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Author Topic: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6  (Read 42536 times)

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #30 on: August 01, 2014, 12:27:29 pm »
An perhaps design a new specific weapon nicer than a simple plasma rifle ?
I really don't know the lore of XCOM: Enforcer, but I know this isn't a regular plasma rifle. So I'll just keep it at that and dumb it down.

Nice work!

I like Aldorn's idea. Maybe, since it is already a big machine-man with most likely a bit power source, a slow firing (no auto-shoot), high power (too high an energy use for agents, but can be sustained by the Enforcer's power source) weapon could be nice?

Stats wise, I guess something around early-endgame agent stats, but stronger (lower melee accuracy to compensate?) and defensive stats better than a power/flight suit? Making it strong for a "recruit", but unable to grow further.

Sectopod-wise, have you considered the mod that makes the alien's use actual laser weaponry, like its UFOPaedia entry states? That would make them able to damage each others, if not solve the problem that aliens mostly only have plasma to shoot an XCom-Sectopod with.

The Enforcer in the mod doesn't have melee. Nor do the Drones. I'll add that in at a later date. But it's a good idea. It'll be a heavily armed, heavily armoured, slow-ish bot that is used to draw fire/take most of the damage. The drones - er sorry Artificial Soldiers are to be complements to your team rather than a full blown heavy assault drone. But they will be worthwhile to keep, I'll make sure of it.

I did consider that for the sectopods. I might add it in, and I probably will. I can reduce the debuff to the XCOM Sectopods and just add the Sectopod Laser for the aliens. I'm still interested in tiering the Sectopods. Where the Sectopod/Laser has less damage and less armour, while the Sectopod/Plasma has more damage and armour. But the Sectopod/Laser could still be used for Anti-Sectopod warfare (yo dog i heard you don't like sectopods so we made our own sectopods to fight sectopods) and the Sectopod/Plasma could be used as a powerful force not to be trifled with. The Sectopod/Launcher will be the apogee of Sectopod replication.

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #31 on: August 01, 2014, 10:07:18 pm »
For drones to properly work I have to change most of the ruleset. They will not be included in the release version of the beta test. They may come with 1.0 or another version of the beta.

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #32 on: August 01, 2014, 11:16:36 pm »
Did a little bit of tweaking to the Artificial Soldiers. They are researchable, but not under Advanced Robotics Technology. This will be done today.

I'm glad I got it to work. They are manufacturable and are showing up in the battlescape. They will be in the beta test.

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #33 on: August 05, 2014, 12:38:09 am »
Version 0.5 of Tanks Drones Sectopods? Oh my! has just been released!

Changelog:

Gosh where do I start?

- Accuracy values tweaked. Mostly to laser, auto-only, and plasma weapon tanks.
- Power values tweaked. Many things were OP while some were underpowered.
- Research and Manufacturing values tweaked to make a few things a little harder to get, and some a little easier to get. Mostly the Power Suit Drones and the XCOM Enforcer have been tinkered around with.
- Hovertank/Rocket Launcher, Hovertank/Artillery, HWP Advanced Grenades, X-Com Cyberdisc/Laser, X-Com Cyberdisc/Plasma, Power Suit Drones and XCOM Enforcer added, along with their respective manufacturing options and research.
- Tank/Snoop is now armed with a Light Machine Gun.
- Scout/Drone is now re-renamed to Tank/Scout, as it was before.

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #34 on: August 06, 2014, 12:52:34 am »
Oh yes just perfect.

Well my noob is showing. I just tried to install my own mod and everything, but of course something is wrong with Line 1967, Column 9.

"What is wrong" I asked myself.

Absolutely nothing, that is what is wrong. Here is at that line and column

Code: [Select]
  - name: STR_XCOM_ENFORCER
All of the formatting is correct. I double checked. So now I'm requesting help...again.

Offline ivandogovich

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #35 on: August 06, 2014, 12:58:08 am »
A leading "tab" on that line?

Thats what it looks like to me, and that is the most common problem, I've found with my mod rulesets.  ::)

Edit: nvm. I copied out your code, did not find tab

Offline Aldorn

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #36 on: August 06, 2014, 01:01:16 am »
Oh yes just perfect.

Well my noob is showing. I just tried to install my own mod and everything, but of course something is wrong with Line 1967, Column 9.

"What is wrong" I asked myself.

Absolutely nothing, that is what is wrong. Here is at that line and column

Code: [Select]
  - name: STR_XCOM_ENFORCER
All of the formatting is correct. I double checked. So now I'm requesting help...again.
Did you test it with Falko's test mod tool ?

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #37 on: August 06, 2014, 01:02:55 am »
A leading "tab" on that line?

Thats what it looks like to me, and that is the most common problem, I've found with my mod rulesets.  ::)

Edit: nvm. I copied out your code, did not find tab
It's also a part of the Manufacturing code, which might be a clue in the problem.
I even copied code from the above manufacturing code (Artificial Soldier/Vanguard) and copied all of the XCOM Enforcer stuff back into the code. No dice.

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #38 on: August 06, 2014, 01:03:34 am »
Did you test it with Falko's test mod tool ?
You say that like I can understand half of the stuff that the mod tester says  :-[

Offline ivandogovich

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #39 on: August 06, 2014, 01:05:52 am »
Try replacing the ":" on that line

I have found that to be a problem too. esp after copying and pasting

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #40 on: August 06, 2014, 01:06:53 am »
Even more oddly, I moved around Artificial Soldier/Assault and Artificial Soldier/Vanguard around and now Artificial Soldier is bugging out. Makes me think it has something to do with the Artificial Soldier/Vanguard code.

Offline Falko

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #41 on: August 06, 2014, 01:07:48 am »
can you post your mod
determining an error by posting only one of at least 1900 lines is a bit useless
other good tool is as always https://yaml-online-parser.appspot.com/

Offline ivandogovich

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #42 on: August 06, 2014, 01:10:23 am »
missing a space between listorder:718 on line 1966

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #43 on: August 06, 2014, 01:10:37 am »
can you post your mod
determining an error by posting only one of at least 1900 lines is a bit useless
other good tool is as always https://yaml-online-parser.appspot.com/
My mod is in the first post.

Offline XCOMFan419

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Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.5
« Reply #44 on: August 06, 2014, 01:17:02 am »
Hokay so I found some other game-breaking bugs that crash the game thanks to my own testing.

Odd. I thought I fixed these issues. Must've just been overworked and thought I fixed them.

How embarrassing.
« Last Edit: August 06, 2014, 01:21:31 am by XCOMFan419 »