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1
Released Mods / HWP Tractors another reimagining of the Coelacanth for XCOM
« on: September 04, 2017, 06:37:03 pm »
HWP Tractors another reimagining of the Coelacanth for XCOM

# HWP Tractors Mod by SteamXcom


The HWP tractor is based on a vehicle (Coelacanth)  found in  XCOM: Terror from the Deep and ported over for OpenXcom use.  It has been already appeared in some mods.

The HWP tractor is a utility vehicle that can be used to clear terrain objects. In this role it has very limited attack range but can destroy most adjacent terrain objects without using ammo in order to create passable areas. It can also be used to kill adjacent enemies.

It also is armed with a machine gun, however, since it is intended for defensive purposes, it is highly inaccurate especially at longer ranges. If you need to engage at long ranges, grab a soldier or the tank HWPs instead.

You purchase the start tractor in the store.  As you learn new technologies you upgrade those tractors in the workshop. At its highest upgrade level the tractor can destroy a UFO wall.

Upgrades increase the armor, object destroy power, TUs and quality of the machine gun on the vehicle.

If destroyed in battle, the remains can be salvaged and repaired at a fraction of purchasing a new tractor and applying its upgrades.

Questions and Answers:
Q-HELP!!! I'm right next to a FENCE. Its RIGHT THERE and I cannot even select to destroy it!

A-Use the target cursor to find the "sweet spot" then move /turn the tractor so it is properly line up to make your strike.  The range is only 2 squares and on some orientations the tractor cannot attack the obstacle even if adjacent to it. Instead, you must turn the tractor about, orientating to align with the target cursor's double digit chance to hit.  Use New Battle to play with the tractors to see how this works.

The range could be extended to 3 squares but that might make the tractor too powerful for the player.  1 square range was way too limiting, as the way the map object tiles are designed, a tractor on a certain side of the fence, no matter the maneuvering, for example, it could not strike at all. With two square range, careful turning may be required to line up with some obstacles.

Q-what do I use this for REALLY.

A- Apart from already explained, the tractor can be treated as sort of an infantry tank your solders can use to hide behind as especially on higher levels, it should soak up more damage than an HWP.  And its always nice to have some other vehicle to play with.

Q- In New battle, when I select  "Out of Stock" or "On Backorder" from the equipment list and when  I go to start the battle, the game crashes.

A- "Out of Stock" or "On Backorder" selections cannot be loaded on your craft in New Battle. Please Select from the following if loading tractors:
HWP Tractor
HWP Alloy Tractor
HWP Laser Tractor
HWP Plasma Tractor

Secondary weapons of dual welding HWPs such as the tractors are integral to the vehicle and not an  independent item. However, the secondary weapon will still appear separately near the bottom of the New Battle equipment list.  Defining the secondary weapon as "Out of Stock" or "On Backorder" is a way of marking it as unavailable to prevent accidentally loading it onto your craft. 


INSTALL

Xtract the .zip file into your user/mod directory of OpenXCOM

Run OpenXCOM go to options>mods and select
Lighting Variants.

Check here for where your MOD folder might be at if you do not know:

https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)


V1.0
Initial Release


Credits

The investigation of these mods help in implementation of this one

--originally snatched from The self-driving car mod by Zharkov
Piratez Extended
--Also seen as the Quad in drages [UFO]S.A.R. HWP/AI Mod V.0.60 (which is where Zharkov got it from).
--Code for dual weapon taken from drages and also PowerGlove mod by Civilian
--tractor machine gun graphics and custom sounds taken from Dioxine's Piratez Extended mod

License
Please give credit for any use of this file.

This mod in part or in whole may be used as part of any other mod.

DOWNLOAD BELOW
(lableled as  HWP Tractorsv1.0.zip)

2
Released Mods / Alien Lockdown
« on: August 11, 2017, 04:47:14 am »
#Alien Lockdown Mod by SteamXCOM

New in ver 1.1
--AlienLockDown - AllDoors  (All UFO and base doors sealed)
--AlienLockDown - OuterDoorsOnly  (Outer UFO doors sealed only)
--AlienLockDown - InnerDoorsOnly  (Inner UFO and Base doors sealed only)
--Blind AlienLockdown (you do not know ahead of time which set of doors have been sealed)


--Why do I need this?

