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Author Topic: [GLOBE] Improved Nations Mod  (Read 94533 times)

Offline MKSheppard

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[GLOBE] Improved Nations Mod
« on: August 29, 2013, 09:42:33 pm »
This mod adds several dozen new nations to the game; along with many more cities.

Basic formula I used to determine funding pricing was:

All nations contribute a flat fee of 75 to the XCOM project.

Then they're assessed a basic GDP contribution fee of their GDP divided by 125. E.g. a nation with $7,751 per capita GDP would have to pay 62.01.

Next up is population contribution fee; population divided by 5,000,000. A nation with 1.2 billion people would then have to pay approximately 240.

Finally there's special fees:

NUCLEAR POWER: 135 (Known nuclear powers like US, UK, France, Israel, India, Pakistan, China, Russia)

SHARED NUCLEAR POWER: 62.5 (People who share nukes under dual NATO control -- Germany, Netherlands, Belgium, Italy, Greece, Turkey)

It's important to note that 1999 was a long time ago regarding economic growth -- Russia was still in the dumps following the breakup of the USSR; along with many former WARPAC states -- Germany was still swallowing up Eastern Germany, etc.

You want to download and use

XCOM1_Improved_Nations_Final.rul

Original post below:

*******************************************************

First of all, I'd like to thank SupSuper for adding LAT/LONG coordinates when you click the cursor in debug mode; that has made adding nations to OXCOM a lot easier.

My current plan is to fill in a lot of the world, as shown by the map, along with doing minor globe nation defended area fixes.

Attached is my current ruleset as of 25 SEP 2013. (Depreciated, go down a few posts for latest version)

Progress on it is:

JAPAN:
Sakhalin Island added to territory

USA:
Hawaii added
Alaska added

Russia
Siberia has been extended a bit towards the pole.
Sakhalin Island added to territory (RUS/JAPAN claim it in real life)

Australia:
Tasmania added to territory
New Zealand added to territory (ANZUS Pact)

Canada:
Territory has been extended a bit towards the pole.

MEXICO has been added.
PHILIPPINES has been added
TAIWAN has been added
--Tapei has been added as a city.
KOREA has been added.
PAKISTAN has been added
IRAN has been added
SAUDI ARABIA has been added
--Riyadh has been added as a city.
« Last Edit: April 23, 2014, 07:26:48 am by MKSheppard »

Offline MKSheppard

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Re: Improved Nations Mod
« Reply #1 on: September 26, 2013, 12:49:09 am »
Bump.

EDIT. It slots in nicely, and there are only two graphical glitches when playing with more nations than stock in OXCOM:

Finance Screen -- there's already mouse scroll support built in; it works nicely; but the scroll up/down buttons are almost off the edge of the screen.

Graph Screen(s) -- It overruns the graph screen; may I suggest a MORE button be added if more than x countries are found in the ruleset(s)?

End of Month Report screen - No problems so far.
« Last Edit: September 26, 2013, 03:26:14 am by MKSheppard »

Offline MKSheppard

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Re: Improved Nations Mod
« Reply #2 on: September 26, 2013, 03:03:46 am »
Current version of ruleset 8:22PM Eastern, 25 SEP:

Changes:

Added INDONESIA
Added TURKEY
Added DENMARK
Added POLAND
---added Warsaw
Added LIBYA
--added Tripoli
Added VIETNAM
--added Hanoi
--added Saigon

Taiwan/China
Added Hainan Island to both Taiwan and China's zone of coverage.
--Added Haikou city.

FRANCE:
Corsica now part of covered area
New Caledonia (east of Aussieland) now part of covered area
French Guiana (N of brazil) now part of covered area

ITALY:
Bottom of Sicily now part of covered area
Sardinia now part of covered area
« Last Edit: September 26, 2013, 03:24:14 am by MKSheppard »

Offline kevL

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Re: Improved Nations Mod
« Reply #3 on: September 26, 2013, 04:10:14 am »
lookin good,

i notice some dangling 'tabs' tho


otherwise will play w/ it and see what happens...

