Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1854697 times)

Offline Human Ktulu

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #165 on: June 21, 2014, 08:14:39 pm »
Which difficulty level you play ? In max level I found more difficult to intercept UFO. You have cover all planet with radar monitoring ?

ps : Sorry for moment it's very difficult for me to fallow/develop this project. I have all trust to Solarius and hope return with you very soon.
« Last Edit: June 21, 2014, 08:20:29 pm by Human Ktulu »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #166 on: June 26, 2014, 02:19:49 am »
Which difficulty level you play ?

Veteran. Which, apparently, I am not. XD

In max level I found more difficult to intercept UFO. You have cover all planet with radar monitoring ?

Not completely, I got a little too relaxed maybe; I had 4 bases (Turkey, South America, the US and Mongolia). I certainly should have had South Africa and Australia too, and perhaps Antarctica.
And I should have hired more than 50 scientists.

ps : Sorry for moment it's very difficult for me to fallow/develop this project. I have all trust to Solarius and hope return with you very soon.

Thanks for your kind words. This project is still a common work, and we won't let you down! :)


EDIT:
Researched Alloy Ammo. However, the report showed the Ufopedia page for Auto-Cannon alien alloy magazine instead.
So I checked everything. All strings, relations, the stuff. Everything's fine.
After an hour or so, I still can't find anything wrong with the ruleset. And the issue persists.
WHAT THE HELL AM I DOING WRONG?!

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #167 on: June 26, 2014, 02:21:57 am »
I know what is wrong. I will post the solution.

Strange is that I just discovered this as I had 4 issues with UFOPAEDIA.

« Last Edit: June 26, 2014, 02:43:52 am by Aldorn »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #168 on: June 26, 2014, 02:41:55 am »
I know what is wrong. I will post the solution.

Please do! This waiting is killing me! :D

(Even though after you explain this, I will probably feel a sudden urge to lobotomise myself for being an idiot.)

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #169 on: June 26, 2014, 02:47:34 am »
(Even though after you explain this, I will probably feel a sudden urge to lobotomise myself for being an idiot.)
Absolutely not, that was very hard to find

But finally...

I will take example about issues that occured, hoping it will help you to solve yours (I am confident)

I had this kind of UFOPAEDIA settings

XCOM Enforcer
Spoiler:
ufopaedia:
  - id: STR_XCOM_ENFORCER
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_PLASMA_CANNON
    text: STR_XCOM_ENFORCER_UFOPEDIA
    requires:
      - STR_MIND_PROBE
      - STR_PLASMA_CANNON
      - STR_POWER_SUIT
      - STR_ADVANCED_ROBOTICS

HoverTank Gauss
Spoiler:
ufopaedia:
  - id: STR_HOVERTANK_GAUSS
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    text: STR_HOVERTANK_GAUSS_UFOPEDIA
    weapon: STR_HWP_GAUSS_CANNON
    requires:
      - STR_GAUSS_CANNON
      - STR_NEW_FIGHTER_CRAFT

Alloy Ammunition
Spoiler:
ufopaedia:
# Alien Alloy Ammunition
  - id: STR_PISTOL_AA_CLIP
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_PISTOL_AA_CLIP_UFOPEDIA
    requires:
      - STR_ALLOY_AMMO

  - id: STR_RIFLE_AA_CLIP
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_RIFLE_AA_CLIP_UFOPEDIA
    requires:
      - STR_ALLOY_AMMO

And I faced some strange behaviour, as for example
1) XCOMEnforcer :
- clicking on Mind Probe under UFOPAEDIA : text was ok, title was ok, but image was wrong (was Plasma Rifle sprite, but in fact that was accurately XCOMEnforcer weapon sprite), and there was a power value on right side.
- once on Mind Probe, clicking on >> did not jump to next item but to some HWP
- once on Mind Probe, clicking on << did not jump to previous item but to some UFO
In fact, it behaved as if Mind Probe pointed on XCOMEnforcer UFOPAEDIA entry

2) Alloy Ammunitions :
- as soon as research on Allloy Ammunition was performed, it displayed "Alloy SkyRanger" UFOPAEDIA report, rather than "Alloy Ammunition" UFOPAEDIA report
- under UFOPAEDIA, selecting Alloy ammunition was not displaying "Alloy Ammunition" UFOPAEDIA report (under Advanced Research section) , but PISTOL AA CLIP UFOPAEDIA report (don't ask why, but I added report for any ammunition : regular, gauss, laser, plasma, and also alien alloy)
- then using << or >> made it jump into WEAPONS section
In fact, it behaved as if Alloy Ammunition pointed on first AA Ammo UFOPAEDIA entry (also PISTOL AA CLIP)

