UFO / TFTD Combo Mod beta

combo mod ufo combined joined tftd

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#21 luke83

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Posted 09 August 2012 - 10:16 AM

I am glad to see my Cut and Paste work finally made it into a game, now IF openXcom gets to the point where it can use them i will be very happy :)

#22 Leni

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Posted 16 September 2012 - 07:34 AM

Hi all,
I'm trying to get this to work but having no luck.
I thought I had a clue about what I was doing, given the instructions seem to be pretty straightforward and I'm usually pretty good with all this stuff, but apparently not this time!
Is anyone around/able to help me with some issues please?
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#23 Tycho

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Posted 16 September 2012 - 10:56 AM

Someone is always around.  Write a detailed entry about what the problem is, what steps you took to install, what other mods you are using or are wanting to use, and what steps have you already tried to resolve this (if any).

#24 kyrub

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Posted 28 October 2012 - 03:22 AM

View PostLeni, on 16 September 2012 - 07:34 AM, said:

I'm trying to get this to work but having no luck.
Bomb Bloke's instruction are actually pretty cryptic.

You should
1) clean install  TFTD
2) unpack combomod
3) install TFTDextender, change extender ini settings per BB's instructions
4) run \bb_tact\ComboMod\Comboinstaller.bat
5) run \ComboMod.bat

And it works like a treat.

---

BB, I tried some missions and it's very very good. But: I was put off by low alien variety (I got only Gillmen and Lobstermen in 5 months tested; Secoids only once). Could we see some EU guys as well?

Otherwise, it's simply excellent, so many maps. I witnessed all 3 "classic" terror maps, port, city, island. Exciting stuff. I could do with an option to have smaller maps, though. Farm on 5x5 or even 6x6 is too boring, after 10 years of X-COM. 4x4 would do perfect job. Big maps for everyday missions killed TFTD to all but the core community.

#25 Bomb Bloke

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Posted 28 October 2012 - 07:43 AM

Getting EU aliens in would be quite a bit of coding - mostly pulling out data tables of stats and working out when and where to implement them.

I'd probably revise all the alien tables so that things worked more like EU - In that game, there are five "master" races, each with its own terror unit (though Mutons got two). In TFTD, there are only four master races, with seven terror units... Throw in that some of the terror units are really really rare, and there's really just not a lot of variety.

So what I'd wanna do is turn either the Deep One or Calcinite into a "master" race, making the scales even. Then, when fighting a given race on land during artefact/base missions, there'd be a (high) chance that it turns out to be the EU counterpart (it could be done for all missions, though any time a USO is involved it'd look a bit odd - eg shoot down Tasoths and get Ethereals only if the craft ends up on land).

Converting the Deep One / Calcinite isn't really needed, but that on its own would really make a huge difference. For the most part the game is already rigged so that they can be treated that way (the sprite support to give them guns is there), but if memory serves their AI can't handle having weapons equipped - that'd be the tricky bit to deal with.

Yes, I agree the map sizes could be reduced to match EU sizes. They vary according to the size of the alien ship, but yeah, TFTD maps are just about always bigger. Reckon it'd be worth reducing the underwater battles too, or just the land ones?
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#26 kyrub

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Posted 28 October 2012 - 08:00 PM

View PostBomb Bloke, on 28 October 2012 - 07:43 AM, said:

I'd probably revise all the alien tables so that things worked more like EU - In that game, there are five "master" races, each with its own terror unit (though Mutons got two). In TFTD, there are only four master races, with seven terror units... Throw in that some of the terror units are really really rare, and there's really just not a lot of variety.

So what I'd wanna do is turn either the Deep One or Calcinite into a "master" race, making the scales even.
Personnally, I would not mind altering the whole "race" model. I grew tired of unified races in every game I played. I mean, floaters in fields, again? The terror missions were so sweet with these extra units. Mixed crews in TFTD were a step in good direction in my opinion.

