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Author Topic: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha  (Read 168091 times)

Offline Hobbes

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Someone could be really happy with this...



You called down the thunder...

Thanks to Meridian in implementing the mechanics, there will be a number of nice new Geoscape features on the next version:
* AI Iron Hand - this was a planned part of the plotline and involves a Russian AI recovered by Skynet whose propose was to trigger a nuclear response if certain strategic conditions were met. Dead Hand activates after a number of months have passed, creating a special Skynet base whose sole propose is to locate and fire strategic nuclear missiles at Tech-Comm bases anywhere in the world. This base needs to be detected by Tech-Comm on Geoscape and to be destroyed in order to advance the storyline.
* Strategic missiles - When an MX missile is fired there is no possible defense by the Resistance against an intercontinental ballistic missile (defense facilities will always miss) and the targeted Tech-Comm base will be automatically destroyed (but if you detect the missile, you can evacuate it).
* Tactical missiles - if a Skynet base launches HK interceptors, they'll switch to retaliation mode if there are no Tech-Comm craft (either destroyed or landed). If the interceptors detect any Tech-Comm base, then the Skynet base will launch a tactical missile. If the raider passes through the base's defenses it will destroy a number of base facilities, but it will not remove the base (Command Center can't be destroyed). This makes assaulting Skynet bases even more dangerous, and craft retreating from interceptors will conduct the HKs right in the direction of their home base.
* HK Bombers - variation of the tactical missiles, but the base recon/bombardment will be conducted by scouts/bombers taking off from an HK base
* Earth-based operations - HKs generated by Skynet bases will now take-off/land from the actual locations of those bases. This is an useful feature to detect the probable locations of Skynet bases.
* Resistance Sector Reactivation - If a sector is infiltrated it is possible to regain back its support and supplies by destroying the Work Camp that is created upon a successful infiltration

There's also gonna be more changes to missions/HKs/facilities. Any suggestions for balance would be welcome :)

There's going to be also several changes/adjustments to HKs to balance all the new
« Last Edit: October 15, 2018, 02:34:55 am by Hobbes »

Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
« Reply #271 on: October 16, 2018, 03:54:09 am »
Download link - http://www.mediafire.com/file/tdxgaftnt0cdcf0/TechComAlpha_v0.32.zip/file

Requires OXCE 5.1 - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-62ff7b14f-2018-10-14-win32.7z

Change Log V0.32
* Updated to OXCE 5.1
* Add: Skynet Missile Base facility, can conduct nuclear missile attacks that destroy Tech-Comm bases, currently appears at February for testing, later it will be changed for a June activation (and become a major part of the plotline)
* Add: Skynet tactical Scarab missiles and HK bombardments, both destroy facilities on Tech-Comm bases
* Add: Earth based operations, HKs now take off/land at their origin bases
* Add: Reactivate Resistance sector - destroy the workcamp generated by the infiltration and the sector will resume funding
* Change: All continents now start with an HK base already present, instead of just the starting Tech-Comm region
* Change: HK Bases can now generate Interdiction missions (HK Bombardment) but can't spawn Pacification missions
* Change: Skynet Core can now generate Interdiction, Pacification, Termination and Infiltration missions anywhere on the world, plus Transport missions.
* Change: Pacification missions are now generated through missionScripts, 1-3 possible each month, frequency and chance of happening on region with Tech-Comm base decrease as each mission is generated
* Change: Interdiction missions are now of retaliation type and consist of bombardments made by either HKs or missiles that can destroy facilities
* Change: Hangar removed from starting base until its tactical map is completed
* Text strings reorganized to follow the UFOPaedia order
* Change: Skynet Core interception missions now switch to retaliation with an MX nuclear missile when all Tech-Comm craft are destroyed
* Change: Interceptions from Factories, Workcamps and HK Bases will switch to Scarab tactical missile or HK Bomber attacks as retaliation
« Last Edit: October 17, 2018, 04:56:52 am by Hobbes »

Offline SIMON BAILIE

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
« Reply #272 on: October 16, 2018, 04:30:59 pm »
Is there a problem with downloading v0.32 as I just get the attached screen when trying?

Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
« Reply #273 on: October 16, 2018, 05:10:42 pm »
Is there a problem with downloading v0.32 as I just get the attached screen when trying?

I've fixed the link, try again

Offline SIMON BAILIE

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
« Reply #274 on: October 16, 2018, 05:20:18 pm »
Thanks, working now.

Offline efrenespartano

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
« Reply #275 on: October 16, 2018, 05:38:59 pm »
Download link - http://www.mediafire.com/file/tdxgaftnt0cdcf0/TechComAlpha_v0.32.zip/file

Requires OXCE 5.2 - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-62ff7b14f-2018-10-14-win32.7z

Change Log V0.32

Great! Thanks, Hobbes. I'm going to test the new things! ;D


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Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.32 released October 16th
« Reply #276 on: October 16, 2018, 06:49:22 pm »
I've just updated 0.32 by reverting the Comm Tower to its proper settings (it was set for a huge range and decoder ability for testing), so please download it again if you don't want to use the testing mode.

EDIT: Updated the link again to remove the extra detection range of the Mohawk (for testing proposes only) and to change Skynet's Core interception missions - if you fail to defeat the interceptors then they'll switch to detect any Tech-Comm bases in the area and destroy it with a nuclear strike if detected.
« Last Edit: October 17, 2018, 05:01:08 am by Hobbes »

Offline Hobbes

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Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33a released October 21st
« Reply #277 on: October 21, 2018, 04:59:34 am »
Version 0.33a uploaded to the modportal!

