Author Topic: Kronos 913 mod 2.0  (Read 1189 times)

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #15 on: November 19, 2022, 10:32:05 pm »
-Now you can return countries to the project (I thought for a long time how to implement this)
-Slightly more complicated research tree. Living engineers and navigators now unlock more research
-Improved laboratory and workshop must be researched before building
-Plasma and blaster airguns are one object with manual
« Last Edit: November 21, 2022, 12:52:28 am by Kronos913 »

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #16 on: November 21, 2022, 09:07:48 pm »
-Plasma tank now requires ammo. They are made by parsing clips from alien weapons. 1 Heavy Plasma clip gives 35 tank rounds
-Stun tank will result in a more standard formula: heavy laser + secondary weapon

Offline yergnoor

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Re: Kronos 913 mod 2.0
« Reply #17 on: November 22, 2022, 09:09:07 am »
I found a few more typos in the Russian-language text. This time I put the remarks in a text file, which is attached. It is all in Russian, but you seem to understand it.

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #18 on: November 23, 2022, 07:15:11 pm »
Yes, understand. If I didn’t understand, there would be no translation into russian.
Thanks, I'll fix it for the next update

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #19 on: November 23, 2022, 07:32:12 pm »
If only someone could reread the English version =))
Because I write long texts of ufopedia through a translator

I wonder what countries the players who are interested in my mod are from? In the future, as there is time, I will think about adding more languages

So far, English and russian are the two most popular languages in Europe.

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #20 on: November 26, 2022, 01:05:46 am »
-Fixed text errors
-Fixed sectopod hit animation
-For a plasma airgun, you need to disassemble clips for alien weapons. This creates extra work for engineers, but ammunition is spent more economically.

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #21 on: November 26, 2022, 03:15:52 pm »
Can anyone suggest how to use this correctly?

    requiresBuyCountry: STR_USA

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #22 on: November 26, 2022, 06:47:54 pm »
-Added AIM-9 Sidewinder missile, which is slightly better than the Stinger, but slightly more expensive and requires US in the project.
-Added Turkey to the list of countries

ps
Not sure if the "requiresBuyCountry" parameter works correctly. I don't know how to test it. I tried to remove the USA from the list of countries - the rocket did not disappear in the store. I would be grateful if you tell me how to test it. The code:
    requiresBuyCountry: STR_USA

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #23 on: November 27, 2022, 02:54:06 am »
Probably the most difficult update package - it took a lot of time to fix all the crashes of the game.

Added Bayraktar. Of course, this is not that famous drone from the real world, but the same company. A fast drone with a light laser and two rockets with a very long sight range. Good in open areas.

Online Meridian

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Re: Kronos 913 mod 2.0
« Reply #24 on: November 27, 2022, 10:26:34 am »
Not sure if the "requiresBuyCountry" parameter works correctly. I don't know how to test it. I tried to remove the USA from the list of countries - the rocket did not disappear in the store. I would be grateful if you tell me how to test it. The code:
    requiresBuyCountry: STR_USA

removing country from the list of countries doesn't do anything

to test it, you need a country that has signed a pact with aliens

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #25 on: November 27, 2022, 07:26:14 pm »
-Added "Black Armor". With it, you can no longer be afraid of night missions. Also grants immunity to Chryssalid Zombification.
-Added submachine gun MP 38/40

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #26 on: November 28, 2022, 06:50:20 pm »
In the new update, which is still in development, I have added new missions for the aliens. But I don't know how to quickly test it.

The main code was copied from the code of the original game. Only the race and type of operation was corrected so that the UFO was launched from the base

Code: [Select]
  - type: STR_ALIEN_INFILTRATION_2
    points: 150 #Pact score only awarded on month end
    objective: 1
    siteType: STR_ALIEN_BASE_ASSAULT
    spawnZone: 4 #Mission zone for alien bases

    raceWeights: {} #Special case, race comes from base
    operationType: 4

    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 16500
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P6
        timer: 13800
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P7
        timer: 9000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P7
        timer: 60

I'm especially interested in the periodicity with which missions will appear?

Will there be a separate timer for each base? And if there are 11 bases, will there be 12 times higher alien activity on each mission?

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #27 on: November 29, 2022, 01:00:27 am »
-Added new alien missions. They duplicate the existing ones, but start from the alien base. As planned, it should add meaning to the presence of alien bases.
-Added Gauss weapon. It has the same power as a laser, but the type of attack is like a firearm. Essentially, it needs something more powerful than firearms, until there are enough materials to create enough lasers.
-Added F-16 as initial fighter. According to the characteristics, it is almost like a steam grabber, but the price is somewhat lower and you cannot change weapons on it.

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #28 on: November 29, 2022, 09:36:59 pm »
-Added Hovertank/Gauss (as powerful as a laser, but has a higher rate of fire)
-Combat aircraft and weapons are separated in ufopedia
-Changed the zones of some countries (one of the "old" countries partially covered the territory of one of the added ones. This is fixed)
« Last Edit: November 29, 2022, 09:53:48 pm by Kronos913 »

Offline Kronos913

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Re: Kronos 913 mod 2.0
« Reply #29 on: December 01, 2022, 08:53:36 pm »
Added super rifle grenades. They can be crafted with Alien Grenade, Alien Stun Bomb, or Alien Clips.

Also, I myself discovered a bug and I don’t understand how to fix it: for some reason, the plasma tank does not consume ammo - their number in the warehouse does not decrease. Help me find what the problem is. I see that in other mods a similar mount of built-in weapons was made
« Last Edit: December 01, 2022, 09:04:08 pm by Kronos913 »