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Topics - The Martian

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1
Help / Can ufo: dummy be used to spawn any terror mission?
« on: September 14, 2023, 09:04:48 pm »
I've noticed that when running a TFTD campaign (Especially with 'Maps from the Deep' map pack.) after a while the aliens seem to stop spawning terror missions. What I believe is happening judging by the log information in the save game data is that all alien craft that are trying to spawn a terror site are being shot down.

To keep up mission variety I'm hoping to prevent this by using the alienMissions: STR_ALIEN_SHIP_ATTACK waves: entry of
Code: [Select]
      - ufo: dummy #don't spawn a ufo, we only want the site
        count: 1
        trajectory: P10
        timer: 0
        objective: true
Which instantly spawns a terror site with no alien craft that can be shot down.


However before I make the attempt I have two questions I'm hoping someone can answer.

#1
Is ufo: dummy hardcoded to STR_ALIEN_SHIP_ATTACK or can I use it for anything?
(I checked the Ruleset Reference but didn't see any mention of how dummy was used)

#2
If I alter all of the alienMissions: waves: terror missions with the above fix will it brick or corrupt my existing save when I update the mod?

I'm getting close to the end of the TFTD campaign and I'd hate to have to start from scratch.

2
Help / I'm getting an error "Sound X in BATTLE2.CAT not found"
« on: August 17, 2023, 01:18:45 am »
I'm currently running OpenXcom Extended 7.9.6 (v2023-05-21)

I've been learning how to add sounds to the game using extraSounds: and everything seemed to be working fine but then suddenly all new sounds stopped playing.

When I check the openxcom.log it listed these errors:
Code: [Select]
[16-08-2023_16-02-28] [ERROR] Sound 1069 in BATTLE2.CAT not found
[16-08-2023_16-02-32] [ERROR] Sound 1068 in BATTLE2.CAT not found
[16-08-2023_16-02-36] [ERROR] Sound 1071 in BATTLE2.CAT not found

What is strange is that even the sounds that did play before aren't working, so I'm not sure where to look for the error.

Here is the mod that produced the above error messages.
Sound_Test_V3.zip

Aside from from the sound files themselves this code makes up the rest of the mod:
Code: [Select]
extraSounds:
  - type: BATTLE.CAT
    files:
# [=] Item - Test Object One [=]
      68: Resources/Sound/OBJECT_ONE_Activate.flac
# [=] Item - Test Object Two [=]
      69: Resources/Sound/OBJECT_TWO_Activate.wav
      70: Resources/Sound/OBJECT_TWO_Deactivate.wav
# [=] Item - Test Object Three [=]
      71: Resources/Sound/OBJECT_THREE_Activated.flac

Code: [Select]
items:

# [=] Item - Test Object One [=]
  - type: STR_DOT_TEST_OBJECT_ONE
    primeSound: 68
    size: 0.1
    costBuy: 150
    costSell: 120
    weight: 3
    bigSprite: 20
    floorSprite: 19
    handSprite: 120
    power: 60
    damageType: 9
    battleType: 4
    armor: 110
    blastRadius: 5
    hitAnimation: 8

# [=] Item - Test Object Two [=]
  - type: STR_DOT_TEST_OBJECT_TWO
    primeSound: 69
    unprimeSound: 70
    size: 0.1
    costBuy: 150
    costSell: 120
    weight: 3
    bigSprite: 20
    floorSprite: 19
    handSprite: 120
    power: 60
    damageType: 9
    battleType: 4
    armor: 110
    blastRadius: 5
    hitAnimation: 8

# [=] Item - Test Object Three [=]
  - type: STR_DOT_TEST_OBJECT_THREE
    primeSound: 71
    size: 0.1
    costBuy: 500
    costSell: 400
    weight: 3
    bigSprite: 21
    floorSprite: 21
    handSprite: 120
    power: 70
    damageType: 3
    battleType: 5
    armor: 90
    blastRadius: 5
    hitAnimation: 8

3
Help / meleeMissSound:
« on: August 14, 2023, 06:34:08 pm »
On the Ruleset Reference I noticed that meleeMissSound's description says:
Quote
meleeMissSound - Sound ID from BATTLE.CAT played when this weapon misses a target with melee. Can be a list with multiple options.
I'm taking that to mean a sound will be randomly selected from the list and not that each will be played in sequence.

