aliens

Author Topic: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha  (Read 168027 times)

Offline Gordonmull

  • Sergeant
  • **
  • Posts: 36
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #75 on: March 01, 2018, 05:12:21 am »
Quote
More or less - it's either remove all grates from the tunnels or try to keep some. I'm still working on how to solve this

OK, there's ways and means to create doors for now anyway  ;)

Quote
On ground level or inside the building? If it's on the rooftop, it is supposed to start there

It was in the underground bit with the bunks.



I really like the new setup though.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #76 on: March 01, 2018, 05:49:08 am »
OK, there's ways and means to create doors for now anyway  ;)

Yes. And you might actually get a situation where the tunnel grates will create bottlenecks for terminators.

Quote
It was in the underground bit with the bunks.

I really like the new setup though.

Got it, thanks.

Although in this case it was a bug, later it will be possible to get infiltrator terminators appearing in those locations, once those units are added ;)

Offline Gordonmull

  • Sergeant
  • **
  • Posts: 36
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #77 on: March 01, 2018, 10:20:03 am »
Quote
Yes. And you might actually get a situation where the tunnel grates will create bottlenecks for terminators.

Exactly my defence plan last night! I meant to elaborate but the matchsticks holding up my eyes were slipping. The tunnels being more useful now gives a brilliant feeling of the future war. Infantry fight a rear guard as civilians and pilots escape below ground to form a second line of defence and then the soldiers melt away...

Quote
Although in this case it was a bug, later it will be possible to get infiltrator terminators appearing in those locations, once those units are added.

Awesome! That will add to the mayhem! I did have a wee tongue in cheek thought that maybe it was an infiltrator.

The new underground living quarters is excellent, you've put quite a bit of thought into making sure there's somewhere to read, cook some food and a wee medical bay too. At least someone cares  ;)

Offline efrenespartano

  • Commander
  • *****
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #78 on: March 01, 2018, 11:05:07 am »

Awesome! That will add to the mayhem! I did have a wee tongue in cheek thought that maybe it was an infiltrator.

The new underground living quarters is excellent, you've put quite a bit of thought into making sure there's somewhere to read, cook some food and a wee medical bay too. At least someone cares  ;)

I agree with you, Gordonmull! The new map it's great. I can't wait to see some Infiltrators!

Quote
EDIT: The ground missions on Android doesn't work, everytime I try to start a new Simulation, it crashes. It's the same with the campaign, but Geoscape and air combat it's OK. D:

About the Android version, I've found the error: apparently, it's related with the T-500. I've adjunt some screenshots of Logfile involving missions with T-500s.

Enviado desde mi Blade A510 mediante Tapatalk
« Last Edit: March 01, 2018, 11:07:21 am by efrenespartano »

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #79 on: March 01, 2018, 03:31:47 pm »
I agree with you, Gordonmull! The new map it's great. I can't wait to see some Infiltrators!

About the Android version, I've found the error: apparently, it's related with the T-500. I've adjunt some screenshots of Logfile involving missions with T-500s.

I renamed the T-500 to T-300 but now I've renamed it back. Let's hope it clears the issue, but it might be necessary to edit the save file (just post it and I'll do it).

New version uploaded to fix this and another graphic bug.

Offline efrenespartano

  • Commander
  • *****
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #80 on: March 01, 2018, 03:51:23 pm »


I renamed the T-500 to T-300 but now I've renamed it back. Let's hope it clears the issue, but it might be necessary to edit the save file (just post it and I'll do it).

New version uploaded to fix this and another graphic bug.

Awesome, thanks! By the way, don't worry about the save file, I'm going to start a new game. This is Alpha, I like to test different bases and situations.

I found this bug mostly on New Battle. I'm going to download the new version and I'll test it. :D

Enviado desde mi Blade A510 mediante Tapatalk


Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #81 on: March 02, 2018, 06:39:56 am »
This mod is a bit hard to test sometimes...

Mohawk and Warthog escort detect an HK base in the West, 3 HK interceptors scrambled and shot down the Mohawk while severely damaging the Warthog who took all 3 down.

I buy a 2nd Warthog and wait until it arrives, then get ready to take out the HK base before it causes more trouble. I launched Warthog-2, who soon after launching is detected by a 2nd HK base to the NW (in 7 days the Factory spawned a 2nd HK base closer to my HQ), who launches 3 other HK interceptors who nearly shoot down Warthog-2.

Plus, no recon planes available to try to detect the 2nd base and try to assault it instead or shelter space for them because of all the hangar queens in repair.

Offline efrenespartano

  • Commander
  • *****
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #82 on: March 02, 2018, 06:54:49 am »
This mod is a bit hard to test sometimes...

Mohawk and Warthog escort detect an HK base in the West, 3 HK interceptors scrambled and shot down the Mohawk while severely damaging the Warthog who took all 3 down.

