Author Topic: [RESEARCH] Research Alive Aliens - v1.54 Final - Translators needed  (Read 61316 times)

Offline hellrazor

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Re: [RESEARCH][WIP] Research Alive Aliens Mod. (Alternate Research Tree.)
« Reply #60 on: March 10, 2015, 12:22:01 pm »
you can make a special rulset compatibility patch that uses STR from your mod and STR from cover alien/gazer mods . the game will combine them if all those strings exist at load time. im pretty sure ive seen it happen with mib overriding or using ammo from a different mod simply by calling the same string name.   

but either way is good to know so i don't use those mods i was gonna try it out .

Actually i was thinking of doing it the same as i did it with the Terrain Pack. Haveing a additional ruleset, which is compatible with my mod, there wouldn't be many changes, only in the missions and when they show up first but i haven't had the time to take a look at the ruleset.
I am also not sure if Gazer and Cover aliens do have spritesheets or spirtedirectories, which is a problem for Linux / Mac OS users, but this can be resolved easily. But as i did say before first Cydonia Mission  and bugs :)

Offline kikimoristan

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optionally you can simply ask permission to repack cover/gazer and simply have a rulset that enables them otherwise are just there taking space which is no biggie is like 1 mb mod :)

Offline hellrazor

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optionally you can simply ask permission to repack cover/gazer and simply have a rulset that enables them otherwise are just there taking space which is no biggie is like 1 mb mod :)

I guess that would be the way to go to ensure functionality everywhere.
But the prioritylist states other things first!

Offline hellrazor

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Hi there folks.

Since this Mod is nearly finished, and i am only doing some minor adjustments and trying them out (mainly Alien Alloy Costs for Armor and Money Costs, Heavy Laser playing around).
And so far if have not been running into any further errors.
It would be kinda nice to get some feedback of your ingame experiences and some suggestion what could change for better balance (but in general more challenging gameplay).

I also got requests to add support for some more races then the vanilla ones (Waspites and Gazers), would like them to be included as an extraruleset?
I am not considering adding new weapons, but if requested that also could be done if need be.

I have started to play around with a first Version of a 3 stage Cydonia Mission, which i will not include into this mod, but it will be a seperate one.

Offline SIMON BAILIE

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Just an observation in my current game but I thought I wud check it out with u. All 4 alien bases that have got up and running are Floater, not that I mind that, but is this normal? Also snakemen missions are in a very short non existent supply, is this just by sheer chance?

alienBases:
  - lon: 2.62760098412766
    lat: 0.09238490359850901
    id: 2
    race: STR_FLOATER
    discovered: true
  - lon: 2.365735067345479
    lat: 1.236245558994047
    id: 3
    race: STR_FLOATER
    discovered: true
  - lon: 2.147797292365576
    lat: -0.1381965874079082
    id: 4
    race: STR_FLOATER
    discovered: true
alienMissions:
  - type: STR_ALIEN_INFILTRATION
    region: STR_SOUTH_EAST_ASIA
    nextWave: 2
    race: STR_FLOATER
    nextUfoCounter: 0
    spawnCountdown: 26040
    liveUfos: 0
    uniqueID: 7
  - type: STR_ALIEN_RETALIATION
    region: STR_NORTH_AMERICA
    race: STR_FLOATER
    nextWave: 3
    nextUfoCounter: 0
    spawnCountdown: 1590
    liveUfos: 0
    uniqueID: 40
  - type: STR_ALIEN_RESEARCH
    region: STR_ANTARCTICA
    race: STR_FLOATER
    nextWave: 4
    nextUfoCounter: 0
    spawnCountdown: 13140
    liveUfos: 0
    uniqueID: 42
  - race: STR_FLOATER
    nextWave: 3
    spawnCountdown: 3660
    liveUfos: 0
    uniqueID: 44
    nextUfoCounter: 1
    type: STR_ALIEN_RETALIATION
    region: STR_ANTARCTICA
  - type: STR_ALIEN_BASE
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 3
    nextUfoCounter: 0
    spawnCountdown: 23370
    liveUfos: 0
    uniqueID: 46
  - type: STR_ALIEN_HARVEST
    region: STR_EUROPE
    race: STR_FLOATER
    nextWave: 2
    nextUfoCounter: 0
    spawnCountdown: 8700
    liveUfos: 0
    uniqueID: 47
  - type: STR_ALIEN_TERROR
    region: STR_SOUTH_AMERICA
    race: STR_ETHEREAL
    nextWave: 3
    nextUfoCounter: 0
    spawnCountdown: 13860
    liveUfos: 0
    uniqueID: 48
  - type: STR_ALIEN_RETALIATION
    region: STR_SIBERIA
    race: STR_MUTON
    nextWave: 2
    nextUfoCounter: 1
    spawnCountdown: 6390
    liveUfos: 0
    uniqueID: 49
  - type: STR_ALIEN_RETALIATION
    region: STR_NORTH_AFRICA
    race: STR_FLOATER
    nextWave: 1
    nextUfoCounter: 1
    spawnCountdown: 4290
    liveUfos: 0
    uniqueID: 53
  - type: STR_ALIEN_RETALIATION
    region: STR_SOUTH_EAST_ASIA
    race: STR_FLOATER
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 13740
    liveUfos: 0
    uniqueID: 55
  - uniqueID: 56
    alienBase: 2
    type: STR_ALIEN_SUPPLY
    race: STR_FLOATER
    region: STR_AUSTRALASIA
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 1890
    liveUfos: 0
  - uniqueID: 57
    alienBase: 4
    spawnCountdown: 30
    type: STR_ALIEN_SUPPLY
    liveUfos: 0
    nextUfoCounter: 0
    region: STR_SOUTH_EAST_ASIA
    race: STR_FLOATER
    nextWave: 1
  - type: STR_ALIEN_ABDUCTION
    region: STR_AUSTRALASIA
    race: STR_FLOATER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 15300
    uniqueID: 58
    liveUfos: 0
  - uniqueID: 59
    spawnCountdown: 15840
    liveUfos: 0
    type: STR_ALIEN_BASE
    region: STR_SOUTHERN_AFRICA
    race: STR_SECTOID
    nextWave: 0
    nextUfoCounter: 0
  - spawnCountdown: 29400
    liveUfos: 1
    uniqueID: 60
    nextUfoCounter: 0
    nextWave: 1
    type: STR_ALIEN_TERROR
    region: STR_AUSTRALASIA
    race: STR_ETHEREAL
  - type: STR_ALIEN_RETALIATION
    nextUfoCounter: 0
    spawnCountdown: 9690
    liveUfos: 0
    uniqueID: 61
    region: STR_SOUTH_AMERICA
    race: STR_MUTON
    nextWave: 1

