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Topics - The Martian

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1
I have setup a few new terror missions for the TFTD map pack that have two parts like the Cruise Ship or Cargo Ship missions.

The first map takes place on the surface and the second one is located on the ocean floor.

I've been checking the Ruleset Reference but so far I have not spotted the configuration option for toggling a map between the land and ocean states.

How do I setup the mission so that the map loaded with nextStage: in alienDeployments: is underwater?




2
Help / Not spawning the expected units inside the UFO?
« on: May 27, 2023, 12:15:41 am »
I've been trying to spawn 1 terror unit in each of these four rooms at the top of this ship but for some reason they only spawn randomly on other nodes.
Spoiler:

The node has been set to only spawn their ranks (I think) and I've also tried limiting it to only large flying units.

The results of this is that if I have it set to "Any" soldiers spawn on the node instead and if it is setup to "Large Flying" nothing spawns on the node despite the expected unit being a 2x2 flying unit. (Hallucinoid)


The alienDeployments: is also setup for percentageOutsideUfo: 0 which I thought would force them to spawn inside the ship if possible.

Code: [Select]
alienDeployments:

# [=] Whirligig [=] (Small)
  - type: STR_MFTD_WHIRLIGIG
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 3
        dQty: 5
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_BLASTA_RIFLE
            - STR_BLASTA_POWER_CLIP
            - STR_BLASTA_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
      - alienRank: 4
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 25
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
            - STR_SONIC_PULSER
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
            - STR_SONIC_PULSER
      - alienRank: 6
        lowQty: 2
        highQty: 2
        dQty: 0
        extraQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 2
        highQty: 2
        dQty: 0
        extraQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 50
    length: 50
    height: 5
    briefing:
      palette: 4
      music: GMISPOSH


Code: [Select]
ufos:
# [=] Whirligig [=] (Small)
  - type: STR_MFTD_WHIRLIGIG
    size: STR_SMALL
    sprite: 1
    damageMax: 300
    speedMax: 2800
    power: 30
    range: 13
    score: 75
    reload: 56
    breakOffTime: 250
    battlescapeTerrainData:
      name: WHIRLIGIG
      mapDataSets:
        - BLANKS
        - UEXT2
        - UEXT3
        - UINT1
        - UINT2
        - UINT3
      mapBlocks:
        - name: WHIRLIGIG
          width: 20
          length: 20


Here are the craft's map files:
WHIRLIGIG.MAP
WHIRLIGIG.RMP


Code: [Select]
    terrains:
      - UEXT2
      - UEXT3
      - UINT1
      - UINT2
      - UINT3


What am I missing?

3
I'm posting this in hope of saving anyone who is learning to create maps a bit of a hassle.

If you place a stair content tile be aware that you must also place a floor tile under that stair or it will not be navigatable by units.

Spoiler:

4
Help / [Solved] Setting up the X-Com Craft's landing zone location?
« on: May 25, 2023, 12:45:21 am »
How do I setup the area for the X-Com craft to land on a map?

If possible I'm trying to have the ship land on this roof in the middle.
Spoiler:
Spoiler:

From what I'm seeing I think the landing zone is setup using this command.
Code: [Select]
mapScripts:
  - type: ALIEN_COLONY_P1
    commands:
    - type: addCraft
      rects:
       - [1,0,1,2]
       - [4,0,1,2]
       - [1,4,1,2]
       - [4,4,1,2]

But I'm guessing vertically placing the craft may not be supported as I'm only seeing X and Y.
Spoiler:

If landing on the roof can't be done I'll try expanding the map and placing the landing zone over here at ground level:
Spoiler:


Here are the map files:
Warehouse Map.zip

And the terrains list:
Code: [Select]
    terrains:
      - PORT01
      - PORT02
      - SEA
      - GRATING_AND_SUPPORTS
      - ROCKET_ONLY
      - TORPEDO_ONLY
      - DECKC_WHITE
      - JUST_RAILING
      - JUST_ELEVATOR

5
Help / Is there a limit to the number of AI Route Nodes per map?
« on: May 16, 2023, 03:29:59 pm »
Is there a limit to the number of AI Route Nodes per map?
Spoiler:

6
Help / EntryPoint vs ExitPoint?
« on: May 16, 2023, 09:31:59 am »
Before I upload a map and someone loses their team while trying to abort a mission I thought it would be better if I understood how this works.

