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Messages - Orz

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106
Open Feedback / Re: Ruleset Editing Questions (& Some mOrz Qestions)
« on: September 25, 2015, 04:52:07 pm »
The first line "- delete: STR_THE_LATEST_FLYING_SUB" removes the topic from the game. After that you can re-add it with new dependencies.
This will also delete the original pre-counted listorder for this item. You can sort it again by adding the listorder parameter.

Forgot to mention yesterday, I had already done that too and it didn't work either. So far I've only successfully used that to delete and redefine Ethereal Soldier's and Aquatoid Technician's psi-skills (since I was giving the ability to just Navigators/Leaders & Commanders) which seemed to be hard-coded even if you made the value 0. And also to delete Medi-Kit and Detector/Sensor in order to make them available from the start. So I know how it works, but "delete: STR_ID" just won't work in this particular instance.

PS: Just to be clear, it's the "requires" field which doesn't work, not the dependencies. Don't worry about it, it's not that big of a deal, I'll just keep dependencies instead. I just wanted dependencies to come into effect only after the requirement was fulfilled, just a fastidious little detail :P

107
Open Feedback / Re: Ruleset Editing Questions
« on: September 25, 2015, 07:39:56 am »
So I am play-testing my TFTD mod and The Latest Flying Sub research changes are not taking effect. Tested several times. I've done the exact same thing on my UFO/EU mod and had no problems whatsoever.

Code: [Select]
  - name: STR_THE_LATEST_FLYING_SUB
    cost: 900
    points: 30
    requires:
      - STR_NEW_FIGHTER_TRANSPORTER
    dependencies:
      - STR_THE_LATEST_FLYING_SUB_DEP
  - name: STR_THE_LATEST_FLYING_SUB_DEP
    cost: 0
    dependencies:
      - STR_AQUATOID_COMMANDER
      - STR_AQUATOID_NAVIGATOR
      - STR_AQUATOID_TECHNICIAN
      - STR_GILLMAN_COMMANDER
      - STR_GILLMAN_NAVIGATOR
      - STR_GILLMAN_TECHNICIAN
      - STR_TASOTH_COMMANDER 
      - STR_TASOTH_NAVIGATOR 
      - STR_TASOTH_TECHNICIAN 
      - STR_LOBSTERMAN_COMMANDER
      - STR_LOBSTERMAN_NAVIGATOR
      - STR_LOBSTERMAN_TECHNICIAN

In this case, it was an Aquatoid Navigator which I was researching (and yes, I already had HAMMERHEAD so the pre-requisite had already been fulfilled). And yes, all pertaining aliens (listed above) have the unlocking of STR_THE_LATEST_FLYING_SUB_DEP
 listed under their respective strings.

I even reverted back to vanilla:

Code: [Select]
  - name: STR_THE_LATEST_FLYING_SUB
    cost: 900
    points: 30
    dependencies:
      - STR_NEW_FIGHTER_TRANSPORTER
      - STR_LOBSTERMAN_COMMANDER

And just swapped Lobsterman Commander for Aquatoid Navigator:

Code: [Select]
  - name: STR_THE_LATEST_FLYING_SUB
    cost: 900
    points: 30
    dependencies:
      - STR_NEW_FIGHTER_TRANSPORTER
      - STR_AQUATOID_NAVIGATOR

Yet it still doesn't work. Seems to be something "hard-coded" about Lobsterman Commander  ???


Just to compare notes, this is what I had done in my UFO/EU mod and it worked as it should (and play-tested twice):

Code: [Select]
  - name: STR_ULTIMATE_CRAFT
    cost: 900
    points: 30
    dependencies:
      - STR_NEW_FIGHTER_TRANSPORTER
      - STR_ULTIMATE_CRAFT_DEP
  - name: STR_ULTIMATE_CRAFT_DEP
    cost: 0
    dependencies:
      - STR_SECTOID_COMMANDER
      - STR_SECTOID_LEADER
      - STR_SECTOID_ENGINEER
      - STR_WASPITE_COMMANDER
      - STR_WASPITE_LEADER
      - STR_WASPITE_ENGINEER
      - STR_GAZER_COMMANDER
      - STR_GAZER_LEADER
      - STR_GAZER_ENGINEER
      - STR_ANTHROPOD_COMMANDER
      - STR_ANTHROPOD_LEADER
      - STR_ANTHROPOD_ENGINEER
      - STR_MUTON_COMMANDER
      - STR_MUTON_LEADER
      - STR_MUTON_ENGINEER
      - STR_ETHEREAL_COMMANDER
      - STR_ETHEREAL_LEADER
      - STR_ETHEREAL_ENGINEER

Warboy or anyone, care to lend a hand?  ;)

PS: Don't know if I should post this on OpenXcom Bug Tracker instead.

