Author Topic: [HWP] Drones - Power suit HWPs  (Read 31106 times)

Offline Hobbit Lord

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Re: Drones - Power suit HWPs
« Reply #15 on: October 30, 2013, 11:46:18 pm »
You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.

EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?

EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.
OK, I'm using the recolored one

BTW I'm doing a let's play with your mods think I'm a couple of months away from getting from getting a power armor corpse but will see how it goes

https://openxcom.org/forum/index.php/topic,1681.msg15673.html#msg15673

Offline Svanh

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Re: Drones - Power suit HWPs
« Reply #16 on: October 31, 2013, 12:04:49 am »
OK, I'm using the recolored one

BTW I'm doing a let's play with your mods think I'm a couple of months away from getting from getting a power armor corpse but will see how it goes

https://openxcom.org/forum/index.php/topic,1681.msg15673.html#msg15673

You'll need high psi-strength soldiers for cult missions, but most enemies on those missions should die to even starting weapons (Cult members take 50% damage from plasma weapons and 70% damage from laser weapons but full damage from amour-piercing weapons).

Also, there may be a crash bug with cult missions that I haven't quite managed to track down. Save at the start of a mission or before it starts and be careful when saving without all your soldiers in a position where you can pull out.

Good luck, and enjoy killing aliens with walking corpses! ;)

Main post updated with latest DRONE (PLAIN).rul.

Offline Hobbit Lord

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Re: Drones - Power suit HWPs
« Reply #17 on: October 31, 2013, 12:47:40 am »
You'll need high psi-strength soldiers for cult missions, but most enemies on those missions should die to even starting weapons (Cult members take 50% damage from plasma weapons and 70% damage from laser weapons but full damage from amour-piercing weapons).

Also, there may be a crash bug with cult missions that I haven't quite managed to track down. Save at the start of a mission or before it starts and be careful when saving without all your soldiers in a position where you can pull out.

Good luck, and enjoy killing aliens with walking corpses! ;)

Main post updated with latest DRONE (PLAIN).rul.
I was wondering, what's the logic behind human Cultists taking reduced damage from plasma and laser?

Offline Svanh

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Re: Drones - Power suit HWPs
« Reply #18 on: October 31, 2013, 05:30:49 am »
I was wondering, what's the logic behind human Cultists taking reduced damage from plasma and laser?

There is no logic behind it. Most of the things I make come straight out of my personal ruleset so my mods are "balanced" around that. I've changed my ruleset so the weapon classes (Beginning, Laser, Plasma) have different roles instead of being almost straight upgrades and I've buffed most of the aliens in some respect as well (Snakemen resist lasers and are tougher, Mutons are walking tanks (3x vanilla armour) but aren't so good in the psi department, Ethereals are weak but have good reactions and psi strength >100 etc.).

Cultists are fairly weak and, if you can cope with the psi attacks, they don't pose much of a threat. Adding a slight resistance to lasers and plasma weapons means that plasma weapons are viable but will work about as well as autocannons, ensuring that the missions are still decently difficult when you have the psi aspect dealt with.

Alternatively, their resistance to lasers and plasma weapons is the result of alien hazing rituals. Who knows?  ;)

Offline Hobbit Lord

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Re: Drones - Power suit HWPs
« Reply #19 on: November 02, 2013, 01:41:41 pm »
You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.

EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?

EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.
Hey Svanh

I had a power suit soldier die, no 'corpse' shows up in inventory. No research projects

Any ideas? Do I need to pick up the dead trooper while in Battlescape or something?

Offline Hobbit Lord

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Re: [HWP] Drones - Power suit HWPs
« Reply #20 on: November 02, 2013, 02:10:15 pm »
Tried again. Picked up the corpse which I had in my backpack at end of mission, still no research project or item

Offline Hobbit Lord

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Re: [HWP] Drones - Power suit HWPs
« Reply #21 on: November 02, 2013, 02:18:04 pm »
Don't understand the OXC modding system but is it normal that the item and the technology both have the same name... ie STR_CORPSE_SUIT ?

