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Messages - memmaker

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16
OXCE Support Y-scripts / Re: [Question] Mind probe script hook?
« on: March 25, 2020, 11:30:17 am »
Not that I am aware off.
However, you should still be able to use it as a compatible weapon in a skill menu by using the target mode use.

17
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 25, 2020, 11:27:05 am »
@Nord: You are right. Thank you for the bug report.

18
Released Mods / Re: Stats by Rank / Promotion
« on: March 23, 2020, 02:29:26 am »
If I am not mistaken, you could do this without scripting by using soldier transformation.
You could have soldier transformations bound to a specific rank and give the resulting soldiers specific stats.

19
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 22, 2020, 05:00:42 pm »
First of all, thank you very much for the praise and the constructive feedback. I am not sure what version you was testing, since the mod had a pretty troubled start and I had to hotfix like 5 times.

Funds are toned down, but not in a consistent way, some items have original price. Nevertheless, with 20k funds per month, it's not really possible to afford a new base for 800k.
Econonomy has be re-adjusted in the latest patches.

Also, Skyranger can't be bought or manufactured, so other bases can't be used for anything other than interception.
That was a bug that also has been fixed now.

Quote
Engineers/scientist cost 1 million each Oo...
That is intended since I do not want the player to hire scientists at all via buying.

Quote
Crew limit of 4 makes the early game much more difficult. In few months of game time haven't seen any research for other crafts or upgrades.
The crew limit is by design. However there is a first squad upgrade research available when researching Alien Alloys. Although that was bugged. Fixed now. I am also thinking about making the squad upgrades available easier, suggestions welcome.

Quote
It seems that score is computed from all events around the globe, even those that are not seen by player, i.e. outside of detection range. I shot down almost every UFO that was detected, except for very large, won all combat missions, including few terror missions and two landed battleships, and still after three months or so, score started to drop into negative thousands, ending the game on 1st of June due to low score.
Bug. Has been fixed.

Quote
I've managed to capture few aliens including Outsider or two, but never got the chance to research the live Outsider or skeleton key. Wthout one, alien bases can't be accessed, which probably also affects the score.

How it should work:
Instead of recovering a live Outsider you should receive an "Outsider Shard", since the alien vaporizes and leaves this behind. You should then be able to research the Outsider Shard which unlocks the Skeleton Key manufaturing project.
If it not behaves like this, it is a bug.

20
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 22, 2020, 03:25:45 pm »
The skills are described in the Ufopedia under the "Military Molding" section.

21
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 22, 2020, 11:48:24 am »
The core concepts and the first scripts for this mod were written in December 2019.

22
That would be CMD+ALT+Click on my touchpad then. Have to try that.

23
The information itself is not a problem to me. Since this is purely optional, modders could just decide to not give out this information, right?

I am more concerned with the presentation and how this information is accessed and presented. Not sure how a better solution would look like, but maybe the UI and placement could be.. more fitting?

Also to access it, is that Alt+Mouseclick or Alt+Middleclick?

Is that the normal alien inventory screen then? What happens to the race name?

24
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 19, 2020, 03:08:34 pm »
Quote
... with NuCom plot, enemies and all. It would allow us to play NuCom on an actually fun mechanics.

That is exactly the idea.

But I'd rather let my first playtester speak, Reaver of Darkness:
Quote
I'm really liking this mod! Super cool. Great representation of the Firaxcom experience. The best thing about it is that it lacks most of the faults of XCOM while carrying most of the strengths. It's better than just a demake, it's far better than just a copy+paste of features. (...) XCOM: Enemy Unknown was a game that enraged me because they built this wonderful game and then ruined it with a whole bunch of purposeful decisions that didn't need to happen, like limiting soldiers to 2 time units, not allowing aiming at terrain, or forcing players to accept nonsensical limitations like selecting one of three terror sites "just because". Your mod finally gives me a chance to play what Firaxcom could have been.

25
Released Mods / [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 18, 2020, 09:54:36 pm »

Survive. Adapt. Win.

A demake of the remakes - This partial conversion includes the complete EU2012 story line and lets you play through it using OpenXcom. It also adds an extensive class and skill system, thus completely changing the experience.

Mod.io page: https://openxcom.mod.io/vigilo-confido

The mod is feature complete and definitely playable but has only seen testing by me.

=== Features ===

 - 5 soldier classes (Ranger, Grenadier, Specialist, Sniper, Psi Operative)
 - ~50 scripted abilities with unique skills for each class
 - 500+ callsigns for each soldier class
 - 8 new alien units (Cyber Floater, Thin Man, Berserker, Armored Muton, Sectopod Drone, Muton Elite, Andromedon, Outsider)
 - 3 new weapon types in T1, T2 & T3 versions (Swords, Shotguns, Sniper Rifles)
 - Complete new graphics for all T2 & T3 weapons and armors
 - Complete rebalancing of all weapons, armors, units and deployments
 - Status, day & night and hit indicators
 - Laser weapons not reasearchable from the start
 - Laser weapons need recharging and can implode in the field
 - Limited Explosives
 - No Tanks (But the Gremlin drone instead)
 - Bring home alien weapons and research them for progress
 - Ground deployment added with a small research tree for squad size
 - "Killing Aliens destroys their Weapons" option is fixed
 - Additional status effects & Visualisations
 - Weapons can be disabled in combat
 - A buttload of maps (thanks to C.M.P)
 - Training rooms
 - Integrated the Commendations mod
 - Passive bonus items (S.C.O.P.E., etc.)

