Author Topic: [EXPANSION]Hardmode Expansion -- General Feedback Thread  (Read 131194 times)

Offline hellrazor

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So finally :)
Rechecking and Reworking Maps is really a time intesive process if you wanna do it right.
If you find any error on the reworked Lukes Expanded Terror Maps, please let me know.

I hereby release:

Please use newest Nightly, or at least Nightly Version: openxcom_git_master_2015_08_06_1451

Version 0.92
 - Added Endgame Surprise (just for the fun, will be triggered by Cydonia or Bust and Avenger research)
 - Fix Ethereal Base not occuring (will be executed 100% each Month beginning in Month 13)
 - Fix route issues on Lukes Expanded Terror Maps
 - Fix tile issues on Lukes Expanded Terror Maps
 - Fix tile issues on all Abductor and Terrorship Maps
 - Fix Route Bugs on Labship and Excavator Maps
 - Fix Heavy Plasma Clip unlock
 - Fix Heavy Laser/Auto HandOb Position
 - Fix Minor Aliendeployments issue for Rank 9
 - Doubled Terrorsite Despawn Pointpenalty (1000 -> 2000)
 - Halved Points for destroying Alien Base Control (500 -> 250)
 - Chryssalids receive aggression: 2 (they will charge you no matter what)
 - Updated ruleset to latest changes in openxcom_git_master_2015_08_06_1451

Modportal Link

Readme attached here

Offline hellrazor

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I was thinking of a way of bringing some consequences for alive interrogations, which you will need to perform,
in order to unlock tech. And i think i found a very devilish way to do this. You will enjoy and fear this feature :D

Spoiler:
Our first introduction to Missionscripting, in a more serious way will be,
that Interrogating Navigators will now have serious consequences for you by getting smaked in the face,
by a randomly selected additional Mission in the next Month, additional Missions can stack.
If you have not researched any alive Navigators and for some reasons you decide to research 3 in a row, you
get 3 Additional Missions next Month which are randomly selected on top of the normal ones.
Maximum is 8 additional Missions in the entire game, since this uses Vanilla Missiontypes Researchtopics as triggers.

I guess i will have Engineers spawn in Terrormissions and some Missionsites.

Code: [Select]
#BEGIN NAVIGATOR CONSEQUENCE
  - type: navigatorConsequenceAlienResearch
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_ALIEN_RESEARCH: true
    maxRuns: 1
    varName: navigatorConsequenceAlienResearch
  - type: navigatorConsequenceAlienHarvest
    missionWeights:
      0:
        STR_ALIEN_HARVEST: 100
      3:
        STR_ALIEN_HARVEST: 60
        STR_ALIEN_BASE: 20
        STR_ALIEN_RETALIATION: 20
      6:
        STR_ALIEN_HARVEST: 40
        STR_ALIEN_INFILTRATION: 40
        STR_ALIEN_RETALIATION: 20
      9:
        STR_ALIEN_HARVEST: 20
        STR_ALIEN_INFILTRATION: 80
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_HARVEST: true
    maxRuns: 1
    varName: navigatorConsequenceAlienHarvest
  - type: navigatorConsequenceAlienAbduction
    missionWeights:
      0:
        STR_ALIEN_ABDUCTION: 100
      3:
        STR_ALIEN_ABDUCTION: 60
        STR_ALIEN_BASE: 20
        STR_ALIEN_HARVEST: 20
      6:
        STR_ALIEN_ABDUCTION: 40
        STR_ALIEN_INFILTRATION: 40
        STR_ALIEN_RETALIATION: 20
      9:
        STR_ALIEN_ABDUCTION: 20
        STR_ALIEN_INFILTRATION: 80
    startDelay: 3000
    researchTriggers:
      STR_ALIEN_ABDUCTION: true
    maxRuns: 1
    varName: navigatorConsequenceAlienAbduction
  - type: navigatorConsequenceAlienBase
    missionWeights:
      0:
        STR_ALIEN_BASE: 100
      3:
        STR_ALIEN_BASE: 50
        STR_ALIEN_HARVEST: 50
      6:
        STR_ALIEN_BASE: 40
        STR_ALIEN_INFILTRATION: 20
        STR_ALIEN_HARVEST: 40
      9:
        STR_ALIEN_BASE: 20
        STR_ALIEN_INFILTRATION: 80
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_BASE: true
    maxRuns: 1
    varName: navigatorConsequenceAlienBase
  - type: navigatorConsequenceAlienSupply
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 3000
    researchTriggers:
      STR_ALIEN_SUPPLY: true
    maxRuns: 1
    varName: navigatorConsequenceAlienSupply
  - type: navigatorConsequenceAlienTerror
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_TERROR: true
    maxRuns: 1
    varName: navigatorConsequenceAlienTerror
  - type: navigatorConsequenceAlienInfiltration
    missionWeights:
      0:
        STR_ALIEN_BASE: 100
      3:
        STR_ALIEN_BASE: 50
        STR_ALIEN_RETALIATION: 50
      6:
        STR_ALIEN_BASE: 60
        STR_ALIEN_INFILTRATION: 40
      9:
        STR_ALIEN_BASE: 20
        STR_ALIEN_INFILTRATION: 80
    startDelay: 9000
    researchTriggers:
      STR_ALIEN_INFILTRATION: true
    maxRuns: 1
    varName: navigatorConsequenceAlienInfiltration
  - type: navigatorConsequenceAlienRetaliation
    missionWeights:
      0:
        STR_ALIEN_RETALIATION: 100
    startDelay: 9000
    researchTriggers:
      STR_ALIEN_RETALIATION: true
    maxRuns: 1
    varName: navigatorConsequenceAlienRetaliation
#END NAVIGATOR CONSEQUENCE

