Author Topic: [UFO MAPS] Luke's Extra UFOs (52 working maps!)  (Read 22301 times)

Offline TurkishSwede

  • Sergeant
  • **
  • Posts: 67
  • Thou art God!
    • View Profile
[UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 09, 2014, 09:31:29 am »
It's been a long time coming, but it is finally here! Luke83's Phase 1 UFOs are now available for download! Luke83 set out on an ambitious path full of complicated hurdles that took many long hours to get this mod to 0.6, and for a long time there it sat.

Life happens to all of us.

I was driven mostly by selfish reasons, I was quite sick of the supply ship invariability since those seemed to be my most raided ship with the 7 or 8 alien bases I have active, but after the week of work I spent just figuring out how to work with MapEdit felt my project needed to be shared. It'd be a shame to waste all this work on just me.  ::)

I basically just took everything Luke had made and went through it with a fine toothed comb, updating or creating all new routes, and vanillafying the maps as much as I could in terms of alien presence and loot. I also didn't want them to be easy. It was all for me. I hope you like them.  :D

Included: 7 Medium Scouts, 12 Large Scouts, 11 Harvesters, 10 Abductors, 8 Terror Ships, and 4 Supply Ships.

To install: Extract the data folder into your OpenXCom folder.

To Enable: Modify your options.cfg file with "  - LukesextraUFOs" under rulesets (the old, lame way), or you can do it from the main menu by going to Options --> Mods and selecting LukesextraUFOs! Groovy.  8)

Now available on the Mod Portal!
https://www.corelabrat.com/oxc-mods/mod/lukes-extra-ufos
https://www.openxcom.com/mod/lukes-extra-ufos
And his darker brother...
https://www.corelabrat.com/oxc-mods/mod/lukes-dark-ufos
https://www.openxcom.com/mod/lukes-dark-ufos

Credits and special thanks:

Luke83 did most of the work here and I can't give him enough props. He made all the new sprites for these ships, organized it all nice and drew up a lot of different layouts of each ship and most of 'em with w/ patrol routes. I'm not even sure how he did a lot of what he did, but he sure gave me a lot to work with. This mod wouldn't be here if he hadn't started it & said I could.  I actually feel very honored to help bring this to the community. ;D

TurkishSwede polished it up, vanillafied and balanced everything.

Solarius Scorch came up with the idea of putting the loading doors in Supply Ships. He's such a cool guy.

Thanks LouisDeFuines and Warboy1982 for the idea to "darken" the interiors.

This should by all means be bug free (I've deliberated long enough posting this on a last minute bug hunt) but please let me know if anything weird happens. (EDIT: One bug was found and fixed re: abductors. EDIT2: Bug in terror ships fixed, also all file names are now lowercase to help prevent a case discrepancy on Mac and Linux. Updated file below.)

The alien war just got interesting.  ;D

EDIT: New MODsite is UP! Links updated. Also added: LukesExtraUFOs_lite.rul for those who only want rotated ships appearing and not all the crazy new layouts. :)
« Last Edit: May 27, 2014, 08:42:51 pm by TurkishSwede »

Offline Dioxine

  • Commander
  • *****
  • Posts: 4358
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #1 on: April 09, 2014, 10:29:06 am »
Arguably the best game experience enhancing mod, finally working. Thank you!

Offline robin

  • Colonel
  • ****
  • Posts: 762
  • ULTIMATE ROOKIE
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #2 on: April 09, 2014, 10:49:40 am »
This is beyond praise.
Can't wait to play the game again with this.
Thanks you guys.

Offline luke83

  • Commander
  • *****
  • Posts: 1169
    • View Profile
    • openxcommods
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #3 on: April 09, 2014, 02:17:40 pm »
Thanks for taking these over mate, Life has me a little distracted lately...If i find time to finish the set OR start the other UFO Type i will let you know :)

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2134
  • Lazier Lead
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #4 on: April 09, 2014, 04:20:37 pm »
Arguably the best game experience enhancing mod, finally working. Thank you!

i don't think you'll find much argument :P

Offline LouisdeFuines

  • Captain
  • ***
  • Posts: 186
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #5 on: April 09, 2014, 07:24:26 pm »
Will the old ufo designs appear too? Or are the replaced by this mod?
« Last Edit: April 09, 2014, 07:27:08 pm by LouisdeFuines »

Offline TurkishSwede

  • Sergeant
  • **
  • Posts: 67
  • Thou art God!
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #6 on: April 09, 2014, 07:33:21 pm »
Vanilla scout ships will still appear; the others are 'replacements' but you'll still see all the old layouts. The first two UFOs in the list of those that can appear are the original layouts, one normal and the other rotated.

Offline LouisdeFuines

  • Captain
  • ***
  • Posts: 186
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #7 on: April 09, 2014, 09:25:33 pm »
Excuse me for asking again stupidly:

That means, that all the old UFO layouts remain and can occur as well?

(Don`t want to break another game of mine  ;) )

Offline TurkishSwede

  • Sergeant
  • **
  • Posts: 67
  • Thou art God!
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #8 on: April 09, 2014, 09:46:03 pm »
Yes, no worries, this mod replaces nothing from the vanilla game. All original data will remain intact.

Offline Mr. Quiet

  • Colonel
  • ****
  • Posts: 529
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #9 on: April 10, 2014, 12:51:12 am »
All original data will remain intact.
Yesssss, Thanks Turkishswede!

Offline LouisdeFuines

  • Captain
  • ***
  • Posts: 186
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #10 on: April 11, 2014, 02:29:04 am »
What about the support ship?

Will it appear once with the loading doors, and once without them?




One wish:
Please make new designs for the battle ship :-)

Offline LouisdeFuines

  • Captain
  • ***
  • Posts: 186
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #11 on: April 11, 2014, 08:33:43 pm »
Played some missions, but didn`t get to see one of the old ufo layouts. What about the other players?

Offline LouisdeFuines

  • Captain
  • ***
  • Posts: 186
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #12 on: April 12, 2014, 01:59:24 pm »
Hi, I found a bug. Aliens could be seen through UFO walls.


Offline Tarvis

  • Captain
  • ***
  • Posts: 111
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #13 on: April 12, 2014, 06:12:10 pm »
This is really cool, but there are a few gripes:

1) Many UFO doors make the closing sound when opening
2) Sometimes aliens spawn on the roof of big UFOs like the Harvester, making them impossible to find/kill


I wonder, is it possible to make more maps for regular world areas like farms/cities as well?

Offline TurkishSwede

  • Sergeant
  • **
  • Posts: 67
  • Thou art God!
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #14 on: April 12, 2014, 10:14:46 pm »
Louis: I'll look into this and post an update.

Tarvis: Aliens never spawn on the top of any ship other than the Large Scout (this happens in vanilla), and this is a common occurrence on large ships when facing flying guys.  They just like to go up there, it's an AI thing, not a map thing.  My suggestion: Bring lots of grenades and carpet bomb the top of the ship.  Or surround the ship and wait for reaction fire to kill it. Or use motion scanners.  Or click every tile with a mind probe: it doesn't have to be visible to be probed.  The game gives you options for finding aliens. :P
As for the sound thing, I have no idea.  I would just take it into account when I'm listening for alien activity. Alien door noises are alien door noises.
« Last Edit: April 12, 2014, 10:22:53 pm by TurkishSwede »