Author Topic: 'Equal Terms' 1.0 Mod Discussion.  (Read 54267 times)

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #15 on: June 27, 2014, 06:04:39 am »
KingMob, I wanted to contribute more than just critics, so here's a modification of your ruleset which looks better as an OpenXCOM mod. It implements the above recommendations, plus:

For changes that modify only a few fields of an existing item, I kept only lines that change something. Personnally, I also keep the "original value" as a comment, I think it's friendlier as a reminder, and helps user see what the MOD brings.
Added  some listOrder numbers so that the items are listed "in the right place" in lists, especially if other mods insert weapons.
Defined a "starting equipment" which brings the right clips with the weapons
Added strings for the new ammo types

Just read through the changes. Wow, thank you ever so much. That was a lot of work you've done and it's great and easy to read.

This will be rolled up with the incoming changes soon, I just have some pixel art to do before 0.86.


Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: Equal Terms Mod for OpenXcom
« Reply #16 on: June 27, 2014, 06:56:58 am »
Hi King,

Find attach a correction of your Equal Terms mod, feel free to compare with your own ruleset

Check here for issues related to your Equal Terms mod


Proposed modifications are :

- you don't need to define new ufopaedia entries as you are just replacing existing weapons
   => delete lines 3 to 22 of your original ruleset (not needed anymore)
Spoiler:
ufopaedia:
  - id: STR_PISTOL
    title: STR_MACHINE_PISTOL
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_MACHINE_PISTOL_UFOPEDIA
  - id: STR_RIFLE
    title: STR_ASSAULT_RIFLE
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ASSAULT_RIFLE_UFOPEDIA
  - id: STR_HEAVY_CANNON
    title: STR_SNIPER_RIFLE
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_SNIPER_RIFLE_UFOPEDIA
  - id: STR_AUTO_CANNON
    title: STR_SAW
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_SAW_UFOPEDIA

- as you just replace existing weapons, instead of using Items property "name", prefer to directly overrule the vanilla extrastrings
   => delete lines 25, 67, 109, 149
Spoiler:
    name: STR_MACHINE_PISTOL
    name: STR_ASSAULT_RIFLE
    name: STR_SNIPER_RIFLE
    name: STR_SAW
   => replace extrastrings 576 -> 583 and 586 -> 593 : just overrule vanilla extrastrings
Also
Spoiler:
      STR_MACHINE_PISTOL: Machine Pistol
      STR_MACHINE_PISTOL_UFOPEDIA: Designed by H&K...
      STR_ASSAULT_RIFLE: Assault Rifle
      STR_ASSAULT_RIFLE_UFOPEDIA: Developed by both Colt...
      STR_SNIPER_RIFLE: Sniper Rifle
      STR_SNIPER_RIFLE_UFOPEDIA: The M107 Sniper Rifle is...
      STR_SAW: SAW
      STR_SAW_UFOPEDIA: The Squad-Automatic-Weapon...
Becomes
Spoiler:
      STR_PISTOL: Machine Pistol
      STR_PISTOL_UFOPEDIA: Designed by H&K...
      STR_RIFLE: Assault Rifle
      STR_RIFLE_UFOPEDIA: Developed by both Colt...
      STR_HEAVY_CANNON: M107
      STR_HEAVY_CANNON_UFOPEDIA: The M107 Sniper Rifle is...
      STR_AUTO_CANNON: SAW
      STR_AUTO_CANNON_UFOPEDIA: The Squad-Automatic-Weapon...

- to be consistent with your M107 ufopaedia, you have to disable HC unused ammo
Code: [Select]
  - type: STR_HC_HE_AMMO
    costBuy: 0
  - type: STR_HC_I_AMMO
    costBuy: 0

- Finally, regarding M107, as there exist another mod about a real Sniper Rifle, I suggest you rename yours to M107 as named in Ufopaedia description
« Last Edit: June 27, 2014, 07:21:34 am by Aldorn »

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #17 on: June 28, 2014, 01:36:08 am »
Hi King,

Find attach a correction of your Equal Terms mod, feel free to compare with your own ruleset yrizoud provided.  I'm essentially trying to make sure that my mod doesn't overwrite anyone else's.

But I may change the name of the file to 'Anti-Materiel Rifle' per your recommendation.

Check here for issues related to your Equal Terms mod


Hello, Aldorn!  I'm taking your recommendations and folding them into the code base that Y

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #18 on: June 28, 2014, 04:31:13 am »
aaaaand, I just hosed my yaml.

Back to trying to merge again.

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: Equal Terms Mod for OpenXcom
« Reply #19 on: June 28, 2014, 04:38:14 am »
The attached file contains already all the needed modifications
It depends if you made other modifications since you uploaded it to my intention (or if you want to redo yourself, what is a good initiative)

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #20 on: June 28, 2014, 05:59:03 am »
The attached file contains already all the needed modifications
It depends if you made other modifications since you uploaded it to my intention (or if you want to redo yourself, what is a good initiative)

I was making modifications to merge my 0.81 version into your cleaned up version. I got it solved, this time.  Next release is 0.86.

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #21 on: July 02, 2014, 04:44:40 am »
Version 0.86 is now out.  Big thanks to everyone who helped.

