Author Topic: Converting XCUTIL to OpenXCOM  (Read 9995 times)

Offline MKSheppard

  • Colonel
  • ****
  • Posts: 249
    • View Profile
Converting XCUTIL to OpenXCOM
« on: October 24, 2013, 12:54:50 am »
First *crude* attempts at converting some of XCOMUTIL by Scott Jones to Open XCOM.

Rulesets so far -- I'm breaking them up so that they can be as modular as you want them to be.

XCOM1_XCUTIL_Improved_HighExplosive

High Explosive does 200 damage. This adds the ability to blow holes in the sides of alien crafts.

XCOM1_XCUTIL_Improved_Pistol

This adds auto-fire to the pistol. Auto-fire will have the same accuracy and as many Time Units as 3 snap shots. While this may look like a lot of TU's it eliminates the alien reaction chance between shots, giving a chance to kill and not be killed with this weak weapon.

XCOM1_XCUTIL_Skyranger_Weapons

Allows the Skyranger to carry 1 weapon.

XCOM1_XCUTIL_Fighters_Carry_Troops

Allows the Interceptor and Firestorm to carry troops/HWPs.
« Last Edit: October 24, 2013, 07:11:08 pm by MKSheppard »

Offline MKSheppard

  • Colonel
  • ****
  • Posts: 249
    • View Profile
Re: Converting XCUTIL to OpenXCOM
« Reply #1 on: October 24, 2013, 07:06:39 pm »
Version 1.1 -- this I think implements most of XCUTIL's changes -- the big change -- "improved laser tech tree" I'm going to work on in a separate mod, since with Open XCOM we can do much better than simple hex editing back in the day.

XCOM1_XCUTIL_Improved_Heavy_Laser

The Poor Ole heavy laser gets more firepower and improved accuracy to make it a useful weapon.

XCOM1_XCUTIL_Improved_Starting_Base

The improved base is designed gets you into the game faster.  The radar has been upgraded to long range and alien containment has already been built.  The living quarters have been increased and the number of scientists have been increased from 10 and 10 to 50 and 20, respectively.

XCOM1_XCUTIL_Defensive_Starting_Base

This alternate base layout is designed for defense by isolating the Access lift and Hanger from the rest of the base. Changes effect standard and improved starting base.

XCOM1_XCUTIL_Improved_Defensive_Starting_Base

(Mix of both)
« Last Edit: October 24, 2013, 07:09:12 pm by MKSheppard »

Offline Hobbit Lord

  • Captain
  • ***
  • Posts: 64
    • View Profile
Re: Converting XCUTIL to OpenXCOM
« Reply #2 on: October 25, 2013, 07:30:03 pm »
Wow, cool

I really enjoyed XComUtil, especially the modified craft and high explosive. Other changes like equipment memory are already in-built

How do I install, just put the files into the rules folder?

I remember there was an additional craft available in XComUtil which carried 24? soldiers. Would this be possible to add?

Offline Hobbit Lord

  • Captain
  • ***
  • Posts: 64
    • View Profile
Re: Converting XCUTIL to OpenXCOM
« Reply #3 on: October 25, 2013, 07:32:01 pm »
Version 1.1 -- this I think implements most of XCUTIL's changes -- the big change -- "improved laser tech tree" I'm going to work on in a separate mod, since with Open XCOM we can do much better than simple hex editing back in the day.

XCOM1_XCUTIL_Improved_Heavy_Laser

The Poor Ole heavy laser gets more firepower and improved accuracy to make it a useful weapon.
How about a 'super heavy laser' which weighs a ton and is small but can cut through any wall?

Is my memory playing tricks on me or was there an XCU option or mod for that?

Offline Hobbit Lord

  • Captain
  • ***
  • Posts: 64
    • View Profile
Re: Converting XCUTIL to OpenXCOM
« Reply #4 on: October 25, 2013, 07:44:32 pm »
Got it working!

Thanks


Could you add the XCU soldier renaming function - adding troop type, rank etc - and sorting by stats pts? Or is that more complicated?

Realize a lot of people wouldn't want it but I liked it


Also:


Quote
Do you want to randomize alien ship floorplans before each battle? (N)

This forces a new ship floorplan to be generated before every battle.  The
random seed is taken from the time of this battle, so that every design is
unique.  Since this option is only necessary for people who have played
the game for a long time, the default is No.
Someone else is already trying to do this in OXC


Quote
New Crew Positions:

The new crew positions are intended to provide the greatest possible
visibility upon landing.  Instead of everyone looking out the back door of
the Skyranger, the soldiers are looking out all of the windows, giving you
a much wider initial field of view.  In the case of the Leviathan in TFTD,
the new positions correct the Floating Man bug and allow tanks to exit the
ship first.  If you do not like the positions I have chosen, you can edit
XCOMUTIL.CFG to define your own.
Would be cool


Quote
Automatic Combat Resolution (AutoCombat):

Automatic combat resolution is provided to eliminate the tedium of battles
that you think are just too easy.  It also allows you to play a new kind
of game, AutoXcom, where you never actually fight any battles, but play
every battle using AutoCombat.
Useful for the smaller UFOs
« Last Edit: October 25, 2013, 07:47:10 pm by Hobbit Lord »

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: Converting XCUTIL to OpenXCOM
« Reply #5 on: December 10, 2013, 08:29:59 pm »
MKSheppard, thanks a lot for taking the time to convert all these to mini-rulesets !

In vanilla TFTD + XComutil, I enjoyed a lot the improved Heavy Explosive, I even made the weight so considerably higher that a soldier could barely carry one. For assaulting ships that have a hard entrance, it was very fun walking a lone bomb-carrier to the sub (he can't throw it more than a tile or two), set the timer to 3, run the hell out of range, watch the screen-sized explosion that leaves a crater in sand with a lot of bubbles - and still a single-tile opening in the ship's hull.

I played an OpenXcom game with the improved heavy laser, at first I loved having one more choice for soldier setup, but it's a bit overpowered... I'm up to facing Mutons and Chryssalids, and don't feel the need to use plasma weapons yet  :-\

Offline HappyCat

  • Sergeant
  • **
  • Posts: 24
    • View Profile
Re: Converting XCUTIL to OpenXCOM
« Reply #6 on: March 03, 2014, 08:58:08 pm »
Thanks for port. Improved HE makes it actually useful. But I am wonder what on earth is required to cut through improved terran platform. Poor sectoid with their plasma pistols. :)

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2159
    • View Profile
Re: Converting XCUTIL to OpenXCOM
« Reply #7 on: March 31, 2014, 01:32:47 am »
Given the popularity of XcomUtil, do you mind if we include these with OpenXcom?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Converting XCUTIL to OpenXCOM
« Reply #8 on: March 31, 2014, 04:43:55 am »
Given the popularity of XcomUtil, do you mind if we include these with OpenXcom?

HELL NO! :)
(As long as it's optionable enough.)

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: Converting XCUTIL to OpenXCOM
« Reply #9 on: April 01, 2014, 10:02:53 am »
Given the popularity of XcomUtil, do you mind if we include these with OpenXcom?

+1 !
« Last Edit: April 03, 2014, 02:05:40 am by moriarty »

Offline MKSheppard

  • Colonel
  • ****
  • Posts: 249
    • View Profile
Re: Converting XCUTIL to OpenXCOM
« Reply #10 on: April 03, 2014, 02:04:32 am »
Given the popularity of XcomUtil, do you mind if we include these with OpenXcom?

No, go right ahead!