I guess this will beef up difficulty ;)
« Last Edit: August 12, 2015, 07:50:47 pm by hellrazor »

Offline Arthanor

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Spoiler:
So when a navigator tells you about an alien mission, that mission automatically get launched? (Or another one in later months, depending on weights). That's an interesting idea.. Do you have an in universe explanation as to why those missions get triggered by navigators and engineers though?

I would have tied it to psychic aliens, personally. Research a live psychic alien and the trauma of the interrogation is picked up by other psychic aliens, who launch a retaliation mission to try to free the captive.
« Last Edit: August 12, 2015, 08:58:14 pm by Arthanor »

Offline hellrazor

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Spoiler:
So when a navigator tells you about an alien mission, that mission automatically get launched? (Or another one in later months, depending on weights).
That's an interesting idea.. Do you have an in universe explanation as to why those missions get triggered by
Spoiler:
navigators and engineers though?

I would have tied it to psychic aliens, personally. Research a live psychic alien and the trauma of the interrogation is picked up by other psychic aliens, who launch a retaliation mission to try to free the captive.

My dear Arthanor,
first i ask of you to put Spoilers into a Spoilerfield in your both above post, if you do not mind.
The missiontriggering is based upon the getOneFree option of a alive Interrogation. Depending on which Topic you get researched for free so to say, a additional mission gets triggered for the aliens in the next month. It is kinda random so to say :) Also some triggers have some multiple mission from which they can pick one.

« Last Edit: August 12, 2015, 08:22:37 pm by hellrazor »

Offline SIMON

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Was noticing the deployment data for the Thunder craft and was wondering if it's possible to have the two troops nearest the ramp facing 45 degrees to the right and left respectively- see first picture. I have gone into the rul file and tried to change the direction troop 11 & 12 are facing by changing the last digit to 3 and 1 respectively but it doesn't do anything.

    deployment:
      - [9, 3, 1, 2]
      - [9, 6, 1, 2]

   deployment of above two to:
      -[9,3,1,3]
      -[9,6,1,1]

Also on a second point I'm still using the skyrangers as my transport but I use a version with 2 rear doors and was wondering where you find the deployment data as above for the plane map as I would like the last 4 troops facing 180 degrees to the way they are in the second picture. Many thanks in advance.

Offline Solarius Scorch

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The Final Mod Pack contains a more polished version of the "Skyranger" with rear doors, you may want to check it out if you like the general idea.

Offline hellrazor

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Was noticing the deployment data for the Thunder craft and was wondering if it's possible to have the two troops nearest the ramp facing 45 degrees to the right and left respectively- see first picture. I have gone into the rul file and tried to change the direction troop 11 & 12 are facing by changing the last digit to 3 and 1 respectively but it doesn't do anything.

    deployment:
      - [9, 3, 1, 2]
      - [9, 6, 1, 2]

   deployment of above two to:
      -[9,3,1,3]
      -[9,6,1,1]

Also on a second point I'm still using the skyrangers as my transport but I use a version with 2 rear doors and was wondering where you find the deployment data as above for the plane map as I would like the last 4 troops facing 180 degrees to the way they are in the second picture. Many thanks in advance.

