[Abandoned] Unmapped Lands
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
Asklar wrote: But they are HDFirearms, doesn't that count? Oh, right... Than it's the case problem, just changed everything to Chain sword and it seems to work just fine
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Fri Sep 23, 2011 7:49 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
Yeah. There's some slight oddities in that the Space Marines also have AddInventory lines in their actor definitions in the 40K mod itself, so... sometimes they might get two chainswords or other extra weapons for free. Oops. Moving on - I figured I'd take a crack at adding one of my favourite mods to Unmapped Lands; in this case, Darlos9D's excellent DarkStorm Military Technologies. Seeing as the DarkStorm Military Technologies mod still works in B26 for the most part, I quickly put this together. Their soldiers are standard Tengu and Oni types, they have Yosei Drones in place of their Armour Units, and are permitted to field the Yuurei and the Tengu/Oni EMP/Fire/Cryo-hardened variants for special missions (ie they're set as permitted units and won't gib if ordered with gibbing-nonfaction-units enabled). As they lack a mobile Brain unit, they use the Coalition Brain for now. I was contemplating using a colour-coded, modified Oni Bushi as the CO, but I decided against it as I don't know a whole lot about actor modding. Anyway; They do not have their heavy support lasers, gatling guns or automatic grenade launchers due to the special Oni Bushi drop-and-pickup requirements, but they do have pretty much all of their other kit. They do not use the Akateko or Shishi for base defense due to the former's roof-mount design (which may be incompatible with certain defensive placements) and the latter's considerable size, instead using the Coalition Gatling Turret. Their snipers will use the D105 Long Range Laser or D103 Electrolaser (but not the Coil Gun due to its very long range compared to stock sniper weapons) and they have the D50 ML for MANPAD purposes. All soldiers should always start with a primary weapon (an assault rifle, an assault laser, flamethrower, cryogun or D55 GL) and either a D37 or D37-S as their backup. They're also set up to use the DarkStorm EMP-Frag and Incendiary grenades appropriately. For unit drops, they use the D80 Yatagarasu Dropship, but not the D82 Raiju Drop Pod, as the latter lands hard and likes to chew up terrain as a result. I figured that would be a bad thing in missions that repeatedly airdrop replacement soldiers or reinforcement units. Attachment:
File comment: DarkStorm beta factionpack for UnmappedLands!
UnmappedDarkStorm.zip [2.61 KiB]
Downloaded 169 times
Place in your UnmappedLands.rte and unpack, add the following to the bottom of the ForeignMapIcons.ini file in the ForeignMapIcons folder, then add 'DarkStorm.lua' to the Factions.cfg in the Factions folder. Code: // DarkStorm Military Technologies by Darlos9D // http://forums.datarealms.com/viewtopic.php?f=61&t=17247 AddEffect = MOSRotating CopyOf = FactionIcon PresetName = FactionIconDarkStorm SpriteFile = ContentFile FilePath = UnmappedLands.rte/ForeignMapIcons/MapIconDarkStorm.bmp I've given them a very quick test and everything seems to work so far, but I can't guarantee there aren't bugs lurking in the DarkStorm.rte itself. Does not include the core DarkStorm files - get those here. Don't blame me if microscopic weasels pour out of your CD drive and eat your fingers, etc. etc.
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Fri Sep 23, 2011 9:10 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
Yay, I'll bundle them with the next release
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Fri Sep 23, 2011 9:36 pm |
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Bladethebetrayer
Joined: Wed Sep 21, 2011 1:43 am Posts: 19
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
I don't know what just happened but weegee put a smiley face so I know it must be good
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Fri Sep 23, 2011 11:56 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
DarkStorm is going to be added in the next release.
And DarkStorm is like one of the craziest mods out there, so yeah, it's very good.
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Fri Sep 23, 2011 11:58 pm |
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Bladethebetrayer
Joined: Wed Sep 21, 2011 1:43 am Posts: 19
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
I love dark storm.i got that mod too so that is awesome. thanks for the translation
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Sat Sep 24, 2011 12:04 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
DarkStorm is pretty well balanced compared to the Coalition/Dummies/Ronin - they're good, but not so good that it's hugely imbalanced in their favour. I figured they'd be a good addition, since pretty much all they're missing is the Commander unit. They're actually surprisingly resilient to bolter rounds for the most part, unlike the fleshy Ronin/Coalition and fragile Dummies. Sometimes they like to shrug off plasma blasts as well, but that's rare. I've also been trying to make a faction file for Coops' Superior Assault Warriors, but it's being troublesome. At first I thought it was because the campaign only supported a limited number of factions and I already had 6 not counting the SAW going off the fact that there's six save slots. Console output; Code: ERROR: UnmappedLands.rte/Libraries/CF_MissionLibrary.lua:110: attempt to call global 'f' (a nil value) As far as I can tell everything looks okay, but I probably missed something stupid. I've attached the alpha lua for debugging purposes. Attachment:
File comment: Non-functional SAW alpha for debugging
SuperiorAssault.lua [3.48 KiB]
Downloaded 174 times
I also tested the Raiju a bit more and it doesn't land as hard as I remember (at least on concrete and metal), so it should be safe for drop purposes. I've re-enabled it (and made a couple of minor tweaks, such as adding it to the permitted actor list). Faction icon not included this time; if you can't wait for R4 or whatever the next version of UnmappedLands will be, get the stuff from my last post, follow the instructions and then replace that DarkStorm.lua with this one. Attachment:
File comment: DarkStorm MT Beta 2
DarkStorm.lua [3.81 KiB]
Downloaded 188 times
-- Ed; Now that I think about it, seperate logic for drop pods used by the AI might be a good thing, since otherwise they count as unreturned Craft and thus towards the "AA is too good, fall back!" limit. Would also help make sure they aren't overloaded. -- Ultrasmurfs vs DSMT demo: I'm a thumbnail!
