aliens

Author Topic: [HWP/Resource] Alloy Ground Tanks v1.4  (Read 20002 times)

Offline CryptoCactus

  • Sergeant
  • **
  • Posts: 34
  • oh god how did this get here
    • View Profile
[HWP/Resource] Alloy Ground Tanks v1.4
« on: November 13, 2014, 12:42:26 am »
Didn't see any mods that did (only) this, which was sorta surprising.

Does pretty much what it says on the tin. This mod allows you to build Cannon, Rocket Launcher, and Laser Tanks out of alien alloys (once the research is done - think personal armor for tanks).


They:
  • use standard HWP ammo
  • have +10 TUs (because alloys are light and strong, right?)
  • have +mucho armor (still not as much as hovertanks though)
  • include that sexy bluemetal sheen! (aka new custom sprites)

I'll take screenshots if I remember, at some point.

All credit goes to Falko's awesome tools, which are the only reason I could do the spritework.

As always, feel free to use whatever for whatever.

updates:
v 1.1 - made it 100% less broken
v 1.2 - now with 30% less fat (also less OP - reduced armor values somewhat)
v 1.3 - fixed crash error, credit to DanosP
v 1.4 - updated to work with latest nightlies, disabled inventory screen to avoid errors

note: finally got into oxcmods with the help of jo5hua, so now you can download it there if you prefer:
https://www.openxcom.com/mod/alloy-ground-tanks
« Last Edit: January 13, 2016, 11:42:13 pm by CryptoCactus »

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks
« Reply #1 on: November 13, 2014, 06:43:41 am »
It wouldn't be too much of a hassle to include this into Tanks, Drones, Sectopods? Oh my! V.1.0 would it? I have been trying to do the sprites myself but to no avail. I have been waiting for a chance to include them since V.0.5 came out :P

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11728
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [HWP/Resource] Alloy Ground Tanks
« Reply #2 on: November 13, 2014, 08:24:42 am »
Does this mod include new graphics?

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks
« Reply #3 on: November 13, 2014, 08:44:23 am »
Does this mod include new graphics?
Downloaded it.
Yep, can confirm, blue tanks.

Offline CryptoCactus

  • Sergeant
  • **
  • Posts: 34
  • oh god how did this get here
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks
« Reply #4 on: November 13, 2014, 09:18:32 am »
It wouldn't be too much of a hassle to include this into Tanks, Drones, Sectopods? Oh my! V.1.0 would it? I have been trying to do the sprites myself but to no avail. I have been waiting for a chance to include them since V.0.5 came out :P

Feel free mate


Does this mod include new graphics?

Yes


Edit: attached the spritesheet and a bigob image to OP
« Last Edit: November 13, 2014, 09:22:17 am by CryptoCactus »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11728
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [HWP/Resource] Alloy Ground Tanks
« Reply #5 on: November 13, 2014, 11:05:48 am »
Awesome, thanks!

May I add them to the FMP?

Offline CryptoCactus

  • Sergeant
  • **
  • Posts: 34
  • oh god how did this get here
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks
« Reply #6 on: November 14, 2014, 07:53:19 pm »
Yes, anyone may use them for anything :)

--- posts merge ---

Anybody getting CTDs on starting a battle (via main menu or regular gameplay) with an alloy tank?

I probably screwed up the extraSprites stuff. If one of you knowledgeable-types could take a look at it and tell me what I've done wrong, that'd be really helpful :)


edit: when using the included ruleset, I mean

edit 2: edit harder:
Figured it out. When I realized I had to use BIGOBS.PCK for the, well, bigobs... I didn't remove the height definition. As soon as I did that, it worked fine.

Updated OP with a functional version, and added another image.
« Last Edit: January 25, 2016, 10:58:39 am by Solarius Scorch »

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks
« Reply #7 on: November 14, 2014, 08:32:15 pm »
Nifty! I think yours look better than mine by keeping the grey sidings on the turrets.

How did you come up with the stats for yours? For all my tanks, the main focus has been getting the graphics to work so they are useable, but I am not very happy with the stats...

Offline CryptoCactus

  • Sergeant
  • **
  • Posts: 34
  • oh god how did this get here
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks
« Reply #8 on: November 14, 2014, 09:26:58 pm »
Nifty! I think yours look better than mine by keeping the grey sidings on the turrets.

How did you come up with the stats for yours? For all my tanks, the main focus has been getting the graphics to work so they are useable, but I am not very happy with the stats...