I changed it. It was actually on my mind for a while now. Goes into next Version.

You mean like this:

Offline SIMON

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Will check out the skyranger Solarius mentioned and await version 0.93 with anticipation. It'll not be a big advantage for your troops but every little helps especially a slightly bigger field of vision.

Offline hellrazor

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Will check out the skyranger Solarius mentioned and await version 0.93 with anticipation. It'll not be a big advantage for your troops but every little helps especially a slightly bigger field of vision.

Well i will finish those additional Missionscripts ;> and then you can have it.
Spoiler:
Interrogating Navigators and Engineers will then have consequences for you, by getting additional Vanilla Missions. They are limited to 1 execution each per Month, so effectivly 2 more Alien Missions. Off course not in the first Months but as soon as you research alive Navigators / Engineers ones.

EDIT: Release will have to wait more content needs to be added.
« Last Edit: August 13, 2015, 09:28:33 pm by hellrazor »

Offline SIMON

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Pulled all the relevant bits from FMP v1.62 and have come up with this as a mod for the alloy skyranger. Upon intial testing it seems to work okay but I don't have a ufopedia entry for it. I noticed that in FMP v1.62 that in Resources\FinalModPack\FMP_addon_ExtraVessel\Ufopedia there doesn't seem to be an a ufopedia.gif file for the Skymarshall. So I assume that's why I don't have a ufopedia entry.
« Last Edit: August 13, 2015, 09:18:00 pm by SIMON »

Offline hellrazor

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Pulled all the relevant bits from FMP v1.62 and have come up with this as a mod for the alloy skyranger.

Does this use the SkyMarshal Map without Ramp? I have personally banned the Skymarshal for my mod, because the design is silly.
Simon the Skymarshal well never find its way into my Mod :P
« Last Edit: August 13, 2015, 09:05:33 pm by hellrazor »

Offline SIMON

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Yep it is but I'm using it because it has more exit points and unlike the mod "LongSkyRangerWithRearDoors" it has doors over the openings and I should be able totweak the deployments so that half the troops are facing 180 degrees to the other half.

Offline SIMON

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Success after 2 hours of tweaking, now hopefully Solarius will get back to me at his convience and tell me why "no ufopedia entry".

Offline hellrazor

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Success after 2 hours of tweaking, now hopefully Solarius will get back to me at his convience and tell me why "no ufopedia entry".

Well Simon, maybe you wanna start a Thread on your own about this?

And here you have the adjusted Deployment with the Soldiers facing the door diagonal for the Thunder:
Put it into the crafts.rul and overwrite the section there.
It will be in the next release anyway together with missionscripting stuff.

Code: [Select]
  - type: STR_THUNDER
    requires:
      - STR_NEW_FIGHTER_TRANSPORTER
    sprite: 1
    fuelMax: 40
    damageMax: 800
    speedMax: 3100
    accel: 9
    weapons: 1
    repairRate: 3
    soldiers: 18
    vehicles: 2
    refuelItem: STR_ELERIUM_115
    refuelRate: 5
    score: 300
    battlescapeTerrainData:
      name: THUNDER
      mapDataSets:
        - BLANKS
        - LIGHTNIN
      mapBlocks:
        - name: THUNDER
          width: 20
          length: 10
    deployment:
      - [10, 4, 1, 2]
      - [10, 5, 1, 2]
      - [9, 4, 1, 2]
      - [9, 5, 1, 2]
      - [8, 4, 1, 2]
      - [8, 5, 1, 2]
      - [7, 4, 1, 2]
      - [7, 5, 1, 2]
      - [10, 3, 1, 3]
      - [10, 6, 1, 1]
      - [9, 3, 1, 2]
      - [9, 6, 1, 2]
      - [8, 3, 1, 2]
      - [8, 6, 1, 2]
      - [7, 3, 1, 2]
      - [7, 6, 1, 2]
      - [6, 4, 1, 2]
      - [6, 5, 1, 2]
« Last Edit: August 13, 2015, 09:36:26 pm by hellrazor »

Offline SIMON

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Thanks very much and if I knew how I would move this to a new thread, I know I could start a new thread but surely that would have it there and in your thread at the same time. TBH I've always thought that it was only somebody like Warboy or another administrator that could delete or move threads. If I'm wrong on this point don't hesitate to tell me how to move it to a new thread.