I buy a 2nd Warthog and wait until it arrives, then get ready to take out the HK base before it causes more trouble. I launched Warthog-2, who soon after launching is detected by a 2nd HK base to the NW (in 7 days the Factory spawned a 2nd HK base closer to my HQ), who launches 3 other HK interceptors who nearly shoot down Warthog-2.

Plus, no recon planes available to try to detect the 2nd base and try to assault it instead or shelter space for them because of all the hangar queens in repair.

What's the difficult are you playing?

I'm playing in Maginot, in Mexico. As I say before, it's a little easier than the West Coast, were I set my base before.

I've found the Warthogs are very capable to engage almost every HK, they are very useful. I have lost only two (while I lost 4 Skyhawks and 6 Talons)

Yesterday, I found a HK base in the border, but it's too defended for my Ospray to get there without escort, so I'm waiting to get ready my Skyhawk.

Yes, this mod is hard. But I like it, it's air combat it so great!

Enviado desde mi Blade A510 mediante Tapatalk
« Last Edit: March 02, 2018, 06:59:42 am by efrenespartano »

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #83 on: March 02, 2018, 04:52:09 pm »
What's the difficult are you playing?

I'm playing in Maginot, in Mexico. As I say before, it's a little easier than the West Coast, were I set my base before.

I've found the Warthogs are very capable to engage almost every HK, they are very useful. I have lost only two (while I lost 4 Skyhawks and 6 Talons)

Yesterday, I found a HK base in the border, but it's too defended for my Ospray to get there without escort, so I'm waiting to get ready my Skyhawk.

Yes, this mod is hard. But I like it, it's air combat it so great!

I guess I should listen to my own advice when placing the starting base and not put it in the middle of Skynet territory.

In any case, I'm working on getting the entire globe operational instead of just North America - the other regions aren't quite finished yet, but going global should result in a less hectic first month, which was planned from the start.

Offline efrenespartano

  • Commander
  • *****
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #84 on: March 04, 2018, 07:24:07 am »
Greetings!

Finally, after many days and many hours of thinking how to draw a plane, I finished all of the current aircrafts of the Resistance! Yay!  ;D

It's still necessary to convert them with the correct palettes, it's something that I'm still don't know how to do. But all the sprites are complete.
I hope you like them! And I hope they have no problems with the colors, although if so, I will correct them in the shortest time possible. :D I've attached a few Basebits, so you can check them out.

Have a nice weekend!

Offline Gordonmull

  • Sergeant
  • **
  • Posts: 36
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #85 on: March 04, 2018, 08:32:24 pm »
Quote
In any case, I'm working on getting the entire globe operational instead of just North America - the other regions aren't quite finished yet, but going global should result in a less hectic first month, which was planned from the start.

Good news! It is quite hectic.

I've been trying the air war a bit more these days. One thing I've noticed, something that might be good for this mod but I suspect is something outwith your control. Craft are currently repaired fully before being rearmed. It might be better if this was reversed considering the quick rearming time compared to the slow repair time. In other words, craft only armed with missiles become useless until 100% repaired.

Quote
I guess I should listen to my own advice when placing the starting base and not put it in the middle of Skynet territory.

A fine placement if you WANT to be attacked lots! I reckon the new base defence is a lot easier. I've played through twice now, both times using run for the tunnels tactics. It's quite easy to set up reaction fire traps in the tunnels and my casualties have at least halved. The first one I only lost two guys! The last one, 5. This is compared to double figures mostly, before. If the terminators are going to come through in dribs and drabs they could be easily defeated by setting up and ending turn. I suspect infiltrators will shake that up, though!

Quote
Finally, after many days and many hours of thinking how to draw a plane, I finished all of the current aircrafts of the Resistance! Yay! 

It's still necessary to convert them with the correct palettes, it's something that I'm still don't know how to do. But all the sprites are complete.
I hope you like them! And I hope they have no problems with the colors, although if so, I will correct them in the shortest time possible.  I've attached a few Basebits, so you can check them out.

Have a nice weekend!

Looking nice! Will be great to seeing them in-game.




Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.27
« Reply #86 on: March 05, 2018, 12:34:26 am »
Tech-Comm Alpha updated - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip

List of changes (v0.27):
* Increased Tech-Comm craft recon range by 50-100%
* Added missing facilities to Tech-Comm bases. Only Training Center missing, to determine later if to add training as a separate facility or as a part of Housing Area
* All facilities can be built (research not required/implemented yet) and the UFOpedia describes their abilities
* Tracking Station renamed as Defense Center and upgraded - it gives the second shot to base defenses and it also has a very small radar with a high detection rate as an alarm system against Skynet retaliations
* Reduced Terminator armor values
* Added missing craft sprites, designed by elfrenespartano
* Added temporary base sprites for the new 20x20 facilities, taken from Dioxine's Piratez mod



Greetings!