108
Open Feedback / Re: [TFTD] Craft Re-model Crew Deployment Problem (Solved)
« on: September 24, 2015, 11:54:19 pm »
Also, I just found out (totally by accident by spawning on the very corner of a map) there's some pathing problems for SWS:



So testing on a different map, the SWS cannot "walk" through these 2 tiles immediately in front of the MANTA's headlights (note that this is true of both headlights):



Furthermore, although it can get into this strategic corner...



...it cannot get into this other one (this corner only also applies to aquanauts):



Fix would be much appreciated :)




109
Open Feedback / Re: [TFTD] Craft Re-model Crew Deployment Problem (Solved)
« on: September 24, 2015, 06:02:49 am »
Actualy my intention was to recreate the original mod 'warts and all' - I.E. with the original deployments.

PS: Orz - I'll check out those suggestions this weekend. I'm kinda strapped for time at the moment.

No problem. Two separate mods could be offered in tandem: (a) the "classic" deployment, and (b) the "improved" version (with SWS capacity and all). I've been using the latter since yesterday ;)

Also, I just realized! OpenXcom's TFTD port allows aquanauts to be able to walk over and get on top of both the TRITON and HAMMERHEAD. I believe your expertise would be required to implement this feature into the new crafts! Unfortunately, I'm not quite versed in map/craft modding just yet, otherwise I'd do it myself.








110
Open Feedback / Re: [TFTD] Craft Re-model Crew Deployment Problem
« on: September 23, 2015, 04:28:57 pm »
BTW, it would be better to reorder the spawn locations (and facing directions for an easier, more intuitive deployment; but that's a personal choice) so that #1 is right next to or in front of the door at least. I've also added SWS capacity to HAMMERHEAD, but that's just me. Here's what it looks like:



HAMMERHEAD
\  X 00 01 02 03 04 05 06 07 08 09
Y \ ------------------------------------
00 | __ __ __ __ __ __ __ __ __ __
01 | __ __ __ __ __ __ __ __ __ __
02 | __ __ __ __ __ __ __ __ __ __
03 | __ __ __ __ __ __ __ __ __ __
04 | __ __ __ 15 13 14 16 __ __ __
05 | __ __ __ 11 09 10 12 __ __ __
06 | __ __ __ 07 03 04 08 __ __ __
07 | __ __ __ 05 01 02 06 __ __ __
08 | __ __ __ __ e x i t__ __ __ __
09 | __ __ __ __ __ __ __ __ __ __

Code: [Select]
    deployment:
      - [4, 7, 0, 4]
      - [5, 7, 0, 4]
      - [4, 6, 0, 4]
      - [5, 6, 0, 4]
      - [3, 7, 0, 2]
      - [6, 7, 0, 6]
      - [3, 6, 0, 3]
      - [6, 6, 0, 5]
      - [4, 5, 0, 4]
      - [5, 5, 0, 4]
      - [3, 5, 0, 3]
      - [6, 5, 0, 5]
      - [4, 4, 0, 4]
      - [5, 4, 0, 4]
      - [3, 4, 0, 3]
      - [6, 4, 0, 5]



Same goes  for LEVIATHAN:


LEVIATHAN
\  X 00 01 02 03 04 05 06 07 08 09
Y \ ------------------------------------
00 | __ __ __ __ __ __ __ __ __ __
01 | __ __ __ __ __ __ __ __ __ __
02 | __ __ __ __ __ __ __ __ __ __
03 | __ __ __ __ __ __ __ __ __ __ 
04 | __ __ __ 28 27 26 25 __ __ __ 
05 | __ __ __ 24 23 22 21 __ __ __ 
06 | __ __ __ 19 14 09 07 __ __ __ 
07 | __ __ __ 16 11 04 01 >>__ __ 
08 | __ __ __ 17 12 05 02 >>__ __ 
09 | __ __ __ 18 13 06 03 >>__ __ 
10 | __ __ __ 20 15 10 08 __ __ __