In McdView (General) #59 SpecialType can be set to "1 EntryPoint" and "13 ExitPoint".

How are these two SpecialTypes used?


Do I use EntryPoint for the tiles that you can place X-Com units on and recover them if you abort the mission or is that ExitPoint?

At first I though EntryPoint tiles would be where the X-Com units will be spawning however in MapView2 (Node data) "Node Rank" can be set to "1 : XCOM" which I'm assuming acts as the spawn point for X-Com units.

7
Help / Small Map Pack preview and a question about water tiles.
« on: May 11, 2023, 08:07:52 am »
The map pack is coming along. As well as the alien crafts I now have several new terror site maps that I'm hoping to add to the mix.

However after building this map I realized that I may have created a problem with the layout:
Spoiler:


I don't accidentally want to softlock the game by having aliens hidden underneath the waves.

What happens if an alien or X-Com soldier falls onto this water tile from above?

Also to prevent some of the terrain from being destroyed I gave it an armor value of 255 and DeathId matching its own number. I'm hoping that this will this be enough to assure the walkways/etc don't get destroyed preventing proper navigation of the map.

Here is the tile terrain configuration for OFFSHORE, the custom terrain files are included in the .zip.
Code: [Select]
      - SEA
      - CARGO1_ARMORED
      - CARGO2_ARMORED
      - XBITS
      - CARGO3_ARMORED
      - GRUNGE4_PIPES_NO_REC_ARMORED
      - MOSTLY_PIPES_ARMORED

And here are the map files for the curious, it is currently untested ingame so please let me know if anything goes wrong:
Offshore Rig (V0-46).zip

8
Help / When creating new maps are corner pieces only cosmetic?
« on: April 24, 2023, 12:33:43 pm »

When creating new maps are corner pieces only cosmetic or will corners without them have gaps that can be seen and shot through?


9
Help / Trying to add new alien craft.
« on: April 13, 2023, 01:09:47 am »
I'm trying to create a map pack for TFTD using Wolwerin's alien crafts from this thread: New ships [UFO/TFTD]

Although I did get the ship to load in "New Battle" I don't think I've set it up correctly as there are two problems that are present.

The first is that no aliens are spawning inside the alien craft regardless of the percentageOutsideUfo: settings.
Spoiler:




The second is that X-Com can walk through some of the crafts walls.
Spoiler:

What am I missing?

Here is the mod I've been working with:
Wolwerin Map Pack V0-1.zip

10
I have a few questions about image limits in OXCE.

(#1)
Is the bulletSprite: BulletSprites.png image still limited to a 35 different projectiles?

(#2)
If bulletSprite: is limited to 35 does reservedSpace: in the metadata.yml increase this limit?

(#3)
When using TFTD do Projectiles and UnderwaterProjectiles each have their own limit of 35 or is it a combined total?

For example would this be 3 out of 35 sprites used or 6 out of the total 35 sprites:

Spoiler:
Code: [Select]
extraSprites:
  - type: Projectiles
    height: 3
    width: 65
    subX: 3
    subY: 3
    files:
      0: Resources/Projectiles_01_Land.png
      35: Resources/Projectiles_02_Land.png
      70: Resources/Projectiles_03_Land.png


  - type: UnderwaterProjectiles
    height: 3
    width: 65
    subX: 3
    subY: 3
    files:
      0: Resources/Projectiles_01_Water.png
      35: Resources/Projectiles_02_Water.png
      70: Resources/Projectiles_03_Water.png


(#4)
Basically the same question but about the hitAnimation: and meleeAnimation: sprites.

Is there a limit and does reservedSpace: raise it?

(#5)
If there is a limit is it the number of hit animation image sets or is it the total number of frames that is the limit?

This is useful to know if hitAnimFrames: and meleeAnimFrames: are going to be used to create longer animations.

(#6)
Geoscape UFO, terror site & base markers. (marker: markerLand: markerCrash: markerIcon:)

Is there a limit to the number of different images that can be used?

