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Author Topic: [Request] Extra facilities for human base  (Read 81302 times)

Offline Aldorn

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Re: [Request] Extra facilities for human base
« Reply #90 on: June 25, 2014, 07:33:57 am »
A Training Hall !  :o
And Quarters for Officers !!   8)
And a Hospital too !!!  ::)
And a Power Generator to make all this work...

Mensch !

We will fight, til the end, the war is not yet lost, a new task force is growing, a little more each day !


i know i've posted pics of these elsewhere, but i may as well include the maps/routes/mcds for archival purposes
::)

« Last Edit: June 25, 2014, 07:35:54 am by Aldorn »

Offline cort

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Re: [Request] Extra facilities for human base
« Reply #91 on: June 25, 2014, 07:51:53 pm »
How about making layout variations for the facilities built more often (living quarters, laboratory, workshop) and randomly choose the layout of the room in the base defense mission, is that possible?

Offline AlienMuncher

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Re: [Request] Extra facilities for human base
« Reply #92 on: June 28, 2014, 01:26:47 am »
Meanwhile... I've managed to come up with final versions of my idea of advanced radar system and reactor. Made sprites (still need some touches) for both facilities and added some new research leading to radar facility.

Hopefully later this weekend I'll be able to put it all together and test it, although I fear it might take a little longer...

I wish there was easy way of adding those facilities to game -> Base Defence.

Offline Solarius Scorch

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Re: [Request] Extra facilities for human base
« Reply #93 on: June 28, 2014, 02:22:48 am »
Beautiful!

Offline Aldorn

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Re: [Request] Extra facilities for human base
« Reply #94 on: June 28, 2014, 05:16:17 am »
Meanwhile... I've managed to come up with final versions of my idea of advanced radar system and reactor. Made sprites (still need some touches) for both facilities and added some new research leading to radar facility.

Hopefully later this weekend I'll be able to put it all together and test it, although I fear it might take a little longer...

I wish there was easy way of adding those facilities to game -> Base Defence.

I display vanilla radars for comparison

It appears clearly it's an advanced feature, congratulations  :)

Do not change anything on reactor, it's perfect
« Last Edit: June 28, 2014, 05:23:16 am by Aldorn »

Offline Falko

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Re: [Request] Extra facilities for human base
« Reply #95 on: June 28, 2014, 10:34:00 am »
I wish there was easy way of adding those facilities to game -> Base Defence.
can you elaborate?
FYI: to test a base-map you can
- change starting base
- go to new battle
- click on randomize [to assure that the starting base is used]
- select base defence
- test
its easier than waiting until a now retaliation ufo attacks :)

Offline tnarg

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Re: [Request] Extra facilities for human base
« Reply #96 on: June 28, 2014, 06:51:57 pm »
can you elaborate?
FYI: to test a base-map you can
- change starting base
- go to new battle
- click on randomize [to assure that the starting base is used]
- select base defence
- test
its easier than waiting until a now retaliation ufo attacks :)

Yep that's how i do it.  Check out the rule set in this test mod to if you need help.
https://openxcom.org/forum/index.php?topic=2435.0

Offline AlienMuncher

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Re: [Request] Extra facilities for human base
« Reply #97 on: June 28, 2014, 08:34:28 pm »
Thanks! It is nice you like it. I'll keep working.

can you elaborate?

By all means. :) It is not about testing (job easy and done ;) ) but adding as in mod per se. What I meant - maybe I misspoke - is I don't know easy way of making rules file containing all necessary rules for only new facilities. My problem is only with battlescape part - basescape is easy and works fine. I was hoping for just couple of rules without the need of going through all of xcom facilities (as in tnarg's rules). I've tried several ways but all don't work - new blocks are filled with dirt from XBASE_20.MAP. It looks to me engine looks for XCOM facilities only under name XCOM as defined under terrain. If for example I add something like:

terrains:
  - name: NBASE
      mapDataSets:
        - BLANKS
        - XBASE1
        - XBASE2
        - XBASE3
     mapBlocks:
        - name: ADV_RADAR
          width: 10
          length: 10

it doesn't work.

If the only way is going through all of the XCOM facilities it would mean that any two mods meddling with them will always be incompatible.
« Last Edit: June 28, 2014, 08:40:16 pm by AlienMuncher »

Offline Falko

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Re: [Request] Extra facilities for human base
« Reply #98 on: June 28, 2014, 08:50:23 pm »
it would mean that any two mods meddling with them will always be incompatible.
thats the current status :( maps(+missions) have some potential for better ruleset support

Offline tnarg

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Re: [Request] Extra facilities for human base
« Reply #99 on: June 28, 2014, 10:07:59 pm »
AlienMuncher I agree with you it should be easer to do it.  But if there is a way I have not found it.  It took me some time to come up with something that works and then trimming down to just what is needed.  The biggest problem with. The rule set is not its size but the fact it will not work with other base changing mods.

Offline Solarius Scorch

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Re: [Request] Extra facilities for human base
« Reply #100 on: June 28, 2014, 10:48:52 pm »
Well, it's the same for terror missions for example. While it's a pain, one can merge rulesets as long as they exist. So I don't think potential incompatibility should be a discouragement.

Offline luke83

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Re: [Request] Extra facilities for human base
« Reply #101 on: July 13, 2014, 02:04:49 pm »
Wanted to build a security station, needed windows and half walls so i cloned them from my other mods ( just need to replace graphics and tweak MCD rules), still this should give you some idea of what this building will look like :)

Requires XBASE3 to work ( still in construction).

Offline Aldorn

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Re: [Request] Extra facilities for human base
« Reply #102 on: July 13, 2014, 02:27:35 pm »
Wanted to build a security station, needed windows and half walls so i cloned them from my other mods ( just need to replace graphics and tweak MCD rules), still this should give you some idea of what this building will look like :)

Requires XBASE3 to work ( still in construction).
Necessary, essential, vital, indispensable !!!

Offline Human Ktulu

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Re: [Request] Extra facilities for human base
« Reply #103 on: July 13, 2014, 10:58:44 pm »
Nice work !  8)

niculinux

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Re: [Request] Extra facilities for human base
« Reply #104 on: July 17, 2014, 09:58:55 pm »
Fine but just a little dubious: these extra facilities may be better to be a mod instead merged into openxcom? It isn't in the spirit of vanilla thingh and such :/