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Messages - The Martian

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16
Released Mods / Re: TFTD Vanilla Plus Project - Mod Collection
« on: February 12, 2023, 01:57:18 pm »
Excellent artwork!

17
Thank you! ^_^

18
3 years later and my experience is that it is fun if a bit chaotic, so please leave it in as an unintended feature.

19
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.

20
Released Mods / Re: [TFTD][OXCE] Increased Alien Randomization
« on: February 11, 2023, 07:20:30 am »
I've uploaded Increased Alien Randomization (V1-1) to patch a problem that was causing X-Com base attacks not to spawn the correct types of aliens.

21
Help / Re: Unique Sprites Sheets per Rank
« on: February 09, 2023, 12:58:42 am »
Welcome to the OpenXcom forums Daev!

To my knowledge you can't currently change an alien unit's armor based on its rank, but I could be mistaken. Perhaps it 'may' be possible with scripts if you feel like trying to code it.

The way you described it is how I've been handling it. Create the entry for the each alien rank in the armors: & units: sections then add the units to an entry in the alienRaces: section.

Just remember if you are working with Terror From The Deep that when you create a new entry in alienRaces: it also needs a paired underwater version or it won't load. (Just give it the same name with _UNDERWATER at the end and it will work automatically.)

Example:
Code: [Select]
alienRaces:
  - id: STR_AQUATOID
    members:
      - STR_AQUATOID_COMMANDER
      - STR_AQUATOID_NAVIGATOR
      - STR_AQUATOID_MEDIC
      - STR_AQUATOID_TECHNICIAN
      - STR_AQUATOID_SQUAD_LEADER
      - STR_AQUATOID_SOLDIER
      - STR_CALCINITE_TERRORIST
      - STR_CALCINITE_TERRORIST
  - id: STR_AQUATOID_UNDERWATER # <=====
    members:
      - STR_AQUATOID_COMMANDER
      - STR_AQUATOID_NAVIGATOR
      - STR_AQUATOID_MEDIC
      - STR_AQUATOID_TECHNICIAN
      - STR_AQUATOID_SQUAD_LEADER
      - STR_AQUATOID_SOLDIER
      - STR_HALLUCINOID_TERRORIST
      - STR_HALLUCINOID_TERRORIST

I know i can use RefNodes to clean up the list, but i want to make sure im not missing something here.

Those RefNodes can be a real time saver.

22
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

23
Help / Re: Where are the ruleset?
« on: February 08, 2023, 03:02:44 am »
Try downloading one of these files and the .rul files will be inside /standard/xcom1/ when you unpack it:
https://openxcom.org/forum/index.php/topic,5258.0.html

To alter the name of "Small Rocket" to "HEAT Rocket" you need to alter the extraStrings: section.

Each language has its own file and they are stored in the /standard/xcom1/Language/ folder.

For example en-US.yml is english in that folder.

In one of your mod's .rul files add a section to your code that looks something like this and the name of the Small Rocket item will change:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_SMALL_ROCKET: "HEAT Rocket"

24
Help / Re: Where are the ruleset?
« on: February 08, 2023, 01:30:57 am »
It is possible that steam has them as a hidden file, have you tried allowing your file browser to display hidden files & folders?

I'm not sure about where steam would store the files but if you are looking for the .rul files the base game uses for its small rockets you need to look in your OpenXcom Extended directory. The path should be something like this:
/OXCE/standard/xcom1/items.rul

Do not save changes to that items.rul file, these are the base games files and should not be altered.

Instead create a mod with your own .rul file(s) and place it in the following folder:
/OXCE/user/mods/YourModsName/

The /user/mods/ folders may not exist inside the OXCE folder, in which case you can create them just be adding those folders yourself.


I found an old Steam forum post that suggested you may find the place steam stores game files in this location:
C:\Program Files (x86)\Steam\SteamApps\Common

The post was from 2015 though so they may have changed their storage location since then.

25
It makes so much more sense now, thank you both for explaining that.

When I first read "The following group of attributes is related only to alien bases (listed in a separate table just for convenience)." I made the mistake of taking it to mean all missions spawned by a base not that they had to be setup from the base's siteType: alienDeployments: entry itself.

The supply mission now spawns correctly.
Spoiler:


My understanding is now that the alien base itself is created by an alienMissions: entry's siteType: variable when that mission concludes successfully. (Example: Alien Infiltration or Alien Colony Expansion)
Code: [Select]
alienMissions:

  - type: STR_ALIEN_INFILTRATION
    siteType: STR_ALIEN_BASE_ASSAULT

  - type: STR_ALIEN_BASE
    siteType: STR_ALIEN_BASE_ASSAULT

After the base is created any missions related to that base's siteType: are controlled by the base's matching alienDeployments: entry. (Example: STR_ALIEN_BASE_ASSAULT)
Code: [Select]
alienDeployments:

  - type: STR_ALIEN_BASE_ASSAULT
    genMissionRaceFromAlienBase: false

26
The Ruleset Reference included a link to a forum post in the genMissionRaceFromAlienBase: description that mentions using it for STR_ALIEN_SUPPLY:
https://openxcom.org/forum/index.php/topic,5717.msg143441.html#msg143441

New feature since OXCE 7.4.4

Supply missions and Hunt missions generated by alien bases can now use also explicitly defined alien race(s)... until now the race always came from the alien base itself.

Attributes `genMissionRaceFromAlienBase` and `huntMissionRaceFromAlienBase`.