If you find yourself killing all the aliens before you storm their UFO, you may wish to use this mod.
At a certain point in the game, it is quite possible ALL the aliens will exist their craft giving you no reason or even chance to go inside before the end mission screen.


--What it does.

Seals all doors of the alien vessel keeping the aliens inside their ship.  They are free to move around their compartments, but cannot open any doors.  This makes sense since your appearance, they declared LOCKDOWN to make it difficult for your soldiers to wander freely around their ship causing trouble.

--How do I...

The High explosive has been upgraded to be strong enough to blow the outer doors. Be sure to carry at least 1 HiEx package aboard your craft or you will not be able to get into their ship.  The outside door has been marked with a horizontal metallic bar so you can find it and also know at a glance if the mod has been activated.   The inner doors are sealed too, however; they are much weaker and grenades, lasers, heavy hand cannons and other weapons can break them.

--What else do I need to know?

The mod alters the UFO tiles that control the doors.  They are shared by the alien base thus if activated the doors of the alien bases will be sealed as well.  If you are killing /captureing all the aliens before you had the chance to explore the upper levels of the base, this mod may well be for you.  Otherwise you can deactivate it for those missions and reactivate for UFO ground assault missions.

--is it compatible with mod "whatever"

If you are using another UFO only mod such as "Darkened UFOs " which changes ALL UFOs, to get the Alien LockDown effect, you MUST load this mod below "Darkened UFOs."  I use "Alien LockDown" with that mod and am seeing UFO interiors I would never have otherwise.

The mod alters the UFO tiles that control the alien doors. If that mod uses the UFO tilesets that control the doors in other map types  besides UFO's and alien bases you could cause an undesirable  Alien LockDown effect there.  You should load "Alien LockDown" above the mod in question.

--I liked the fact that the aliens would suddenly come out of a door unexpectedly.

The mod can be activated and deactivated multiple times during the tactical mission, though you may wish to explore Blind AlienLockdown:

--What is Blind AlienLockdown?

This is a method to activate the mod without knowing which version you have actually activated until you are in mission.

In the folder BlindAlienLockdown there are the mods:

BlindAlienLockDown ---------------------   AllDoors
BlindAlienLockDown ---------------------   AllDoors02
BlindAlienLockDown  ---------------------- InnerDoorsOnly
BlindAlienLockDown  ---------------------- InnerDoorsOnly02
BlindAlienLockDown  ---------------------- NoDoors
BlindAlienLockDown  ---------------------- OuterDoorsOnly
BlindAlienLockDown  ---------------------- OuterDoorsOnly02

Each is a mod with the described characteristics.
--Put all in your mod folder.  You should only be able to see "BlindAlienLockDown ----" as the rest displays offscreen and you do not know which mod it is exactly until you are in mission. In the MOD screen you will only be able to see "BlindAlien LockDown."
--Use the up and down arrows to scramble the list further in the options>mods of OpenXcom
Before you begin a tactical mission
-- roll one 6 sided die raided from your old Monopoly game.
--Count down from the top of the "Blind AlienLockDown" group that many numbers
--and activate the mod
--and move it to the bottom of the list. 
--Load your save and play the game!

You can create additional clones of each mod renaming the folder slightly to vary randomness chances.

Version 1.1
Added variations including Blind Alien Lockdown

Version 1.0
Initial release

-------------------------------------
INSTALL

Xtract the .zip file into your user/mod directory of OpenXCOM

Run OpenXCOM go to options>mods and select
ONE of the following to activate:
-AlienLockDown - AllDoors 
-AlienLockDown - OuterDoorsOnly 
-AlienLockDown - InnerDoorsOnly 

For Blind AlienLockdown open the "BlindAlienLockDown" folder; copy all mods into the modfolder and select one at random to activate


Be sure to place mod BELOW any UFO mods such as DARKENED UFOs.

Check here for where your MOD folder might be at if you do not know:

https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)
-------------------------------------------------


License
Please give credit for any use of this file.

This mod in part or in whole may be used as part of any other mod.

Download for Alien Lockdown 1.1 at bottom of all screenshots:

3
Work In Progress / Aliens all eventually exit their ship
« on: August 06, 2017, 10:45:38 pm »
In harvesting my third Muton supply ship in a row, I noticed if I stayed outside, the crew would eventually come out and I could, with little risk to myself, capture or ambush them.  In my first games, I do not recall exactly, either; but then have seen the inside of the UFO's more than now in trying to conquer their defenders.

