Author Topic: [EXPANSION]Hardmode Expansion -- General Feedback Thread  (Read 450615 times)

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion -- General Feedback Thread
« Reply #900 on: January 18, 2025, 04:21:06 pm »
Well the URBAN had to come to the Railstation but ok. As long as it works :D

Offline CrazedHarpooner

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Re: [EXPANSION]Hardmode Expansion -- General Feedback Thread
« Reply #901 on: January 18, 2025, 07:41:32 pm »
Based on your last version of the script:
Code: [Select]
#BEGIN DOWNTOWN
  - type: DOWNTOWNURBAN
    commands:
    - type: resize #We need 60x60x8
      size: [6, 6, 8]
    - type: addBlock #Add Rail Station
      size: 2
      blocks: 8
      executionChances: 75
#Position 0,0 - 0,4
    - type: checkBlock #Check Railstation
      label: 10
      size: 2
      blocks: 8
      rects:
        - [0, 0, 1, 6]
    - type: fillArea #Place Rails
      conditionals: 10
      groups: 13
      rects:
        - [0, 0, 1, 6]
#Position 1,0 - 1,4
    - type: checkBlock #Check Railstation
      label: 11
      conditionals: -10
      size: 2
      blocks: 8
      rects:
        - [1, 0, 1, 6]
    - type: fillArea #Place Rails
      conditionals: 11
      groups: 13
      rects:
        - [1, 0, 1, 6]
#Position 2,0 - 2,4
    - type: checkBlock #Check Railstation
      label: 12
      conditionals: [-10, -11]
      size: 2
      blocks: 8
      rects:
        - [2, 0, 1, 6]
    - type: fillArea #Place Rails
      conditionals: 12
      groups: 13
      rects:
        - [2, 0, 1, 6]
#Position 3,0 - 3,4
    - type: checkBlock #Check Railstation
      label: 13
      conditionals: [-10, -11, -12]
      size: 2
      blocks: 8
      rects:
        - [3, 0, 1, 6]
    - type: fillArea #Place Rails
      conditionals: 13
      groups: 13
      rects:
        - [3, 0, 1, 6]
#Position 4,0 - 4,4
    - type: checkBlock #Check Railstation
      label: 14
      conditionals: [-10, -11, -12,-13]
      size: 2
      blocks: 8
      rects:
        - [4, 0, 1, 6]
    - type: fillArea #Place Rails
      conditionals: 14
      groups: 13
      rects:
        - [4, 0, 1, 6]
#End Position Checks

 # This command will detect vertical railroads (group 13) and place the railroad crossing (group 14) that intersect with the road
    - type: addLine #Add EW Roads
      direction: horizontal
      executionChances: 75
      verticalGroup: 13 # Railroads N-S
      crossingGroup: 14 # Railroad Crossing

    - type: addUFO
    - type: addCraft
    - type: addLine
      direction: vertical
      executionChances: 75
    - type: addBlock
      size: 2
      executions: 6
      blocks: [1, 6, 14, 15]
      freqs: [3, 2, 2, 3]
      maxUses: [3, 3, 3, 3]
    - type: fillArea
      blocks: [2, 3, 5, 7, 16, 17]
      freqs: [3, 2, 3, 3, 3, 3]
      maxUses: [3, 3, 3, 3, 3, 3]
#END DOWNTOWN

HOWEVER, for this version to work the following terrain mapBlocks need to be updated and assigned to either group 13 (N-S) or 14 (crossing). I picked those numbers so it's easier to visualize which group is which if you're familiar with default road groups (2 E-W, 3 N-S, 4 crossing), so you can change them to what you consider best for your style.
Code: [Select]
      - name: DOWNTOWNURBAN09
        width: 10
        length: 10
        groups: 13 # Railroads N-S
      - name: DOWNTOWNURBAN12
        width: 10
        length: 10
        groups: 14 # Railroad Crossing
      - name: DOWNTOWNURBAN21
        width: 10
        length: 10
        groups: 13 # Railroads N-S

These changes will make it so you don't have to script the railroad crossing replacement as the addline command does it for you when you specify the correct verticalGroup and crossingGroup. The command just has to be executed AFTER the railroads are placed.
« Last Edit: January 19, 2025, 11:41:34 am by CrazedHarpooner »

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion -- General Feedback Thread
« Reply #902 on: January 19, 2025, 11:31:01 am »
Thanks but for the time being I have what I want and my script is still OXC compatible, so i go with that.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion -- General Feedback Thread
« Reply #903 on: January 30, 2025, 01:21:40 am »
I am making further progress while I am currently working on the next Version of Hardmode Expansion.