Offline MKSheppard

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Re: Improved Nations Mod
« Reply #4 on: September 26, 2013, 04:32:40 pm »
i notice some dangling 'tabs' tho

Dangling tabs?

Offline kevL

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Re: Improved Nations Mod
« Reply #5 on: September 26, 2013, 05:41:54 pm »
just some tab-characters at the ends of lines, usually at the end of comments

Offline SupSuper

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Re: Improved Nations Mod
« Reply #6 on: September 26, 2013, 06:11:03 pm »
I tweaked the funding arrows, the graphs screen will take a bit more work though.

Offline MKSheppard

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Re: Improved Nations Mod
« Reply #7 on: September 26, 2013, 06:51:30 pm »
Thanks.

Currently all the funding is pretty much placeholders -- simple cut and pastes; I'm getting the locations correct first, as well as adding a few extra cities where I can -- for example, is it really a TERROR SITE if the aliens land in Detroit?  :P

Offline MKSheppard

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Re: Improved Nations Mod
« Reply #8 on: September 26, 2013, 08:49:47 pm »
Moving along now; I'm going to implement pretty much all the African states as the AFRICAN UNION -- it's a bit of a anachronism, as the African Union wasn't created until 2001/2002; out of the Organization of African Unity (OAU); but we can squint and pretend that the Aliens landing forced this to happen earlier than normal.

This also will help in making Africa a bit more useful to players, in that there'll be enough countries banding together to offer enough of a paycheck to XCOM to make it worthwhile -- I think this is why they redesigned the countries in TFTD so much; to make it worthwhile for someone to set up shop in Africa or South America.

Here's the 2:13PM EASTERN 26 SEP 2013 version -- African Union is still very much raw.

I've made changes to the Russian, Canadian etc area boxes that if you want them to show up properly, you need to open up Xcom1Ruleset.rul and comment out the COUNTRIES block.
« Last Edit: September 26, 2013, 09:15:14 pm by MKSheppard »

Offline MFive

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Re: Improved Nations Mod
« Reply #9 on: September 26, 2013, 09:59:27 pm »
@MKSheppard

this mod look awesome, once all the bugs are ironed out somewhat, it would be great to have this in the stock build as a advanced option, but even if not, i will probably still play with this. i love mods that add more content to the game.

are the new nations going to get new terror maps and or map chunks for the non-terror maps? that would make this sooo cool :)

Offline luke83

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Re: Improved Nations Mod
« Reply #10 on: September 26, 2013, 10:04:33 pm »
Looking good mate, cant wait to play with more Nations, when your ready it would be great to have a copy of this added to the MOD site to keep it safe longterm ;)


Offline MKSheppard

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Re: Improved Nations Mod
« Reply #11 on: September 26, 2013, 10:10:42 pm »
are the new nations going to get new terror maps and or map chunks for the non-terror maps? that would make this sooo cool :)

As much as I'd like to see a special "middle eastern" terror map chunk set for missions in the middle east...that's not likely to happen for a while.  :-[

Offline luke83

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Re: Improved Nations Mod
« Reply #12 on: September 26, 2013, 10:14:03 pm »
I had some plans for a middle eastern terror map some time ago, i even started building a MCD set for it, i wonder where i put that.

Offline MFive

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Re: Improved Nations Mod
« Reply #13 on: September 26, 2013, 11:39:11 pm »
As much as I'd like to see a special "middle eastern" terror map chunk set for missions in the middle east...that's not likely to happen for a while.  :-[

ok, one can dream though :D


I had some plans for a middle eastern terror map some time ago, i even started building a MCD set for it, i wonder where i put that.

if compleat, i wonder if it could be given a weight to the middle eastern area of the map so we don't end up with the terrain in america or other such area

Offline MKSheppard

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Re: Improved Nations Mod
« Reply #14 on: September 27, 2013, 12:00:28 am »
You could kind of make a middle eastern town by reusing some of the "Desert" sprites, and then changing the colors of the stock houses to be more tan.