Author Topic: Men in Black | Cover Alien | Gazer Alien | WIP new thing  (Read 219788 times)

Offline robin

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Men in Black | Cover Alien | Gazer Alien | WIP new thing
« on: February 19, 2014, 12:54:28 am »
Actually when developing X-COM, Gollop wanted to add Men in Black, but Microprose said no.
The idea is: if X-COM was the expression of the "let's fight the alien invaders" side of humanity leaders, Men In Black were the expression of the "let's get in bed with the aliens invaders" side.

So I'd like to get them in, that is: add an antagonist human organization to the game.

I'm trying to keep the mechanics as simple as I can, hoping it will help to make the mod doable (I can't code. Nope).
Also they must be "simple" because aliens are and should remain the main enemy.

Basically: you have a chance of encountering them in CRASH-SITE ground missions, because while you (X-COM) get to the crashed UFO to clear the aliens out, Men in Black at the same time go there to help the aliens disappear safely. They wouldn't substitute part of the alien crew, but they'll be all extra enemies (so the mission will become more difficult if it has them in).
This chance would not be fixed:
- the more time passes between the UFO downing and the beginning of the battlescape mission, the higher the chance they have gotten there before you.
- chance doubled (or noticeably higher) if the UFO wreck is inside the territory of an Enemy Nation.

Can this be done by simply editing the ruleset (and making new graphics)? ..can this be done at all?

I already did the sprite for the MIB trooper:



Thanks for the attention.


DOWNLOAD
I've posted these mods in the "Completed Mods" forum:
https://openxcom.org/forum/index.php?topic=2180.0
Download them there.
« Last Edit: June 29, 2014, 12:41:15 pm by robin »

Offline Svanh

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #1 on: February 19, 2014, 02:28:12 am »
AS far as I'm aware, you wouldn't be able to do this perfectly with ruleset editting. You could add a MIB race (Or one for each alien race) which has its own UFOs, add in standard aliens with the agents and name the race after the applicable alien race. You could also change the definitions of each alien race and add in some MIB agents here and there, but they would be guaranteed to be on most missions.

I'd suggest looking at my cult mod and trying to emulate the race definitions with your own agents. Adding them into the mission definitions in a different proportion to the standard race they are based off would be a good way to fake having a chance to meet MIB agents on a standard mission.

This explanation might be a bit confusing. Please tell me if you need me to elaborate.  :)


Offline Mr. Quiet

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #2 on: February 19, 2014, 02:47:13 am »
Heck yeah! This is what I've been crying about since I started posting here. My idea was to have Men in black suits show up in SUVs and Hummers packing machine guns, trying to take the UFO spoils for themselves.. It's you vs. Aliens vs. Men in Black.

I really like those sprites you put up. Black government agents in Haz-mats.

I love this idea because these guys are so mysterious, you don't know anything about them... until you research it 8)

Anyways, I remember posting lots of stuff about what I wanted MIB to be like. But I forgot everything now and I think however works with you on adding this, you'll both do the right thing.

Offline robin

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #3 on: February 22, 2014, 08:52:47 pm »
So I completed the graphics for the Men In Black standard soldier (sprites, inventory, corpse floor, corpse bigobs)

I wanted to test that everything worked, throwing together a quick ruleset that hijacked the standard jumpsuit into using the new Men In Black graphics...
..but it doesn't work (game crashes on loading battelscape savegame, or, in the equipping phase a the verystart of a battlescape mission, I try to access a soldier who uses the new graphics).