=== Requirements ===

OpenXcom Extended (OXCE) 6.4

Download release versions of OXCE here:
https://openxcom.org/oxce/release/

NOTE: For the intended experience, make sure you have sound turned on and the intro animation enabled.
At least on your first start.

=== Quickstart (via Ufopedia) ===

You can find information about the classes and their skills in the Ufopedia
under the "MILITARY MOLDING" category.

The changes on weapons and armors can be found under the "WEAPONS AND EQUIPMENT" section.

The category "MISSION OBJECTIVES" will always contain an entry with your current objectives.

=== Goals and influences ===

This started out as some experiments with Yankes scripts and soon got out of hand.
I wanted to have skills, like in the remakes and wanted to see which ones I could do.
Turns out I can do most of them.

So this then turned into a more complex mod with a class and skill system at its core and
with mechanical influences from the remakes (EU2012/XCOM2 and Phoenix Point).

My goal is to extend the vanilla X-Com experience with some
mechanics, items, units & lore references from the newer X-Com titles.

While my focus is on the class & skill system, I also completely rebalanced the
weapons and armors and some other gameplay elements.

I also want to try to add only graphics which keep the X-Com style and which harmonize
with the existing graphics. Each tier of items should be visually distinguishable.

Many thanks to XOps and his Xeno Operations for most of the graphical enhancements.
When looking through his modification of the game, I realized we shared many common goals
and it felt like his work was made with the same visual vision as my mod.

=== Concepts ===

Soldiers of each class can be hired directly by X-COM.
Soldiers can choose to undergo the military molding process, gaining access to their class skills in the process.
Classed soldiers receive additional active and passive skills for each level of training.
The active ones are activated with the special icon and the passive ones are always active.

There are three training phases. The initial molding process is awarded to soldiers when they are
hired by X-Com. The Second Phase (or Advanced Training) and Third Phase (or Elite Training)
add additional skills respectively.

Advanced level training requires: The second "Combat Experience" decoration,
which is awarded for 4 kills and 8 missions.

Elite level training requires: The fourth "Combat Experience" decoration,
which is awarded for 10 kills and 16 missions.

=== Skills ===

For a list of the currently implemented skills per class please refer to the file
Rulesets/classSkills.rul line 10, heading "Class Skill list".

There is also in-game description available in the Ufopedia (if you don't want to read some spoilers..).

=== Tiers ===

Weapons and armors all follow the three Tier concept.

T1 is available from the start.

T2 depends on alien alloys.
 - You should aim at researching "Laser Weapons" and "Predator Armor" until April.

T3 depends on Elerium-115.
 - You should aim at researching "Plasma Weapons" and "Warden Armor" until August.

Armor & Weapon Tiers
T1 - Kevlar Armor   & Conventional Weapons
T2 - Predator Armor & Laser Weapons
T3 - Warden Armor   & Plasma Weapons

26
Tools / Re: Ruleset tools for the command line
« on: March 17, 2020, 07:22:34 pm »
Added one more, this one needs Graphviz installed

graphfromrules - Create Graphviz files from rulesets

Usage:

Code: [Select]
graphfromrules "research:dependencies,unlocks" "cost,points" research.rul
Example usage:

Code: [Select]
$ graphfromrules "research:dependencies,unlocks" "cost,points" mergedResearch.rul
// Ruleset Graph
digraph {
STR_BASIC_DEPLOYMENT [label=STR_BASIC_DEPLOYMENT cost=180 points=20]
STR_BASIC_DEPLOYMENT -> STR_BASIC_DEPLOYMENT [label=dependencies]
STR_ADVANCED_DEPLOYMENT1 [label=STR_ADVANCED_DEPLOYMENT1 cost=480 points=20]
STR_ADVANCED_DEPLOYMENT1 -> STR_BASIC_DEPLOYMENT [label=dependencies]
...
STR_OBJECTIVES_FINAL [label=STR_OBJECTIVES_FINAL]
STR_OBJECTIVES_FINAL -> STR_OBJECTIVES_FINAL [label=dependencies]
}

Save this as a file with .GV extension (for GraphViz) and you can load it up in Gephi. From there one can layout the whole thing and export it as GEXF file.