Example for supply missions:

Code: [Select]
alienDeployments:
  - type: STR_ALIEN_BASE_ASSAULT
    genMission:
      STR_ALIEN_SUPPLY: 25
      STR_ALIEN_TEST1: 25
      STR_ALIEN_TEST2: 25
      STR_ALIEN_TEST3: 25
    genMissionFreq: 6
    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:
  - type: STR_ALIEN_SUPPLY
    raceWeights:
      0:
        STR_ETHEREAL: 50
        STR_MUTON: 50

Hunt missions work similarly.


Edit:
I think I see what you mean. The STR_ALIEN_BASE_ASSAULT alienDeployments: represents the alien base that is launching the UFOs. So any STR_ALIEN_SUPPLY spawned for that base(STR_ALIEN_BASE_ASSAULT) will be effected by the base's alienDeployments: not the STR_ALIEN_SUPPLY alienDeployments: entry.

I'll try this right now.

27
Tools / Re: Art Testing Kit
« on: February 07, 2023, 02:56:14 am »
I've uploaded Art Testing Kit V1-8, it now supports drawing routine 20. (Triscene)

28
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?

29
Help / Re: Retaliation missions are spawning with unexpected results?
« on: February 05, 2023, 02:41:54 am »
I added raceWeights: STR_IAR_LOW_THREAT: 0 to all Advanced & Elite entries in the alienMissions: section.
Code: [Select]
alienMissions:

# [=] Alien Probe Mission [=]
  - &STR_ALIEN_PROBE_MISSION
    type: STR_ALIEN_PROBE_MISSION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 100

# [=] Alien Probe Mission [=] <Advanced>
  - type: STR_ALIEN_PROBE_MISSION_ADVANCED
    refNode: *STR_ALIEN_PROBE_MISSION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 0
          STR_IAR_INTERMEDIATE_THREAT: 100


# [=] Alien Probe Mission [=] <Elite>
  - type: STR_ALIEN_PROBE_MISSION_ELITE
    refNode: *STR_ALIEN_PROBE_MISSION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 0
          STR_IAR_HIGH_THREAT: 100

Reloaded the saved game and turned on debug mod... Alien Sub-10 spawned and:
Spoiler:

It works!


Thank you for the help. ^_^

30
Help / Re: Retaliation missions are spawning with unexpected results?
« on: February 04, 2023, 02:28:44 am »
In alienRaces: I added the retaliationMission: variable to each entry.

Spoiler:
Code: [Select]
# [=] Low Threat [=]
  - id: STR_IAR_LOW_THREAT
    retaliationMission: STR_ALIEN_RETALIATION

# [=] Intermediate Threat [=]
  - id: STR_IAR_INTERMEDIATE_THREAT
    retaliationMission: STR_ALIEN_RETALIATION_ADVANCED

# [=] High Threat [=]
  - id: STR_IAR_HIGH_THREAT
    retaliationMission: STR_ALIEN_RETALIATION_ELITE

Unfortunately the retaliation UFO with the wrong race is still appearing.

I've attached a new version of the mod and also a save game that is at the end of the month. At the start of the next month (Should be February) two UFOs will spawn, the 2nd one will be the retaliation UFO with the incorrect race.

Oddly the saved game only spawns the UFO (Alien Sub-10) with the wrong race if I load the saved game and then activate debug mode before the next month begins. (Advanced Options: Save scumming = NO)

If the saved game is loaded and debug is re-activated on Jan 31 2040.
Spoiler:

If the saved game is loaded and debug is NOT re-activated before February starts.
Spoiler:

If it is the debug unlocking STR_THE_ULTIMATE_THREAT research and starting the researchRetaliation mission script shouldn't that be spawning STR_ALIEN_RETALIATION_ELITE which is configured to always spawn the "High Threat" race.
Spoiler:
Code: [Select]
missionScripts:

# [=] Alien Retaliation - Research [=] <Elite>
  - type: researchRetaliation
    missionWeights:
      0:
        STR_ALIEN_RETALIATION_ELITE: 100
    researchTriggers:
      STR_THE_ULTIMATE_THREAT: true
    startDelay: 150
    targetBaseOdds: 100
    useTable: false
    label: 3

Code: [Select]
missionScripts:

# [=] 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

Could it be the anchor and refNode: is duplicating the "STR_IAR_LOW_THREAT: 100" raceWeights: in both the Advanced & Elite versions causing the lists to unintentionally read like this:
Spoiler:
Code: [Select]
# [=] Alien Retaliation [=]
  - &STR_ALIEN_RETALIATION
    type: STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 100


# [=] Alien Retaliation [=] <Advanced>
  - type: STR_ALIEN_RETALIATION_ADVANCED
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 100 # <====== Potential unexpected duplication
          STR_IAR_INTERMEDIATE_THREAT: 100


# [=] Alien Retaliation [=] <Elite>
  - type: STR_ALIEN_RETALIATION_ELITE
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 100 # <====== Potential unexpected duplication
          STR_IAR_HIGH_THREAT: 100

Instead of this?
Spoiler:
Code: [Select]
# [=] Alien Retaliation [=] <Advanced>
  - type: STR_ALIEN_RETALIATION_ADVANCED
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_INTERMEDIATE_THREAT: 100


# [=] Alien Retaliation [=] <Elite>
  - type: STR_ALIEN_RETALIATION_ELITE
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_HIGH_THREAT: 100

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