Tried setting 'needItem' in the research section to false still can't research

Offline Hobbit Lord

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Re: [HWP] Drones - Power suit HWPs
« Reply #22 on: November 02, 2013, 02:34:42 pm »
Hmmm... this is really bizarre

I was sure I added Drone to the config file. I checked and it wasn't there. Added the line again, saved the file and started Open X-Com

It seems the added line DISAPPEARS every time I run open x-com! I repeated the experiment twice. It's as if the program deletes the line and saves the file again

The exact same thing happens with CULT.rul but not with any other rulesets like weapon mods


edit: Yes, the file is overwritten. I saved the file at 2.26 with the new line added. As soon as I run Open XCom the cfg file updates to 2.30 and the Drone line is missing

Config file BEFORE running Open XCom

Code: [Select]
rulesets:
  - Xcom1Ruleset
  - XCOM1_XCUTIL_Fighters_Carry_Troops
  - XCOM1_XCUTIL_Skyranger_Weapons
  - XCOM1_XCUTIL_Improved_Heavy_Laser
  - XCOM1_XCUTIL_Improved_HighExplosive
  - XCOM1_XCUTIL_Improved_HWPs
  - XCOM1_XCUTIL_Improved_Pistol
  - CULT
  - Drone
  - GrenadeLauncher
  - LMG
  - Magnum
  - SMG
  - Railgun
  - Retaliator
  - Thunder
purchaseexclusions:
  []
options:
  windowedModePositionY: -1
  windowedModePositionX: -1
  weaponSelfDestruction: false
  vSyncForOpenGL: true
  useOpenGLShader: Shaders/HQ2x.OpenGL.shader
  useOpenGL: true
  useHQXFilter: false
  useOpenGLSmoothing: true
  traceAI: false
  strafe: false
  soundVolume: 128
  sneakyAI: true
  showMoreStatsInInventoryView: true
  showFundsOnGeoscape: true
  researchedItemsWillSpent: false
  playIntro: true
  pauseMode: 0
  newSeedOnLoad: false
  mute: false
  musicVolume: 128
  maxFrameSkip: 8
  language: en-US
  keyboardMode: 0
  keyScreenshot: 306
  keyQuickSave: 287
  keyQuickLoad: 290
  keyGeoZoomIn: 43
  keyOk: 13
  keyGeoUfopedia: 117
  keyGeoToggleRadar: 114
  keyGeoToggleDetail: 9
  keyGeoSpeed5: 53
  keyGeoSpeed4: 52
  keyGeoSpeed3: 51
  keyGeoSpeed6: 54
  keyGeoSpeed2: 50
  keyGeoSpeed1: 49
  keyGeoOptions: 27
  keyGeoGraphs: 103
  keyGeoIntercept: 105
  keyGeoDown: 274
  keyGeoBases: 98
  keyFps: 286
  keyGeoFunding: 102
  keyCancel: 27
  keyBattleZeroTUs: 127
  keyBattleUp: 273
  keyBattleReserveSnap: 283
  keyBattleReserveNone: 282
  keyBattleStats: 115
  keyBattleReserveKneel: 106
  keyBattleReserveAuto: 285
  keyBattleReserveAimed: 284
  keyBattleReload: 114
  keyBattlePersonalLighting: 108
  keyBattleOptions: 27
  keyBattleLevelUp: 280
  keyBattleMap: 109
  keyBattleKneel: 107
  keyBattleInventory: 105
  keyBattleEndTurn: 8
  keyBattleDown: 274
  keyBattleDeselectUnit: 92
  keyBattleCenterUnit: 278
  keyBattleCenterEnemy9: 57
  keyBattleCenterEnemy8: 56
  keyBattleCenterEnemy7: 55
  keyBattleCenterEnemy6: 54
  keyBattleCenterEnemy5: 53
  keyBattleCenterEnemy4: 52
  keyBattleCenterEnemy3: 51
  keyBattleCenterEnemy2: 50
  keyBattleCenterEnemy10: 48
  keyBattleCenterEnemy1: 49
  keepAspectRatio: false
  globeAllRadarsOnBaseBuild: true
  fullscreen: false
  fpsCounter: false
  displayWidth: 720
  debug: false