Sample output (X-Comfiles Tech Tree):

https://memmaker.github.io/graphs/xcom-files-tech.html


Workflow for creating tech-trees:

Code: [Select]
# merging all research rules
mergerules research ./mods/XComFiles/ > dataSets/XfilesResearch.rul

# split the dependencies off
splitrules 2 "research-name:dependencies" ./dataSets/XfilesResearch.rul > ./dataSets/XfilesDepends.rul

# create the graph
graphfromrules "research-name:dependencies" "cost,points" ./dataSets/XfilesDepends.rul > ./dataSets/XfilesDepends.gv

27
Tools / Re: Ruleset tools for the command line
« on: March 17, 2020, 12:04:23 pm »
Using the toolchain to create a day-time mod:

Code: [Select]
rul2csv "alienDeployments:shade,maxShade,minShade" ./XComFiles/ > temp/alienDeployments.csv

awk -F, '{
    threshold=7;
    shd=$2;
    mas=$3;
    mis=$4;
    if(shd>threshold)shd=threshold;
    if(mas>threshold)mas=threshold;
    if(mis>threshold)mis=threshold;
    OFS=",";
    if(NR==1){print $0;}
    else{print $1, shd, mas, mis;}
}' <temp/alienDeployments.csv > temp/daylight.csv

csv2rul temp/daylight.csv > temp/daylight.rul

28
Tools / Ruleset tools for the command line
« on: March 17, 2020, 11:08:38 am »
I will dump some tools I use for modding here.

They need Python3 and ruamel.yaml installed.

Install ruamel.yaml:
Code: [Select]
pip install ruamel.yaml

DISCLAIMER: These tools come as is, no warranty. If they wreck your rulesets, you have been warned. Try them on copies first. Have backups.

rul2csv - extract information from rulesets as CSV

Usage:

Code: [Select]
rul2csv "TOPLEVELKEY:FIELDNAME1(,...)" FILENAME_OR_DIRECTORY
Where the fieldnames support lists and key/value pairs with the following syntax:

Code: [Select]
SUB.FIELDNAME for key/value pairs
SUB-FIELDNAME for lists

You can override the automatic id-field detection by specifying it on the toplevel key like this (eg. for research):
Code: [Select]
TOPLEVELKEY-IDFIELD: FIELDNAME1,..

Example usage:

Code: [Select]
rul2csv "items:power,clipSize,confSnap.shots,confAimed.shots,damageAlter.ArmorEffectiveness,tags.GUN_TYPE,tags.CRIT_CHANCE" .

rul2csv "research-name:points,cost" . > csv_data/research.csv

rul2csv "armors:frontArmor,sideArmor,rearArmor,underArmor,damageModifier-none,damageModifier-projectile,damageModifier-incendiary" . > csv_data/armors.csv


Example Output

Code: [Select]
$ cat test1.rul
items:
  - type: STR_PISTOL
    power: 10
    accuracy: 20

$ rul2csv "items:power" test1.rul
type,power
STR_PISTOL,10

csv2rul - Creates rulesets from CSV data

Usage:

Code: [Select]
csv2rul items.csv

Example Usage:

Code: [Select]
$ csv2rul items test.csv
items:
  - type: STR_PISTOL
    power: 10

mergerules - Merges multiple rule files using one top-level key

Code: [Select]
mergerules items file1.rul file2.rul file3.rul (...)
mergerules items path

Example Usage:

Code: [Select]
$ cat test1.rul
items:
  - type: STR_PISTOL
    power: 10
    accuracy: 20
$ cat test2.rul
items:
  - type: STR_PISTOL
    power: 100
    tuCost: 15
$ mergerules items test1.rul test2.rul
items:
  - type: STR_PISTOL
    power: 100
    accuracy: 20
    tuCost: 15

splitrules - Split rule item lists in two, defined by some fields

Usage:

Code: [Select]
splitrules [OUTPUTMODE] "TOPLEVELKEY:FIELDNAME1(,...)" filename.rul

Example usage:

Code: [Select]
$ mergerules items test1.rul test2.rul > merged.rul
$ splitrules "items:power" merged.rul
items:
  - type: STR_PISTOL
    accuracy: 20
    tuCost: 15
------------------------------------
items:
  - type: STR_PISTOL
    power: 100
$ splitrules 1 "items:power" merged.rul
items:
  - type: STR_PISTOL
    accuracy: 20
    tuCost: 15
$ splitrules 2 "items:power" merged.rul
items:
  - type: STR_PISTOL
    power: 100

patchrules - Modify existing ruleset with delta from CSV

Usage:

Code: [Select]
patchrules TOPLEVELKEY patchData.csv targetRules.rul

Exmaple Usage:

Code: [Select]
$ cat merged.rul
items:
  - type: STR_PISTOL
    power: 100
    accuracy: 20
    tuCost: 15
$ cat test.csv
type,power
STR_PISTOL,66
$ patchrules items test.csv merged.rul
items:
  - type: STR_PISTOL
    power: 66
    accuracy: 20
    tuCost: 15

29
OXCE Suggestions DONE / Re: [Documentation] Soldier Skill Menu
« on: March 17, 2020, 08:39:20 am »
They are not designed to be used to together. The icons that is.
It is only one icon that gets placed there.
Either a special Weapon or the skills. Since the skill menu can do most of the things a specialweapon could, the latter would be the more flexible solution.

You can however have a skill menu and a special weapon without the icon. Using the skill menu to pass through specific actions to the special weapon.

30
OXCE Suggestions DONE / Re: [Documentation] Soldier Skill Menu
« on: March 16, 2020, 05:46:16 pm »
@Nord:

No, this does not add another special weapon.

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