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Author Topic: [FINAL][MegaMod]Equal Terms 2.0++  (Read 84418 times)

Offline KingMob4313

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[FINAL][MegaMod]Equal Terms 2.0++
« on: June 04, 2015, 06:05:42 am »
--= 313 Equal Terms 2.0 Modification for Open-X-Com =--
By KingMob4313 and Ickschuss. Created for X-Com: Ufo Defense May 2000.
Last updated Feb 2020.

 FINAL FINAL FINAL FINAL FINAL  Version  2.0.040 FINAL FINAL FINAL FINAL FINAL FINAL


Link to mod.io here: https://openxcom.mod.io/equal-terms-20
 
PLEASE NOTE: THE NEXT VERSION (2.040) WILL BE THE LAST FOR OPENXCOM


 Installation:

Installation:
Please See the 'ET_Install.pdf' file for detailed install instructions.

== Required 'Advanced'/'Mods' settings ==
'UFO Extender accuracy' - Range Based Accuracy is an ABSOLUTE NECESSITY for proper balance.

-- Suggested Settings --
Explosion Height 3
TFTD Damage Formula
Aliens Pickup Weapons

-- Other mods I like added --
Improved Living Quarters & Large Stores - https://openxcom.mod.io/improved-living-quarters-large-stores
UFO Vanilla Variants - https://openxcom.mod.io/ufo-vanilla-variants
Terrain Pack - https://openxcom.mod.io/terrain-pack

The mod has three portions:

-= Wolfram Lance =-
The gunpowder teir weapons lack damage potential compared to later weapon technologies, but still have the highest cyclic rates in the game: firing more rounds per time-unit than other weapon classes.

-= Coherency =-
Laser weapons, while more potent and much more accurate in autofire modes than gunpowder weapons, are inferior in aimed accuracy to other weapon classes and lack the lethality of plasma weapons.

-= Fourth State =-
Plasma weapons inflict incomparable damage, while lacking some of the accuracy or rate of fire compared to the other weapon types.

Overall, weapons have a certain amount of utility throughout the game, while still making upgrading technology levels worthwhile.  Because of this, researching the weapon technology trees now takes longer, to afford more utility to the earlier tiers.

The tier-list
0: Gunpower
0.5: Alloy
1: Laser
2: Plasma
3: In next DLC

Version 2.0.040 (Final)
--== Current ==--
Added new Recon Craft that replaces recon ability of Skyranger
  Adjusted radar capability of other aircraft to emphasize use of the new craft
  Reduced cost of Skyranger now that it is nearly incapable of finding alien bases now
Added new Trade Goods for tier 0.5, 1, 2
Flipped BigOb for SMG tier to provide visual cues that it is a one handed weapon
(Re)-Set up map file reference UBASEREDUX_00 to have HYPER WAVE ENCODER/DECODER
Fixed HWP Issues - Thanks SupSuper, ohartenstein23 and Meridian for the help.
Improved HWP GMG sound

-= Current Release Details =-
OpenXcom Nightly Release - DOES NOT WORK WITH OpenXcom 1.0 (Which is no longer able to be downloaded from OpenXcom)
Current Status: Playable - Final version for OpenXcom - A 2.5 version will be released for OpenXcom Extended (OXCE)
NOTE SHOWSTOPPER: Possible tech deadend if 'Hyperwave Encoder' does not spawn in Alien Base missions.
  - Has been tested with base OpenXcom and the major Terrain Pack

--= Future Plans =--
OpenXcom Extended Release
In planning/evaluation stage. Code at 90%
Proposed Changes:
 - armor vs penetration and armor damage behavior
 - reload times
 - miscellaneous gear
 - melee weapons
« Last Edit: February 06, 2020, 04:15:35 am by KingMob4313 »

Offline NebulaM78

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #1 on: June 04, 2015, 07:27:42 am »
Good to see you again, man. After all this time waiting I thought you were lost in the warp.