Of course I could mod the routing maps to not have the aliens  use the exits or even seal areas off until I blew them open, anyone have ideas on this?

4
 "Cancel" button in the sell /sack screen as the result of missions exceeding storage limits and multiple bases are available.
 
 Using the latest nightly(openxcom_git_master_2017_08_01_0005.exe) and raiding a Muton supply ship.
 Capture the ship and usually I get a message I must sell /sack stuff to get space.  However, this is a game  that has several other bases with plenty of storage space.
 
 The base that has the overage in elerium, aliens and alloys , if I go into the sell/sack, it displays the base items but I cannot sell/sack nor cancel (no cancel button) nor exit the screen by ESC. I have to alt tab and quit the game.
 
 If I go back in, I can go to the transfer screen to that base and transfer out whatever I need, including live aliens to containment elsewhere; and once down to limits, the sell/ sack screen displays its  "cancel" and "sell option" buttons again.
 
 Has anyone else seen this? About to confirm again as another raid against a loaded, landed Muton supply ship is underway..

5
Suggestions / Global warming and property damage
« on: July 29, 2017, 10:47:52 pm »
--Smoke grenades;  all that use of SMOKE must seem gratuitous to the global warming people and may well attract their ire.  While carbon foot print tax could be added via mod in purchasing the grenades, making them more expensive, maybe a -5 to score each time  a smoke grenade is used  to simulate such aforementioned global warming ire.   This would give the player motivation not to rely on smoking everything but try other types of tactics.

(Hmm can score actually be lowered via mod in purchasing a certain item?)

--Lower score for property damage, certain terrain tiles destroyed by your soldiers counts -5 or something , we like to blow things up but the farmer /citizens  might not be pleased to return to a cratered ruin of a barn/town.  This would give the player an extra challenge to overcome, that is not to bring the Rocket tank to terror missions and rely more on AP to avoid collateral damage.

6
 "Right click" on "Next soldier" and it goes back to previous soldier.  With a lot of squad to manage, it would be helpful.

7
Work In Progress / spawnUnit: Always hostile?
« on: July 09, 2017, 11:54:32 pm »
I was experimenting with this setting on spawning different units, even neutrals
Any units spawned even if originally neutral are always hostile?
is there any way to change if a neutral unit is spawned from a friendly or neutral it stays neutral?

8
USING MAPVIEW
How does one  create a working  door and add it  to a tileset?
I want to make doubledoors that open close for one of the lightning mods I uploaded (for the tank to travel out)

Added the graphics in the PCK VIEW but they do not appear in the TILE VIEW
Also, how to assign the function of a door to the newly added graphic once it is visible?
Thanks

9
# Lightning Variants - Mod by SteamXCOM

On Mod portal
 http://www.openxcom.com/mod/variant-lightnings
v1.2b
Features alternate LIGHTNINGs you can UPGRADE from the original vanilla LIGHTNING  with an additional hardpoint, more squad and  HWP capacity. The vanilla LIGHTNING has been left unchanged.

Currently you can build:
--The standard Vanilla Original Lightning
--Lighting 12HWP
--Lighting 16gHWP
-- Lightning AA
--Lightning  97HL (heavy lift)

BONUS craft
--Bolt
--Bolt D
--speed and range upgrades to the FIRESTORM (B, C, and D


Possible upgrades from Original Lightning:

1. Lighting_12HWP  has an orange shipping container obtained from the docks and pressed into service
and used for the transport of the HWP.
- 14 Soldiers (two more than Original)
- or 10 Soldiers + 1 Tank
- requires an Original Lightning for manufacture plus extra resources which will be consumed in the process of the upgrade.
 
2. Lighting_16gHWP interior slightly redesigned, TWO shipping containers now called PODS
- 16 Soldiers (4 more than Original)
- or 12 Soldiers + 1 Tank
- or 8 Soldiers + 2 Tanks
-- requires an Lighting_12HWP for manufacture plus extra resources which will be consumed in the process of the upgrade.

3. Lightning_AA  (Air to Air)
Lightning upgraded from Original to have
- two hardpoints (1 more than Original)
- Ladder allows roof and ground access
- requires an Original Lightning for manufacture plus extra resources which will be consumed in the process of the upgrade.