Code: [Select]
    deployment:
      - [6, 7, 0, 2]
      - [6, 8, 0, 2]
      - [6, 9, 0, 2]
      - [5, 7, 0, 2]
      - [5, 8, 0, 2]
      - [5, 9, 0, 2]
      - [6, 6, 0, 4]
      - [6, 10, 0, 0]
      - [5, 6, 0, 3]
      - [5, 10, 0, 1]
      - [4, 7, 0, 2]
      - [4, 8, 0, 2]
      - [4, 9, 0, 2]
      - [4, 6, 0, 3]
      - [4, 10, 0, 1]
      - [3, 7, 0, 2]
      - [3, 8, 0, 2]
      - [3, 9, 0, 2]
      - [3, 6, 0, 3]
      - [3, 10, 0, 1]
      - [6, 5, 0, 4]
      - [5, 5, 0, 4]
      - [4, 5, 0, 3]
      - [3, 5, 0, 3]
      - [6, 4, 0, 4]
      - [5, 4, 0, 4]
      - [4, 4, 0, 4]
      - [3, 4, 0, 3]



And of course TRITON as well, but I've kept the vanilla version in that case. You get the idea anyway :)



Check out this mod by Mackus, increases hammerhead to 15 troops with a second door. I'm going to use this myself when I get round to playing TFTD. As for the way the troops are deployed that is weird but I'm sure somebody on the forum can advise you.

I had checked that one out previously. The problem with that 1-tile door is that didn't allow for SWS deployment. The second door may be an interesting addition to the LEVIATHAN, however (a big 3-tile door on both sides of the craft, instead of just one).

111
Open Feedback / Re: [TFTD] Craft Re-model Crew Deployment Problem
« on: September 23, 2015, 02:01:11 am »
Thanks Roxis, that's just wonderfully superb! A million thanks <3

112
I don't know if I should be creating different topics for this, but I'm trying not to span the forums, so here it goes:

First off: Customization of Base Defense's facilities placement in New Battle mode? I believe this is an absolute must. Otherwise it's the same awful vanilla starting layout over and over again, and Base Defense missions arguably one of the best ones to play in the entire game. Customization would be a totally refreshing and welcome addition :)

Secondly, is there (or could there be)...

- Any way to reduce psionic skill improvement during psionic training? Getting 20-30+ per month is waaaaay too much. The game becomes a breeze from that point onward. How about making it more like Allow Psi-Strength Improvement which increases an average of less than 5 points a month for psi-strength? I would love this to be manually modifiable via rul.

- Any way to randomize alien stats for each individual race/rank? (Same as how there's a min/max range for new X-Com recruits.) Aliens with set/fixed stat values are too predictable and this would make the game much more... well, random.

- Any way to change grenade TUs for priming/throwing? And how about an un-priming feature?

- Any way to change cost of reloading/unloading weapons?

- Any way to re-prioritize craft's refuel, rearm, repair order?

- Any way to improve Aliens Pick up Weapons mod? It very rarely (if ever) seems to be of any effect.

- This has been brought up before, I'm sure. How about being able to equip soldiers in soldier screen rather than craft>items screen? This would be especially useful in cases where you have bases without a transport craft. All you have the liberty to equip is armor in those cases (until you get into Base Defense—only then can you access soldier's equip screen).I imagine one of the potential issues here would be when equipping soldiers from craft you are equipping items from the craft, whereas if equipping items from soldier screen it'd be directly from the base's storage? Otherwise, what is keeping this feature from being implemented? 

PS: Perhaps I should split this thread later after all?

113
version: 1.0
build: git 2015-09-18 21:32

- Right-clicking arrow in craft equipment screen to increase item by 10 (or max it out, if applicable) does not work with SWS's except Displacer/Sonic. Right-clicking will simply increase value by 1 (same as left-clicking). For an easy test, just go into New Battle with LEVIATHAN and (with an empty crew, to be sure) try adding 4 SWS of the same type at once.

