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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1857143 times)

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #405 on: August 05, 2014, 09:29:46 pm »
Hurpadurp.

Which file is it stored in?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #406 on: August 05, 2014, 09:37:23 pm »
Hurpadurp.

Which file is it stored in?

I think you should start learning by analysing something smaller and less complex than the FMP... Like, pretty much any other mod. Like something that just adds some weapons.

First read this: https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29 :)

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #407 on: August 05, 2014, 10:06:46 pm »
@Solars
I used your idea of Grav Module (as I did with most of FMP ideas ! :P)

I share what I implemented then starting from that* :
- I added also "Armor Conversion" (to make a flying armors from non flying armors + consuming grav modules)
- I added "Gravity Generator" (from Alien Gravity Generator + Grav Module researches), that is for Hovertanks what is Grav Module for armors
- I also added "Hovertank conversion" to make hovertanks from tanks (consuming Gravity Generator)

* : This has more sense in my mod as I heavily decrease all selling costs, also conversion and recycling are a necessity
« Last Edit: August 05, 2014, 10:10:16 pm by Aldorn »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #408 on: August 06, 2014, 12:23:30 am »
@Solars
I used your idea of Grav Module (as I did with most of FMP ideas ! :P)

Of course! Making mods is like writing RPG adventures: it's the art of stealing. :) (With emphasis on art.)

- I added also "Armor Conversion" (to make a flying armors from non flying armors + consuming grav modules)

Yes, I thought about it too, but ultimately decided that the differences between these armours' construction run too deep to convert one into another. It's debatable though.

- I added "Gravity Generator" (from Alien Gravity Generator + Grav Module researches), that is for Hovertanks what is Grav Module for armors

What I did was that "UFO Construction", which needed to build hovertanks, has "Alien Gravity Generator" in its prerequisites.

Since there is no difference between alien gravity generator and X-Com gravity generator, I've decided to skip the extra step. A GG is a GG.

- I also added "Hovertank conversion" to make hovertanks from tanks (consuming Gravity Generator)

Uh... How? O_o

That's like taking a rowing boat, putting tracks on it and calling it a tank. Can be done if you're really determined, but that's not how you build tanks. :)

Offline XCOMFan419

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #409 on: August 06, 2014, 12:26:18 am »
Uh... How? O_o

That's like taking a rowing boat, putting tracks on it and calling it a tank. Can be done if you're really determined, but that's not how you build tanks. :)
I'd imagine it's more or less taking the turret and slapping it onto a hovertank chassis. But that's all I can say for this.

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #410 on: August 06, 2014, 01:13:47 am »
@Solars:

In FMP, I can see for example under "research:" topic
Code: [Select]
- name: STR_TRACTOR_BEAM_GENERATOR
    cost: 100
    points: 25
    needItem: true

I wonder about this "needitem: true", as there does not exist any item of same name

Does it work well ?

As it is given via getOneFree, I should have defined it without needItem neither requires/dependencies but with cost 0
Eventually as STR_TRACTOR_BEAM_GENERATOR_DEP, then a second research STR_TRACTOR_BEAM_GENERATOR with STR_TRACTOR_BEAM_GENERATOR_DEP as dependency

Offline Falko

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #411 on: August 06, 2014, 01:18:48 am »
instead of needitem true a dependencies : [STR_ALINE_ONLY] would be better/less confusing

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #412 on: August 06, 2014, 01:20:12 am »
@Solars:

In FMP, I can see for example under "research:" topic
Code: [Select]
- name: STR_TRACTOR_BEAM_GENERATOR
    cost: 100
    points: 25
    needItem: true

I wonder about this "needitem: true", as there does not exist any item of same name

Does it work well ?

As it is given via getOneFree, I should have defined it without needItem neither requires/dependencies but with cost 0
Eventually as STR_TRACTOR_BEAM_GENERATOR_DEP, then a second research STR_TRACTOR_BEAM_GENERATOR with STR_TRACTOR_BEAM_GENERATOR_DEP as dependency


Yes, the needItem: true is necessary. Otherwise you would be able to research it on your own, since the very start of the game, while the intention is to be only available from alien interrogation.