The resource files I'm using are:
- MIB_0.PCK (made importing the paletted bitmap into PCKview, and saving as PCK file. I'm sure it works : if I rename it XCOM_0.PCK and overwrite the original XCOM_0.PCK,  I get the new sprite inagme);
- MIB_0.TAB (this is made along the PCK above, when i save the bitmap with PCKview);
- inventory_MIB0.gif (BattleBigObs palette);
- bigobs_MIB0_CORPSE.gif (bigobs palette);
- floorob_MIB0_CORPSE.gif (battlescape palette);

This is the latest version of this "quick" ruleset. I did a lot of small change but the game crashes.. I don't know what I'm missing:
Code: [Select]
items:
  - type: STR_MIB0_CORPSE
    name: STR_CORPSE
    weight: 24
    bigSprite: 64
    floorSprite: 77
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
armors:
  - type: STR_NONE_UC
    spriteSheet: MIB_0.PCK
    spriteInv: MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
extraSprites:
  - type: MIB_0.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB0.gif
  - type: BIGOBS.PCK
    files:
      0: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      0: Resources/men_in_black/floorob_MIB0_CORPSE.gif


Halp!
« Last Edit: February 22, 2014, 08:58:36 pm by robin »

Offline Shoes

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #4 on: February 22, 2014, 09:06:16 pm »
When does the game crash, on load or when a mission (that probably has MiB members) starts?

Offline robin

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #5 on: February 22, 2014, 09:20:31 pm »
When does the game crash, on load or when a mission (that probably has MiB members) starts?
Loading into geoscape, no problem untill: 1) starting battlescape = crash before before equip screen is shown; 2) bases --> equip craft -> skyranger --> equipment --> inventory (to equip soldiers) = crash before the equipping screen is shown
Loading into battlescape = crash

So it could be the inventory image, but it really should be ok..

Offline Shoes

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #6 on: February 22, 2014, 09:24:13 pm »
Oddly enough, I know more about the source code than the ruleset ;p so I can't review your work :3

Offline Svanh

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #7 on: February 23, 2014, 04:49:54 am »
Code: [Select]
items:
  - type: STR_MIB0_CORPSE
    name: STR_CORPSE
    weight: 24
    bigSprite: 64
    floorSprite: 77
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
armors:
  - type: STR_NONE_UC
    spriteSheet: MIB_0.PCK
    spriteInv: MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
extraSprites:
  - type: MIB_0.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB0.gif
  - type: BIGOBS.PCK
    files:
      0: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      0: Resources/men_in_black/floorob_MIB0_CORPSE.gif

The number before the image path is important. Where you have "0: <file path>" the image is replacing image 0 in the standard set or type. This isn't a problem for the first two images as they are in their own types. In addition, BigSprite and FloorSprite should reference the number of the desired image in BIGOBS.pck and FLOOROBS.pck respectively. You are referencing images 64 (BIGOBS) and 77 (FLOOROBS) for your corpse item when you should use 0 and 0 according to your ExtraSprite definition. You should change your ExtraSprites definition first though.

Offline robin

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #8 on: February 23, 2014, 12:43:51 pm »
The number before the image path is important. Where you have "0: <file path>" the image is replacing image 0 in the standard set or type. This isn't a problem for the first two images as they are in their own types. In addition, BigSprite and FloorSprite should reference the number of the desired image in BIGOBS.pck and FLOOROBS.pck respectively. You are referencing images 64 (BIGOBS) and 77 (FLOOROBS) for your corpse item when you should use 0 and 0 according to your ExtraSprite definition. You should change your ExtraSprites definition first though.

I don't get exactly what you want me to do but:

Code: [Select]
items:
  - type: STR_MIB0_CORPSE
    name: STR_CORPSE
    weight: 24
    bigSprite: 64
    floorSprite: 77
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
armors:
  - type: STR_NONE_UC
    spriteSheet: MIB_0
    spriteInv: MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
extraSprites:
  - type: MIB_0
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory/MIB0.gif
  - type: BIGOBS.PCK
    files:
      64: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      77: Resources/men_in_black/floorob_MIB0_CORPSE.gif

(still crashes)


Code: [Select]
items:
  - type: STR_MIB0_CORPSE
    name: STR_CORPSE
    weight: 24
    bigSprite: 0
    floorSprite: 0
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
armors:
  - type: STR_NONE_UC
    spriteSheet: MIB_0
    spriteInv: MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
extraSprites:
  - type: MIB_0
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory/MIB0.gif
  - type: BIGOBS.PCK
    files:
      0: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      0: Resources/men_in_black/floorob_MIB0_CORPSE.gif

(still crashes)
« Last Edit: February 23, 2014, 12:46:08 pm by robin »

Offline Warboy1982

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #9 on: February 23, 2014, 03:13:15 pm »
the problem is the pck format. the extrasprites in the ruleset is there to replace it. use the original gif/png/bmp/whatever files, name them sequentially, or arrange them in a single image, and subdivide it. don't bother with pck/tab.