Oh I'm sorry! I guess I didn't see your tanks. Didn't mean to step on toes or anything

The for the stats, I just increased the front armor of the tank to hovertank-level, and added the same amount to the sides and rear, so that it's still toughest in front and weaker on the sides and especially the back. I didn't put much more thought into it than that really. It uses the same amount of alloys as hovertanks, just no elerium (since it doesn't fly or have alien weaponry).

Might be OP, I dunno, any feedback is welcome



edit: oops, yeah, just noticed that XCom Armoury Expanded has alloy tanks as well. Sorry mate. Hopefully since this is standalone it won't interfere too much? And feel free to use my sprites or stats or whatever else if you wish

--- posts merge ---

Okay yeah, just ran a quick battle vs. mixed aliens, and had 2 Chrysalids chewing on it and 2 celatids acid-spitting it for three rounds and it only dropped from 90 to 69 health. OP like whaaat

Trying ((hovertank armor) + (ground tank armor)) / 2 now


edit: yeah that's way more reasonable. New stats:

    frontArmor: 110
    sideArmor: 100
    rearArmor: 95
    underArmor: 95

also that means they're quite literally the midway point between crappy starter tanks and oh-god-powerful hovertanks.
« Last Edit: January 25, 2016, 10:59:34 am by Solarius Scorch »

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks v1.2
« Reply #9 on: November 14, 2014, 11:19:04 pm »
haha no worries about stepping on toes or anything. Not everyone wants to use the XAE tanks (or realizes that they can use that and nothing else of the XAE should they want to).

Regarding armor, I did worse than you at first and gave alloy tanks hovertank armor (130 everywhere). It was indeed way OP at the beginning when aliens have plasma pistols and rifles (especially if using TftD damage).

I think I then brought the front armor to hovertank level and then increased other sides by the same %, which is a bit better. (130/110/90/90) Your idea of averaging is not bad either, especially as it yields squishier front and sides. I like 90 under armor though, that's the damage of an alien grenade, which means the tank should take damage 50% of the time (= 2 out of 4 of its tiles).

Unfortunately, aliens seem more than happy to shoot their pistols at the tanks instead of throwing grenades. Could be cool if they considered a tank as 4 soldiers clumped together, which would make them much more likely to throw grenades at a tank than waste shots at it. But maybe that would make them be too clever..?

Offline BlackLibrary

  • Colonel
  • ****
  • Posts: 133
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks v1.2
« Reply #10 on: November 14, 2014, 11:47:33 pm »
Arthanor...I think thats a brilliant add for improving the AI.  If they treat the tanks like we treat Cyberdisks and Sectopods.

Offline Harald_Gray

  • Colonel
  • ****
  • Posts: 142
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks v1.2
« Reply #11 on: December 14, 2014, 01:32:26 pm »
I guess hardly anybody used alloy laser tanks, because I've just discovered a bug in their code after the game crashed on me while loading a base defense mission.

Their unit and race names were STR_TANK_LASER_CANNON instead of STR_TANK_LASER_CANNON_ALLOY.

Offline DanosP

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks v1.2
« Reply #12 on: January 07, 2015, 12:34:40 pm »
Hi,

I (probably others too) found the bug in the ruleset file. The observed Alloy Tanks mod:
- crashes the game when entering Ufopaedia Alloy Laser Tank entry;
- changes performance of std Laser Tank so you have Alloy Laser Tank for free, no research needed.

There was a typo in the "units:" section:

units:
  - type: STR_TANK_LASER_CANNON
    race: STR_TANK_LASER_CANNON


Should be:
  - type: STR_TANK_LASER_CANNON_ALLOY
    race: STR_TANK_LASER_CANNON_ALLOY

Now Ufopaedia does not crashes the game.

I know there are some other problems in the Battlescape, but did not encountered them yet.

Attached corrected file.

Checked with OpenXCom 1.0 us.

I may provide pl translation if needed

HtH

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [HWP/Resource] Alloy Ground Tanks v1.2
« Reply #13 on: January 08, 2015, 11:50:22 am »
This mod is awesome!

But there is one thing bothering me:
The mod uses the default TANK_CORPSE sprite, it would be cool to also have a alloy colored TANK_CORPSE for this mod :)
How can this be done? I would do it myself, but i do not know how...

Offline CryptoCactus

  • Sergeant
  • **
  • Posts: 34
  • oh god how did this get here
    • View Profile
Re: [HWP/Resource] Alloy Ground Tanks v1.2
« Reply #14 on: January 08, 2015, 04:47:03 pm »
Good catch, thanks for fixing that.