Just some small Graphical Teasers from some Graphics stuff I added/completed etc.

I also noticed that for some reason I did not had a HandOb for the AlloyKnife and added one, unfortunately i do not know who made it so maybe someone can help me identify the person in question so I can credit accordingly.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion -- General Feedback Thread
« Reply #904 on: January 30, 2025, 01:41:54 am »
Since OXCE also offers scripting support I decided to also look into this and i found some interesting things,
for one a simple Red Hit Flash confirmation script, which I added. Just to give visual feedback towards the Player.

Then we got the Ufopaedia Celatid, oh boy, oh boy.
I learned some lessons about expotential growth there :D
So yes the Ufopaedia Celatid is now Part of Hardmode Expansion, but only with a linear growth pattern (meaning, it can only Clones once, Clones make new Clones; exception is Cydonia on Cydonia Celatids do have expotential growth pattern).

What I currently struggeling with is I am lacking some Inventory Graphics for the entire Drone set (Normal Drones, Alloy Drones and Hover Drones). Unfortunately I am not a great graphical artist myself. So I hope some might offer his help in this regard. I already search a few other mods like FMP and XCF for possible drone inventory sprite as basis for creating something myself and yes there are some sprites which can be used as a basis but they also require completely new stuff...

Current Changelog progress so far:
Version 0.99.9.6
 - Fix Mod not loading on OXCE 8.0.0. (rapidyml)
 - Fix Wrong Inventorysprites for Alloy Tanks
 - Fix Alien Data Slate Occurance
 - Fix wrong values on Snakeman / Waspite Armors
 - Fix Hovertank Inventoryimage position
 - Fix some Colors on some Inventory and Ufopaedia Pictures
 - Fix DOWNTOWNURBAN Mapscript for size 60x60
 - Update Language files for more translations
 - Unify Alien Base cancellation behaviour (exception Alien Base at Gamestart)
 - Adjust Alien Missions and Scoring slightly
 - Adjust Armors for Gazers, Sectoid Elite, Muton Elite, Ethereals, Muton Elite Guard
 - Adjust Aliendeployment spawns to also enable lower Difficulties with proper scaling
 - Adjust Terrorsite mapScripts for UFO spawn and proper block variety
 - Adjust Alien Alloy recovery from Missionsites to give proper yield
 - Adjust Tank fire accuracies slightly
 - Add Terrorships Spawn on Terrorsites
 - Add Terrorship reappears after Terrorsite despawn or failed/aborted XCom Mission
 - Add DOWNTOWNURBAN Railstation to URBAN and INDUSTRIAL Terrosites
 - Add Ufopaedia Articles for Armors / Combat Analysis
 - Add Running will NOT trigger Mutual surprise
 - Add Info for Melee Weapons that user strength increases damage
 - Add another Graphic for a DayNightIndicator
 - Add Psi Animation by pWWWa
 - Add Psi Miss Animation
 - Add Missing HandOb for Alloy Knife
 - Add Script: RED HIT FLASH for all Battlescape units
 - Add Ufopaedia Celatid (Ability to Selfclone once on Earth and unlimited on Cydonia/Psivision 13 tiles)
 - Add Custom Background for UFOpaedia Armor articles

I want to add some more terrains from TerrainPack 4.3, which I still lack at this point.
And also the economy rebalance with SellCostcoefficient, so the mod can be played also on lower difficulties then Superhuman with keeping the tight balanced economy.

I am looking forward to any form of feedback/critique points for the current released Version: 0.99.9.5.

And yes there will be a Version 1.0 at some point ;)