Offline Svanh

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #10 on: February 24, 2014, 05:23:28 am »
Code: [Select]
items:
  - type: STR_MIB0_CORPSE
    name: STR_CORPSE
    weight: 24
    bigSprite: 64
    floorSprite: 77
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
armors:
  - type: STR_NONE_UC
    spriteSheet: MIB_0
    spriteInv: MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
extraSprites:
  - type: MIB_0
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory/MIB0.gif
  - type: BIGOBS.PCK
    files:
      64: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      77: Resources/men_in_black/floorob_MIB0_CORPSE.gif

This should work for the images so long as you don't use any mods that use 64 in FLOOROB.pck and 77 in BIGOBS.pck. Your problem might be the lack of damage modifiers and armour ratings on the custom armour. It probably doesn't help that you've made MIB armour replace the standard jumpsuit so all standard X-Com soldiers look like MIBs. Have you done that for testing purposes?

Offline Dioxine

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #11 on: February 24, 2014, 02:56:24 pm »
What Warboy said, don't use PCK format for extrasprites and it should work fine.

Offline robin

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #12 on: March 05, 2014, 03:26:24 pm »
Thanks a lot guys. I did as you said and indeed now it works!

Graphics is all done (I'm still thinking of adding a MIB "terror" unit, but not for now).
Here's a screenshot for the MIB leader sprite, sporting a lab coat ontop of the regular suit:




But I'm still a modding 'rookie' so I have some issues with the ruleset.

First I'd like that MIB missions to be more prevalent at the beginning of the game, to become lesser prevalent in the middle-to-late game.
Let's say:
- Beginning - 33% of the mission are MIB missions (other 66% would be sort-of-equally divided between floaters and sectoids - vanilla is 50-50%);
- Middle - 25%
- Late - 20%
Basically: as the game progresses the MIB importance as an antagonist will diminish, focusing more and more on the aliens, with their increasing openly aggressive behavior.
I'm not sure how to do this.. is that even possibile?
I also don't understand how the "timer" entry fro missions works, I tried the same values used for equivalent alien missions, but.. well I can't seem to get any MIB missions in my little testing.

Also I have a problem with ufopaedia-research.
Right now this is what I get in Ufopaedia\Alien Research:


and I shouldn't have those entries because they should appear only after the interrogation-research.

Can anyone give me some hints?

ruleset as it is right now:

Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 10
      STR_MIB_TERROR: 10
  - type: STR_ARCTIC
    missionWeights:
      STR_MIB_COVERUP: 10
  - type: STR_ANTARCTICA
    missionWeights:
      STR_MIB_COVERUP: 10
  - type: STR_SOUTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 8
      STR_MIB_TERROR: 8
  - type: STR_EUROPE
    missionWeights:
      STR_MIB_COVERUP: 10
      STR_MIB_TERROR: 10
  - type: STR_NORTH_AFRICA
    missionWeights:
      STR_MIB_COVERUP: 6
      STR_MIB_TERROR: 6
  - type: STR_SOUTHERN_AFRICA
    missionWeights:
      STR_MIB_COVERUP: 4
      STR_MIB_TERROR: 4
  - type: STR_CENTRAL_ASIA
    missionWeights:
      STR_MIB_COVERUP: 2
  - type: STR_SOUTH_EAST_ASIA
    missionWeights:
      STR_MIB_COVERUP: 10
      STR_MIB_TERROR: 10
  - type: STR_SIBERIA
    missionWeights:
      STR_MIB_COVERUP: 4
      STR_MIB_TERROR: 4
  - type: STR_AUSTRALASIA
    missionWeights:
      STR_MIB_COVERUP: 2
      STR_MIB_TERROR: 2
items:
  - type: STR_MIB0_CORPSE
    weight: 24
    bigSprite: 300
    floorSprite: 300
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
  - type: STR_MIB1_CORPSE
    weight: 24
    bigSprite: 301
    floorSprite: 301
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
  - type: STR_MIB2_CORPSE
    weight: 24
    bigSprite: 302
    floorSprite: 302
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
ufos:
  - type: STR_MIB_PROBE
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 50
    speedMax: 2200
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56
    breakOffTime: 100
    battlescapeTerrainData:
      name: UFO1A
      mapDataSets:
        - BLANKS
        - UFO1
      mapBlocks:
        - name: UFO1A
          width: 10
          length: 10
  - type: STR_MIB_SCOUT
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 28
    breakOffTime: 125
    battlescapeTerrainData:
      name: UFO_110
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_110
          width: 10
          length: 10
  - type: STR_MIB_VESSEL
    size: STR_SMALL
    sprite: 2
    damageMax: 250
    speedMax: 2700
    accel: 9
    power: 20
    range: 34
    score: 125
    reload: 24
    breakOffTime: 150
    battlescapeTerrainData:
      name: UFO_120
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_120
          width: 20
          length: 20
armors:
  - type: MIB_ARMOR0
    spriteSheet: MIB_0.PCK
    spriteInv: inventory_MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
    frontArmor: 12
    sideArmor: 8
    rearArmor: 5
    underArmor: 2
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.2
      - 1.6
      - 1.0
    loftempsSet: [ 3 ]
  - type: MIB_ARMOR1
    spriteSheet: MIB_1.PCK
    spriteInv: inventory_MIB1
    corpseBattle:
      - STR_MIB1_CORPSE
    frontArmor: 50
    sideArmor: 40
    rearArmor: 30
    underArmor: 30
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.1
      - 0.0
    loftempsSet: [ 3 ]
  - type: MIB_ARMOR2
    spriteSheet: MIB_2.PCK
    spriteInv: inventory_MIB2
    corpseBattle:
      - STR_MIB2_CORPSE
    frontArmor: 50
    sideArmor: 40
    rearArmor: 30
    underArmor: 30
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.1
      - 0.0
    loftempsSet: [ 3 ]
units:
  - type: STR_MIB_AGENT
    race: STR_MIB
    stats:
      tu: 58
      stamina: 70
      health: 35
      bravery: 60
      reactions: 46
      firing: 55
      throwing: 62
      strength: 45
      psiStrength: 35
      psiSkill: 0
      melee: 76
    armor: MIB_ARMOR0
    standHeight: 21
    kneelHeight: 14
    value: 20
    intelligence: 4
    aggression: 1
  - type: STR_MIB_SOLDIER
    race: STR_MIB
    stats:
      tu: 62
      stamina: 74
      health: 37
      bravery: 60
      reactions: 48
      firing: 57
      throwing: 64
      strength: 47
      psiStrength: 35
      psiSkill: 0
      melee: 76
    armor: MIB_ARMOR1
    standHeight: 21
    kneelHeight: 14
    value: 20
    intelligence: 4
    aggression: 1
  - type: STR_MIB_LEADER
    race: STR_MIB
    stats:
      tu: 66
      stamina: 80
      health: 39
      bravery: 60
      reactions: 52