4. Lightning _97HL (heavy lift)
- two hardpoints (1 more than Original)
- Ladder allows roof and ground access
--can internally carry up to 3 HWPs
- 20 Soldiers (8 more than Original)
- or 16 Soldiers + 1 Tank
- or 12 Soldiers + 2 Tanks
- or 8 Soldiers + 3 Tanks
-- requires an Lighting_AA for manufacture plus extra resources which will be consumed in the process of the upgrade.

BONUS crafts

Bolt (short for lightning bolt)
Tiny fighter/transport
--carries 5 squad into combat
--one hardpoint


Bolt_D (an upgraded BOLT )
Tiny fighter/transport
--carries 5 squad into combat
--two hardpoints
-- requires a BOLT for manufacture plus extra resources which will be consumed in the process of the upgrade.

Firestorms B, C and D.
Included so this craft can keep up with the upgraded LIGHTNINGs
Each FIRESTORM upgrade is identical to its predecessor
--except it has has a range increase with each iteration and
--a single speed increase from the Original Firestorm  across all Firstorms.

FYI The upgraded LIGHTNINGs and Firestorms had in mind Vanilla Rebalanced by Align;
and are still a desirable and viable upgrade if this mod is used. 


See screenshots for appearance and color.

-------------------------------------
INSTALL

Xtract the .zip file into your user/mod directory of OpenXCOM

Run OpenXCOM go to options>mods and select
Lighting Variants.

Check here for where your MOD folder might be at if you do not know:

https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)
-------------------------------------------------
Limit_Craft_Item_Capacities - LightningVariants
 (separate download found below)
Limits each of the variant craft to 80 items, includes all original game craft as well.
(OSPREY from that mod included as a convenience).

v1.2b
--fixed an HWP unable to move from its restraining tile in the LIGHTNING 97

V1.2a
__ fixed one squad not appearing if all squad deployment on LIGHTNING 12rHWP
V1.2
--Name changed from LIGHTNING HWP12r to LIGHTNING 12rHWP as the "12" could not be seen in the soldier loadout screen
--Name changed from LIGHTNING HWP16g to LIGHTNING 16gHWP as the "16" could not be seen in the soldier loadout screen
--increased capacity of LIGHTNING 12rHWP by 2 soldiers to make it a more attractive upgrade.
--The craft are built on an upgrade path requiring the original LIGHTNING to be built and used as a component for succeeding LIGHTNINGs
--more craft added
--ladders have been removed from LIGHTNINGs carrying pods or crates as soldiers can
re-enter the craft from those areas now.
--crates and pods have working doors.

V1.1
--several LIGHTINGS released

V1.0
--release

----------------------------


Additional information:
One or two re-purposed shipping containers are  stowed inside the LIGHTNING HWP series carrying the tanks.
Upon landing, the crate (called pod) drops out of the LIGHTNING.

On the LIGHTNING 12rHWP; when the tank or soldiers exit the pod, the rampwell drops.
At the beginning of the next turn, the rampwell closes again, sealing up the pod.

On the LIGHTNING 16gHWP when the tank or soldiers exit the crate, the door slides up to open.
At the beginning of the next turn, the door closes again, sealing up the pod.

Ports in the door or rampwall allow soldiers that are in the pod to fire upon targets they see, however they have to be standing to get a good shot angle.      Even though the closed door or rampwell provides some cover, aliens can  see and shoot from that end of the pod so plan accordingly!!!

The pods  are defensively orientated as the exit opening is underneath the LIGHTNING to prevent  catastrophic ambush.

If crew only mission  loadout is selected with no tank, two squad will be in the back of the pod.

The back and sides  of the  pod can protect the squaddies  from immediate attack though the front has small windows that they can shoot or be attacked through.

Additional soldiers can exit / enter the LIGHTNING HWP series through the  pod area from above or use the front stairs as normal.

Pod occupation counts for squad recovery, as it is drawn back inside the craft upon liftoff in case of an abort.

To manufacture, first a LIGHTNING must be built which is  used as a component for the LIGHTNING 12rHWP. 

The LIGHTNING 12rHWP, if desired, can be is used as a component for the LIGHTNING 16gHWP construction.

The LIGHTNING AA is a LIGHTNING with enhanced AIR to AIR capability, as it has TWO hardpoints.
To manufacture, first a LIGHTNING must be built which is  used as a component for the LIGHTNING AA .
Then, if desired, the  LIGHTNING AA  is used as a component for building the LIGHTNING 97HL which can safely  carry and deploy up to 3 HWPs from the main deck without the need for pods.