In other words, this item is unresearchable, unless you bypass its prerequisites by getOneFree from alien interrogation. This mechanism is used in the original ruleset, too - for example, for alien missions:

Code: [Select]
  - name: STR_ALIEN_RESEARCH
    points: 50
    needItem: true
  - name: STR_ALIEN_HARVEST
    points: 50
    needItem: true
  - name: STR_ALIEN_ABDUCTION
    points: 50
    needItem: true
  - name: STR_ALIEN_INFILTRATION
    points: 50
    needItem: true
  - name: STR_ALIEN_BASE
    points: 50
    needItem: true
  - name: STR_ALIEN_TERROR
    points: 50
    needItem: true
  - name: STR_ALIEN_RETALIATION
    points: 50
    needItem: true
  - name: STR_ALIEN_SUPPLY
    points: 50
    needItem: true

Or for UFOs:

Code: [Select]
  - name: STR_SMALL_SCOUT
    points: 50
    needItem: true
  - name: STR_MEDIUM_SCOUT
    points: 50
    needItem: true
  - name: STR_LARGE_SCOUT
    points: 50
    needItem: true
  - name: STR_HARVESTER
    points: 50
    needItem: true
  - name: STR_ABDUCTOR
    points: 50
    needItem: true
  - name: STR_TERROR_SHIP
    points: 50
    needItem: true
  - name: STR_BATTLESHIP
    points: 50
    needItem: true
  - name: STR_SUPPLY_SHIP
    points: 50
    needItem: true

instead of needitem true a dependencies : [STR_ALINE_ONLY] would be better/less confusing

I don't know what it is, I've never seen it before, this is way more confusing to me. :P

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #413 on: August 06, 2014, 01:28:28 am »
Yes, the needItem: true is necessary. Otherwise you would be able to research it on your own, since the very start of the game, while the intention is to be only available from alien interrogation.

In other words, this item is unresearchable, unless you bypass its prerequisites by getOneFree from alien interrogation. This mechanism is used in the original ruleset, too - for example, for alien missions:

Right !
I'm quite sure I already asked you, I just forgot it... I will add a comment for next time my brain boils
Thanks

instead of needitem true a dependencies : [STR_ALIEN_ONLY] would be better/less confusing
or perhaps dependencies : [STR_UNLOCKED_BY_GETONEFREE]
Even dependencies : [UNLOCKED_BY_GETONEFREE]
« Last Edit: August 06, 2014, 01:33:04 am by Aldorn »

Offline Dioxine

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #414 on: August 06, 2014, 05:59:31 am »
If the item is unresearchable by direct means, there's no need to put the research cost in the ruleset. One line less :)

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #415 on: August 06, 2014, 10:47:11 am »
If the item is unresearchable by direct means, there's no need to put the research cost in the ruleset. One line less :)
But points could not be set to zero, right ?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #416 on: August 06, 2014, 12:57:33 pm »
But points could not be set to zero, right ?

Sure they can, many projects in the vanilla have cost 0. That means they're researched as soon as you get the prerequisites, with no research project involved.

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #417 on: August 06, 2014, 02:22:25 pm »
Sure they can, many projects in the vanilla have cost 0. That means they're researched as soon as you get the prerequisites, with no research project involved.
I was speaking of points

Have a look in your FMP at line 14231, some _ are missing
Code: [Select]
  - name: STR_SMALL_LAUNCHER
    cost: 550
    points: 30
    needItem: true
    dependencies:
      - ALIEN GRAVITY GENERATOR

Offline Falko

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #418 on: August 06, 2014, 06:40:14 pm »
The agreed upon software for this would be Dia. It's not perfect, but it does its job, it's freeware, besides I don't know of anything better or even as good.

It would be cool if someone else did the diagram, the FMP team would really appreciate this. :)
dia would be way not useful for FMP :)
i use https://gephi.github.io/ to work with bigger graphs
the vanilla+FMP connection-network has 600 nodes and 1900 connections (after removing all elements that are not connected)
i attached the image1 as a legend
2 pdf files one with all connections and one "only" with research
its obviuos such a tree is difficult to read
if i would have to do it would do it in gephi itself because there is some nice functionality so you can see what connections are where (image2-detail)
and last but not least the gephi file itself

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #419 on: August 06, 2014, 07:34:51 pm »
I was speaking of points

Lol, OK. Sorry about this.

Have a look in your FMP at line 14231, some _ are missing
Code: [Select]
  - name: STR_SMALL_LAUNCHER
    cost: 550
    points: 30
    needItem: true
    dependencies:
      - ALIEN GRAVITY GENERATOR

Well, f*ck. Sorry again, I'll fix it ASAP.

And Falko, this looks amazing.