      firing: 61
      throwing: 68
      strength: 49
      psiStrength: 40
      psiSkill: 0
      melee: 76
    armor: MIB_ARMOR2
    standHeight: 21
    kneelHeight: 14
    value: 30
    intelligence: 5
    aggression: 0
alienRaces:
  - id: STR_MIB
    members:
    - STR_MIB_SOLDIER
    - STR_MIB_LEADER
    - STR_MIB_LEADER
    - STR_MIB_SOLDIER
    - STR_MIB_SOLDIER
    - STR_MIB_AGENT
    - STR_MIB_AGENT
    - STR_MIB_AGENT
alienDeployments:
  - type: STR_MIB_PROBE
    data:
      - alienRank: 5
        lowQty: 3
        highQty: 6
        dQty: 3
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
    width: 40
    length: 40
    height: 4
  - type: STR_MIB_SCOUT
    data:
      - alienRank: 5
        lowQty: 2
        highQty: 4
        dQty: 2
        percentageOutsideUfo: 60
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 4
        lowQty: 2
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 60
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
    width: 40
    length: 40
    height: 4
  - type: STR_MIB_VESSEL
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 3
        dQty: 5
        percentageOutsideUfo: 65
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 4
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 25
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 35
        itemSets:
          -
            - STR_HEAVY_CANNON
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
          -
            - STR_HEAVY_LASER
            - STR_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
    width: 50
    length: 50
    height: 4
  - type: STR_MIB_TERROR
    data:
      - alienRank: 5
        lowQty: 4
        highQty: 6
        dQty: 1
        percentageOutsideUfo: 70
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_AUTO_CANNON
            - STR_AC_AP_AMMO
            - STR_AC_AP_AMMO
            - STR_AC_AP_AMMO
          -
            - STR_AUTO_CANNON
            - STR_AC_HE_AMMO
            - STR_AC_HE_AMMO
            - STR_AC_HE_AMMO
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_HEAVY_CANNON
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
          -
            - STR_HEAVY_LASER
            - STR_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
      - alienRank: 1
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 7
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
    width: 50
    length: 50
    height: 4
    civilians: 16
    # roadTypeOdds: [EWRoad, NWRoad] (Crossroad is remainder)
    roadTypeOdds: [50, 25]
    terrain: URBAN
research:
  - name: STR_MIB_AGENT
    cost: 180
    points: 0
    needItem: true
    unlocks:
      - STR_MIB_ACTIVITY
  - name: STR_MIB_SOLDIER
    cost: 180
    points: 0
    needItem: true
    unlocks:
      - STR_MIB_ACTIVITY
  - name: STR_MIB_LEADER
    cost: 192
    points: 0
    needItem: true
    unlocks:
      - STR_MIB_PLOT
  - name: STR_MIB_ACTIVITY
    cost: 0
    points: 50
    needItem: true
    dependencies:
      - STR_MIB_AGENT
      - STR_MIB_SOLDIER     
  - name: STR_MIB_PLOT
    cost: 0
    points: 50
    needItem: true
    dependencies:
      - STR_MIB_LEADER
ufopaedia:
  - id: STR_MIB_ACTIVITY
    type_id: 8
    section: STR_ALIEN_RESEARCH_UC
    text: STR_MIB_ACTIVITY_UFOPAEDIA
  - id: STR_MIB_PLOT
    type_id: 8
    section: STR_ALIEN_RESEARCH_UC
    text: STR_MIB_PLOT_UFOPAEDIA
alienMissions:
  - type: STR_MIB_COVERUP
    points: 0
    raceWeights:
      0:
          STR_MIB: 100
      1:
          STR_MIB: 100
      3:
          STR_MIB: 100
      5:
          STR_MIB: 100
      7:
          STR_MIB: 100
    waves:
      - ufo: STR_MIB_PROBE
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_MIB_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_MIB_VESSEL
        count: 2
        trajectory: P4
        timer: 9000
  - type: STR_MIB_TERROR
    points: 0
    raceWeights:
      0:
          STR_MIB: 100
      1:
          STR_MIB: 100
      3:
          STR_MIB: 100
      5:
          STR_MIB: 100
      7:
          STR_MIB: 100
    waves:
      - ufo: STR_MIB_SCOUT
