aliens

Author Topic: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded  (Read 122259 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11704
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #45 on: April 26, 2014, 09:41:57 pm »
But the problem still occurs.

I`ll see, if I can at least restore the former status.

The mod is fine. Period.
Make of it what you will.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #46 on: April 26, 2014, 09:42:35 pm »
As soon, as you nename the handob_Plasmadestroyer_alter for the game taking thos handobs, you get weird solutions for the sniper AND the Blaster.

And you are right. I`ll do, what I want.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11704
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #47 on: April 26, 2014, 09:49:35 pm »
As soon, as you nename the handob_Plasmadestroyer_alter for the game taking thos handobs, you get weird solutions for the sniper AND the Blaster.

And you are right. I`ll do, what I want.

You can always modify the ruleset so that it points to the new files:

Code: [Select]
extraSprites:
  - type: BIGOBS.PCK
    files:
      117: Resources/AlienArmouryExpanded/Aliensniperrifle.gif
      118: Resources/AlienArmouryExpanded/Aliensniperrifle_Clip.gif
      119: Resources/AlienArmouryExpanded/Plasmadestroyer_alter.gif
      120: Resources/AlienArmouryExpanded/Plasmadestroyer_Clip.gif
  - type: FLOOROB.PCK
    files:
      102: Resources/AlienArmouryExpanded/floorob_Aliensniperrifle.gif
      103: Resources/AlienArmouryExpanded/floorob_Aliensniperrifle_Clip.gif
      104: Resources/AlienArmouryExpanded/floorob_Plasmadestroyer_alter.gif
      105: Resources/AlienArmouryExpanded/floorob_Plasmadestroyer_Clip.gif
  - type: HANDOB.PCK
    files:
      210: Resources/AlienArmouryExpanded/handob_Aliensniperrifle/
      211: Resources/AlienArmouryExpanded/handob_Plasmadestroyer_alter/

Did this help?

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #48 on: April 26, 2014, 10:26:45 pm »
Sadly not.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11704
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #49 on: April 26, 2014, 10:34:31 pm »
Sadly not.

Well, tough.

But the problem is definitely on your end, not mine.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #50 on: April 26, 2014, 10:56:48 pm »
Maybe. We don`t know, what experiences others have.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #51 on: April 27, 2014, 01:21:28 am »
Warboy had some idea:

[00:05] <@Warboy> solarius: you might be better off to define all the handobs individually rather than just using the directory name
[00:06] <@Warboy> specifying directory simply uses alphabetical order, i'm guessing this is the cause of louis's problems

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11704
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #52 on: April 27, 2014, 01:29:01 am »
Try it now. :P

(I renamed all alt handobs to have the same filenames as the originals.)

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #53 on: April 27, 2014, 01:37:28 am »
Problems is still there.

See in the screen:
The guy left is holding the blaser and looking south. Everything seems fine.

The guy right is holding the snipe rifle and looking southwest. The sprites looks completely the same. But the rifle shouldn`t be affected at all. 

« Last Edit: April 27, 2014, 01:52:24 am by LouisdeFuines »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11704
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #54 on: April 27, 2014, 02:27:29 am »
OK, problem fixed, thanks to Warboy...

Offline civilian

  • Colonel
  • ****
  • Posts: 154
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #55 on: April 27, 2014, 01:08:56 pm »
Really awesome mod, one of my favourites!  :)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11704
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #56 on: April 27, 2014, 02:35:08 pm »
Thanks! I like it too, even more so since I learned a lot doing this.
Let me suggest using the Plasma Beam Mod too. ;)

Now, time for a question from me: do you think I should add some new UFOs to this ruleset, or it is beyond the scope of this mod?
I could make another mod of course, but since UFO designs include alien inventory loadouts, I would have to make two versions: one for this mod, one for vanilla. And that's neither elegant nor convenient.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #57 on: April 27, 2014, 02:44:35 pm »
New UFO design mods are always appreciated.

But I don`t see the connection to this mod.  ;)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11704
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #58 on: April 27, 2014, 02:55:52 pm »
New UFO design mods are always appreciated.

But I don`t see the connection to this mod.  ;)

OK, let me explain by example :)

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE
    width: 40
    length: 40
    height: 4

This is the vanilla loadout for the Small Scout UFO. Every UFO has a similar loadout, indicating which aliens are present (in this case, just one alien with Rank 5, which means a Soldier), as well as their possible equipment (in this case, either a Plasma Pistol with two clips and a Mind Probe, a Plasma Rifle with two clips and a Mind Probe, or a Heavy Plasma with one clip and a Mind Probe - in total, 3 possibilities).

Now look at the Small Scout loadout from Alien Armoury Expanded:

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_SNIPER_RIFLE
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE
    width: 40
    length: 40
    height: 4

As you can see, Alien Armoury Expanded has not 3, but 4 different options. This is related to the general alien tech progress table (alienItemLevels), therefore each UFO needs 4 possible loadouts, not 3.

Therefore, if I make a new UFO, should it have 3 or 4 loadouts? If I make 3, it'll be compatible with the vanilla game; if I make 4, it would be compatible with Alien Armoury Expanded. I am not sure what happens if you try to use a 3-item loadout with Alien Armoury Expanded, or 4-item with vanilla, but I suppose it won't work.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« Reply #59 on: April 27, 2014, 03:08:05 pm »
Ah, ok.

One thing:
I`ve seen, that your implemented item-level work here should be discussed:

Especially on mutonships the enemies have mainly the plasma rifle.
It makes the missions easier, then planned.

Mutons are really STRONG. No problem, when there are 2 or three, carrying the rifle or even the plasma pistol.

But much more then this takes the balance away a little bit. Especially in late game.