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Author Topic: Kronos 913 mod 1.0 (beta)  (Read 687 times)

Offline Kronos913

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Kronos 913 mod 1.0 (beta)
« on: April 03, 2022, 01:28:19 am »
Hi, it's my first mod

One of the problems with the original game is that 6x6 is too small for the main base. Therefore, the following changes have been made:
-Many buildings have living spaces and storage, which saves space.
-Increased cost of buildings and base construction to compensate for this advantage

Other changes:
-Removed plasma cannons and blaster missiles for ships
-Significantly enhanced laser airgun
-Lightning got 2 slots, Ranger got 1
-Alien weapons cannot be crafted in the workshop. But it can be researched for taking on the battlefield
- Reinforced heavy laser
-Aliens can be killed with a butt (melee attack for all weapons)
-Changed the starting set of weapons: no pistols, heavy guns and rocket launchers. From firearms only rifles

And also, my hometown has been added to the map of Europe =))

In general, it seems to me that it is easier to play than it was in the original game. But I will still think about how to develop the mod

Offline Kronos913

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Re: Kronos 913 mod 1.0 (beta)
« Reply #1 on: April 04, 2022, 12:12:34 am »
Addition:
-Melee attack changed to stun
-delete stun rod (Rifle melee replaces it completely)
-Interceptor can catch small UFOs (2800)
-Trophies (plasma weapon and maind probe) will bring less money
-Plasma ammo can produce Elerium
-Flying Armor Alternative Production: 2 Floaters corpses instead of 10 Elerium (Needs 5 Elerium instead of 15)
« Last Edit: April 04, 2022, 12:16:40 am by Kronos913 »

Offline Kronos913

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Re: Kronos 913 mod 1.0 (beta)
« Reply #2 on: April 05, 2022, 07:24:50 pm »
Code: [Select]
  - type: STR_HOVERTANK_PLASMA
    clipSize: 70
    tuAuto: 36
    accuracyAuto: 60
    autoShots: 5

    compatibleAmmo:
      - STR_HEAVY_PLASMA_CLIP

How to change weapon type? To display heavy plasma in the weapon column?
The second question: how to make 2 types of weapons for the tank and each type of cartridges?

Offline Kronos913

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Re: Kronos 913 mod 1.0 (beta)
« Reply #3 on: April 05, 2022, 07:47:54 pm »
Perhaps it is possible to see all the parameters of an item?

And how to clone some already existing item? Use the same sprites and images but different properties

Offline Docent

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Re: Kronos 913 mod 1.0 (beta)
« Reply #4 on: April 07, 2022, 03:27:27 pm »
And how to clone some already existing item? Use the same sprites and images but different properties

     OXCE allows inheritance for almost all types of rulesets, via the refNode attribute. You can use this to create copies of weapons, armors, facilities, etc. that inherit everything from another existing object and just modify a few attributes to save space, prevent copy/paste mistakes and have automatic update/synch when the original item changes. Below is an example for creating a new Laser Sniper Rifle item from an existing Laser Rifle item:

 items:
   - &STR_LASER_RIFLE           # Let's mark laser rifle info with an anchor
     type: STR_LASER_RIFLE
     size: 0.2
     costSell: 36900
     weight: 8
 #
 # a million other attributes...
 #
   - type: STR_LASER_SNIPER_RIFLE
     refNode: *STR_LASER_RIFLE  # First, let's inherit everything from the STR_LASER_RIFLE anchor.
     bigSprite: xxx             # And now let's give it a new sprite,
     accuracyAimed: 160         # increase aimed shot accuracy
     tuAuto: 0                  # and disable auto shot.

    OXCE allows changing how lists are overriden in sub-mods using YAML tags:

 #base mod:
 items:
   - type: STR_WEAPON
     compatibleAmmo: !info     #this tag does not change anything, but when used it will show (in the log file) if the list supports this functionality or not
       - STR_AMMO_1
       - STR_AMMO_2
 
 #sub-mod
 items:
   - type: STR_WEAPON
     compatibleAmmo: !add      #now `STR_WEAPON` will have ammo list equal to `[STR_AMMO_1, STR_AMMO_2, STR_AMMO_3]`
       - STR_AMMO_3
 
 #another sub-mod
 items:
   - type: STR_WEAPON
     compatibleAmmo: !remove   #now `STR_WEAPON` will have ammo list equal to `[STR_AMMO_1, STR_AMMO_3]`
       - STR_AMMO_2

Online Yankes

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Re: Kronos 913 mod 1.0 (beta)
« Reply #5 on: April 07, 2022, 03:41:43 pm »
     OXCE allows inheritance for almost all types of rulesets, via the refNode attribute. You can use this to create copies of weapons, armors, facilities, etc. that inherit everything from another existing object and just modify a few attributes to save space, prevent copy/paste mistakes and have automatic update/synch when the original item changes. Below is an example for creating a new Laser Sniper Rifle item from an existing Laser Rifle item:

One import caveat, this work only in same file, not rules that already added by other mode of file.
And more improatly its work by simply "copy" yaml node in other place.

Consequence is that if you want have multiple items that share same properties but you can't add copy of already existing item.