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Author Topic: [UFO MAPS] Luke's Extra UFOs (52 working maps!)  (Read 87452 times)

Offline davide

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #90 on: June 27, 2014, 07:36:15 pm »
From Hobbes's site again  ;D

It is a Gold mine !!! :P

And we have the Owner with us   ;)

Offline ibanix

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #91 on: July 03, 2014, 04:30:43 pm »
This is full of awesomesauce and the author wins puppies and internets. That is all.

Offline luke83

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #92 on: July 04, 2014, 03:50:30 pm »
Just something i have thrown together.

Offline luke83

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #93 on: July 04, 2014, 04:04:13 pm »
Also 2015 should bring a completely new set ( not as big as this expanded set, 5-6 types, maybe 2-4 internal designs of each) Still very early days... AMC's (Alien Mobile Commands) Think Flying fortress for Late game in my Future Hybrid game.  8)
« Last Edit: July 04, 2014, 04:08:53 pm by luke83 »

Offline Yosh

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #94 on: July 05, 2014, 04:22:02 pm »
Just to be sure I have downloaded again:
0334565a706879b1920af5d1494965ce  LukesextraUFOs.zip

It contains ox_ufo2c.rmp, It should be (as I believe) ox_ufo2c.RMP - this is only file with lowercase .rmp.
openxcom crashed during loading ox_ufo2c.RMP (bless you guys for autosave even in Ironman ;) ).

Offline Solarius Scorch

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #95 on: July 05, 2014, 05:18:38 pm »
Just to be sure I have downloaded again:
0334565a706879b1920af5d1494965ce  LukesextraUFOs.zip

It contains ox_ufo2c.rmp, It should be (as I believe) ox_ufo2c.RMP - this is only file with lowercase .rmp.
openxcom crashed during loading ox_ufo2c.RMP (bless you guys for autosave even in Ironman ;) ).

Correct, if you're playing on Linux. Windows doesn't care for capitalization, so this kind of error often goes unnoticed for ages (and many modders probably don't even know it matters).

Offline davide

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #96 on: July 06, 2014, 12:04:03 am »
Also 2015 should bring a completely new set ( not as big as this expanded set, 5-6 types, maybe 2-4 internal designs of each) Still very early days... AMC's (Alien Mobile Commands) Think Flying fortress for Late game in my Future Hybrid game.  8)

Hi

is Hybrid game with TFTD ?

I wish I see this strange structure on the moon ...

or in an other scenarious

could be used to a new mission type on earth region total under alien influence
for later part of game.

In thise regions aliens build base/structure on the surface
such as ufo factory.

XCom attack these eavy devence structures to slow aliens growing

Offline luke83

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #97 on: July 06, 2014, 12:34:39 am »
Hi

is Hybrid game with TFTD ?

I wish I see this strange structure on the moon ...

or in an other scenarious

could be used to a new mission type on earth region total under alien influence
for later part of game.

In thise regions aliens build base/structure on the surface
such as ufo factory.

XCom attack these eavy devence structures to slow aliens growing

YES, i know as soon as TFTD comes along, certain members here will be working on a Hybrid game, from there work i want to introduce these NEW ( well actually they are OLD ufo since they are based on unused game data) as a third type of UFO late in the game. The Idea is the aliens are done playing nice with the humans and have just started setting up fortress anywhere enslaving the population, doing new TESTS on the population ( i want a Mutants civilians running around) and also started Terraforming the landscape.

These designs will be UFOs ( that fly around the globe) in late game, another set will be setup as a Map type for large Cities of these on the one map (these will be like Terror Missions).  I have alraedy created some new Alien plants  to expand what is already within the game to create a alien forrest, so there will be most likely be 2 new TERRAFORM map types ( a plain flat one and a hilly one with underground bunkers). Assuming i get that far, then i will work out how we can modify the Geoscape sections types in  realtime ( so we can see the alien forests growing on the globe).

Anyway, they are my future plans...

Offline davide

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #98 on: July 07, 2014, 07:56:02 am »
Anyway, they are my future plans...

totally agree :P

Offline pmprog

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #99 on: July 07, 2014, 12:05:34 pm »
I keep meaning to download this mod and plug it in! Looks really great.

Offline Hadan

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #100 on: July 08, 2014, 08:53:52 am »
Anyway, they are my future plans...
Sounds amazing!

Would be nice if any new UFOs get integrated in your OXC-Mod as well.

Offline hellrazor

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #101 on: January 27, 2015, 07:05:03 pm »
Found a bug :)
The File: ox_ufo2c.rmp

is not recognized by OpenXcom  in case you use a case sensitive OS (such as linux).

However renaming said file into :
ox_ufo2c.RMP

Does the trick and everything works fine.

-----
Oh just noticed some else found this before..
« Last Edit: January 27, 2015, 07:06:51 pm by hellrazor »

Offline The Reaver of Darkness

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #102 on: February 09, 2017, 04:11:43 pm »
Could you remove the UFO interception attributes? Since they are just vanilla values, they are redundant and serve only to get in the way. I'm using a mod I made which changes UFO interception attributes, but Luke's UFOs is superseding my changes.

Online Meridian

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #103 on: February 09, 2017, 04:28:14 pm »
...but Luke's UFOs is superseding my changes.

You can also just have your mod lower in the mod list than Luke's mod.
Then your mod will superseed Luke's mod/changes.

Offline The Reaver of Darkness

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Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« Reply #104 on: February 09, 2017, 05:11:11 pm »
You can also just have your mod lower in the mod list than Luke's mod.
Then your mod will superseed Luke's mod/changes.
Good to know. Still, it's bad form for a mod to declare vanilla values unless they are important to the mod. It wouldn't hurt to clean up the mod code a bit.