So far I haven't found an example of meleeMissSound: being used on the forum.

When used how is it phrased in the code, like this?
Code: [Select]
items:
  - type: STR_EXAMPLE_ITEM
    meleeMissSound: [3, 55, 66, 88, 77, 10]

4
Help / What file formats can be used with extraSounds:
« on: August 14, 2023, 06:20:59 pm »
Do I need to use .wav or can other formats like FLAC also be used to add new sounds?

5
I'm trying to spawn an alien base that is instantly visible to X-Com (Using showAlienBase: true) and that has different siteType: than the regular one.

So far I have been able to make the alien base appear but the text is not displaying what I was expecting on the Geoscape.
Spoiler"Screenshot":
Spoiler"Screenshot":
Spoiler"Screenshot":
Spoiler"Screenshot":
For some reason instead of the contents of the string assigned to markerName: it is displaying the string's name itself STR_TEST_MARKER_NAME.



Also, can the message for when this base is discovered by customized without effecting the discovery message for all other alien bases?
Spoiler"Screenshot":

Currently it reads "X-Com patrols have located an Alien colony in North Pacific" but that will be confusing if the new site isn't actually an alien colony.

Example:
"Aliens have taken over a factory in _location name_" etc.



I've attached a small example mod to better explain how I'm currently trying to setup the mission spawning.
Test_Base_Creation_V0-1.zip



And here is the code from the mod:

Spoiler"alienDeployments:":
Code: [Select]
alienDeployments:

# [=] Test Spawn Base [=]
  - &STR_SPAWNED_BASE_TEST_SITE
    type: STR_SPAWNED_BASE_TEST_SITE
    genMissionRaceFromAlienBase: false
    huntMissionRaceFromAlienBase: false
    data:
      - alienRank: 0
        lowQty: 2
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 50
    length: 50
    height: 4
    terrains:
      - ISLAND
    script: ISLAND_TERROR
    alert: STR_TEST_ALERT
    alertBackground: BACK03.SCR
    markerName: STR_TEST_MARKER_NAME
    markerIcon: 7
    alienBase: true
    briefing:
      title: STR_TEST_TITLE
      desc: STR_TEST_DESCRIPTION
      palette: 4
      music: GMATTBAS
      background: BACK01.SCR
    points: 0
    race: STR_AQUATOID

Spoiler"alienMissions:":
Code: [Select]
alienMissions:

# [=] Test Spawn Base [=]
  - type: STR_SPAWNED_BASE_TEST_SITE_MISSION
    points: 0
    objective: 2
    spawnZone: 3
    siteType: STR_SPAWNED_BASE_TEST_SITE
    showAlienBase: true
    raceWeights:
      0:
          STR_AQUATOID: 100
    waves:
      - ufo: dummy #don't spawn a ufo, we only want the site
        count: 1
        trajectory: P10
        timer: 0
        objective: true

Spoiler"missionScripts:":
Code: [Select]
missionScripts:

# [=] Test Spawn Base [=]
  - type: testSpawnBase
    missionWeights:
      0:
        STR_SPAWNED_BASE_TEST_SITE_MISSION: 100
    regionWeights:
      0:
        STR_NORTH_ATLANTIC: 10
        STR_SOUTH_ATLANTIC: 10
        STR_NORTH_PACIFIC: 10
        STR_SOUTH_PACIFIC: 10
        STR_MEDITERRANEAN: 10
        STR_SOUTH_CHINA_SEA: 10
        STR_INDIAN_OCEAN: 10
        STR_THE_EAST_SEA: 10
        STR_NORTH_SEA: 10
        STR_CARRIBEAN: 10
    useTable: false
    startDelay: 150
    varName: testbasevar
    maxRuns: 1

Spoiler"extraStrings:":
Code: [Select]
extraStrings:

  - type: en-US
    strings:

      STR_TEST_TITLE: "Test Title"
      STR_TEST_DESCRIPTION: "Test Description"
      STR_TEST_MARKER_NAME: "Test Marker Name"
      STR_TEST_ALERT: "Test Alert"

6
Released Mods / [TFTD][MAP PACK] Maps from the Deep
« on: June 30, 2023, 08:30:58 am »
[OpenXcom Extended version V7.9.6 or newer is suggested but not required to use this mod]
(Get OXCE 'HERE')
Spoiler"What Changes if you don't use OXCE":
Some alien craft will be slightly weaker on the Geoscape if you use standard OpenXcom instead of OpenXcom Extended, but you should still be able to run the rest of the map pack without problems.
Note: This map pack is not compatible with Nord's World of (terrifying) silence mod.