To avoid such strange behaviour, we have to follow rules below
1) Always have one and only one "requires:" for any UFOPAEDIA entry (cf. XCOMEnforcer below)
2) Reciprocally, this "requires:" has to trigger one and only one UFOPAEDIA entry (cf. Alloy ammunition below)
3) If necessary, create a new RESEARCH entry with cost 0 including as dependencies the corresponding "requires:"

I tried to use lookup, ... to make it work, nothing to do : I made it work only this way

XCOMEnforcer : fixed as follows
Spoiler:
ufopaedia:
  - id: STR_XCOM_ENFORCER
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_PLASMA_CANNON
    text: STR_XCOM_ENFORCER_UFOPEDIA
    requires:
      - STR_XCOM_ENFORCER
      - STR_MIND_PROBE
      - STR_PLASMA_CANNON
      - STR_POWER_SUIT
      - STR_ADVANCED_ROBOTICS


research:
# XCom Enforcer
  - name: STR_XCOM_ENFORCER
    cost: 0
    points: 0
    dependencies:
      - STR_ADVANCED_ROBOTICS
      - STR_MIND_PROBE
      - STR_PLASMA_CANNON
      - STR_POWER_SUIT

Alien Alloy Ammunition : fixed as follows
Spoiler:
ufopaedia:
# Alien Alloy Ammunition
  - id: STR_PISTOL_AA_CLIP
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_PISTOL_AA_CLIP_UFOPEDIA
    requires:
      - STR_ALLOY_AMMO
      - STR_PISTOL_AA_CLIP

  - id: STR_RIFLE_AA_CLIP
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_RIFLE_AA_CLIP_UFOPEDIA
    requires:
      - STR_RIFLE_AA_CLIP

research:
  - name: STR_PISTOL_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_RIFLE_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO

Since I apply these rules, I have no more issue with Ufopaedia entries neither with Research reports...
« Last Edit: June 26, 2014, 04:25:56 am by Aldorn »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #170 on: June 26, 2014, 02:57:26 am »
Hmm... Thanks, that's interesting, but I don't think it relates to my problem, since I don't have multiple prerequisites in the Ufopedia.

Code: [Select]
ufopaedia:
  - id: STR_ALLOY_AMMO
    type_id: 8
    section: STR_WEAPONS_AND_EQUIPMENT
    requires:
      - STR_ALLOY_AMMO
    text: STR_ALLOY_AMMO_UFOPEDIA

This is the entire entry.

And the research is:
Code: [Select]
  - name: STR_ALLOY_AMMO
    cost: 600
    points: 30
    dependencies:
      - STR_ALIEN_ALLOYS

Completing this research gives access to all alloy ammo types (STR_RIFLE_AA_CLIP, STR_HC_AA_AMMO, STR_AC_AA_AMMO, STR_HMG_AA_CLIP, STR_SNIPER_RIFLE_AA_CLIP etc.)

Maybe - just maybe - the problem somehow lies in the fact that I have it divided into two separate rulesets. I'll try merging them, but I need Ktulu's approval first. Besides, I don't think it would matter.

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #171 on: June 26, 2014, 03:15:04 am »
Strange is that your description is exactly same behaviour as my 2)

Upload both your file and I will have a look

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #172 on: June 26, 2014, 03:22:44 am »
Strange is that your description is exactly same behaviour as my 2)

Upload both your file and I will have a look

Thanks. Here's both parts of the mod.

(Note that there are cases of addressing to other files, for example the Alien Armoury Expanded and new aliens, but they aren't relevant.)

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #173 on: June 26, 2014, 04:00:42 am »
I tried your files and faced exactly same behaviour as described in previous post (cf. 2) Alloy Ammunition)

Description of issue
a) Completing research on Alloy Ammo does open "Auto Cannon AA Ammo" report instrad of "Alloy Ammo" report
b) When opening "ALLOY AMMO" report
   - if click on >>, jump to first HWP entry
   - if go back (also using <<), jump to "Auto Cannon AA Ammo" entry
c) When opening "ALLOY AMMO" report again
   - if click on <<, jump to last Craft weapon "Cannon"
   - if go back (also using >>), jump to "Auto Cannon AA Ammo" entry

The hint I gave you in 2) will fix it

Here is your problem
Spoiler:
ufopaedia:
  - id: STR_PISTOL_AA_CLIP
    type_id: 4
    requires:
      - STR_ALLOY_AMMO
    section: STR_NOT_AVAILABLE
  - id: STR_RIFLE_AA_CLIP
    type_id: 4
    requires:
      - STR_ALLOY_AMMO
    section: STR_NOT_AVAILABLE
...