  customInitialBase: true
  cursorInBlackBandsInWindow: true
  debugUi: false
  cursorInBlackBandsInFullscreen: false
  cursorInBlackBandsInBorderlessWindow: false
  craftLaunchAlways: true
  classicMouseHandling: false
  checkOpenGLErrors: false
  captureMouse: false
  canTransferCraftsWhileAirborne: false
  canManufactureMoreItemsPerHour: false
  borderless: false
  battleXcomSpeed: 30
  canSellLiveAliens: true
  battleTooltips: true
  battleScrollType: 1
  battleScrollSpeed: 12
  battleScrollDragTimeTolerance: 300
  battleScrollDragPixelTolerance: 10
  battleScrollDragInvert: false
  battleScrollDragButton: 2
  battleRangeBasedAccuracy: false
  battlePreviewPath: false
  battleNotifyDeath: true
  battleNewPreviewPath: 0
  battleInstantGrenade: false
  battleFireSpeed: 5
  battleHairBleach: true
  battleExplosionHeight: 3
  battleAutoEnd: false
  battleAlienSpeed: 30
  autosave: 0
  audioBitDepth: 16
  asyncBlit: true
  allowChangeListValuesByMouseWheel: false
  allowBuildingQueue: false
  aggressiveRetaliation: true
  NewBattle_STR_STUN_BOMB: 0
  NewBattle_STR_STUN_ROD: 0
  NewBattle_STR_PLASMA_RIFLE_CLIP: 0
  NewBattle_STR_PROXIMITY_GRENADE: 2
  NewBattle_STR_PISTOL: 10
  NewBattle_STR_INCENDIARY_ROCKET: 1
  NewBattle_STR_LASER_PISTOL: 0
  NewBattle_STR_HEAVY_CANNON: 1
  NewBattle_STR_HC_HE_AMMO: 1
  NewBattle_STR_HEAVY_PLASMA: 0
  NewBattle_STR_HEAVY_LASER: 0
  NewBattle_STR_HC_AP_AMMO: 2
  baseYResolution: 200
  baseXResolution: 320
  audioSampleRate: 22050
  anytimePsiTraining: false
  NewBattle_STR_HEAVY_PLASMA_CLIP: 0
  changeValueByMouseWheel: 10
  displayHeight: 480
  globeSeasons: false
  keyBattleAbort: 97
  keyBattleLeft: 276
  keyBattleLevelDown: 281
  keyBattleNextUnit: 9
  keyBattlePrevUnit: 304
  keyBattleRight: 275
  keyBattleVoxelView: 291
  keyGeoLeft: 276
  keyGeoRight: 275
  keyGeoUp: 273
  keyGeoZoomOut: 45
  useScaleFilter: false
  allowResize: false
  allowAutoSellProduction: false
  allowPsionicCapture: false
  alienContainmentLimitEnforced: false
  alienContainmentHasUpperLimit: true
  NewBattle_STR_SMALL_ROCKET: 3
  NewBattle_STR_SMOKE_GRENADE: 4
  NewBattle_STR_ROCKET_LAUNCHER: 1
  NewBattle_STR_SMALL_LAUNCHER: 0
  NewBattle_STR_RIFLE: 5
  NewBattle_STR_RIFLE_CLIP: 10
  NewBattle_STR_PLASMA_PISTOL_CLIP: 0
  NewBattle_STR_PSI_AMP: 0
  NewBattle_STR_PLASMA_RIFLE: 0
  NewBattle_STR_PISTOL_CLIP: 10
  NewBattle_STR_PLASMA_PISTOL: 0
  NewBattle_STR_MIND_PROBE: 0
  NewBattle_STR_MOTION_SCANNER: 2
  NewBattle_STR_LASER_RIFLE: 0
  NewBattle_STR_MEDI_KIT: 2
  NewBattle_STR_LARGE_ROCKET: 1
  NewBattle_STR_HIGH_EXPLOSIVE: 1
  NewBattle_STR_HC_I_AMMO: 1
  NewBattle_STR_GRENADE: 11
  NewBattle_STR_BLASTER_LAUNCHER: 0
  NewBattle_STR_BLASTER_BOMB: 0
  NewBattleAlienRace: 0
  NewBattleItemLevel: 0
  NewBattle_STR_ELECTRO_FLARE: 11
  NewBattle_STR_AC_HE_AMMO: 1
  NewBattle_STR_AUTO_CANNON: 1
  NewBattleDifficulty: 0
  NewBattleTerrain: 0
  NewBattle_STR_AC_I_AMMO: 1
  NewBattle_STR_ALIEN_GRENADE: 0
  NewBattleMission: 1
  NewBattle_STR_AC_AP_AMMO: 2
  NewBattleDarkness: 0
  NewBattleCraft: 0
« Last Edit: November 02, 2013, 02:38:44 pm by Hobbit Lord »