Maps From The Deep


This is a map pack for Terror From The Deep that adds new terror missions and alien crafts.

Spoiler"Preview Screenshots":

Spoiler"Credits and list of new maps:
Additional Units:
. "Civilian Diver" Unit by Wolwerin.
. "Heavy Soldier" Units by efrenespartano (spritesheet) & SuperCaffeineDude (inventory) 
. "Paramedic" Unit by Hobbes
. "Firefighter" Unit by Hobbes
. "Police Man and Police Woman", Unit code by Hobbes, sprites by Solarius Scorch
. "SWAT" Unit code by Hobbes, sprites by robin & Solarius Scorch (modified)

Additional Items:
. "Civilian Diving Drill" BigOb by RSSwizard, FloorOb & HandOb by pWWWa.
. "Fire Extinguisher" code by Hobbes, sprites by Solarius Scorch
. "Fire Axe", sprites by NeoWorm

Maps created by New_Civilian:
. "Cruise Ship Variants"
. "Cruise Ship Part 2 Variant"
. "Abandonded Research Facility"
. "Cargo Ship with USO Variant"
. "Seabed Mud"
. "Seabed Mountain"
. Survey Ship <B-Variant>
. Escort <B-Variant>
. Cruiser <B-Variant>
. Heavy Cruiser <B-Variant>
. Hunter <B-Variant>
. Battleship <B-Variant>
. Dreadnought <B-Variant>
. Fleet Supply Cruiser <B-Variant>

Maps created by Civilian, Hellrazor and Luke83:
. "XCOM-UFO City Terror Terrain in TFTD"

Maps created by Blank:
. Corvette
. Patrol
. Bomber
. Destroyer
. Carrack
. Frigate
. Battlecruiser
. Raider
. Ironclad
. Battlestar
. Heavy Destroyer
. Gunboat
. Blackade Runner

Maps created by Wolwerin:
. Worm
. Terror
. Dreadnought-W ('W' was added to the name to differentiate it from the TFTD craft of the same name.)
. Scout
. Ship Destroyer
. Double Scout
. Double Hunter (AI routing nodes setup by Solarius Scorch)
. Intimidation Of The Government
. The Combat Interceptor

Maps created by Murkhach@centrum.cz:
. Hocus
. Amoeba

Maps created by The Martian:
. Clam
. Hermit (UINT_R terrain created by Blanks)
. Shrimp (UINT_R terrain created by Blanks)
. Hydrofoil
. Whirligig
. Darts (UINT_R terrain created by Blanks)
. Observer (UINT_R terrain created by Blanks)
. Wave Raider
. Bandit (UINT_R terrain created by Blanks)
. Ferry (UINT_R terrain created by Blanks)
. Tower
. Squid (UINT_R terrain created by Blanks)
. Claw
. Carp (UINT_R terrain created by Blanks)
. Turtle
. Searcher (UINT_R terrain created by Blanks)
. Urchin (UINT_R terrain created by Blanks)
. Tadpole (UINT_R terrain created by Blanks)
. Jellyfish (UINT_R terrain created by Blanks)
. Pufferfish (UINT_R terrain created by Blanks)
. Piranha (UINT_R terrain created by Blanks)
. Dredge (UINT_R terrain created by Blanks)
. Moray (UINT_R terrain created by Blanks)
. Shark (UINT_R terrain created by Blanks)
. Lantern (UINT_R terrain created by Blanks)
. Conch (UINT_R terrain created by Blanks)
. Whale (UINT_R terrain created by Blanks)
. Altar (UINT_R terrain created by Blanks)
. Honeycomb (UINT_R terrain created by Blanks)
. Oubliette (UINT_R terrain created by Blanks)
. Whirlpool (UINT_R terrain created by Blanks)
. Blade (UINT_R terrain created by Blanks)
. Eel (UINT_R terrain created by Blanks)
. Manta (UINT_R terrain created by Blanks)
. Collector (UINT_R terrain created by Blanks)
. Nautilus (UINT_R terrain created by Blanks)
. Offshore Rig
. Arms Warehouse
. Volatile Warehouse
. Surface Base
. Small Ocean Lab
. Ocean Research Lab
. Underwater Base
. Warship
. Oil Tanker
. Ocean Trench Base (ABYSS_SMOKE terrain uses images by New_Civilian)
. Ocean Trench Buried Base (ABYSS_SMOKE terrain uses images by New_Civilian)