Random suggestions:
a) insert a few Terror units in some UFO missions. An abduction ship could carry 2-4 terrorists. ("impregnation of alien phoetuses..."). Retaliation ships as well.
b) Infiltration missions should use Ethereals as leaders or commanders, who lead the negotiations.
c) Supply missions should have some tough military force to protect the material.
d) Harvest combined with larger ships could spawn many rare critters, Triscene, Hallucinoid, Calcinite alongside a few soldiers. I mean, these things must be feeded, no?

e) make cooperative races. An ufopaedia text states, f.i., that Mutons serve as soldiers to Ethereals. I could easily see Ethereals as dedicated leaders and commanders, with Mutons as their bodyguard. No Ethereal soldiers.
f) This model can be reproduced, elsewhere. Maybe Tasoths + Triscene (same theme?), or Hallucinoid. We could have a robotic crew theme as well: Calcinites + Bio drone + Sectopod. Lobstermen could be the supply bodyguards. A race or two races could make the universal Navigator (like the Deep one // Calcinite). This would definitely make the larger ship's assault more fun.

It's a fancy stuff and I know I am overdoing, contradicting myself. Maybe you'll find that inspiring, though.

#27 Bomb Bloke

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Posted 18 November 2012 - 11:26 AM

I've made a small tweak in relation to Dawn City; previously, if you installed it over your copy of UFO before running the ComboMod installer, it'd replace the Urban maps in TFTD just as it would in UFO.

Now, if you extract it to a folder separate to your UFO installation (leaving the vanilla Urban maps intact), the ComboMod installer will let you specify both directories during setup. Both will then randomly pop up during gameplay (the odds of seeing each of the four different terror sites - Island, Port, Urban and Dawn City - should be about even).

Note that once you've installed Dawn City into TFTD, if you later need to run the ComboMod installer you don't need to specify the path again. It won't remove those files once they're in there so you don't need to copy them in again (unless Hobbes happens to make another update or something).
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#28 kyrub

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Posted 19 November 2012 - 01:41 AM

What can I say, BB?
Fantastic work. In my book, the Combomod + the Extender is the best version of X-COM yet.
I'll do some advertising on other webpages, this has become a true classic.

----
The races: Do you think simple modding of race / crew tables in the exe (in pre-installation) will do the job for me? Will it be fonctional? Will it backfire / interfere? (like, for example, putting big aliens in simple missions is possible or not?)

#29 Tycho

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Posted 19 November 2012 - 04:04 AM

I would think this is just a matter of giving a value to the terrorist field in the sub's crew compliment.  Although, if there are no spawn points for big units, they won't be placed (or might cause an infinite loop to start, depending on the error checking in the routine.)

#30 NKF

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Posted 19 November 2012 - 04:50 AM

View PostBomb Bloke, on 28 October 2012 - 07:43 AM, said:

Converting the Deep One / Calcinite isn't really needed, but that on its own would really make a huge difference. For the most part the game is already rigged so that they can be treated that way (the sprite support to give them guns is there), but if memory serves their AI can't handle having weapons equipped - that'd be the tricky bit to deal with.

If I'm not mistaken, if you remove the turret weapon, they will indeed be able to use weapons.

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#31 Zombie

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Posted 19 November 2012 - 05:28 AM

View PostTycho, on 19 November 2012 - 04:04 AM, said:

I would think this is just a matter of giving a value to the terrorist field in the sub's crew compliment.  Although, if there are no spawn points for big units, they won't be placed (or might cause an infinite loop to start, depending on the error checking in the routine.)

I doubt anything catastrophic would happen. No spawn point for a unit means it will not spawn at all, plain and simple. Same thing happens in an auto-win base defense: if your soldiers fill all the spawn points, the aliens can't and the mission will end. Posted Image

If you want large units to show up, you'll need to edit some spawn points on each particular map set to include them. :)

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#32 kyrub

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Posted 19 November 2012 - 11:55 AM

Are you sure, Zombie?
I think I read reports about large units filling the lift spawn points in TFTD, where they cannot move. On the ship terror missions, that is.

#33 Bomb Bloke

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Posted 19 November 2012 - 12:37 PM

There shouldn't really be any problems messing with alien types. Spawn nodes suitable for both unit sizes exist in all relevant terrains, so the large units should indeed appear (looks like no one told the map developers that TFTD would hardly ever use larger units). Though as Zombie states, if there's no where to place an alien, it simply doesn't appear and the game carries on as if it never existed. (Sorta. You still get its equipment if you win the map.)