- Alien Deployments (aside from Fleet Supply Cruiser, Alien Colony & T'leth) in TFTD are a copy/paste of EU/UFO. I noticed, however, alienRank:3 (Medic) in Battleship, Terror Missions (Port, Island, Cargo & Cruise Ships) and Artefact Sites shows dQty: 0, whereas in EU/UFO the respective crafts/missions come with dQty: 1 instead. All other alien rank deployment values are an exact duplicate of each other, so shouldn't this be the same here too?

- Additionally, alienRank: 1 (Navigator) in Battleship, Terror Missions (Port, Island, Cargo & Cruise Ships) and Artefact Sites is missing itemSets (ie. no weapon loadout at all!).

- Also, Alien Colony Pt.1 & Pt.2 should have the same alien deployment values. However, alienRank: 1 (Navigator) in Pt.1 has lowQty: 1, highQty: 2, dQty: 1; but in Pt.2 it comes with lowQty: 2, highQty: 4, dQty: 1. The latter is likely an overlooked leftover from UFO/EU's alienRank: 1 (Leader) which had the same values for Alien Base Assault.

- And shouldn't Plastic Aqua Armor state Electric Shock instead of Acid? Same goes for Ion/Magnetic Ion Armor: shouldn't Smoke be Dye instead?

- Also, Vibro Blade, Thermic Lance & Heavy Thermic listed under STR_WEAPONS_AND_EQUIPMENT, when they should go under STR_ALIEN_ARTIFACTS.

114
Open Feedback / [TFTD] Craft Re-model Crew Deployment Problem
« on: September 21, 2015, 04:37:46 pm »
version: 1.0
build: git 2015-09-18 21:32

The HAMMERHEAD badly needed a remake. So I was looking around to see if anything had been done already and I came across this:



(from StrategyCore's X-Com TFTD Crafts remake-reskin mod)

The LEVIATHAN re-skin also catched my eye. So I throw together a quick mod (removing the TRITON) containing the pertaining GEODATA, MAPS & TERRAIN files. When I load up a random game, however, I notice crew deployment is messed up. And I had already updated crafts.rul to the new soldier capacity (from 12 to 16 for HAMMERHEAD, and 24 to 26 for LEVIATHAN).

I don't believe it's a pathing problem, since aquanauts can walk around every empty spot in the craft as normal (ie. those spots don't act/behave like obstructing walls or something).

I understand vanilla HAMMERHEAD's deployment is as follows:

\  X 00 01 02 03 04 05 06 07 08 09
Y \ ------------------------------------
00 | __ __ __ __ __ __ __ __ __ __
01 | __ __ __ __ __ __ __ __ __ __
02 | __ __ __ __ __ __ __ __ __ __
03 | __ __ __ __ __ __ __ __ __ __
04 | __ __ __ 12 11 10 __ __ __ __
05 | __ __ __ 09 08 07 __ __ __ __
06 | __ __ __ 06 05 04 __ __ __ __
07 | __ __ __ 03 02 01 __ __ __ __
08 | __ __ __ __ __ __ __ __ __ __
09 | __ __ __ __ __ __ __ __ __ __

And what I get is this, which makes no sense (since even some of vanilla HAMMERHEAD's default spawn locations stop working):



New HAMMERHEAD's deployment should be as follows (where 'xx' are the new spawn locations):

\  X 00 01 02 03 04 05 06 07 08 09
Y \ ------------------------------------
00 | __ __ __ __ __ __ __ __ __ __
01 | __ __ __ __ __ __ __ __ __ __
02 | __ __ __ __ __ __ __ __ __ __
03 | __ __ __ __ __ __ __ __ __ __
04 | __ __ xx 12 11 10 __ __ __ __
05 | __ __ xx 09 08 07 __ __ __ __
06 | __ __ xx 06 05 04 __ __ __ __
07 | __ __ xx 03 02 01 __ __ __ __
08 | __ __ __ __ __ __ __ __ __ __
09 | __ __ __ __ __ __ __ __ __ __

Yet what I get is this (where ** equals missing spawns):

\  X 00 01 02 03 04 05 06 07 08 09
Y \ ------------------------------------
00 | __ __ __ __ __ __ __ __ __ __
01 | __ __ __ __ __ __ __ __ __ __
02 | __ __ __ __ __ __ __ __ __ __
03 | __ __ __ __ __ __ __ __ __ __
04 | __ __ ** 12 11 ** __ __ __ __
05 | __ __ ** 09 08 07 __ __ __ __
06 | __ __ ** ** ** 04 __ __ __ __
07 | __ __ ** 03 02 01 __ __ __ __
08 | __ __ __ __ __ __ __ __ __ __
09 | __ __ __ __ __ __ __ __ __ __

The 02 X line is completely missing and, for whatever reason, so are spots 03/06 and 04/06, as as well as 05/04.

