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Topics - The Martian

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16
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:

17
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.

18
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

19
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?


20
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

21
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?

22
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

23
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.

24
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

25
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?

26
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.

27
Help / Retaliation missions are spawning with unexpected results?
« on: February 02, 2023, 12:00:13 am »
(OXCE V7.8 - Increased Alien Randomization TFTD V0.3 mod)

I have encountered something unexpected involving the 'Retaliation / Floating Base Attack' missions.

Crafts that should spawn with the a placeholder race of "High Threat" are instead being crewed by "Low Threat" race.

Spoiler:

In that battlescape it spawned as a Lobster which confirms it really was the "High Threat" and the wrong race had been assigned.

Spoiler:

All UFOs & Mission types should match with the 'threat level' placeholder race matching either the normal, advanced or elite UFO. I've temporarily placed an 'A' after the name for all advanced Sub Type / Mission and an 'E' for the elites to make debugging easier using a Transmission Resolver.

My guess was that the UFO was inheriting the race of the base that was launching it so I added the following code to all alienDeployments: entries:
Code: [Select]
    genMissionRaceFromAlienBase: false    # true (default) = take race from base (vanilla behavior); false = take from mission 'raceWeights' if not empty (if empty take from base)
    huntMissionRaceFromAlienBase: false
And that did clear up a similar problem with other UFOs but unfortunately the retaliation UFOs continued to be crewed by the wrong race.

I have the elite retaliation missions in alienMissions: setup to only have the "High Threat" race in its raceWeights: so I'm not sure how it is assigning any race outside of that list.
Code: [Select]
alienMissions:

# [=] Alien Retaliation [=] <Elite>
  - type: STR_ALIEN_RETALIATION_ELITE
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_HIGH_THREAT: 100
    waves:
      - ufo: STR_SURVEY_SHIP_ELITE
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_ESCORT_ELITE
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_CRUISER_ELITE
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_DREADNOUGHT_ELITE
        count: 2
        trajectory: P8
        timer: 3000

Are 'Alien Retaliation / Floating Base Attack' missions configured differently than the rest since they can be spawned as a result to X-Com's activity?

There hadn't been any alien craft shot down when I was debugging so I was not expecting to see retaliation missions yet and I don't think enough time had passed to trip any of the difficulty retaliation mission scripts. It is possible that using Debug mode turned on the researchRetaliation mission script due to granting all research, but that entry should also have spawned an elite ship with the matching placeholder 'High Threat' race.

I'm stepping through the code to see if I've accidently misconfigured one the retaliation missions but so far everything seems to have the right race assigned. Does huntMissionRaceFromAlienBase: & genMissionRaceFromAlienBase: not effect retaliation missions?


For convenience an updated version of the mod and a save file with the Alien Sub-30 from the screenshot is attached to this post.

28
Help / UFOs unexpectedly stop spawning after the month of May?
« on: January 29, 2023, 09:46:09 pm »
After Solarius Scorch suggested using the alienDeployments: to control which alien race will be fought during the Battlescape I set to work creating a mod to up the encounter variety for TFTD using the randomRace: variable, and it works! (At least it appears to be, I haven't tested it thoroughly.)

Unfortunately what doesn't work is that after the month of May the aliens stop spawning most UFOs. (Colony Supply & Terror missions keep occurring, the rest stop completely.)

I'm still missing something crucial about how UFO spawns are setup, I think the problem is in the missionScripts: file but I'm not sure.

How I've got it setup is so that the original 'recon' missionScript: ends and is followed by 'reconAdvanced' which then also ends and is succeeded by 'reconElite'. However it seems that after the 'recon' missionScript: stops running the others are not starting.

I suspect that the 'recurringTerror' 'recurringTerrorAdvanced' 'recurringTerrorElite' missionScript: are also encountering the same problem.


Could someone please take a quick look and see if you spot something?


Mod Download:
Increased Alien Randomization TFTD (V0-1).zip

29
OXCE Support / [Solved] UFOs in the same wave with different races?
« on: January 27, 2023, 04:38:53 pm »
My current understanding is that when a alienMissions: entry starts its waves: all UFOs share the same alien race.

Is there a variable I can assign or something script related that would allow for each UFO in a wave to have a different alien race?

Fighting the same alien until the end of the month can be a bit repetitive, if possible I'd like to increase the variety of aliens in the same month.


If this functionality doesn't already exist please consider this a feature request.

Perhaps something like being able to also assign the race weights to the UFO sets in the waves: section and having just those UFOs re-roll the crew's race and override the waves currently assigned race with the rest of the wave continuing to spawn using the one that was picked when that mission first started.

Code: [Select]
  - type: STR_ALIEN_PROBE_MISSION
    RaceWeights:
      0:
          STR_AQUATOID: 50
          STR_GILLMAN: 50
    waves:
      - ufo: STR_SURVEY_SHIP
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_ESCORT
        count: 1
        trajectory: P2
        timer: 7800
        RaceWeights:
          0:
              STR_AQUATOID: 25
              STR_GILLMAN: 20
              STR_LOBSTERMAN: 20
              STR_TASOTH: 35
      - ufo: STR_CRUISER
        count: 2
        trajectory: P4
        timer: 9000
      - ufo: STR_LOBSTER_CRUISER_OF_DOOM
        count: 2
        trajectory: P4
        timer: 9000
        RaceWeights:
          0:
              STR_LOBSTER: 100




30
OXCE Support / [Solved] HK soft lock
« on: January 20, 2023, 07:23:02 am »
2. HKs can instantly destroy defenseless craft when player presses the red self-destruct button.

Defenseless means:
- slower than the UFO
- has no more ammo left
- there are no more active (still flying) projectiles
Spoiler:

(OpenXcom Extended 7.8)

I'm softlocked in the interception screen.

While testing the hunter killer feature I threw an unarmed Triton at an unarmed alien UFO.

As as expected the only available option was to click the red button in the upper left corner to activate self-destruct.

However nothing happens no matter how long I wait. Pressing the button again displays the message Self-Destruct Cancelled.

Once self-destruct is activated what do I need to press to confirm it and destroy the X-Com craft?

I also could not escape by pressing ESC to bring up the menu to abandon the game or close the program.
Spoiler:

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