Finally, after many days and many hours of thinking how to draw a plane, I finished all of the current aircrafts of the Resistance! Yay!  ;D

It's still necessary to convert them with the correct palettes, it's something that I'm still don't know how to do. But all the sprites are complete.
I hope you like them! And I hope they have no problems with the colors, although if so, I will correct them in the shortest time possible. :D I've attached a few Basebits, so you can check them out.

Have a nice weekend!

Thank you very much!

I've already added them to this release, most look good, a few still have issues.

If you want to check them all out, just edit the \mods\TechCom\Rulesets\startingBase.rul file with Notepad or Notepad++ and change the starting crafts. 
« Last Edit: March 05, 2018, 01:01:19 am by Hobbes »

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.25
« Reply #87 on: March 05, 2018, 01:00:40 am »
Good news! It is quite hectic.

LOL

Yes, and this was not on the original plan for this mod, plus the air war is something new regarding tactics. And seeing 5 HKs going for your craft definitely have a feel of you being outnumbered and outgunned against Skynet (and we're now known as the Graveyard Airforce, after the number of craft I've lost during my testing).

Quote
I've been trying the air war a bit more these days. One thing I've noticed, something that might be good for this mod but I suspect is something outwith your control. Craft are currently repaired fully before being rearmed. It might be better if this was reversed considering the quick rearming time compared to the slow repair time. In other words, craft only armed with missiles become useless until 100% repaired.

It looks that the result you're after would be to allow for a bigger mission rate to craft, by allowing damaged craft to be simply refueled and rearmed before being launched again. Which I already considered before, but here damage helps with having a reason to speed the Geoscape, otherwise fights could last for days (they already can, if crafts take no damage during engagements).

Offline efrenespartano

  • Commander
  • *****
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.27
« Reply #88 on: March 05, 2018, 04:42:15 am »
Tech-Comm Alpha updated - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip

List of changes (v0.27):
* Increased Tech-Comm craft recon range by 50-100%
* Added missing facilities to Tech-Comm bases. Only Training Center missing, to determine later if to add training as a separate facility or as a part of Housing Area
* All facilities can be built (research not required/implemented yet) and the UFOpedia describes their abilities
* Tracking Station renamed as Defense Center and upgraded - it gives the second shot to base defenses and it also has a very small radar with a high detection rate as an alarm system against Skynet retaliations
* Reduced Terminator armor values
* Added missing craft sprites, designed by efrenespartano
* Added temporary base sprites for the new 20x20 facilities, taken from Dioxine's Piratez mod

I liked the Defense Center, it's a great idea. And I reaaaally say thank you about the increased radar! It's very useful.

I have to test the new Terminator armors. I test the aircrafts in my PC and the ground forces in my Android. So, I'll test it later.

Quote
Thank you very much!

I've already added them to this release, most look good, a few still have issues.

If you want to check them all out, just edit the \mods\TechCom\Rulesets\startingBase.rul file with Notepad or Notepad++ and change the starting crafts.

You're welcome! It's great to work with you. :D

 I'm going to fix the wrong colors. Oh, those damm wrong colors. xD Do you add the corrected versions of the first planes that I send?

I have plans to try to make the Intelpedia of the guns and missiles, I've already search the images on Google and I'm ready to start. Do you have any tips for me? :D Can you help me fixing the palettes too?

Enviado desde mi Blade A510 mediante Tapatalk
« Last Edit: March 05, 2018, 04:58:15 am by efrenespartano »

Offline efrenespartano

  • Commander
  • *****
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.27
« Reply #89 on: March 05, 2018, 04:52:32 am »
LOL

Yes, and this was not on the original plan for this mod, plus the air war is something new regarding tactics. And seeing 5 HKs going for your craft definitely have a feel of you being outnumbered and outgunned against Skynet (and we're now known as the Graveyard Airforce, after the number of craft I've lost during my testing).

Yes, of course! Finally, Skynet controls the skies. But the Graveyard Air Force will shoot'em down! Hahaha I've say it many times before, but the air war is one of my favorite things of this mod.

Quote
It looks that the result you're after would be to allow for a bigger mission rate to craft, by allowing damaged craft to be simply refueled and rearmed before being launched again. Which I already considered before, but here damage helps with having a reason to speed the Geoscape, otherwise fights could last for days (they already can, if crafts take no damage during engagements).

I support the idea of Gordon, I've lost a few Tracers due to not being ready for combat. But if it's for the sake of the balance, then it's OK. ;D


Enviado desde mi Blade A510 mediante Tapatalk
« Last Edit: March 05, 2018, 04:58:38 am by efrenespartano »