As I said, I don't believe this is a pathing problem. Then again, I'm pretty new at this. So what am I missing or doing wrong here?

PS: LEVIATHAN's re-skin also has roughly the same problem (particularly how all troops are missing along the westernmost wall/line, plus some missing spawn spots here and there).

Edit: submitted too early before finishing post.

115
Open Feedback / Re: Ruleset Editing Questions (& Some mOrz Qestions)
« on: September 16, 2015, 04:16:49 pm »
Should be fixed now.

Thanks! Tested and so far so good. Didn't know that was a bug (?). I thought I was missing something in my rulesets :P

116
I don't know if this has come up with already or I am an isolated case. But to to follow up on the above, the latest nightly (2015_09_13_2018) causes my UFO/EU game on Ironman mode to crash every time it automatically attempts to save (like immediately after landing on a crashed site). Aside from that, the game works as normal.

So I reverted back to openxcom_git_master_2015_09_13_1549 for the time being.

I'm sure all shall work perfectly again with the next fixes!

117
Open Feedback / Re: Ruleset Editing Questions (& Some mOrz Qestions)
« on: September 13, 2015, 10:54:15 pm »
Copy-pasting will not save you from the modding issues, as they are still separate mods and the game will judge them differently. It could be anything as simple as a death sound or object sprite falling into the danger zone.

Well, I see it all seems to be fixed now :D



In other (old) news: I apologize for being so insistent here, but I would still like some help with this issue I'm having regarding HWP research topics.

Very simply, this is what I'm doing:

Code: [Select]
research:
  - name: STR_TANK_LASER_CANNON
    cost: 300
    points: 15
    dependencies:
      - STR_HEAVY_LASER
  - name: STR_HOVERTANK_PLASMA
    cost: 450
    points: 15
    dependencies:
      - STR_HEAVY_PLASMA_CLIP
      - STR_NEW_FIGHTER_CRAFT
  - name: STR_HOVERTANK_LAUNCHER
    cost: 500
    points: 15
    dependencies:
      - STR_BLASTER_BOMB
      - STR_NEW_FIGHTER_CRAFT

Their respective manufacture and ufopaedia rulesets have been tweaked accordingly. I have no problem with that (once research is done, I'll get the notice I can now manufacture the tank in question and the UFOpedia entry will pop-up as normal). My only issue is that—let's take the above Tank/Laser for example—once I complete Heavy Laser research, it will unlock Tank/Laser research, but it will not notify me "we can now research Tank/Laser" as with any other unlocked research.

In other words, after finishing Heavy Laser I can go into the lab, open up the list of topics, and lo and behold: Tank/Laser is available for research. However, I never get the pop-up notification.

And I've done this same thing with Alien Containment, like so:

Code: [Select]
research:
  - name: STR_ALIEN_CONTAINMENT
    cost: 300
    points: 25
    dependencies:
      - STR_ALIEN_FOOD
      - STR_ALIEN_REPRODUCTION

Yet I have no trouble with it. Once I research Alien Food, I will get "we can now research Alien Containment" message as normal.

So what's the problem with the tanks? It eludes me!

This is probably the last thing that I'm missing to call my mod 100% complete.

Thanks, as always  :)

118
TFTD mods should work correctly on the latest nightly now. All the changes were purely code-based so everything that worked before should still work (let me know if this isn't the case :P).