Large units may indeed end up stuck in the small cabins within the lower levels of cruise ships, but this only occurs because those nodes are specifically flagged to allow it. It's an error in the map design, not the game engine. There's at least one node in the island terrain with the same sort of issue attached to it (one of the underground ones). It's a royal pain when large units spawn in these spots because they end up dedicating all their time units to reaction fire. But these instances occur under normal gameplay, and could readily be fixed if someone wanted to hunt through all the nodes in MapView and correct the RMPs.

Re Calcinites/Deep Ones, I hadn't considered taking the turrents off the Deep Ones - I've now tried it, and it seemed to work, though the arm sprites seem a little off when firing or carrying a single-handed weapon (could easily be fixed, I'm sure). Another quirk is that it doesn't stop them from firing in an arc with whatever weapon you give them. Note that I tested this by taking an Aquatoid and simply changing its race index to that of a Deep One, so it's definitely basing the arc thing on that value.

Calcinites don't have turrents assigned to them, but just getting Deep Ones working with guns would suffice. The "Mixed Crews" could be renamed to "Deep Ones", and made to appear a heck of a lot more often in the early game. Would certainly add the feel EU's racial variety back in.

Tycho pointed out the other day that "Mixed Crew" bases don't appear, though I'd assume "Mixed Crew" base-building missions are also never carried out. Assuming that's right, finding a way to trigger them would likely also trigger such bases.
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#34 Tycho

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Posted 19 November 2012 - 01:54 PM

Actually, colony stage one is hardcoded with the same "mixed crew" value and stage two is harcoded for lobstermen.  I just got the code working to randomize the stage one better with a chance of just getting the race originally assigned to the base in the LOC.DAT as well as both types of mixed crews AND to make stage two use the race in the LOC.DAT file.  Despite which race is spawned, there will always be terrorist units mixed in with the aliens.

#35 kyrub

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Posted 19 November 2012 - 02:01 PM

@BombBloke

Deep Ones though have another problem, they will not reaction fire beyond range 9, very poor.


Personnally, I could go with Calcinites + adding non- zero Throwing to them. As far as I know, they get a grenade each, with throwing Hopefully it would work (I remember testing it with Reapers, it seemed to work). Are there any sprites necessary for throwing?

This would make Calcinite quite challenging in the early game, where grenades represent massive thread. Also, it would force me to use different, spread tactics. (The only small downside is their graphic. It's quite disapointing, while Deep Ones, on the other hand, look and sound quite cool.)

#36 Bomb Bloke

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Posted 19 November 2012 - 11:01 PM

Calcinites won't throw or use grenades or weapons, unfortunately. You're hard-pressed to get them to use melee, for that matter, with the standard AI (they're more likely to take cover then charge at you). Again, I tested this by converting an Aquatoid (which has full access to such items and the stats needed to use them somewhat effectively) straight across to the Calcinite race.

There aren't any special sprites needed for throwing. Both Calcinites and Deep Ones have all the sprites they need for using equipment. Though for whatever reason the Deep One sprites aren't in the right order (or aren't being read in the right order), so they look a bit weird when actually carrying stuff.

Deep Ones, due to their firing arc, can only shoot ten tiles anyway - mindcontrolling them and and attempting to fire further gets you a "no LOF" message. I dunno whether or not removing the arc would automatically sort out reaction fire.

In regards to my "no mixed bases" comment, I was referring to the race assigned to the bases in the LOC.DAT records. If mixed crews are replaced with Deep Ones, say, then we'd want bases with a race of 4 assigned to 'em.
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#37 Tycho

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Posted 20 November 2012 - 03:23 AM

If you can remove all the reference to the routines that handle the special attack of the celatid, Deep Ones will act normal.  I think there are 2 areas of the code that handle the AI routine for the special attacks and another 2 for making the attack.

#38 Bomb Bloke

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Posted 23 November 2012 - 08:58 AM

Just uploaded a small tweak, the installer now offers to reduce USO site maps down to the dimensions used in UFO:EU.
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#39 Tycho

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Posted 23 November 2012 - 02:39 PM

I just added the same tweak to the the Extender.

#40 kyrub

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Posted 23 November 2012 - 10:24 PM

That is great, BB and Tycho, thank you both.

Best version of X-COM yet, now more than before.
Lack of variety in aliens the only real downside, but it can be sidestepped, partially.




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