I've thoroughly enjoyed ur mod as Ethereals are a bit of a nightmare now which is as it shud be, a large scout of them was close to a disaster for me. However I'm almost @ end game, just waiting to get a commander to unlock "cydonia or bust" and get my troops a good bit stronger psi wise before attempting that mission. Have u any other ideas planned for the future?

Offline hellrazor

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Just an observation in my current game but I thought I wud check it out with u. All 4 alien bases that have got up and running are Floater, not that I mind that, but is this normal? Also snakemen missions are in a very short non existent supply, is this just by sheer chance?

Missions are picked randomly, races also even thou raceweight and missionweight increase the tendency to get picked, so yes it is by chance.

Offline hellrazor

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Released an experimental Version 1.4.2 which is not avaible on the Mod Portal for now.

Changes:
All technology research Cost have been doubled! Interrogations still cost the same.
- Incorporated Armored Vest Mod with modified Costs and Stats.
- Further increased Cost for X-Com Armors (Cost in $ are now 4 times vanilla, Alien Alloy Cost Doubled for Power and Flying Suit)
- Heavy Laser can now Fire 2 Aimed shots per turn (it is now really a good Sniper weapon, if you put a Soldier with 70+ accuracy on it)
- Taser Pistol TU usage adjusted (to make captures a little bit more easy)

Please try and tell if the game get's to hard.

The new Version (1.4.2) attached to First post here: https://openxcom.org/forum/index.php/topic,3260.msg37294.html#msg37294
« Last Edit: March 27, 2015, 08:32:58 am by hellrazor »

Offline hellrazor

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REMOVED. Muton Elite stuff goes into the Expansion.
« Last Edit: March 27, 2015, 07:51:21 pm by hellrazor »

Offline hellrazor

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Re: [RESEARCH][DONE] Research Alive Aliens Hardmode
« Reply #68 on: March 27, 2015, 07:56:50 pm »
Version 1.4.3 Terrainpack Compability Ruleset Upgrade (for Port Attack Missions).

The active development of this Mod is completed.
Any further Version will only by Upgrades for the Terrainpack Ruleset i provided with my Mod.
Also changes to the Ruleset, when they are enforced from Openxcom will also be updated.

If you encounter any more bugs while playing this Mod please post in this thread.

Newest Version can be found attached here https://openxcom.org/forum/index.php/topic,3260.msg37294.html#msg37294

And of course on the Modportal.

Offline hellrazor

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Re: [RESEARCH][DONE] Research Alive Aliens Hardmode
« Reply #69 on: March 28, 2015, 11:39:47 pm »
Version 1.4.4 Tank Armor inventory flag got lost (somehow...) FIXED!

New Version here: https://openxcom.org/forum/index.php/topic,3260.msg37294.html#msg37294

Hopefully this was the last bug...

Offline hellrazor

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Re: [RESEARCH][DONE] Research Alive Aliens Hardmode - Translators welcomed
« Reply #70 on: April 02, 2015, 12:50:26 pm »
Well, if anyone wants to translate some of the Name and Text in my Mod, let me know i will integrate and update those with great pleasure :)

Offline hellrazor

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Re: [RESEARCH][DONE] Research Alive Aliens Hardmode - Translators welcomed
« Reply #71 on: April 03, 2015, 02:04:19 pm »
Did some small changes to the Research Tree Graphic, because someone complained about things been unclear to him.
I hope it is for the better.

Modified Graphic attached here: https://openxcom.org/forum/index.php/topic,3260.msg37294.html#msg37294

Offline hellrazor

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Re: [RESEARCH][DONE] Research Alive Aliens Hardmode - Translators welcomed
« Reply #72 on: April 06, 2015, 11:48:24 am »
Version 1.4.5 Released.
- Terrainpack Ruleset Upgrade to Version 3.5.

You will the new Version attached here

Or soon on the Mod Portal.

Offline hellrazor

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Re: [RESEARCH][DONE] Research Alive Aliens Hardmode - Translators welcomed
« Reply #73 on: April 30, 2015, 11:12:46 pm »
Version 1.4.6 Release:
- Terrain Pack Ruleset upgrade to Version 3.5.3

Get it here

Or on the mod Portal.

I am still searching for People who could do some translations, so please contact me or post here.

Offline pilot00

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Well, I can help you with the Greek translations I guess. But I have no idea how to do it (except creating text files and sending them to you LOL).