Author Topic: HALP: making old rulesets work in the new Openxcom  (Read 3301 times)

Offline GrossorMD

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HALP: making old rulesets work in the new Openxcom
« on: May 27, 2015, 07:53:51 pm »
Openxcom is an open source engine for the famed game X-Com: Ufo defense, which involves grand strategy and tactics in an unique format.

As you might or might not know, they rearranged the file system for the game, so that now rulesets are notably absent, and you're supposed to use a mod folder directly

And therein lies the problem: I used to mod some stuff directly at ruleset level (it took only a few copypastes and I don't switch versions that often, so it did not concern me overmuch.

What I did is add the modifications I wanted to an already existing ruleset affecting the parts I wanted to change.

However, for some reason, Openxcom fails to read my custom ruleset as a mod. It also fails to load alternate weapon tech, another one of my fav. mods.

Any input please?
Spoiler:
Code: [Select]
units:
  - type: MALE_CIVILIAN
    stats:
      melee: 15
  - type: FEMALE_CIVILIAN
    stats:
      melee: 15
 
  - type: STR_SECTOID_SOLDIER
    stats:
      melee: 12
  psiStrength: 30
  - type: STR_SECTOID_ENGINEER
    stats:
      melee: 12
  psiStrength: 40
  - type: STR_SECTOID_MEDIC
    stats:
      melee: 12
  psiStrength: 40
  - type: STR_SECTOID_NAVIGATOR
    stats:
      melee: 12
  psiStrength: 40
  - type: STR_SECTOID_LEADER
    stats:
      melee: 18
  psiStrength: 40
  psiSkill: 30
  - type: STR_SECTOID_COMMANDER
    stats:
      melee: 28
  psiStrength: 40
  psiSkill: 40
  - type: STR_FLOATER_SOLDIER
    stats:
      melee: 38
  - type: STR_FLOATER_ENGINEER
    stats:
      melee: 38
  - type: STR_FLOATER_MEDIC
    stats:
      melee: 38
  - type: STR_FLOATER_NAVIGATOR
    stats:
      melee: 38
  - type: STR_FLOATER_LEADER
    stats:
      melee: 45
  - type: STR_FLOATER_COMMANDER
    stats:
      melee: 55
  - type: STR_SNAKEMAN_SOLDIER
    stats:
      melee: 48
  - type: STR_SNAKEMAN_ENGINEER
    stats:
      melee: 48
  - type: STR_SNAKEMAN_NAVIGATOR
    stats:
      melee: 48
  - type: STR_SNAKEMAN_LEADER
    stats:
      melee: 55
  - type: STR_SNAKEMAN_COMMANDER
    stats:
      melee: 65
  - type: STR_SILACOID_TERRORIST
    stats:
      melee: 65
  - type: STR_CELATID_TERRORIST
    stats:
      melee: 35
  - type: STR_ETHEREAL_SOLDIER
    stats:
      melee: 56
  psiStrength: 40
  psiSkill: 40
  - type: STR_ETHEREAL_LEADER
    stats:
      melee: 66
  psiStrength: 50
  psiSkill: 50
  - type: STR_ETHEREAL_COMMANDER
    stats:
      melee: 78
  psiStrength: 60
  psiSkill: 60
  - type: STR_SECTOPOD_TERRORIST
    stats:
      melee: 30

Code: [Select]
soldiers:
  - type: XCOM
    minStats:
      tu: 60
      stamina: 60
      health: 40
      bravery: 30
      reactions: 50
      firing: 60
      throwing: 60
      strength: 30
      psiStrength: 0
      psiSkill: 0
      melee: 30
    maxStats:
      tu: 60
      stamina: 70
      health: 50
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 40
      psiSkill: 16
      melee: 40
    statCaps:
      tu: 80
      stamina: 100
      health: 80
      bravery: 100
      reactions: 100
      firing: 120
      throwing: 120
      strength: 70
      psiStrength: 40
      psiSkill: 40
      melee: 120
    armor: STR_NONE_UC
    standHeight: 22
    kneelHeight: 14
    genderRatio: [3, 1]