Maps created by Inventorum Development Team:
. Aircraft Carrier (BD_PLANE_TFTD_LITE terrain created by bulletdesigner)

And thanks to KevL, Solarius Scorch, Psavola, Nord, Warboy, SupSuper and Hellrazor for the help, this map pack would have been dead in the water without your assistance.

Spoiler"Changelog":
V1-5
. Fixed a wall that could be walked through on MARTIAN_WAVE_RAIDER.MAP
. Civilian items can no longer be purchased.

V1-4 (By Efrenespartano)
. Added more civilian units.

V1.3
. Fixed walls that could be walked through on the following maps:
.. MARTIAN_UNDERWATERBASE.MAP
.. WOLWERIN_GT0000.MAP
.. WOLWERIN_GT0001.MAP
.. WOLWERIN_GT0002.MAP
.. WOLWERIN_GT0003.MAP
.. WOLWERIN_GT0004.MAP
.. WOLWERIN_GT0005.MAP
.. WOLWERIN_GT0007.MAP
.. WOLWERIN_GT0008.MAP

V1.2
. Fixed an interception image for the Conch that wasn't displaying correctly.
. Fixed itemSets: for the Cruise Ship, Hocus & Amoeba.

V1.1 (By Efrenespartano)
. Added Aircraft Carrier map.
. Added New_Civilian's Seabed maps.
. Added new military unit and paperdolls for the existing soldiers

Download:
. Maps_From_The_Deep_V1-5.zip
. Maps_From_The_Deep_V1-4.zip
. Maps_From_The_Deep_V1-3.zip
. Maps_From_The_Deep_V1-2.zip
. Maps_From_The_Deep_V1-1.zip
. Maps_From_The_Deep_V1-0.zip

7
Help / Is the alienDeployments: terrains: selection random?
« on: June 21, 2023, 06:24:37 pm »
In the Maps from the Deep mod the mission STR_PORT_TERROR has terrains: setup like this in the alienDeployments: section.
Code: [Select]
    terrains:
      - PORT
      - URBAN

When I tested it the URBAN map was called three times in a row without the PORT showing up. Is it randomly choosing between the two terrains or is there something I need to configure to make sure it will randomly select one of these maps for the terror mission?

8
The "Maps From The Deep" map pack's first release is now available on the forum 'HERE'.


In this map pack there are new alien crafts assigned to each mission set.

I could be wrong about this but I seem to remember that alien craft don't land during the following missions:
. STR_ALIEN_SURFACE_ATTACK
. STR_ALIEN_SHIP_ATTACK
. STR_ALIEN_RETALIATION

If that is the case it is unlikely a player will get to run some of the new maps without exploded engines from them being shot down.

My plan to offset this is to create new mission sets using those alien craft that would otherwise be exclusively spawned only by the above mission sets and to have these missions have a high chance of landing the craft.

How do I go about this and is it necessary or am I mistaken and those craft in the above missions will be landing periodically without changing anything?

9
Help / New terror missions are not spawning?
« on: June 20, 2023, 09:48:36 pm »
The "Maps From The Deep" map pack's first release is now available on the forum 'HERE'.

Unfortunately I seem to have made a mistake when setting up some of the new terror missions in alienMissions: and their mission sets do not appear to be being spawned.

What I tried to do was create several entries that each had executionOdds: of triggering and were prevented from activating more than one per month using the conditionals: and label: variables.

For whatever reason only the base game's original shipTerror and recurringTerror mission sets seem to be activating.