Alternate download link - https://www.mediafire.com/file/do6nzi9bk8l4b9q/TechComAlpha_v0.33a.zip/file

Requires OXCE 5.1 - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-62ff7b14f-2018-10-14-win32.7z

Change Log V0.33
* Add: Automatic Base Upgrades - HK Bases spawned by Factories start as Outposts and will upgrade to a full base after a couple months. Outposts will have a smaller battlescape (40x40) instead of the planned 50x50 for HK Bases, and will only spawn Eradicaton and Patrol missions. After being upgraded to HK Bases they'll spawn Termination and Interdiction missions in addition to the other two.
* Change: Eradication missions generate resistance alerts (which disappear soon and which don't change score). The alerts' propose is to reveal machine presence in the area and help with overall immersion since it's nearly impossible to respond to them.
* Add: Geoscape Alert System using missionScripts. New objectives will appear as Geoscape alerts when they are activated and a detailed description becomes available at the Intelpedia. This is also used to create Skynet activity throughout the world through Resistance Alerts.
* Feature: if a Tech-Comm base is discovered by an Interdiction, Skynet can keep sending additional bombers to attack it - besides shooting down the HKs with crafts/base defenses, to completely stop those attacks it is required either: a) Tech-Comm base is removed/destroyed or b) Skynet eventually makes a ground assault on the base and fails.
* Change: the HK Bases generated at game start can either be Outposts or full bases
* Fixed: Terminator units stuck on roofs should now move, added stairs for access to Hangar and Stores roofs
* Fixed: Training Facility now generates an empty 10x10 map (until building is designed and added to terrain)
« Last Edit: October 21, 2018, 08:33:33 am by Hobbes »

Offline efrenespartano

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Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
« Reply #278 on: October 21, 2018, 05:10:29 am »
AWWW YEEEEAAAHH!

A great update! I'm downloading right now! ;D


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Offline Hobbes

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Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
« Reply #279 on: October 26, 2018, 07:40:17 pm »
Please update OXCE using the following link - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-5f27e4bff-2018-10-25-win32.7z

This fixes a bug with base bombardments that causes the game to crash

Offline Hobbes

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Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
« Reply #280 on: October 30, 2018, 04:33:28 am »
Progress report: version 0.34 is well under way, lots of new features will be added, including new game mechanics implemented by Meridian.

My current plan is to finish as much as possible of crafts/base facilities before moving on to implementing the new missions, so next updates will be focused on these areas.

V0.34
* Change: Tech-Comm Base terrain close to finished, includes new maps for the Command Center and Hangar, added stairs to Housing and Stores buildings, fixed routes to prevent terminators becoming stuck on roofs, and a rework of nearly all existing maps.
* Change: Shelter and Hangar give craft_housing base funcionalities, Hangar and Tech Station give craft_production, and Hangar/Training Station give pilot_training; later other facilities will give different funcionalities required for research/manufacture
* Add: destroyBaseFacilities as a global variable, set to true. This makes enemy units to focus more on destroying base facilities during a base defense mission
* Add: all facilities now have a missileAttraction value assigned, representing the odds of getting hit by a bombardment. Surface buildings and radar/missile facilities have higher values, while underground facilities lower ones
* Add: facilities hit by bombing/combat will become either damaged or destroyed, damaged facilities require repairs (upgrades) to restore to full funcionality, become destroyed if hit again while still damaged; requires damaged/destroyed versions for Tech-Comm base terrain
* Add: Pilot Training, requires base funcionalities pilot_training and craft_housing, uses 1 manufacturing space, takes 5-15 days to complete
* Add: Craft Production, requires base funcionalities craft_housing and craft_production and the corresponding craft research project
* Change: Resistance crafts can be bought, manufactured or recovered
* Add: A-7, F-4, F-14, F-15, F-16, F/A-18, U-2 and SR-71 crafts (change of plans based on feedback)
* Crafts can be acquired according through 3 ways: purchase (most already existing craft), research & manufacturing (recovering blueprints on missions) and recovery (winning tactical missions). Research unlocks the existing advanced craft, while the newer models added can only be recovered from missions
« Last Edit: October 31, 2018, 08:23:26 pm by Hobbes »

Offline efrenespartano

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Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
« Reply #281 on: October 31, 2018, 12:02:34 am »
Is time to draw new planes, then!  8) ;D


Offline robin

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Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
« Reply #282 on: November 02, 2018, 03:43:55 pm »
Code: [Select]
    huntMissionWeights:  # which hunt mission to generate, based on months passed and weights
      0:
        STR_SKYNET_INTERCEPTION_CORE: 10

Is there a reason why mission weight is 10 rather than 100 ? (I know for practical purpose it doesn't make a difference, but I wondered since elsewhere you use 100).

Offline Hobbes

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Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
« Reply #283 on: November 02, 2018, 04:10:14 pm »
Is there a reason why mission weight is 10 rather than 100 ? (I know for practical purpose it doesn't make a difference, but I wondered since elsewhere you use 100).

Laziness.

Offline robin

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Re: [TC][OXCE] Terminator: Tech-Comm - version 0.33 released October 21st
« Reply #284 on: November 02, 2018, 04:30:32 pm »
The best reason :P