11
Released Mods / [TFTD] Enhanced Craft Armor & Tank Preview
« on: April 10, 2023, 01:15:02 am »
This small mod for Terror From The Deep causes the craft equipment menu to visually display different soldier armors and tanks.

Spoiler:

Download:
- Enhanced Craft Armor and Tank Preview (TFTD) V1-0.zip

12
Could someone please upload the default image used by X-COM: UFO Defense for the customArmorPreviewIndex: image?


I found the one used by TFTD but unfortunately haven't come across the UFO version.

13
Released Mods / [TFTD][OXCE] Increased Alien Randomization
« on: February 09, 2023, 12:19:59 am »
[OpenXcom Extended version 7.8 or newer is required to use this mod] (Get OXCE 'HERE')

This mod will increase the amount of randomization that is being used to determine which alien race is crewing each alien submarine.

Each alien race will still only start appearing during the month they would have first potentially been encountered in the base game.

The Colony Supply Missions are an exception to this and may have more dangerous aliens onboard during earlier months.

Spoiler:
The Transmission Resolver will no longer be able to tell you exactly which race is piloting an alien craft, but it will give you an idea about the range of the threat level that 'could' be onboard instead.

Changelog:
(V1-1)
- Fixed a problem with aliens attacking X-Com bases not using the correct races.

Download:
- Increased Alien Randomization TFTD (V1-1).zip
- Increased Alien Randomization TFTD (V1-0).zip

14
OpenXcom Extended version: 7.8 (v2022-10-29)

I've been trying to use alienDeployments: genMissionRaceFromAlienBase: false to cause an alien base's colony supply mission to use the alienMissions: raceWeights: settings to assign the UFO's race instead of the base itself.

Code: [Select]
alienDeployments:

# [=] Fleet Supply Cruiser [=]
  - &STR_FLEET_SUPPLY_CRUISER
    type: STR_FLEET_SUPPLY_CRUISER
    genMissionRaceFromAlienBase: false    # true (default) = take race from base (vanilla behavior); false = take from mission 'raceWeights' if not empty (if empty take from base)

Code: [Select]
alienMissions:

# [=] Alien Supply [=]
  - &STR_ALIEN_SUPPLY
    type: STR_ALIEN_SUPPLY
    points: 0
    objective: 5
#    raceWeights: {} #Special case, race comes from base.
    raceWeights:
      0:
          STR_IAR_EXTREME_THREAT: 100
    waves:
      - ufo: STR_FLEET_SUPPLY_CRUISER
        count: 1
        trajectory: P9
        timer: 6000
        objective: true

Unfortunately instead of the race being "Extreme Threat" I keep getting other races assigned like "Intermediate Threat" and "Low Threat" which makes me think that it is still inheriting its race from the base that is spawning the mission.


Using the saved game attached to this post the Colony Supply Mission will appear on either 31st Aug 2040 (Sub-147) or 6th Aug 2040 (Sub-134) depending on if you've turned on debug mode while still in July.


Loaded save without re-activating debug in July: Alien Sub-147 31st Aug 2040
Spoiler:

Loaded save and re-activated debug in July: Alien Sub-134 6th Aug 2040
Spoiler:


Am I using genMissionRaceFromAlienBase: incorrectly?

15
If I understand how genMissionRaceFromAlienBase: and huntMissionRaceFromAlienBase: work they override the assignment of a UFO's crew so that instead of being from the base launching them it uses the raceWeights: settings in the related alienMissions: entry.

What I suggest is that a true / false variable is added to alienDeployments: that is similar to those two except that it causes the UFO to be assigned the race matching the alienDeployments: race: or randomRace: variable's result while it is on the Geoscape so that the Hyper-wave Decoder / Transmission Resolver can accurately list the race crewing that UFO.

To give an example of why that could be useful I've been trying to code a mod that makes use of randomRace: to cause all UFOs in the same wave to randomize their crews. However as a result the Hyper-wave Decoder no longer will produce accurate results. To alleviate this inaccuracy I've been trying to use placeholder races that represent the range of what could spawn. Unfortunately the negative of this is that the worth of building the Hyper-wave Decoder is reduced for the player which was not my intent.

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