Author Topic: [UFO MAPS] Luke's Extra UFOs (52 working maps!)  (Read 76318 times)

Offline LouisdeFuines

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #75 on: June 04, 2014, 10:18:24 pm »
Thank you, that's what i was afraid of.

Why, this is all perfectly fine!

Emre

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #76 on: June 04, 2014, 10:21:35 pm »
Those ufo maps look harder (considering it effects the mob spawn) and i'm kinda new to the game.

Offline Falko

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #77 on: June 04, 2014, 10:30:19 pm »
the number of aliens per ufo is defined independent of the map
you get the same amount of aliens regardless of map (ok they could have better "sharp shooter positions")

Emre

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #78 on: June 04, 2014, 10:36:23 pm »
This is awesome news, thank you.

Offline Solarius Scorch

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #79 on: June 05, 2014, 02:26:41 pm »
More aliens to kill is bad news? How??? ;D

Seriously though, I wonder why you thought it would be more aliens in these UFOs. I'd like to know if there's such a rumour over the net or something.

Offline clownagent

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #80 on: June 05, 2014, 11:00:08 pm »
This mod is really great!

In your ruleset you copied many unecessary lines from the main set, for example
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 28
    breakOffTime: 125

These lines may interfere with other mods, which modify these values (like in my personal mod  ;)). So it might be better to remove them.

I attached I ruleset, in which all unecessary lines are removed, but keeps your mod fully functional.

Offline Jo5hua

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #81 on: June 19, 2014, 04:03:38 am »
Congratulations on breaking 700 downloads on the modsite! It's the most downloaded mod atm. *thumbs up*

Offline wsmithjr

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #82 on: June 19, 2014, 04:28:11 am »
This mod is really great!

In your ruleset you copied many unecessary lines from the main set, for example
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 28
    breakOffTime: 125

These lines may interfere with other mods, which modify these values (like in my personal mod  ;)). So it might be better to remove them.

I attached I ruleset, in which all unecessary lines are removed, but keeps your mod fully functional.

Here's the same thing done for the Dark version of the mod.

Offline Calapine

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #83 on: June 26, 2014, 09:28:40 pm »
I really like having all these new UFOs. Makes the game feel "fresh" again. Thank you!  :D

One question: Since using the mod I haven't encountered the old interiour layouts again. Especially the icnoic large scout. Are they gone for good or is the chance to see them just very low?

Cala

Offline TurkishSwede

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #84 on: June 26, 2014, 11:09:03 pm »
I'm so glad everyone is enjoying this! Also, Yay, 1.0! 1000+ downloads on the Mod Site. Wow. That's awesome. I've been lazy modding of late, finding a balance between work and life. I'd like to get back to it.

But to answer Calapine's question, it's just a low chance. Each of the 12 large scouts has roughly 8% chance of appearance, and since the original layout is represented twice (one normal and one rotated) you have roughly 16-17% chance of encountering it. If you like, you can download my "lite" version and save just before you land then enable that instead, and the map generated will be the iconic map.

Clownagent, you're right! I had no idea at the time, but those values were redundant from the start. I'll make a patch.zip file with the updates, since it's not really a new version, but anybody who gets conflicts can use it.

Sorry, I'm really trying to make a battleship.  :P

Offline Aldorn

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #85 on: June 27, 2014, 12:31:00 am »
Sorry, I'm really trying to make a battleship.  :P
::)

Offline Gifty

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #86 on: June 27, 2014, 12:43:45 am »
Battleships are terrifying enough, I can't even imagine breaching one and not knowing the layout at all.

Offline davide

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #87 on: June 27, 2014, 12:11:45 pm »
Sorry, I'm really trying to make a battleship.  :P

Here you could find a MotherShip maps too

https://area51.xcomufo.com/depot2.htm

maybe it could be a prompt for you ... :-[

more UFOs, more Terrains, more more ...  ;D


Offline Aldorn

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #88 on: June 27, 2014, 12:31:01 pm »
Here you could find a MotherShip maps too

https://area51.xcomufo.com/depot2.htm

maybe it could be a prompt for you ... :-[

more UFOs, more Terrains, more more ...  ;D
This MotherShip seems to be as big as an alien base  :o

Fully loaded of pretty aliens ?

Offline Solarius Scorch

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #89 on: June 27, 2014, 02:38:12 pm »
Here you could find a MotherShip maps too

https://area51.xcomufo.com/depot2.htm


I've been looking for this map. :)

And wow, so much content!