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Messages - TurkishSwede

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31
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 16, 2014, 07:24:38 pm »
If you are referring to the north-west corner of the harvester and terror ships, that is impossible to completely black out. There's no way around it. I worked with that limitation by making all available silhouettes similar enough to be more or less useless information with regards to trying to identify particular internal layouts. They will obviously provide some limited information, even if it is out of character information.

If you are referring to anything else, I would appreciate a screenshot.

32
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 16, 2014, 09:15:13 am »
Of all loot, alloy is the least impacting to game balance, it sells for the least anyway. It's not too drastic an increase, so I went and did it. I'm not going to update the main with this, but it's here for anybody to try. Main post has a link to the ModSite with latest version.

I've gone and put north and west walls in all harvesters and terror ships, hiding most of the interior and making slight remodels here and there to further cement the uselessness of trying to assess the interior of a UFO from outside. Clues to specific interiors are scarce now. I assure you however, the designs are essentially the same for all intents and purposes. Just more oppressive now. (Now ALL are angles covered.)

Give this a try and tell me what you think. 

Extract into your OpenXcom folder. It uses the same ruleset and overwrites everything a different ruleset and seperate files so you can install both and switch between them.

(To Be Clear: This is not a new update, this is a new take on it, a harder version, if you will. Alloy count will be 10-25 higher than original, but that barely pays for one of the guys the aliens will likely kill, right? Alloys are kinda worthless sale-wise.)

(Oh, and I didn't wall up Lg scouts or Abductors because it would have been far too much added alloy for not much effect.) (Heck with it, it's on, Lg Scouts and Abductors too. But not supply ships. Now those too. :P)

33
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 16, 2014, 12:36:13 am »
I can see if the silhouettes take something away from the whole "not knowing what you're getting into" vibe of these ships, so if a few dozen extra alloys in loot doesn't totally break anything, could be fun to not be able to see many inside walls of these ships. Is that kinda the idea? I want this to be fun for people.

34
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 16, 2014, 12:11:41 am »
I can do that.

EDIT- Um... Louis, I am not quite sure what you are referring to in the picture. I see an alien in plain view of a soldier.


Also, vanilla ships don't have interior walls, harvester included, silhouettes were a constant. Adding walls on the inside of the ships would drastically increase the alloy loot count. Are the silhouettes really such a bother?

35
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 15, 2014, 11:48:59 pm »
@Louis: First post is up-to-date, I assure you. I was freaking myself out about it, making sure all posted full mod downloads were updated for you guys.  I think I'll also remove the obsolete fix for abductors, as it's already implemented in the full mod.

@Solarius: I totally agree with you, I should have named them differently to directly indicate that it had been updated, but I made absolutely sure to keep everything up-to-date and was kinda hoping each fix would be the last I'd need to do.  Pretty silly of me, eh? Were it so easy...

And that Harvester isn't see-through, all I see are the silhouettes of the equipment inside. The backround walls are lit up because they are content in a tile that you can see. Everything behind them is black, thus the silhouettes. All UFOs operate like this. Can you see an enemy behind the wall?

36
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 15, 2014, 08:39:10 am »
Crap I missed a set of capitals in the ruleset. Fixed that. Hope this fix comes in time to save some people from a crash trying to attack a harvester..

First and later posts updated, sorry for any glitches.

EDIT: Everything is in first post.

37
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 14, 2014, 11:33:19 pm »
The problem is that Content is on top of the tile as viewed in game, so I had to hide them behind other content. (did that make sense?)

Put another way: If I try to hide the entertainment tile behind a wall, by simply putting it in the content slot there, it would be totally visible through the wall, and that part of the wall would be unable to be walked by. I had to put them behind a wall that already looks like it has something on it. Like, say, those data panels..

Quick Edit: Wait, oh, ha. I get what you're saying now. I just didn't want to modify the layout to accommodate for the extras, easier to hide it I think. (The general idea is that half the room is also entertainment walls, it's just not visible from our perspective of the game. Always amounts to 8 for loot value though.)

