Author Topic: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded  (Read 123315 times)

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #15 on: April 13, 2014, 01:07:30 pm »
@Solarius:

With the help of warboy I found the error. It was a problem in the ufopaedia-section. There was missing an (_RIFLE_), in the line for the clip.

I post here the modified ruleset.

It contains the german translations.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11736
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #16 on: April 13, 2014, 11:35:11 pm »
The problem is still there:

Got no text for the invented clip. Neither in englich, nor in my german strings.

It looks fine for me in both EN and US.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #17 on: April 14, 2014, 12:25:33 am »
Ask Warboy about that.

There was no text in the ufopaedia for the sniper clip...

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11736
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #18 on: April 14, 2014, 12:44:57 am »
Ask Warboy about that.

There was no text in the ufopaedia for the sniper clip...

No idea how I could make such a blunder. :o

It's fixed now. Thanks for the German text too, I gave you credits.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #19 on: April 14, 2014, 01:12:00 am »
Apart from the bug:

BIG-Mod :-) Am using it already.

And I SELDOM use mods, that add content.  :D

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11736
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #20 on: April 14, 2014, 01:29:07 am »
Apart from the bug:

BIG-Mod :-) Am using it already.

And I SELDOM use mods, that add content.  :D

Many thanks!
After all, you get 5 weapons instead of 1. :)

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #21 on: April 14, 2014, 02:16:25 am »
It's hard to think of an alien weapon that wouldn't behave like a human weapon. Screw it, just give'em a Terror-Site only weapon that shoots a deadly parasitic virus that slowly drops your health and stats each turn, but surely, once you're hit, you'll die a painful death in a few turns and you won't survive even if the game ends on the next turn.
Any operatives right next to anyone infected will also become infected as well, but it won't kill them, only drop HP by 25% to 30%, any operatives a tile away and around the infected may have a weaker drop in health, 1%-%5. You could make it worse :)
Terror only, since the purpose of this weapon is to cause chaos. Any civilians infected by this deadly virus will attempt to run toward an operative to(unknowingly) infect them as well.

After discovering this deadly weapon, you'll have the option to research a vaccine (tiny one-slot item that weighs nothing):
  • Your Scientists will quickly create a vaccine that will remove the dreadful pain, so stats don't drop and you'll take longer to die. You might survive the whole mission, but you will die at debriefing.
  • You Scientists make a critical breakthrough. This new vaccine will cure you, but it will knock you unconscious for the rest of the Mission, so taking this vaccination will depend on how much you need that operative in battle.
  • Finally your Scientists will perfect this vaccine, with no side-effects. Upon taking the vaccine in base, you will be immune with no need to carry a Vax A, B, or C, but only to assist civilians that run toward you in pain.

Here's a way to prevent an exploit. You're not allowed to take more than one vaccination. Like say you take the first vax to continue fighting on, then before the mission ends when you're not needed anymore, you take the second vax to live and go unconscious. You will die if you take more than one vaccination. If you need a name, call it Vax :)

Next thing is the, I forgot what I was going to put here. If you're interested I'll try to remember.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11736
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #22 on: April 14, 2014, 02:49:35 am »
Mr. Quiet sir, I hope I'll never play RPG with you as a GM. XD

Anyway, I don't really think we could make something like this with just a ruleset... And frankly, this weapon is all sorts of unfun to me.

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #23 on: April 14, 2014, 03:09:15 am »
Yeah probably is unfun, and all this from only a weapon. I was trying to think of something deadly and scary as the Chryssalid. I still want kood-aid reapers though :<

About RPGs, I tried to participate in an RPG with a group of friends a few years ago. I couldn't get into it unfortunately. I did enjoy watching them play sometimes, but they would drag on forever. I remember them doing some monster hunting RPG where they had different factions to join, even had a nice big world map with all kinds of locations.

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #24 on: April 19, 2014, 08:44:18 pm »
The listOrder are wrong, which makes the alien sniper rifle appear between human rifle and heavy cannon.
I modified them so that it appears between plasma rifle and plasma cannon in item lists (sell and equip craft), manufacturing list, and ufopedia.
I also did the blaster, but untested because my game isn't so far.
I attach the ruleset here, the modifications should be:

Code: [Select]
items:
  - type: STR_PLASMA_SNIPER_RIFLE
    listOrder: 5150 # was 2206
  - type: STR_PLASMA_SNIPER_RIFLE_CLIP
    listOrder: 5151 # was 2207
  - type: STR_PLASMA_BLASTER
    listOrder: 4980 # was 2208
  - type: STR_PLASMA_BLASTER_CLIP
    listOrder: 4981 # was 2209
manufacture:
  - name: STR_PLASMA_SNIPER_RIFLE
    listOrder: 1670 # was missing
  - name: STR_PLASMA_SNIPER_RIFLE_CLIP
    listOrder: 1671 # was missing
  - name: STR_PLASMA_BLASTER
    listOrder: 1450 # was missing
  - name: STR_PLASMA_BLASTER_CLIP
    listOrder: 1451 # was missing
ufopaedia:
  - name: STR_PLASMA_SNIPER_RIFLE
    listOrder: 4950 # was 2203
  - id: STR_PLASMA_BLASTER
    listOrder: 4750 # was 2205

« Last Edit: April 19, 2014, 08:51:55 pm by yrizoud »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11736
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #25 on: April 19, 2014, 10:23:38 pm »
You're a saint yrizoud. I intended to do this at some point, but was stalled due to the game being extremely unfriendly to setting listOrder.
Yes, I want to force the devs to make it clearer. :P

EDIT: I see you've been using an older version of the file. Soon I'll upload an update.

EDIT 2: Yeah, works for the craft inventory and the sell/sack menu, but in the Ufopaedia it still displays Plasma Blaster Clip and Plasma Rifle Clip as the last two items, regardless of their listOrder values. Not sure if I'm doing something wrong or the game does it. I'm attaching the modified ruleset.
« Last Edit: April 19, 2014, 10:37:23 pm by Solarius Scorch »

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #26 on: April 19, 2014, 11:28:59 pm »
Ooh I forgot the clips have their own Ufopedia entries.
Add under:
ufopaedia:
  - id: STR_PLASMA_SNIPER_RIFLE_CLIP
    (...)
    listOrder: 4951
  - id: STR_PLASMA_BLASTER_CLIP
    (...)
    listOrder: 4751
In the Ufopedia category "Alien artifacts", this makes them appear under their respective weapon, and the next/previous buttons also selects them in this order.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11736
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #27 on: April 20, 2014, 12:54:18 am »
Well, that's exactly what i did before... same numbers and all (weapon number +1). Still doesn't work. :P No idea why.

EDIT: I found the problem, it was unrelated to the listOrder command. It works fine now, thanks! I'll update the OP now.
« Last Edit: April 20, 2014, 01:00:25 am by Solarius Scorch »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11736
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #28 on: April 26, 2014, 04:29:59 pm »
Update: following Louis' suggestion, I added an alternative set of Plasma Blaster sprites, for those people who complained that the weapon looked too much like the Heavy Plasma. Follow the instructions in the readme to replace the files.

New sprites: courtesy of Dioxine.

The updated version 1.1 in the opening post, as well as the official mod website of course.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #29 on: April 26, 2014, 04:56:07 pm »
Hey, Solarius!

Great sprites!

One thing: The new floorob.give doesn`t match with your other new sprites:
« Last Edit: April 26, 2014, 05:05:54 pm by LouisdeFuines »