Concept:
Engineers were proud when they had at last built a working prototype of a transport aircraft using UFO technology.  Called LIGHTNING it was  fast and could be expected to carry 12 men as well as engage enemy UFO's.  However, when inspected by  the military brass, one growled his HWPs had nowhere to park.   Also the thing was a deathtrap, there was only one way in or out.   

Hatches were quickly added to the rear of the craft allowing exit either underneath or to the roof.  Another hardpoint was added.

The HWP was more difficult.  Commanders preferred the Skyranger, it could carry 3.  Various attempts were made to fit a tank or two inside the LIGHTNING.  However as an attack craft, a load of tanks threatening to break free of their restraining cables during maneuvers was too much of a hazard.  The issue was securing the tanks while being able to deploy them quickly. 

An engineer determined in the LIGHTNING's case, the best idea was to carry only one tank secured inside of a modified shipping container nicknamed the "pod." 

Block and tackle using chains lifted the pod into the LIGHTNING where it was securely stowed during flight. 

When the LIGHTNING landed, the pod instantly dropped carrying a portion of the craft's floor with it.  (Chains attached to the floor would be used to later to lift the floor and the pod sitting on it back into the craft).

Upon impact, The dropped pod's rampwall would open and the tank could emerge ready for battle.  Soldiers would exit the LIGHTNING either out the front assault door or use the hatches to the roof or travel through the deployed pod. 

Portable grates were placed over the deck opening above the deployed pod to assist in moving around in the craft.


If the HWP still survived, When ready to launch, it would be hoisted back into the LIGHTNING inside the pod;  re-sealing the lower deck opening for flight.

Later improvements in the power plant allowed the additional ability to carry another pod culminating in grav clamps, togehter with conventional restraints,  which secured the tanks safely in the main deck area.

During the Lightning's development, smaller craft nicknamed BOLT was conceived.  Someone wanted to call it "Midget Lightning," as it strongly resembled the mainline LIGHTNING design except for size, but BOLT stuck.   The idea was that many UFO's were small craft crewed only by a handful of aliens that did not require a full complement of soldiers to recover.

BOLT would both challenge and recover these smaller craft with its 5 man crew of "trained killers."



-------------------------------------------------------------------------

Credits

The investigation of these mods help in implementation of this one

--Thunder Mod by hellrazor
--REAVER'S ARMADA mod by The Reaver of Darkness
--Some parts from Dioxine Piratez mod(ie ladder, chains and crate parts)
--Forum hints thanks to Hobbes and Roxis231
--Vanilla Rebalanced by Align (adjusted craft Speeds to compensate if this mod is used )


License
Please give credit for any use of this file.

This mod in part or in whole may be used as part of any other mod.
https://openxcom.org/forum/index.php/topic,5501.0.html

DOWNLOAD FILE link
below this line

10
# Lightning HWP REPLACERs - Mod by SteamXCOM

On Mod Portal
http://www.openxcom.com/mod/replacer-lightning-97-hwp-series-and-more

OR the download for this is further below after the first set of screenshots.

v1.2b
Features REPLACER LIGHTNINGs one of which you select to replace the original LIGHTNING in the game;
adding HWP capacity, letting you bring a Heavy Weapons Platform (tank) into combat.

Maybe you just want a REPLACER LIGHTNING that does not change too much the original craft.  The stats are the same as the original LIGHTNING, just carry capacity and some other features have been added.

Possible Loadouts for mods:

1. Lighting 12rHWP orange shipping container obtained from the docks and pressed into service for proof of concept.
- 14 Soldiers (two more than Original)
- or 10 Soldiers + 1 Tank
 
2. Lighting 16gHWP, interior slightly redesigned, the shipping container updated
and another added, suitably as a grey colored tank transport/deployment pod
- 16 Soldiers (4 more than Original)
- or 12 Soldiers + 1 Tank
- or 8 Soldiers + 2 Tanks

3. Lightning 97HL (heavy lift)
- two hardpoints (1 more than Original)
- Ladder allows roof and ground access
--can internally carry up to 3 HWPs
- 20 Soldiers (8 more than Original)
- or 16 Soldiers + 1 Tank
- or 12 Soldiers + 2 Tanks
- or 8 Soldiers + 3 Tanks

4. Lightning_AA  (Air to Air)
Lightning upgraded from Original to have
- two hardpoints (1 more than Original)
- Ladder allows roof and ground access

5. Lightning 51  (Earth alien hybrid craft)
Lighting made up with parts from crashed UFOs
--Orange shipping container obtained from the docks and pressed into service for HWP transport
- 12 Soldiers (same as Original)
- or 8 Soldiers + 1 Tank

See screenshots for pod appearance and color.