I'll post the code currently being used to this thread, the .rul files themselves can be downloaded here: Maps_From_The_Deep_V0-56.zip

Here is what is currently setup:
Spoiler:
Code: [Select]
missionScripts:

# [=] Delete default Mission Scripts [=]
  - delete: shipTerror
  - delete: recurringTerror






# [=] Cruise Ship & Cargo Ship [=] (Terror Mission)
  - type: shipTerror
    conditionals: [-1]
    label: 2
    missionWeights:
      0:
        STR_ALIEN_SHIP_ATTACK: 100
    regionWeights:
      0:
        SHIPPING_LANES: 100
    avoidRepeats: 5
    varName: shippingLanes
    useTable: false
    firstMonth: 3
    executionOdds: 30 # (Was 60)
    startDelay: 0


# [=] Warship & Oil Tanker [=] (Terror Mission)
  - type: otherShipTerror
    conditionals: [-1, -2]
    label: 8
    missionWeights:
      0:
        STR_MFTD_ALIEN_TERROR_MISSION_OTHER_SHIPS: 100
    regionWeights:
      0:
        SHIPPING_LANES: 100
    avoidRepeats: 5
    varName: shippingLanes
    useTable: false
    firstMonth: 3
    executionOdds: 30 # (Was 60)
    startDelay: 0


# [=] Surface Base + (Ocean Labs / Small Ocean Lab / Underwater Base) [=] (Terror Mission)
  - type: surfaceBaseTerror
    conditionals: [-1, -2, -8]
    label: 9
    missionWeights:
      0:
        STR_MFTD_ALIEN_TERROR_MISSION_SURFACE_BASE: 100
    regionWeights:
      0:
        SHIPPING_LANES: 100
    avoidRepeats: 5
    varName: shippingLanes
    useTable: false
    firstMonth: 3
    executionOdds: 30 # (Was 60)
    startDelay: 0


# [=] Warehouse (Arms & Volatile) [=] (Terror Mission)
  - type: WarehouseTerror
    conditionals: [-1, -2, -8, -9]
    label: 10
    missionWeights:
      0:
        STR_MFTD_ALIEN_TERROR_MISSION_WAREHOUSE: 100
    regionWeights:
      0:
        STR_NORTH_ATLANTIC: 10
        STR_SOUTH_ATLANTIC: 10
        STR_NORTH_PACIFIC: 10
        STR_SOUTH_PACIFIC: 10
        STR_MEDITERRANEAN: 10
        STR_SOUTH_CHINA_SEA: 10
        STR_INDIAN_OCEAN: 10
        STR_THE_EAST_SEA: 10
        STR_NORTH_SEA: 10
        STR_CARRIBEAN: 10
    avoidRepeats: 5
    varName: shippingLanes
    useTable: false
    firstMonth: 3
    executionOdds: 30 # (Was 60)
    startDelay: 0


# [=] Offshore Rig [=] (Terror Mission)
  - type: OffshoreRigTerror
    conditionals: [-1, -2, -8, -9, -10]
    label: 11
    missionWeights:
      0:
        STR_MFTD_ALIEN_TERROR_MISSION_OFFSHORE_RIG: 100
    regionWeights:
      0:
        SHIPPING_LANES: 100
    avoidRepeats: 5
    varName: shippingLanes
    useTable: false
    firstMonth: 3
    executionOdds: 20 # (Was 60)
    startDelay: 0



# [=] Trench Base + (Ocean Labs / Small Ocean Lab / Underwater Base) [=] (Terror Mission)
  - type: oceanTrenchBaseTerror
    conditionals: [-1, -2, -8, -9, -10, -11]
    label: 12
    missionWeights:
      0:
        STR_MFTD_ALIEN_TERROR_MISSION_TRENCHUPPERBASE: 100
    regionWeights:
      0:
        SHIPPING_LANES: 100
    avoidRepeats: 5
    varName: shippingLanes
    useTable: false
    firstMonth: 3
    executionOdds: 30 # (Was 60)
    startDelay: 0





# [=] Island & Port Terror Mission [=]
  - type: recurringTerror
    conditionals: [-1, -2, -8, -9, -10, -11, -12]
    missionWeights:
      0:
        STR_ALIEN_SURFACE_ATTACK: 100
    regionWeights:
      0:
        STR_NORTH_ATLANTIC: 10
        STR_SOUTH_ATLANTIC: 10
        STR_NORTH_PACIFIC: 10
        STR_SOUTH_PACIFIC: 10
        STR_MEDITERRANEAN: 10
        STR_SOUTH_CHINA_SEA: 10
        STR_INDIAN_OCEAN: 10
        STR_THE_EAST_SEA: 10
        STR_NORTH_SEA: 10
        STR_CARRIBEAN: 10
    useTable: false
    startDelay: 150


Should I have done it more like this instead:
Spoiler:
Code: [Select]
missionScripts:

# [=] Delete default Mission Scripts [=]
  - delete: shipTerror
  - delete: recurringTerror


# [=] Cruise Ship & Cargo Ship [=] (Terror Mission)
  - type: shipTerror
    conditionals: [-1]
    label: 2
    missionWeights:
      0:
        STR_ALIEN_SHIP_ATTACK: 50
        STR_MFTD_ALIEN_TERROR_MISSION_OTHER_SHIPS: 50 # Warship & Oil Tanker
        STR_MFTD_ALIEN_TERROR_MISSION_SURFACE_BASE: 50 # Surface Base + (Ocean Labs / Small Ocean Lab / Underwater Base)
        STR_MFTD_ALIEN_TERROR_MISSION_OFFSHORE_RIG: 50 # Offshore Rig
        STR_MFTD_ALIEN_TERROR_MISSION_TRENCHUPPERBASE: 50 # Trench Base + (Ocean Labs / Small Ocean Lab / Underwater Base)
    regionWeights:
      0:
        SHIPPING_LANES: 100
    avoidRepeats: 5
    varName: shippingLanes
    useTable: false
    firstMonth: 3
    executionOdds: 60
    startDelay: 0


# [=] Island & Port Terror Mission [=]
  - type: recurringTerror
    conditionals: [-1, -2]
    missionWeights:
      0:
        STR_ALIEN_SURFACE_ATTACK: 50
        STR_MFTD_ALIEN_TERROR_MISSION_WAREHOUSE: 50 # Warehouse (Arms & Volatile)
    regionWeights:
      0:
        STR_NORTH_ATLANTIC: 10
        STR_SOUTH_ATLANTIC: 10
        STR_NORTH_PACIFIC: 10
        STR_SOUTH_PACIFIC: 10
        STR_MEDITERRANEAN: 10
        STR_SOUTH_CHINA_SEA: 10
        STR_INDIAN_OCEAN: 10
        STR_THE_EAST_SEA: 10
        STR_NORTH_SEA: 10
        STR_CARRIBEAN: 10
    useTable: false
    startDelay: 150

10
Work In Progress / [WIP][TFTD][MAP PACK] Maps from the Deep
« on: June 20, 2023, 09:47:49 pm »
This mod is no longer a 'Work In Progress' and now has a thread in the "Released Mods" section of the forum:
https://openxcom.org/forum/index.php/topic,11327.0.html

Please download the latest version from there.





Maps From The Deep


This is a map pack for Terror From The Deep that adds new terror missions and alien crafts.

If you encounter any crashes or errors like tiles that you unexpectedly can or cannot walk through please report them.


Credits:

Units:
. "Civilian Diver" Unit by Wolwerin.

Additional Items:
. "Civilian Diving Drill" BigOb by RSSwizard, FloorOb & HandOb by pWWWa.

Maps created by New_Civilian:
. "Cruise Ship Variants"
. "Cruise Ship Part 2 Variant"
. "Abandonded Research Facility"
. "Cargo Ship with USO Variant"
. Survey Ship <B-Variant>
. Escort <B-Variant>
. Cruiser <B-Variant>
. Heavy Cruiser <B-Variant>
. Hunter <B-Variant>
. Battleship <B-Variant>
. Dreadnought <B-Variant>
. Fleet Supply Cruiser <B-Variant>

Maps created by Civilian, Hellrazor and Luke83:
. "XCOM-UFO City Terror Terrain in TFTD"

Maps created by Blank:
. Corvette
. Patrol
. Bomber
. Destroyer
. Carrack
. Frigate
. Battlecruiser
. Raider
. Ironclad
. Battlestar
. Heavy Destroyer
. Gunboat
. Blackade Runner

Maps created by Wolwerin:
. Worm
. Terror
. Dreadnought-W ('W' was added to the name to differentiate it from the TFTD craft of the same name.)
. Scout
. Ship Destroyer
. Double Scout
. Double Hunter (AI routing nodes setup by Solarius Scorch)
. Intimidation Of The Government
. The Combat Interceptor