        count: 1
        trajectory: P1
        timer: 30000
      - ufo: STR_MIB_VESSEL
        count: 1
        trajectory: P1
        timer: 19200
      - ufo: STR_MIB_VESSEL
        count: 1
        trajectory: P0
        timer: 24000
      - ufo: STR_MIB_VESSEL
        count: 1
        trajectory: P7
        timer: 18000       
extraSprites:
  - type: MIB_0.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: inventory_MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB0.gif
  - type: MIB_1.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_1/
  - type: inventory_MIB1
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB1.gif
  - type: MIB_2.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_2/
  - type: inventory_MIB2
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB2.gif
  - type: BIGOBS.PCK
    files:
      300: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
      301: Resources/men_in_black/bigobs_MIB1_CORPSE.gif
      302: Resources/men_in_black/bigobs_MIB2_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      300: Resources/men_in_black/floorob_MIB0_CORPSE.gif
      301: Resources/men_in_black/floorob_MIB1_CORPSE.gif
      302: Resources/men_in_black/floorob_MIB2_CORPSE.gif
extraStrings:
  - type: en-GB
    strings:
      STR_MIB: Men In Black
      STR_MIB_AGENT: MIB Agent
      STR_MIB_SOLDIER: MIB Soldier
      STR_MIB_LEADER: MIB Leader
      STR_MIB0_CORPSE: MIB Corpse
      STR_MIB1_CORPSE: MIB Corpse
      STR_MIB2_CORPSE: MIB Corpse
      STR_MIB_COVERUP: Men in Black Coverup
      STR_MIB_TERROR: Men In Black Roundup
      STR_MIB_ACTIVITY: Men in Black Activity
      STR_MIB_PLOT: Men In Black Plot
      STR_MIB_ACTIVITY_UFOPAEDIA: Men in Black are an organization whose goal is to conceal all kind information about the aliens and their activities. They also seem to have a neutral, if not firendly, relationship with them. We need to capture a leader to know more.
      STR_MIB_PLOT_UFOPAEDIA: Men in Black and X-COM are two faces of the same coin. Both were founded by the world elites, but while X-COM was ment to fight the invaders, MIB were ment to appease them. Looks like the world leader wanted to keep their options open.
  - type: en-US
    strings:
      STR_MIB: Men In Black
      STR_MIB_AGENT: MIB Agent
      STR_MIB_SOLDIER: MIB Soldier
      STR_MIB_LEADER: MIB Leader
      STR_MIB0_CORPSE: MIB Corpse
      STR_MIB1_CORPSE: MIB Corpse
      STR_MIB2_CORPSE: MIB Corpse
      STR_MIB_COVERUP: Men in Black Coverup
      STR_MIB_TERROR: Men In Black Roundup
      STR_MIB_ACTIVITY: Men in Black Activity
      STR_MIB_PLOT: Men In Black Plot
      STR_MIB_ACTIVITY_UFOPAEDIA: Men in Black are an organization whose goal is to conceal all kind information about the aliens and their activities. They also seem to have a neutral, if not firendly, relationship with them. We need to capture a leader to know more.
      STR_MIB_PLOT_UFOPAEDIA: Men in Black and X-COM are two faces of the same coin. Both were founded by the world elites, but while X-COM was ment to fight the invaders, MIB were ment to appease them. Looks like the world leader wanted to keep their options open.

Thanks.
« Last Edit: March 05, 2014, 03:29:25 pm by robin »

Offline robin

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #13 on: March 09, 2014, 09:57:02 pm »
Well it's done...

..sort of: it needs testing. if someone wants to help me test it.

MIB mission are somewhat rare.. but I don't know exactly how to control their frequency.
They should happen more likely in the US and Europe (and China near the coast).

Some screenshots

Sniper Rifle:


Machine Pistol:


Man in Black Agent (there's also Soldier and Leader, which use different sprites):


Once I'm sure there are no issues, I'll post it into Complete Mods forum.
« Last Edit: March 19, 2014, 03:36:30 pm by robin »

Offline Gifty

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Re: Antagonist organization (Men in Black sorta): possible?
« Reply #14 on: March 09, 2014, 10:07:42 pm »
This looks fantastic. Loving the sprites.