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Sat Sep 24, 2011 12:10 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
Arcalane, you put dot instead of comma at line: Code: CF_RocketLaunchers[factionid] = {"RSC-58LN", "BULE-83", "MLR-4", "SIG-II", "SIG-LOS", "RULAS-185"}; I'll include SAW in R4 release shortly
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Sun Sep 25, 2011 12:16 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
Couple of things A is this Mac compatible because it looks freaking awesome
B at the moment SAW is not mac compatible im testing with coops to make it
C Referring to an instance ('Base.rte/Station #836-AOC Terrain') to copy from that hasn't been defined! in UnmappedLands.rte/Scenes/Attack05.ini at line 8! I got that error when i tried to run this any ideas ?
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Sun Sep 25, 2011 12:23 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
A. It's not Mac compatible because I don't have a Mac and using VM is PAIN. If you want to port it the problem is usually backslashes if paths and a place where mod stores it's campaign data. B. SAW for some reason don't play nice with UL hitting MOID limit or firing victory in brainhunt missions. C. You might be using an old B23 version with B26, new starts just fine because that reference was removed. UPD: R4 released. Hope it works SAW is included but too buggy, I warned you!
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Sun Sep 25, 2011 12:40 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
weegee wrote: Arcalane, you put dot instead of comma at line: Code: CF_RocketLaunchers[factionid] = {"RSC-58LN", "BULE-83", "MLR-4", "SIG-II", "SIG-LOS", "RULAS-185"}; I'll include SAW in R4 release shortly Argh, I figured it was a stupid punctuation error. Full stops are basically a single pixel for me because my res is so high. Ed: I am the best pilot ever.
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Sun Sep 25, 2011 1:33 am |
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SharpenedOnTheDawn
Joined: Fri Sep 23, 2011 8:18 pm Posts: 26
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Re: [WIP] Metagame: Unmapped Lands B26 R4 (Treasure Hunt!)
i have added the EAF faction crated by Cooljoesmith mod can be found at viewtopic.php?f=61&t=16675&hilit=EAFthe faction has weak fast actors and long ranged weaponry has a brain, mobile medics, a drop-ship and all the actors come with a melee weapon that cannot re-spawns when dropped but cannot be picked up by other actors. does not have turrets so the default one is used.
Attachments:
File comment: unmappedlands with EAF faction added
UnmappedLands.rte.7z [1.61 MiB]
Downloaded 164 times
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Sun Sep 25, 2011 4:34 pm |
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SharpenedOnTheDawn
Joined: Fri Sep 23, 2011 8:18 pm Posts: 26
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Re: [WIP] Metagame: Unmapped Lands B26 R4 (Treasure Hunt!)
discovered i had tried to give a shield to an elite unit. This caused the same error that happed to the space marine mod. I removed the shield.
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Sun Sep 25, 2011 5:54 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: [WIP] Metagame: Unmapped Lands B26 R4 (Treasure Hunt!)
Small update; Currently working on faction files for Kettenkrad's Wehrmacht and whitty's TekTroopers. The former suffer from the same false-win as the SAW at the moment, often spawning a pile of extra troops for the attacker. The latter are on hold for now on account of apparently being immune to anything but their own weapons, which is just silly. I couldn't put one down even with a Heavy Digger. Ed: I'm also having an issue where I can't launch attacks if I spend even one action point.
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Tue Sep 27, 2011 12:42 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands B26 R4 (Treasure Hunt!)
Arcalane wrote: Ed: I'm also having an issue where I can't launch attacks if I spend even one action point. It's not a bug, but a feature. You can attack only with 5 points but you can defend with just one. And in next release you'll be able to defend up to five territories per turn. You can change this by editing your current.dat, just set PointsPerAttack variable to whatever you need. I also made Tek Troopers faction but it appears to crash the game form time to time.
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Tue Sep 27, 2011 3:48 am |
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