Install the mod into the mod folder of open XCOM:
Xtract the .zip file into your mod directory

Run XCOM go to options>mods and select ONE of the following:
Lighting 12rHWP
OR Lighting 16gHWP
or Lightning 97HL
or Lightning AA
or or Lightning 51

(FYI: If using a mod such as Vanilla Rebalanced by Align;  load Vanilla Rebalanced after Lightning HWP REPLACERs to get updated stats )


Check here for where your MOD folder might be at if you do not know:
https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)

v1.2b
--fixed an HWP unable to move from its restraining tile in the LIGHTNING 97HL

v1.2a
 --fixed stat errors on Lighting 51 and Lighting 12rHWP
v1.2
--removed some craft as redundant, kept an orange crate version(LIGHTNING 12rHWP) and added grey 2 pod version(LIGHTNING 16gHWP)
 --Name changed from LIGHTNING HWP12r to LIGHTNING 12rHWP as the "12" could not be seen in the soldier
loadout screen
--Name changed from LIGHTNING HWP14g to LIGHTNING 16gHWP as to make it more distinguishable from the 12r and the "16" could not be seen in the soldier loadout screen.
--increased capacity of LIGHTNING 12rHWP by 2 soldiers to make it a more attractive upgrade.
--more craft added as replacers: Lightning 97HL, Lightning 51 and Lightning AA
--ladders have been removed from LIGHTNINGs carrying pods or crates as soldiers can
re-enter the craft from those areas now.
--crates and pods have working doors.
--UFOPedea pictures and base icons for some of the craft.

v1.1
--Uses updated "fix" maps.
--Added variations of the orange crate and the grey pod for
--LIGHTNING HWP12r and 14g
---LIGHTNING HWP14r and 14g

The HWP deployment pod is redesigned in keeping with the crude implementation of Earth and UFO technology.
The LIGHTNING cannot replace the SKYRANGER in sheer transport capacity, however it should be more useful now.

Hatch in the back has been added, soldiers can use it to access the top of the Lightning as well as
ground level.

v1.0
Release



----------------------------------------------
Additional information:
One or two re-purposed shipping containers are  stowed inside the LIGHTNING HWP series carrying the tanks.
Upon landing, the crate (called pod) drops out of the LIGHTNING.

On the LIGHTNING 12rHWP; when the tank or soldiers exit the pod, the rampwell drops.
At the beginning of the next turn, the rampwell closes again, sealing up the pod.

On the LIGHTNING 51; when the tank or soldiers exit the pod, the rampwell drops.
At the beginning of the next turn, the rampwell closes again, sealing up the pod.

On the LIGHTNING 16gHWP when the tank or soldiers exit the crate, the door slides up to open.
At the beginning of the next turn, the door closes again, sealing up the pod.

Ports in the door or rampwall allow soldiers that are in the pod to fire upon targets they see, however they have to be standing to get a good shot angle.      Even though the closed door or rampwell provides some cover, aliens can  see and shoot from that end of the pod so plan accordingly!!! The pods  are defensively orientated as the exit opening is underneath the LIGHTNING to prevent  catastrophic ambush.

If crew only mission  loadout is selected with no tank, two squad will be in the back of the pod.   The back and sides  of the  pod can protect  squad  from immediate attack though the front has small windows that they can shoot or be attacked through.  Additional soldiers can exit / enter the LIGHTNING HWP series through the  pod area from above or use the front stairs as normal.   Pod occupation counts for squad recovery, as it is drawn back inside the craft upon liftoff in case of an abort.

--The LIGHTNING AA is a LIGHTNING with enhanced AIR to AIR capability, as it has TWO hardpoints, though NO HWPs.
--The LIGHTNING HL is a LIGHTNING with enhanced AIR to AIR capability, as it has TWO hardpoints, and 3 HWP carry capacity.