Offline Hobbit Lord

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Re: [HWP] Drones - Power suit HWPs
« Reply #23 on: November 02, 2013, 02:42:55 pm »
Same thing happens with adding Drone (PLAIN), deleted

This is with build openxcom_git_master_2013_10_29_1445

Offline Svanh

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Re: [HWP] Drones - Power suit HWPs
« Reply #24 on: November 03, 2013, 01:18:12 am »
Don't understand the OXC modding system but is it normal that the item and the technology both have the same name... ie STR_CORPSE_SUIT ?

Tried setting 'needItem' in the research section to false still can't research

Yes, this is normal. Check out STR_PLASMA_RIFLE or STR_SECTOID_CORPSE in the default ruleset.

I have found a bug with research, namely that I hadn't included a lookUp research project to link to, but no idea yet on your config problems. I'll edit or reply once I know more.

EDIT: Tested both rulesets on the build 2 before yours (openxcom_git_master_2013_10_28_2253) and I don't get any config problems. I'll update to the latest and get back to you.

EDIT2: Tested all three rulesets (Cult and both Drone rulesets) on the latest build (openxcom_git_master_2013_11_02_0024) and they don't get deleted from the config. I'd suggest trying  the latest build and installing all your mods one by one to see if it fixes itself.

Updated main post with latest version (Fixes a research bug).
« Last Edit: November 03, 2013, 03:10:59 am by Svanh »

Offline Hobbit Lord

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Re: [HWP] Drones - Power suit HWPs
« Reply #25 on: November 03, 2013, 08:43:16 pm »
Yes, this is normal. Check out STR_PLASMA_RIFLE or STR_SECTOID_CORPSE in the default ruleset.

I have found a bug with research, namely that I hadn't included a lookUp research project to link to, but no idea yet on your config problems. I'll edit or reply once I know more.

EDIT: Tested both rulesets on the build 2 before yours (openxcom_git_master_2013_10_28_2253) and I don't get any config problems. I'll update to the latest and get back to you.

EDIT2: Tested all three rulesets (Cult and both Drone rulesets) on the latest build (openxcom_git_master_2013_11_02_0024) and they don't get deleted from the config. I'd suggest trying  the latest build and installing all your mods one by one to see if it fixes itself.

Updated main post with latest version (Fixes a research bug).
Hi, followed your instructions (new install, manually re-add mods) and it's working

...at least, the STR_CORPSE and research topic have appeared. Thanks

Offline Zaradur

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Re: [HWP] Drones - Power suit HWPs
« Reply #26 on: November 24, 2013, 06:09:30 pm »
Hi Everyone,

i modified both Rulesets. I Add an German Translation und i set an Exclamation Mark (i don't know i'ts the right word, i'm German) "#" to the Medic wich don't work so it's no longer buildable. I Named the Drones in my german translation to "S.H.I.V.'s". Lend it form the Remake. ;-) . I think it fit's better than an simple Drone.

While a Medic Drone is in the ruleset it doesn't work due to a quirk of battleType and inventory placement.

I use Debug Mode to check Ufopedia and made an short skrimish Test. There was no Problem.

Best regards
Zaradur

Offline Svanh

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Re: [HWP] Drones - Power suit HWPs
« Reply #27 on: November 25, 2013, 09:18:47 am »
Hi Everyone,

i modified both Rulesets. I Add an German Translation und i set an Exclamation Mark (i don't know i'ts the right word, i'm German) "#" to the Medic wich don't work so it's no longer buildable. I Named the Drones in my german translation to "S.H.I.V.'s". Lend it form the Remake. ;-) . I think it fit's better than an simple Drone.

I use Debug Mode to check Ufopedia and made an short skrimish Test. There was no Problem.

Best regards
Zaradur

The Medic Drone can be loaded into the game, pick up items and walk around just fine but as far as I know it doesn't equip its medi-kit in the hand slot so can't use it. Has this changed?

Thanks for the translations, I'll put them into the main post.

Offline Zaradur

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Re: [HWP] Drones - Power suit HWPs
« Reply #28 on: November 25, 2013, 08:17:03 pm »
Yes ur'e right. Was my fault. I thought the weapons are fixed like the other HWP like the Tank. So i thought that the Medic is Useless but you can still Equip him with stuff.
I was trying to figure out why the Medic doesn't work but i can't find the problem. :-( The only thing i could mange was that the kit was not fixed so i was able to equip it. Maybe better than it's fixed in the backpack with no use.

I don't like it that the Drones can Acces their Inventory. I think it's better to make an Decision wich Drone i built and use in combat. Now there is only a difference in the Main Weapon but alle Drones can shot with an secondery weapon. So there is no need to built different drones. But that's only my Opinion!

I played a little bit with Notpad++ to edit your rul and i edit the xcom1rulset to figure out when an iventory is accesable. So i think it depends on the DrawingRoutine. But i found no way to get it work probaly.

Is Notepad++ good to edit the rul's? Or is some other Editor better?

Btw i added the translation with the normal notepad is there any chance that it's not working problaly like an real YAML Editor?


Offline moriarty

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Re: [HWP] Drones - Power suit HWPs
« Reply #29 on: November 25, 2013, 09:11:40 pm »
notepad++ is fine, be careful to make it replace tabs with the sppropriate number of spaces for the yaml files. that's also the reason notepad works, but may require a bit more attention: if you use a tab instead of spaces, it will look the same in notepad, but yaml will choke on it.