Code: [Select]
Changelog:
Version 0.86 - July 2014
- ruleset cleaned up by 'yrizoud'.  Base weapons are removed from buy list and initial base stores and new weapons are added, instead of the ruleset overwriting the base weapons.
- added Designated Marksman's Rifle, a using a modification of a graphic added by 'Chiko'
- added an incendiary grenade
- added a Submachine gun
- adjusted TU and fire rate on laser rifle and plasma weapons slightly
- adjusted Range based accuracy numbers based on battlescape scale research
- removed rifle launched grenades
- changed ufopedia for machine pistol
- ufopedia cleanup

Version 0.85 - June 2014 (internal)
- added a shotgun and improved technology shotgun mod based on Warboy1982's mod
- added new graphic to sniper rifle and magazine based on Toshiaki2115, Warboy1982's work
- added new sound to sniper rifle
- added new sound to assault rifle

Future plans:
- add a magnum pistol
- change Avalanche missile description to remove nuclear from description
- create modified graphics for all weapons
- create modified graphic for small rocket / APFSDS round
- add grenade launcher with arc shot
- add one shot rocket launcher (AT-4)
+ possibly shift laser weapons to require alloy research
+ possibly shift plasma weapon research to require alien power supply research first
+ possibly add alloy ammo types for powder weapons, adjusting normal ammo's damage down towards standard, and current values will be for the alloy rounds
+ possibly rename Sniper rifle to Anti-Materiel Rifle per suggestion by 'Aldorn'
- possibly add DMR, SMG and SAW/LMG versions of laser and plasma rifle. Will require the proper technology sniper rifle and rifle both to be researched
   - shift laser pistol lose autofire and gain damage
   - change so that Heavy Plasma and Plasma pistols cannot be made by humans.
       - clips for those weapons, along with the DMR, SMG and SAW/LMG versions will be able to be manufactured, along with a new Plasma Magnum to differentiate with alien plasma pistol. 
       - X-Com can still use the Plasma Pistol and Heavy Plasma captured and returned from the battlescape, but just can't manufacture them.
   
Code proposals:
+ add code for recoil handling for weapon's autofire. Will account for strength
+ add code for causing initial damage from incendiary explosions, Damage/10 for 3 rounds
+ add code for dropoff of less than 1 ie: 1 per 5 squares
+ add code for damage dropoff after certain ranges
+ add code for stopping shots after certain distances

All yaml code, sounds and sprites by KingMob4313, except where attributed below.  Original concept by Ickschuss and KingMob4313/Shortstop4313.


Contributions:
Yaml reorganization: yrizoud (version 0.86)

Shotgun
Sprites: Warboy1982
Yaml Code: Warboy1982 & KingMob4313

Sniper Rifle
Sprites: Toshiaki2115, Warboy1982 & KingMob4313
Yaml Code: Warboy1982 & KingMob4313
Sounds: KingMob4313

Designated Marksman's Rifle (Marksmans Rifle)
Sprites: Chiko & KingMob4313
Yaml Code & Sounds: KingMob4313

Assault Rifle:
Sounds: KingMob4313

SMG
All: KingMob4313

Incendiary Grenade
All: KingMob4313
« Last Edit: July 02, 2014, 04:54:15 am by KingMob4313 »

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #22 on: July 03, 2014, 10:40:11 am »
Already working on a version 0.87 that has minimum ranges, a new .454 magnum complete with graphics and sounds and graphics for the SAW.

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #23 on: July 04, 2014, 06:18:48 am »
New version 0.87 is out

Changelog:
Version 0.87 - July 2014
- added a magnum pistol
- fixed sniper rifle mag size 2x1 to 1x1
- added pixel art for SAW/LMG
- fixed minimum ranges for all relevant weapons

Along with future plans
- add body armors
- create modified graphics for all weapons
- create modified graphic for small rocket / APFSDS round
- change Avalanche missile description to remove nuclear from description
- add grenade launcher with arc shot
- add one shot rocket launcher (AT-4)

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #24 on: July 05, 2014, 04:10:25 am »
This will be the last version before 1.0

V1.0 will have  a few more graphics for the rest of the basic weapons and some cleaner text for the weapons and maybe some body armor.

V1.0++ will have the new weapons types (Laser/Plasma SMG, LMG and Marksmans rifle) and research trees for those weapons.
« Last Edit: July 05, 2014, 04:30:04 am by KingMob4313 »

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: Equal Terms Mod for OpenXcom
« Reply #25 on: July 05, 2014, 02:35:38 pm »
just for the sake of clarity: i believe Ryskeliini made the original combat shotgun sprite, i only made the reinforced one.

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Equal Terms Mod for OpenXcom
« Reply #26 on: July 05, 2014, 05:44:36 pm »
Noted Warboy, thanks. I will revise in the documentation.

niculinux

  • Guest
Re: Equal Terms Mod for OpenXcom
« Reply #27 on: July 06, 2014, 08:54:50 pm »
Thanks for the mod! Actuallyy machine pistol is the vanilla pistol, so why not leave it as it is know and rename auto pistol or something else? Insteda of having a machine pistol would be intesestin have an mp-7 kinda hardware :8 or at leazt a mac 10 like one featured in men in black mod, though i prefer an imi uzi :p

Offline Sturm

  • Colonel
  • ****
  • Posts: 132
    • View Profile
Re: Equal Terms Mod for OpenXcom
« Reply #28 on: July 07, 2014, 12:08:45 am »
- change Avalanche missile description to remove nuclear from description
I wonder what genius wrote that description. The original had nothing suggesting that it was a nuke.

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: Equal Terms Mod for OpenXcom
« Reply #29 on: July 07, 2014, 01:00:00 am »
I wonder what genius wrote that description. The original had nothing suggesting that it was a nuke.

that genius would be none other than Julian himself. as you can see here it came from the original game data.