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #2 on: June 05, 2015, 04:35:30 am »
Mod Details:

 Wolfram Lance:
 
- New purchasable conventional armor
    - Class III SWAT style armor
    - Class IV tactical armor
  - New weapons classes and system
    - Reworked small arms replacing existing firearms: Machine Pistol, Magnum Revolver, Submachine Gun, Squad Automatic Weapon / Saw, Designated Marksman's Rifle, Sniper Rifle
    - New explosives: Small Rocket, APFSDS Rocket, Incendiary Grenade, Frag Satchel, Multiple Grenade Launcher, Single-Shot Rocket Launcher (SSRL)
  - Reworked Interceptors and Weapons
    - New Wasp light Air-to-Air missile
    - Stingray and Avalanche adjusted for balance
    - Starting interceptor toughness weakened 40%
  - Expansion of alloy technology
    - Basic Alien Alloys research can be re-purposed into improved conventional armor
    - Alien Alloy research leads to Alloy Manufacturing
      - With this technology, construction of improved explosives, small arms ammunition and personal armor is possible
     - The technology allows for research into Directed Energy Weapons (Lasers)
    - Alloy Manufacturing leads to Alloy Aerospace
     - Permits construction of enhanced Air-to-Air Weapons
  - New HWP tanks
    - Four new tanks replacing existing tanks
      - General Machine Gun with 40mm Grenade launcher
     - Heavy Rocket Launcher with Submachine Gun
     - Light Rocket Launcher with Light Machine Gun
     - Fully Automatic 40mm Grenade Launcher with Submachine Gun
    - Tanks much tougher, but are reduced in effectiveness with damage
  - Armor now protects in a different fashion
    - armor affords a similar protective value as before.
      - All hits now have higher chance of inflicting some damage, even with low damage weapon hits
      - Higher damage weapon hits do somewhat less damage
  - Small & Large Radar adjusted for balance
 
 Coherency:
 
- Expanded Armor Types all requiring Alloy Manufacturing
    - Added Heavy Personal Armor
  - Alloy Manufacturing leads to Alloy Aerospace
      - Allows for construction of an enhanced conventional interceptor
  - Reworked and Expanded Air-to-Air Weapons
    - Laser Cannon is now a long range, somewhat inaccurate and slow firing weapon
    - Pulse Laser is a short range, high-rate-of-fire weapon
  - New weapons classes and system
    - New weapons replace existing weapons with the following: Pistol, Magnum, SMG, Assault Rifle, Marksmans Rifle, Sniper Rifle, LMG all using the Laser technology.
  - Two new tanks replacing existing Laser tank
    - Laser Cannon with Enhanced 40mm Grenade Launcher
    - Laser GMG with Enhanced 40mm Grenade Launcher
 
 Fourth State:
 
- Expanded Power Suit and Flying armor types
    - Added Scout Power Armor and Scout Flying Power Armor
  - Complete rework of the existing Plasma weapons.
    - Human Plasma weapons now include the following: Magnum, SMG, Marksmans Rifle, Sniper Rifle, LMG.
    - Plasma Weapon research now has further requirements past the weapons themselves.
    - Certain plasma weapons cannot be manufactured by the X-Com team.
    - All alien plasma weapons cannot be used by X-com forces, they must be converted first.
  - Reworked and Expanded Air-to-Air Weapons
    - Rebalanced the Plasma Cannon
    - Added Pulse Plasma: a short range, high-rate-of-fire weapon
    - Fusion Ball Launcher is rebalanced
  - Hyperwave Decoder is now harder to research
  - Two new tanks replacing existing plasma and blaster launcher tank
    - Plasma Cannon with 40mm Grenade Launcher with Alien Grenade warhead
    - Plasma GMG with 40mm Grenade Launcher with Alien Grenade warhead
    - Blaster Bomb / Fusion Rocket with Plasma SMG
« Last Edit: October 27, 2015, 04:45:31 am by KingMob4313 »

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #3 on: June 15, 2015, 05:15:56 am »
Good to see you again, man. After all this time waiting I thought you were lost in the warp.

Real life and coding at my job smashed me flat.  But getting the mod to work with the new framework is a good time to dive back in.
« Last Edit: October 27, 2015, 04:45:43 am by KingMob4313 »

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #4 on: July 10, 2015, 05:43:05 am »
Some teases...

Offline Dioxine

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #5 on: July 11, 2015, 10:18:37 am »
With your passion for weapon details, have you considered going OXCom Extended?

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #6 on: July 11, 2015, 06:24:27 pm »
With your passion for weapon details, have you considered going OXCom Extended?

That's going to be the next version I'll put out. Gonna have 3 all in a folder: Nightly, Standard and OXC.

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #7 on: July 16, 2015, 06:09:38 am »
Not near release due to some issues with dealing with breaking nightly changes.