Maps created by Murkhach@centrum.cz:
. Hocus
. Amoeba

Maps created by The Martian:
. Clam
. Hermit (UINT_R terrain created by Blanks)
. Shrimp (UINT_R terrain created by Blanks)
. Hydrofoil
. Whirligig
. Darts (UINT_R terrain created by Blanks)
. Observer (UINT_R terrain created by Blanks)
. Wave Raider
. Bandit (UINT_R terrain created by Blanks)
. Ferry (UINT_R terrain created by Blanks)
. Tower
. Squid (UINT_R terrain created by Blanks)
. Claw
. Carp (UINT_R terrain created by Blanks)
. Turtle
. Searcher (UINT_R terrain created by Blanks)
. Urchin (UINT_R terrain created by Blanks)
. Tadpole (UINT_R terrain created by Blanks)
. Jellyfish (UINT_R terrain created by Blanks)
. Pufferfish (UINT_R terrain created by Blanks)
. Piranha (UINT_R terrain created by Blanks)
. Dredge (UINT_R terrain created by Blanks)
. Moray (UINT_R terrain created by Blanks)
. Shark (UINT_R terrain created by Blanks)
. Lantern (UINT_R terrain created by Blanks)
. Conch (UINT_R terrain created by Blanks)
. Whale (UINT_R terrain created by Blanks)
. Altar (UINT_R terrain created by Blanks)
. Honeycomb (UINT_R terrain created by Blanks)
. Oubliette (UINT_R terrain created by Blanks)
. Whirlpool (UINT_R terrain created by Blanks)
. Blade (UINT_R terrain created by Blanks)
. Eel (UINT_R terrain created by Blanks)
. Manta (UINT_R terrain created by Blanks)
. Collector (UINT_R terrain created by Blanks)
. Nautilus (UINT_R terrain created by Blanks)
. Offshore Rig
. Arms Warehouse
. Volatile Warehouse
. Surface Base
. Small Ocean Lab
. Ocean Research Lab
. Underwater Base
. Warship
. Oil Tanker
. Ocean Trench Base (ABYSS_SMOKE terrain uses images by New_Civilian)
. Ocean Trench Buried Base (ABYSS_SMOKE terrain uses images by New_Civilian)


Changelog:
(V1-0)
. Added more maps by New_Civilian (B-Variants for classic TFTD craft.)
. Fixed Collector.png Interception image.
. Added new Geoscape missions that the aliens can send their crafts on.
. Added UFOpaedia entries for civilian weapons, the new alien missions and the new terror missions.
.. These can be researched via the normal method for learning of alien missions, Civilian Weapons entry is available from the start of the game and is found in the "General Equipment" section of the UFOpaedia.
. Fixed Piranha loading the Pufferfish's map blocks instead of its own.
. swapped "Intimidation of the Goverment" & Claw ships inside the Alien Infiltration UFO waves.
(Just didn't make sense in the current order thematically)

(V0-62)
. The ocean tile misalignment has been fixed for five maps:
.. Offshore Rig
.. Surface Base
.. Arms Warehouse
.. Volatile Warehouse
.. Whale

(V0-61)
. A bug preventing several craft and terror missions from spawning has been fixed.

(V0-60)
. Fixed a problem with the Observer map. (Stairs couldn't be climbed.)

(V0-59)
. Civilian Divers now may carry a Diving Drill that they use as a makeshift weapon.

(V0-58)
. Added the mission names of new terror missions to extraStrings:
. Reconfigured how missionScripts: is setup, the new terror missions now spawn.

(V0-57)
. Updated a file for Murkhach@centrum.cz's Hocus. (MURKHACH_CENTRUM_CZ_UF009C.MAP)

(V0-56)
. Initial Release


Download:
. Maps_From_The_Deep_V1-0.zip
. Maps_From_The_Deep_V0-62.zip
. Maps_From_The_Deep_V0-61.zip
. Maps_From_The_Deep_V0-60.zip
. Maps_From_The_Deep_V0-59.zip
. Maps_From_The_Deep_V0-58.zip
. Maps_From_The_Deep_V0-57.zip
. Maps_From_The_Deep_V0-56.zip

11
Help / How do I spawn a mission underwater in TFTD?
« on: June 06, 2023, 11:34:16 am »
The TFTD map pack is almost finished, just a few bugs left to squash before it is released.

After running into an unexpected problem I've redesigned the first part of some of the new two part terror missions so that both maps are now underwater.


At the moment the map spawns as a land mission like all other terror missions, how do I configure them be underwater when that siteType: is spawned?

12
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?




13
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?

14
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:

15
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

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