Code: [Select]
craftWeapons:
  - type: STR_LASER_CANNON_UC
    range: 34
  - type: STR_PLASMA_BEAM_UC
    range: 40
  - type: STR_FUSION_BALL_UC
    ammoMax: 4
items:
  - type: STR_HEAVY_LASER
    power: 120
    accuracySnap: 75
    accuracyAimed: 110
    tuSnap: 33
    tuAimed: 60
  - type: STR_HEAVY_PLASMA
    accuracyAuto: 0
    accuracySnap: 75
    accuracyAimed: 110
    tuAuto: 0
    tuSnap: 30
    tuAimed: 60
  - type: STR_HEAVY_PLASMA_CLIP
    power: 130
research:
  - name: STR_HEAVY_PLASMA
    dependencies:
      - STR_PLASMA_RIFLE
      - STR_PLASMA_RIFLE_CLIP
  - name: STR_HEAVY_PLASMA_CLIP
    dependencies:
      - STR_PLASMA_RIFLE
      - STR_PLASMA_RIFLE_CLIP
  - name: STR_PLASMA_CANNON
    dependencies:
      - STR_HEAVY_PLASMA
      - STR_HEAVY_PLASMA_CLIP
  - name: STR_PLASMA_RIFLE
    dependencies:
      - STR_PLASMA_PISTOL
      - STR_PLASMA_PISTOL_CLIP
  - name: STR_PLASMA_RIFLE_CLIP
    dependencies:
      - STR_PLASMA_PISTOL
      - STR_PLASMA_PISTOL_CLIP
  - name: STR_PLASMA_CANNON_DEP1
    dependencies:
      - STR_HEAVY_HURRDURR
      - STR_HEAVY_HURRDURR_CLIP
    unlocks:
      - STR_HURRDURR_CANNON
  - name: STR_PLASMA_CANNON_DEP2
    dependencies:
      - STR_HURRDURR_RIFLE
      - STR_HURRDURR_RIFLE_CLIP
    unlocks:
      - STR_HURRDURR_CANNON
manufacture:
  - name: STR_FUSION_BALL_LAUNCHER
    time: 2000
    requiredItems:
      STR_ALIEN_ALLOYS: 5
  - name: STR_LASER_CANNON
    time: 1500
    requiredItems:
      STR_ALIEN_ALLOYS: 2
      STR_ELERIUM_115: 5
  - name: STR_PLASMA_BEAM
    time: 2500
    requiredItems:
      STR_ALIEN_ALLOYS: 3
      STR_ELERIUM_115: 15
  - name: STR_TANK_LASER_CANNON
    requiredItems:
      STR_ALIEN_ALLOYS: 3
      STR_ELERIUM_115: 5
  - name: STR_HOVERTANK_PLASMA
    time: 2400
  - name: STR_HOVERTANK_LAUNCHER
    time: 2400
  - name: STR_LASER_RIFLE
    requiredItems:
      STR_ELERIUM_115: 1
  - name: STR_HEAVY_LASER
    requiredItems:
      STR_ALIEN_ALLOYS: 1
      STR_ELERIUM_115: 2
  - name: STR_HEAVY_PLASMA
    time: 2000
  - name: STR_PLASMA_RIFLE
    time: 1640
  - name: STR_PLASMA_PISTOL
    time: 1200
  - name: STR_BLASTER_LAUNCHER
    time: 2400

Offline liberation

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Re: HALP: making old rulesets work in the new Openxcom
« Reply #1 on: May 27, 2015, 08:53:16 pm »
I doubt there's anything wrong with your code, just the file structure that's in place now.

https://openxcom.org/forum/index.php/topic,3617

 

Offline GrossorMD

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Re: HALP: making old rulesets work in the new Openxcom
« Reply #2 on: May 27, 2015, 09:04:33 pm »
You're right. I placed the mods all lumped together, not each in its folder. Thanks :)