And here below the solution
Spoiler:
ufopaedia:
  - id: STR_PISTOL_AA_CLIP
    type_id: 4
    requires:
      - STR_PISTOL_AA_CLIP
    section: STR_NOT_AVAILABLE
  - id: STR_RIFLE_AA_CLIP
    type_id: 4
    requires:
      - STR_RIFLE_AA_CLIP
    section: STR_NOT_AVAILABLE
  - id: STR_HC_AA_AMMO
    type_id: 4
    requires:
      - STR_HC_AA_AMMO
    section: STR_NOT_AVAILABLE
  - id: STR_AC_AA_AMMO
    type_id: 4
    requires:
      - STR_AC_AA_AMMO
  - id: STR_SHOTGUN_AA_SHELLS_AP
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_SHOTGUN_AA_SHELLS_AP
  - id: STR_HMG_AA_CLIP
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_HMG_AA_CLIP
  - id: STR_SNIPER_RIFLE_AA_CLIP
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_SNIPER_RIFLE_AA_CLIP
  - id: STR_MAGNUM_AA_DRUM
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_MAGNUM_AA_DRUM
  - id: STR_SMG_AA_CLIP
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_SMG_AA_CLIP
  - id: STR_LMG_AA_CLIP
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_LMG_AA_CLIP
  - id: STR_MINIGUN_AA_CLIP
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_MINIGUN_AA_CLIP

research:
  - name: STR_PISTOL_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_RIFLE_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_HC_AA_AMMO
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_AC_AA_AMMO
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_SHOTGUN_AA_SHELLS_AP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_HMG_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_SNIPER_RIFLE_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_MAGNUM_AA_DRUM
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_SMG_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_LMG_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_MINIGUN_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO

To test it, I just made following modifications
- Alien Alloys -> cost = 1 ; needItem = false
- Alien Ammo -> cost = 1

And it works now like a charm  :)

« Last Edit: June 26, 2014, 04:33:38 am by Aldorn »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #174 on: June 26, 2014, 05:08:03 am »
Goddamnit, it worked!

Thanks a million Aldorn, I'd never thought it worked like this...

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #175 on: June 26, 2014, 02:20:01 pm »
I'm glad to help you sometimes as your contribution on this forum is just enormous  ;)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #176 on: June 27, 2014, 03:41:43 pm »
For balance I would suggest that Lasers weapons need the research and use of alien alloys. This would delay their implementation and encourage the use of convential weapons and their mods for longer.

It won't change much, since in this design you get to research Alien Alloys much earlier anyway. Still, your suggestion is reasonable, since Alien Alloys are supposed to have some cool properties. On the other hand, there is a research names Alien Power Systems that can be researched after any sentient alien is interrogated which is needed for almost all alien tech, I guess this covers conduction despite not being directly related to Alien Alloys. (Or perhaps it should have Alien Alloys as a prerequisite?)

Actually I would like to begin a Long War topic. Should I post this under Suggestions or Modding/Experiments.

I think Modding/Experiments would be best.

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #177 on: June 27, 2014, 06:26:54 pm »

And finally there's the Psionic Armour which... well, I don't really know what to do with. I don't want it to simply be a Personal Armour with better Psi Strength, because that's kinda dull, and also why not a Psionic Armour based on a Power Suit or a Dragonskin as well? I would like to see something more imaginative, but I haven't found anything yet.


How about a psi shield/ helmet. I don't know about the difficulty of creating helmets, but a belt carried shield might work.

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #178 on: June 27, 2014, 06:45:47 pm »

  • Each alien Engineer you interrogate gives you one random tech, using the "get one free" feature in the ruleset (the same that Medic uses). There are a number of techs available to choose, let's say there's 10 of them. These techs are free - you get it right after researching the Engineer.
  • In order to get plasma technology tree, you need five different techs from Engineers. Therefore if you are very lucky, you can have them after interrogating 5 Engineers, but you're probably going to need more until all 5 techs are found. It's the same for fusion weapons, although some techs may be the same as for plasma weapons.
This has a number of advantages:
  • Advanced alien weapons are delayed.
  • You get empty techs, but they're cool.
  • There will be more cool articles in the Ufopedia, covering technical aspects of alien technology.

What do you think?


Each engineer must provide something or its to random. (Unless it were for a prolong war mod.
« Last Edit: June 27, 2014, 07:26:41 pm by SenniTrebor »

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #179 on: June 27, 2014, 06:50:06 pm »
While you're at it; could you reverse the typical order of weapons development?

In Stock XCOM we go like:

Pistol -> Rifle -> Heavy Weapon -> Craft Weapon -> Base Defense

Which is a bit odd to me. Shouldn't it be reversed; so that:

Base Defense -> Craft Weapon -> Heavy Weapon -> Rifle -> Pistol

To follow the general trend of miniaturization of a new technology?

First, you build a huge 50 ton weapon, then you manage to shrink it down to 500-1000 lbs (craft weapon); then down to 50-60 lbs (heavy weapon), further to 8-10 lbs (rifle), and finally 2-4 lbs (Pistol).

True, but poor for game balance/ enjoyment, unless rifle and pistol were unlocked at the same time.
« Last Edit: June 27, 2014, 07:28:32 pm by SenniTrebor »