

Here's a sneak peek of the work in progress. I'm still deciding which option looks better for the green version, so your feedback is welcome!

All vests and pouches were sourced from the "INTO THE ABYSS" MOD, with the assest being done by Woofington Hans and Efrenspartano. I've focused on doing more retouches and recoloring.

Stay tuned for further updates

13
Hi there! I've been pondering the feasibility of implementing multiple soldiers assigned to the maximum rank [5=commander] for different troop types. In my mod, the maximum rank represents a mid tier position in the military hierarchy, making it reasonable to have multiple "top-ranking officers" in each branch , especially as I've separated pilots, officers, and enlisted troops into different SOLDIER_TYPE categories.

Ideally, I envision having one Brigadier[5] for pilots, one Lt. Colonel[5] for officers, and one Sergeant Major[5] for enlisted troops and NCOs. It would be even better if we could specify that each soldier type requires a different set of previous rank strings to avoid scenarios like "sure, we could promote you to 'Staff Sergeant[4]' but there are currently too many 'Colonels[4]' in our roster, so, there are not any billets aviable"

Here's a crude picture of what i envisioned:

- type: STR_PILOT

  # bunch of stats

  rankStrings:
    - STR_2ND_LIEUTENANT
    - STR_1ST_LIEUTENANT
    - STR_AIR_CAPTAIN
    - STR_AIR_MAJOR
    - STR_AIR_COLONEL
    - STR_BRIGADIER
  soldiersPerCaptain[or whatever, just to represent a rank 2 unit]: 5
  soldiersPerMajor[3]: 10
  soldiersPerColonel[4]:  15
  soldiersPerBrigadier[5]: 20


I'm eager to hear your thoughts and if others find this concept useful or desirable. Do you think it's achievable within the game's limitations?"

14
Help / [SOLVED] problems with plane spawn on my maps
« on: February 05, 2024, 07:46:36 pm »
Hi everyone, I've run into some issues with my mod, and after exhausting all possible solutions on my own, I've decided to seek help here as I can't seem to find a clue about what to do.

Firstly, my problem has two aspects. I've edited the maps for the cruiser line (ported from TFTD by the CMP team) to include a 'helipad' at the stern. However, I'm not entirely sure how to determine the 'coordinates' that should be flagged to make my planes spawn there.

The second problem, I've encountered a persistent CTD issue when my planes, which are 20x20 in size, attempt to spawn on the map. I'm unsure about how to increase the size from the vanilla 10x20.

I've tried reading the rulesets, but it seems to work only on 'blocks generated' maps. When I attempt to adjust the numbers in this snippet:

```yaml
- type: CARGOSHIP
  commands:
    - type: addCraft
      rects:
        - [1, 0, 1, 2]
    - type: addBlock #Spawn Ship
      size: [3, 7]
```

My planes appear in some strange positions, including inside the walls. This makes me think that my theory about prop collision impeding ship generation was incorrect.

I've included the relevant lines of code below:

Spoiler:
#HERE IS THE PROBLEM
  - type: CRUISE_LINER # Thanks to Solarius Scorch!
    commands:
    - type: addBlock
      size: [3,2]
      rects:
        - [0,5,3,2]
    - type: addBlock
      size: [3,5]

#BEGIN CARGOSHIP
  - type: CARGOSHIP # Thanks to Hellrazor!
    commands:
    - type: addCraft #Size 10x20
      rects:
        - [1, 0, 1, 2]
    - type: addBlock #Spawn Ship
      size: [3, 7]
#END CARGOSHIP

#BEGIN LINERSHIP
  - type: LINERSHIP # Thanks to Hellrazor!
    commands: #No Craft spawning here, we have a entry area instead
    - type: addBlock
      size: [3,2]
      rects:
        - [0,5,3,2]
    - type: addBlock
      size: [3,5]
      rects:
        - [0,0,3,5]

Any help would be incredibly appreciated!

15
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: January 30, 2024, 12:51:34 am »
Hello! I wanted to shake things up a bit and give you a sneak peek into some of the work in progress again, instead of simply waiting until work its done to be revealed. Recently, I delved into experiments aimed at enhancing the appearance of the first tiers of armors. While it's still a work in progress and there's a lot to be done, I wanted to share a glimpse of what's in the pipeline.

Please note that this is far from being ready for a live version, but I'm really conformed about the current progress. Tons of work its still needed like working on the six different color variations, additional detailing for the female version, exploring various helmet variations, and more.

Stay tuned for further updates on these developments. Also, here's a heads-up about some really early
 iteration of the changes changes to the second tier!

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