Author Topic: [UFO MAPS] Luke's Extra UFOs (52 working maps!)  (Read 36558 times)

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 585
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #30 on: April 15, 2014, 12:38:12 pm »
@TurkishSwede:

Am I right, when I assume you correct your download in the very first post of this thread also?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8581
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #31 on: April 15, 2014, 02:13:11 pm »
Can you please add version number to the download name? That would make things clearer for us. Thanks in advance.

Offline alienfood

  • Captain
  • ***
  • Posts: 79
  • It's people!
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #32 on: April 15, 2014, 02:51:04 pm »
This looks fabulous, I'll definitely be using this mod. Thanks!!

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 575
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #33 on: April 15, 2014, 06:56:28 pm »
Thanks for the update mate! No problems thus far.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 585
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #34 on: April 15, 2014, 11:29:06 pm »
TurkishSwede:

Got an new "See-through-walls-bug".

The more you run around the outer walls, the more you can see through it.

« Last Edit: April 15, 2014, 11:31:54 pm by LouisdeFuines »

Offline TurkishSwede

  • Captain
  • ***
  • Posts: 67
  • Thou art God!
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #35 on: April 15, 2014, 11:48:59 pm »
@Louis: First post is up-to-date, I assure you. I was freaking myself out about it, making sure all posted full mod downloads were updated for you guys.  I think I'll also remove the obsolete fix for abductors, as it's already implemented in the full mod.

@Solarius: I totally agree with you, I should have named them differently to directly indicate that it had been updated, but I made absolutely sure to keep everything up-to-date and was kinda hoping each fix would be the last I'd need to do.  Pretty silly of me, eh? Were it so easy...

And that Harvester isn't see-through, all I see are the silhouettes of the equipment inside. The backround walls are lit up because they are content in a tile that you can see. Everything behind them is black, thus the silhouettes. All UFOs operate like this. Can you see an enemy behind the wall?

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 585
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #36 on: April 15, 2014, 11:57:18 pm »
@TurkishSwede:

I talked about this with warboy. He said the following:

"<@Warboy> it's blacked out
[22:34] <@Warboy> also: it's because he hasn't set up the bigwalls properly like i suggested him to on the forum"

And I`ve got another thing.

The alien in the screen gets panicked/angry because of the losses of its brothers. When he does, you can see it, even when nobody is in the room.
« Last Edit: April 15, 2014, 11:59:35 pm by LouisdeFuines »

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2315
  • Developer
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #37 on: April 16, 2014, 12:01:08 am »
correction: looks like the bigwalls ARE set, but i'd recommend putting some west walls on the inside of the ufo just to keep it blacked out as much as possible.

Offline TurkishSwede

  • Captain
  • ***
  • Posts: 67
  • Thou art God!
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #38 on: April 16, 2014, 12:11:41 am »
I can do that.

EDIT- Um... Louis, I am not quite sure what you are referring to in the picture. I see an alien in plain view of a soldier.


Also, vanilla ships don't have interior walls, harvester included, silhouettes were a constant. Adding walls on the inside of the ships would drastically increase the alloy loot count. Are the silhouettes really such a bother?
« Last Edit: April 16, 2014, 12:19:30 am by TurkishSwede »

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 585
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #39 on: April 16, 2014, 12:14:42 am »
But please keep the design.

It feels just great!

Offline TurkishSwede

  • Captain
  • ***
  • Posts: 67
  • Thou art God!
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #40 on: April 16, 2014, 12:36:13 am »
I can see if the silhouettes take something away from the whole "not knowing what you're getting into" vibe of these ships, so if a few dozen extra alloys in loot doesn't totally break anything, could be fun to not be able to see many inside walls of these ships. Is that kinda the idea? I want this to be fun for people.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 585
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #41 on: April 16, 2014, 12:42:18 am »
As long as the extra alloy isn`t exaggerated.

Indeed: It is a big fun for going into the unknown with your UFOs.

KEEP THE DESIGN! :-)

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 585
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #42 on: April 16, 2014, 02:25:01 am »
I can do that.

EDIT- Um... Louis, I am not quite sure what you are referring to in the picture. I see an alien in plain view of a soldier.


Also, vanilla ships don't have interior walls, harvester included, silhouettes were a constant. Adding walls on the inside of the ships would drastically increase the alloy loot count. Are the silhouettes really such a bother?

That was one more problem.

I left this room without knowing, there was an alien. Then that alien went on panic and was shown to me, whereas I hadn`t be in the room.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 585
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #43 on: April 16, 2014, 02:26:11 am »
@TurkishSwede: When the loot will be WAY to high:

Let`s us accept the silhouettes. Too much loot could unbalance the game.
« Last Edit: April 16, 2014, 02:40:01 am by LouisdeFuines »

Offline TurkishSwede

  • Captain
  • ***
  • Posts: 67
  • Thou art God!
    • View Profile
Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #44 on: April 16, 2014, 09:15:13 am »
Of all loot, alloy is the least impacting to game balance, it sells for the least anyway. It's not too drastic an increase, so I went and did it. I'm not going to update the main with this, but it's here for anybody to try. Main post has a link to the ModSite with latest version.

I've gone and put north and west walls in all harvesters and terror ships, hiding most of the interior and making slight remodels here and there to further cement the uselessness of trying to assess the interior of a UFO from outside. Clues to specific interiors are scarce now. I assure you however, the designs are essentially the same for all intents and purposes. Just more oppressive now. (Now ALL are angles covered.)

Give this a try and tell me what you think. 

Extract into your OpenXcom folder. It uses the same ruleset and overwrites everything a different ruleset and seperate files so you can install both and switch between them.

(To Be Clear: This is not a new update, this is a new take on it, a harder version, if you will. Alloy count will be 10-25 higher than original, but that barely pays for one of the guys the aliens will likely kill, right? Alloys are kinda worthless sale-wise.)

(Oh, and I didn't wall up Lg scouts or Abductors because it would have been far too much added alloy for not much effect.) (Heck with it, it's on, Lg Scouts and Abductors too. But not supply ships. Now those too. :P)
« Last Edit: May 01, 2014, 09:42:15 pm by TurkishSwede »