aliens

Author Topic: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom  (Read 56457 times)

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #45 on: June 18, 2014, 04:43:10 pm »
Version 1.7 published, now including the Native terrain. Should only appear on Terror missions on the southern hemisphere.

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #46 on: June 18, 2014, 05:02:23 pm »
Version 1.7 published, now including the Native terrain. Should only appear on Terror missions on the southern hemisphere.
Nice, Dude, thanks for improvements ! (and for the port  :D)

EDIT : a question
You say it is not compliant with other mods
Do you see any risk for me to do so :

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    terrains:
      - MADURBAN
      - DAWNURBAN
      - PORTURBAN
      - NATIVEURBAN
      - URBAN
      - URBAN2

URBAN is vanilla, URBAN2 is Luke's mod (assuming that I already added related routes, terrains, ...)
« Last Edit: June 18, 2014, 06:06:15 pm by Aldorn »

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #47 on: June 18, 2014, 06:44:17 pm »
EDIT : a question
You say it is not compliant with other mods
Do you see any risk for me to do so :

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    terrains:
      - MADURBAN
      - DAWNURBAN
      - PORTURBAN
      - NATIVEURBAN
      - URBAN
      - URBAN2

URBAN is vanilla, URBAN2 is Luke's mod (assuming that I already added related routes, terrains, ...)

There shouldn't be a problem with URBAN since the game has already loaded the necessary map block info from the Xcom1 ruleset. However, you'll need to ensure that Luke's mod gets loaded before mine in order to be able to use the URBAN2 terrain.

Something completely different: just discovered how to enlarge the battlescape size of Terror Sites from 50x50 to 60x60! Oh my...
« Last Edit: June 18, 2014, 06:58:11 pm by Hobbes »

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #48 on: June 18, 2014, 10:08:45 pm »
Terrain Pack v1.8 published. Expect bugs, specially with the new Industrial terrain since it really needs testing.

Change Log v1.8:
- Added Industrial terrain (designed by Bagirov)
- Increased Battlescape size of Terror Sites from 50x50 to 60x60
- Increased number of aliens by roughly 33% to 50% due to the bigger map, and doubled the number of possible civilians to 24
- Changed the alien loadouts: alien Engineers & Leaders will now carry Blaster Launchers on the highest alien technology level, as well as Plasma Pistols for sidearms, on medium level they'll carry Heavy Plasmas and at the lowest level Plasma Rifles; Medics will also carry Plasma Pistols as sidearms when carrying Stun Launchers; deleted/replaced 2nd ammo clip with Alien Grenades;

You can get v1.8 at this link
« Last Edit: June 18, 2014, 10:51:06 pm by Hobbes »

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11729
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #49 on: June 18, 2014, 10:18:07 pm »
Nice! Can't wait to test this!

Hobbes, would you mind putting a link to your mod at the mod portal in the original post?

EDIT: May I ask why exactly did you add alien deployments? How does it relate to terrain? Or is this unrelated and you simply wanted to make a better deployment?
« Last Edit: June 18, 2014, 10:22:46 pm by Solarius Scorch »

Offline davide

  • Commander
  • *****
  • Posts: 565
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #50 on: June 18, 2014, 10:25:49 pm »
I am enthusiast of these explosion of new mods of this type  ;D

Thank you very much!!!!

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #51 on: June 18, 2014, 10:27:08 pm »
Nice! Can't wait to test this!

Hobbes, would you mind putting a link to your mod at the mod portal in the original post?

EDIT: May I ask why exactly did you add alien deployments? How does it relate to terrain? Or is this unrelated and you simply wanted to make a better deployment?

I cannot edit the 1st post of this thread but I'll post the link on the post I announced V1.8

I changed the alien deployments because I always thought that if aliens wanted to terrorize the public they'd bring heavier weapons rather than stun launchers. I also prefer the challenge since UFO has gone easy for me a long time ago :)


Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11729
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #52 on: June 18, 2014, 10:38:03 pm »
I cannot edit the 1st post of this thread but I'll post the link on the post I announced V1.8

I changed the alien deployments because I always thought that if aliens wanted to terrorize the public they'd bring heavier weapons rather than stun launchers. I also prefer the challenge since UFO has gone easy for me a long time ago :)

Fair enough. :) However, sorry if this sounds egocentric, but this clashes with my Alien Armoury expanded mod which a lot of people use, and it does it in a way that isn't obvious. Perhaps it would be better to at least mention it in a readme?

And sorry about the OP suggestion, I forgot it's wasn't your thread at first. :)

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #53 on: June 18, 2014, 10:49:42 pm »
Fair enough. :) However, sorry if this sounds egocentric, but this clashes with my Alien Armoury expanded mod which a lot of people use, and it does it in a way that isn't obvious. Perhaps it would be better to at least mention it in a readme?

I did mention it on the readme :)

Ah I see. Well I can remove the changes to the aliens weapons loadouts since that isn't that important right now but I'd really like to keep the higher alien numbers because of the increased map size. Would that conflict with your mod?

EDIT: I just downloaded your mod and checked, it will conflict and I'll need to remove everything since itemSets is required for alien configurations on AlienDeployments.

OK, I'll remove this for now since I don't need so many aliens for testing the maps.
« Last Edit: June 18, 2014, 11:18:49 pm by Hobbes »

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11729
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #54 on: June 19, 2014, 12:11:03 am »
Darn, I didn't know there was a readme. :) Indeed, there is on the mod portal; I only checked for a file.

Anyway, I do like the idea of more aliens, don't get me wrong. :) I might actually ruin people's day by bumping the numbers up myself... B)

Again, thanks for your priceless contribution! MOAR! :D

Offline the_third_curry

  • Colonel
  • ****
  • Posts: 147
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #55 on: June 19, 2014, 12:42:43 am »
I always thought that if aliens wanted to terrorize the public they'd bring heavier weapons rather than stun launchers.

Maybe the aliens figured they could work in a few abductions in while they were at it.

Offline Hadan

  • Captain
  • ***
  • Posts: 80
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #56 on: June 19, 2014, 06:37:39 pm »
Hello!

Great work on the new designs  :)

Played some Terror-Missions on the new maps, seems to work fine so far.
One Problem: Please reduce the number of civilians, with over 20 of them running around and getting killed in the first 2 rounds (no chance of reaching them) it is nealrly impossible to get a rating above "poor".

best regards
Hadan

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #57 on: June 19, 2014, 10:01:52 pm »
Hello!

Great work on the new designs  :)

Played some Terror-Missions on the new maps, seems to work fine so far.
One Problem: Please reduce the number of civilians, with over 20 of them running around and getting killed in the first 2 rounds (no chance of reaching them) it is nealrly impossible to get a rating above "poor".

best regards
Hadan

Thanks. I've reduced the number of maximum possible civilians from 24 to 18 and uploaded the new version as 1.8.2. Please let me know if that's better.

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2162
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #58 on: June 19, 2014, 10:52:47 pm »
I suppose that last building will not be compatible with OXC due to the height level limit, am I right?
There's no limits unless proven otherwise. :P

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« Reply #59 on: June 19, 2014, 11:32:07 pm »
There's no limits unless proven otherwise. :P

Usually proven by the way of a CTD... I'm starting to get used to those :P