Concept:
Engineers were proud when they had at last built a working prototype of a transport aircraft using UFO technology and parts.  Called LIGHTNING it was  fast and could be expected to carry 12 men as well as engage enemy UFO's.  However, when inspected by  the military brass, one growled his HWPs had nowhere to park.   Also the thing was a deathtrap, there was only one way in or out.   

Hatches were quickly added to the rear of the craft allowing exit either underneath or to the roof. 

Another hardpoint was added.
The HWP was more difficult.  Commanders preferred the Skyranger, it could carry 3.  Various attempts
were made to fit a tank or two inside the LIGHTNING.  However as an attack craft, a load of tanks threatening to break free of their restraining cables during maneuvers was too much of a hazard.  The issue was securing the tanks while being able to deploy them quickly. 

An engineer determined in the LIGHTNING's case, the best idea was to carry only one tank secured inside of a modified shipping container nicknamed the "pod." 

Block and tackle using chains lifted the pod into the LIGHTNING where it was securely stowed during flight. 

When the LIGHTNING landed, the pod instantly dropped carrying a portion of the craft's floor with it.  (Chains attached to the floor would be used to later to lift the floor and the pod sitting on it back  into the craft).

Upon impact, The dropped pod's rampwall would open and the tank could emerge ready for battle.  Soldiers would exit the LIGHTNING either out the front assault door or use the hatches to the roof or travel through the deployed pod.  Portable grates were placed over the deck opening above the deployed pod to assist in moving around in the craft.  If the HWP still survived, When ready to launch, it would be hoisted back into the LIGHTNING inside the pod;  re-sealing the lower deck opening for flight.

Later improvements in the power plant allowed the additional ability to carry another pod culminating in grav clamps, together with conventional restraints,  which secured up to 3 the tanks safely in the main deck area.


-------------------------------------------------------------------------

Credits

The investigation of these mods help in implementation of this one

--Thunder Mod by hellrazor
--REAVER'S ARMADA mod by The Reaver of Darkness, (Also double door used for Lightining HL)
--Some parts from Dioxine Piratez mod(ie ladder, chains and crate parts)
--Forum hints thanks to Hobbes and Roxis231
--Vanilla Rebalanced by Align ( if this mod is used, load it after the replacer to get updated stats )
--SideQuest's alien power core recolor for Lightning 51


License
Please give credit for any use of this file.

This mod in part or in whole may be used as part of any other mod.
https://openxcom.org/forum/index.php/topic,5500.msg83950.html

DOWNLOAD FILE LINK FURTHER BELOW set of screenshots

11
Editing LIGHTNING
Squaddies do not spawn on ground level

I just discovered these forums and download for OPENXCOM. 
What a marvelous achievement to tweak XCOM the way we individually like!

I'd like to edit the LIGHTNING, a beautiful craft
With 1 HWP tank is all it needs, fine otherwise, I think.

This I've been fiddling with it since original Xcom under XCOMUTIL, but odd results as some soldiers spawned outside.

I would like to create space for a "pod" on the ground level
(similar to this mod except only 1 such area )
https://openxcom.org/forum/index.php?topic=3204.0
--where the 4 square platform is on the ground and
--either 1 tank or 4 squaddies are positioned.
--3 sides are walled off and it is more like a "pod" attached to the lightning. If a tank is in there it will be able to drive out.


In mapview I create the drop pod underneath the LIGHTNING using 4 squares from its floor tiles.
delete corresponding four floor tiles out of Lightning interior
(looks slick that way  lower wall visible, also creates alternate exit)
Wall off 3 sides of lower platform using walls from LIGHTNING
Go int CRAFTS.rmp and insure positions are correctly added using "0" for ground level
ie
 - [7, 3,1, 4]
      - [7, 2, 1, 4]
       - [8, 3,1, 4]
      - [8, 2, 1, 4]
      to
 - [7, 3,0, 4]
      - [7, 2, 0, 4]
       - [8, 3,0, 4]
      - [8, 2, 0, 4]
      Other soldiers still on level 2.
LIGHTNING Shows up on tactical map
However all soldiers with 0 disappear, they do not spawn at all
AIf I change some soldiers to "1" placed over the open pod area  hoping they will drop into place,  they do not spawn at all
If I change some soldiers to "2" they spawn in corresponding tile  of roof of LIGHTNING (level 3) with no problem.


However they do not spawn ANYWHERE on ground level,
What might be wrong?

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