Author Topic: [Request] Extra facilities for human base  (Read 81392 times)

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: [Request] Extra facilities for human base
« Reply #135 on: July 22, 2014, 03:01:22 pm »
I forgot to test Medial Unit (is it some medical room ?), now included

How do you plan to make it valuable ? I mean we have "only" following possibilities :
- hyper
- mind
- grav
- storage
- personnel
- aliens
- crafts
- labs
- workshops
- psilabs
- radarRange (& radarChance)
- defense (& hitRatio/fireSound/hitSound)

Also no way to heal injured units ?

Medical room was Warboys creation, i Assume he had some plans to add increased healing options to units were this base was located. I took this idea ( and some of his graphics) and Expanded on it, i want Gene therapy, implants or maybe even clones long term... It will ( eventually) require alien cloning tanks and some research to become available, right now i would be happy seeing my clone tanks on a map but some BUG appears to be preventing that.

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #136 on: July 22, 2014, 04:08:56 pm »
I allowed me to update to V0.27

Changes :
- converted the file extension to uppercase under Terrain subfolder
     XBASE3.mcd renamed to XBASE3.MCD
     XBASE3.pck renamed to XBASE3.PCK
     XBASE3.tab renamed to XBASE3.TAB
- updated ruleset and battle.cfg according to both new Warboy's facilities

To do list :
- Deal with these damn windowed walls
- Sprites for displaying all these facilities in base screen (and also in ufopaedia)
- Set right properties (cost,capabilities, ...) to any of these new facilities
« Last Edit: July 30, 2014, 04:18:31 am by Aldorn »

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #137 on: July 30, 2014, 06:35:56 am »
4 hours to understand how it works... I was not sure to be adequate for this job, now I am*  :P

At least it is not unpleasant task

I also updated to V0.28

Now I will have to make it nice... Strange is that blue colour that is the same but is displayed differently in the three other blocks...

EDIT : And I will have to make the towers aligned :o

Now Security Fortress is quite ready, just this issue about windowed wall sprites to fix

Do not hesitate to give me your opinion as I don't have a lot of imagination (perhaps add some colours to simulate fortress is not empty ??)

* now I am sure !
« Last Edit: July 30, 2014, 07:56:26 am by Aldorn »

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #138 on: July 30, 2014, 07:46:08 am »
Nifty! That thing should be called: "Alien shooting gallery"! ;)

I am very much looking forward to new base buildings! Hospitals and Cloning facilities (for crazies like me who try to keep every soldier alive) would be especially nice.

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: [Request] Extra facilities for human base
« Reply #139 on: July 30, 2014, 12:07:48 pm »
Great job mate, work is killing me at the moment ( yesterday 15hour day and i just sleep in car at work instead of driving hour home) so i was hoping you would work some more on this :)

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #140 on: July 30, 2014, 06:21:34 pm »
Great job mate, work is killing me at the moment ( yesterday 15hour day and i just sleep in car at work instead of driving hour home) so i was hoping you would work some more on this :)
Keep cool

V0.28 seemed to work but I was totally wrong between shape and facility ; I discovered it when I tried to build a new one...


Attached V0.29 with Security Fortress fully operational (except for windowed walls)

I added dummy sprites for 4 others facilities, so we (I, or others more talented pretty modders  :-*) will have just to design the inside, and it should will work

I will finish designing Fortress to make it nice later, as I am a little tired right now ; the most important was to make it work and, as you already know, describe a method for other facilities

EDIT : attached V0.30 with Fortress design finished ; I will make the Security Room, as it should be easier. And for the other, we have time as there is no possibility to train or heal soldiers yet

EDIT : attached V0.31 with Security Fortress and Security Room design. I am definitely not enough talented to make it nice, so other modders will have to deal with it, but at least it is different from other facilities
« Last Edit: July 31, 2014, 04:51:53 am by Aldorn »

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: [Request] Extra facilities for human base
« Reply #141 on: July 31, 2014, 02:43:26 pm »
Excellent, just need a clone room now and to get these things working in game, great job :D

Warboy has some Sprites here: Haven't had a good look yet but there are some rooms.https://openxcom.org/forum/index.php?topic=731.45


ALso Warboy did some code some time ago...https://github.com/Warboy1982/OpenXcom/commit/b6ce134d9403768e8b68cea40b6ef956b6cb417c


« Last Edit: July 31, 2014, 02:57:06 pm by luke83 »

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #142 on: July 31, 2014, 07:15:42 pm »
What for is the clone room ?

Luke, could you check the Security Fortress, as I think there is a bridge that should be grey and not brawn (NW)

Or I will have to have to adapt facility sprite  :P
« Last Edit: July 31, 2014, 07:47:18 pm by Aldorn »

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: [Request] Extra facilities for human base
« Reply #143 on: July 31, 2014, 09:21:55 pm »
What for is the clone room ?

Clone room is for this: https://www.ufopaedia.org/index.php?title=Alien_Reproduction

Luke, could you check the Security Fortress, as I think there is a bridge that should be grey and not brawn (NW)
Bridge is wrong colour, i will fix this weekend

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #144 on: August 03, 2014, 11:01:36 am »
So, with help of dear Hobbes, Security Fortress and Security Room are ready to use (still the bridge  :P)
If anyone does want make BaseScape sprites nicer, be welcome
« Last Edit: August 03, 2014, 11:03:20 am by Aldorn »

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: [Request] Extra facilities for human base
« Reply #145 on: August 03, 2014, 11:37:36 am »
i have fixed the bridge, it will be uploaded later today.

***uploaded***
« Last Edit: August 03, 2014, 01:54:10 pm by luke83 »

Offline Biggieboy

  • Colonel
  • ****
  • Posts: 220
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #146 on: March 26, 2018, 09:20:44 am »
Hi!

Can you create 2x4 Hangar with 3 craft capacities?

Its good thing for my upgradedfacilities mod!

Thank you!

Offline 7Saturn

  • Colonel
  • ****
  • Posts: 457
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #147 on: March 26, 2018, 05:21:18 pm »
Is there some sort of complete mod for this? Or is this a collection of base parts only?

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #148 on: March 26, 2018, 09:20:32 pm »
Is there some sort of complete mod for this? Or is this a collection of base parts only?
It looks like a functional mod. You can download it and try it yourself, it's attached to reply #144.

Offline 7Saturn

  • Colonel
  • ****
  • Posts: 457
    • View Profile
Re: [Request] Extra facilities for human base
« Reply #149 on: March 26, 2018, 09:24:42 pm »
Nice, thanks for the pointer. I'll try that one. =)