Current Changelog:

Code: [Select]
ALL HWP ammos are not done as if single shot -- Done --
  - Issue now is all Aux weapons actually work as if clips. -- FIXED --
40mm Alien MGL grenade - Make one more Faux entry for the MGL.
40mm HWP AGL ammo still showing on floor. -- FIXED --
Same with SMG ammo for HWP -- FIXED --


HoverTank/Plasma still appears for some reason. --FIXED--

Fix all tanks to use the correct format for the YAML:
  1) put 'builtInWeapons:' at the unit level
    a) First weapon(item) should match the name of the tank
  i) Weapon and ammo do not belong in the builtInWeapons section(see below)
b) Aux weapon and ammo should be on in the 'builtInWeapons:' section
  2) 'fixedWeapon:' on the weapon(item)
  3) turretType: on the main weapon(item)
  4) 'allowInv: false' on the armor
  5) Comment out ammo UFOpedia entries and bigobs
-- WL -Done- (weight and size not done)
-- C -Done- (weight and size not done)
-- FS -Done- (weight and size not done)

Fix all HWP weaponry ammo:
  - All weapons actually have the right clipsize
    - fix costs of weapons
- fix 'size' of weapons
- fix name to reflect the number of shots (see cannon ammo)
- try to figure out why it's showing on the floor
  - BigSprite is what's used, but that's what shows in the hand.
    - Remove sprite and ufopedia entry just for HWP weapons and it should solve
HoverTank/Plasma still appears for some reason. --FIXED--

Fix the following: --FIXED--
HWP FUSION ROCKET - HWP Fusion Rocket Ammo DONE
HWP HEAVY IMPROVED ROCKET - HWP Heavy Improved Rocket Ammo DONE
HWP LIGHT IMPROVED ROCKET - HWP Light Improved Rocket Ammo DONE
HWP 40MM IMPROVED GRENADE - HWP 40mm Improved Grenade DONE
BELTED HWP 40MM GRENADE - HWP Belted 40mm Grenade DONE
HWP HEAVY ROCKET AMMO - HWP Heavy Rocket Ammo DONE
HWP LIGHT ROCKET AMMO - HWP Light Rocket Ammo DONE
HWP LMG AMMO - HWP LMG Ammo DONE
HWP SMG AMMO - HWP SMG Ammo DONE
HWP GMG AMMO - HWP GMG Ammo DONE

Some confusion between tank versions. Make sure stats are all consistent. --FIXED--

--FIXED--
GMG -- GL -- THERE  DONE
HRocket -- SMG -- THERE  DONE
LRocket -- LMG -- THERE  DONE
A GL -- SMG -- THERE  DONE

L Cannon -- GL+ -- THERE  DONE
L GMG -- GL+ -- THERE  DONE
IHRocket -- L SMG -- THERE  DONE
ILRocket -- L LMG -- THERE  DONE

P Cannon -- GL+A -- THERE  DONE
P GMG -- GL+A -- THERE  DONE
Launcher -- SMG -- THERE  DONE

--FIXED--
Ammo and base values for tanks. [May need HP adjustment again]  DONE

--FIXED--
Missing Shotgun Shells DONE
Put Avalanche before hornet DONE
Where is Heavy Rocket Description? DONE
Incendiary as well DONE
Fix Retaliator description DONE

--FIXED--
Make worksheet and make sure that all guns (and ammo for Wolfram) are showing DONE

Offline Rory_20_uk

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #8 on: August 21, 2015, 01:22:39 pm »
That is fantastic news - I really look forward to the completed article... especially the Extended version  ;D

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #9 on: August 27, 2015, 03:19:36 pm »
@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #10 on: September 08, 2015, 02:29:00 am »
@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?

Working on that tonight. Is most likely a case issue.

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #11 on: September 08, 2015, 02:31:06 am »
I am currently in palette-fix hell with all of my armors after change to the way that heads are handled with the nightlies. I have to fix 240+ images per armor set (10 armor sets) and I can't seem to find a way to do it easily.

Not making great progress right now, sorry everyone.  I may roll back it to work on the full released version to avoid this issue.

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #12 on: September 09, 2015, 04:04:43 am »
Working on that tonight. Is most likely a case issue.

Going to install ubuntu tonight on a pen drive and dive in on it.  Tried a number of things to try to force windows to be case sensitive and all failed.

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #13 on: September 10, 2015, 05:55:34 am »
As posted in another thread: Out in lib-building land trying to get all the supporting libs before I can even try to install SDL. Done for the night, so I'll pick it up again on friday.
I may try to shift over and redo the mod for the 1.0 release and worry about getting all the palettes fixed for the nightly some other time.

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Reply #14 on: September 11, 2015, 12:55:00 am »
@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?

Check the other thread, I have a 1.03 version for you to test.