38
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 14, 2014, 09:48:10 pm »
I fixed the terror ships and changed all the file names to lowercase, everything I could, and changed the ruleset for consistency. Posted here, and I'll update main post too. EDIT: Main Post Updated; not posted here anymore.

As for the .PCK .TAB and .MCD files, they aren't referenced directly in the ruleset as lower or upper case, but they were inconsistent on the file end, so I made all the terrain data uppercase where I could.

Looks like this now:

UFOL83.PCK etc
ox_ufo2a.MAP (all maps have .MAP)
ox_ufo2a.RMP (all routes have .RMP)

Edit for clarity: The terrain data is directly referenced in the ruleset as all caps, just not those specific file types, and terrain data uses all of those three types of file.

39
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 14, 2014, 08:17:33 pm »
@Solarius: Crap, I was afraid of something like that in my vanillafying. Each terror ship has 8 entertainment, and my attempts to hide the other 2 on that model is apparently what got in your way. I didn't think putting an extra one in the content slot there would be a big deal. I shall have to find another place to hide them. Update soon.

DarkDefender: I was aware of some of the case discrepancies in the ruleset, but unaware of their impact. Is lower case file names preferable on Mac and Linux, or are they just very case sensitive?

40
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 14, 2014, 03:36:17 am »
Fixed. Extract this into your OpenXCom/data folder. I'll update the main post too.

Thanks for testing this, LouisdeFuines. I found 4 maps where this occurred, all abductors. I scoured for more instances on other ships, but there were none. I gave you some credit in the readme.  :)

Tried a ruleset fix for it, but ended up fixing the 4 maps directly. Easier.

EDIT: This tiny file is pretty much obsolete now. I've removed it, as it's already included in the mod.

41
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 12, 2014, 10:14:46 pm »
Louis: I'll look into this and post an update.

Tarvis: Aliens never spawn on the top of any ship other than the Large Scout (this happens in vanilla), and this is a common occurrence on large ships when facing flying guys.  They just like to go up there, it's an AI thing, not a map thing.  My suggestion: Bring lots of grenades and carpet bomb the top of the ship.  Or surround the ship and wait for reaction fire to kill it. Or use motion scanners.  Or click every tile with a mind probe: it doesn't have to be visible to be probed.  The game gives you options for finding aliens. :P
As for the sound thing, I have no idea.  I would just take it into account when I'm listening for alien activity. Alien door noises are alien door noises.

42
Suggestions / Re: Completed map tilesets need implementation in OXC!
« on: April 10, 2014, 01:17:07 am »
Map ceiling height for throwing things outdoors, I remember something about having troubles throwing far outdoors with 70+ strength soldiers (or was that fixed a long time ago?), also flight max height.

Also, will it be possible to use these basement capable maps alongside maps without 3 levels of dirt under everything? Can the engine be told what level is ground level? Right now I imagine a building size dirt pile in the middle of the city..  :o

43
Suggestions / Re: Completed map tilesets need implementation in OXC!
« on: April 09, 2014, 11:57:11 pm »
Well, that's cool. Thanks Sup!

Um, does OXC automatically set the correct ceiling height too?

...is ceiling height even still a factor?

44
Suggestions / Re: Completed map tilesets need implementation in OXC!
« on: April 09, 2014, 11:46:35 pm »
OK, I have a few very important questions.

1. Is it terribly important to the community for there to be a basement factor in these new terror maps? I kinda think terror maps are scary enough, but I can work with it.

2. Does OXC support maps with 8 levels, for there to be 3 possible sub-levels and a standard ceiling 4 levels higher than "ground floor" for vanilla arcing trajectory limitations?

45
Work In Progress / Re: UFO upgrades
« on: April 09, 2014, 09:51:42 pm »
Duh. I forgot to add the terrain data to image.dat, after I did that, everything works fine. I'll look at these maps now. :)

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