I can attest to this. What previously was crashing my game is no longer doing so. So far so awesome :)

119
Open Feedback / Re: Ruleset Editing Questions (& Some mOrz Qestions)
« on: September 07, 2015, 03:45:30 am »
So after extensively and painstakingly modding UFO/EU to my satisfaction and playing it from beginning to end to ensure it works to perfection (*) over the past couple weeks, I've resumed my original TFTD mod. I dropped modding TFTD originally because it was not fully mod-friendly, so I thought I'd give it some time to become more stable. The following issue is probably due to this mod-support issues, but just to be completely sure I figured I'd ask here.

Basically, the game crashes when certain units (in my units.rul) get killed. So far I've encountered this problem with all Coelacanths, Displacers and Deep Ones. The strange thing is I hadn't even edited those units yet (that is, the unit in question appears exactly the same as the original file, copy/pasted and unedited). I've tested this several times already to be sure.

This is my (as of yet unedited) Deep One:

Code: [Select]
units:
  - type: STR_DEEP_ONE_TERRORIST
    race: STR_DEEP_ONE
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 50
      stamina: 90
      health: 35
      bravery: 90
      reactions: 55
      firing: 50
      throwing: 58
      strength: 40
      psiStrength: 50
      psiSkill: 0
      melee: 70
    armor: DEEP_ONE_ARMOR0
    standHeight: 21
    kneelHeight: 16
    value: 12
    deathSound: 56
    intelligence: 4
    aggression: 2
    livingWeapon: true

And this is the original Deep One (Nightly 2015-09-05 06:03):
Code: [Select]
units:
  - type: STR_DEEP_ONE_TERRORIST
    race: STR_DEEP_ONE
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 50
      stamina: 90
      health: 35
      bravery: 90
      reactions: 55
      firing: 50
      throwing: 58
      strength: 40
      psiStrength: 50
      psiSkill: 0
      melee: 70
    armor: DEEP_ONE_ARMOR0
    standHeight: 21
    kneelHeight: 16
    value: 12
    deathSound: 56
    intelligence: 4
    aggression: 2
    livingWeapon: true

Took me a while to figure out what was actually causing the crash (I thought it was something missing in the armor.rul at first, but that was not it): if I completely delete my Deep One from my items.rul and test it again on a random battle, then Deep Ones will die without crashing the game. It really makes no sense, considering the unit in question is an unedited copy/paste of the original.

What's more, I have other units which are actually slightly edited, like Gillmen (which come along Deep Ones, so I can test them together), but I have no problems with those. So the issue must be with the OpenXCom/TFTD engine itself. In short: some units simply cannot be overwritten (without crashing the game), even if the overwriting ruleset is a duplicate of the original.

Any suggestions? Perhaps (I hope!) I'm simply overlooking something terribly stupid.

Thanks :)


(*) I still have that HWP UFOpedia issue mentioned in my previous post unresolved, though, so any help would be highly appreciated!

120
Open Feedback / Re: Ruleset Editing Questions (& Some mOrz Qestions)
« on: August 28, 2015, 05:40:58 am »
gonna put that down to confirmation bias. there probably are UFOs that you're simply not detecting.
you can check this at any time by making a save and opening it in a text editor to see how many UFOs are in flight/etc.

Will do that next time!

Now I'm back with a quick question :P

I cannot make the "we can now research: item" message pop-up for any of the three last HWPs (ie. Tank/Laser & the 2 Hovertanks). What I'm doing is giving each tank an independent research of their own, rather than having them become immediately available after researching other items in vanilla. So, I can make the research appear after certain dependencies are fulfilled. That's easy. Works on anything else if I'm fiddling with the research tree. For example, I could make a Sectoid Soldier research unlock Alien Grenade for research, and I will get the  "we can now research: Alien Grenade" message as normal.

However, for some reason that's eluding me, this does not occur with the tanks :/

What I'm doing:

Code: [Select]
research:
  - name: STR_HOVERTANK_PLASMA
    cost: 450
    points: 15
    dependencies:
      - STR_HEAVY_PLASMA_CLIP
      - STR_NEW_FIGHTER_CRAFT

Again, it does become researchable (it will appear in the lab's research list), but I do not get the "we can now research: Tank/Laser" notification.

What am I missing?

PS: Oh, just to compare with a more successful example: I've made it so that Alien Containment requires previous research and that works just fine. After researching the required item, I'll get the message: "we can now research: Alien Containment" without problem. So I don't know what it is with the tanks.

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