Man of Doge Posted January 9, 2015 Share Posted January 9, 2015 They are experimenting on alive aliens.. they got alive reaper even.. a sidearm wont save the day but.. ...a block of C4 certainly will! :3 Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 10, 2015 Author Share Posted January 10, 2015 Just a quick note, Henry is now working on the first of what will be either a two or three-parter (haven't made up my mind yet). There's going to be a light, narrative thread woven through this set of articles which will be designed to answer a question raised by a forumite. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 12, 2015 Author Share Posted January 12, 2015 Quick update: The sketches are in! Now I have to decide which one will be the final image. Decisions, decisions... Quote Link to comment Share on other sites More sharing options...
Koranis Posted January 14, 2015 Share Posted January 14, 2015 Hello Max, thank you for improving this mod. I'm currently using the 0.31 CE version and the included Lore+ mod and I think I have an issue with it. I'm still at the beginning of the game and got only a handful of new entries but I've already encountered three types of ceasans: the non-combatant, the guard and the psion, but I've got only two entries instead of three and the one that is missing concerns the blue aliens, the guards. Is it a bug or do I still have to meet the requirements for that missing entry? Which would be strange because the psion ceasans are more advanced than the guards. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 15, 2015 Author Share Posted January 15, 2015 (edited) The entry featuring the guard features three classes of Caesan. To get the class entry for the guard, you have to kill a solider-class Caesan as a consequence. There is no separate entry for guards. Edited January 15, 2015 by Max_Caine additional information. Quote Link to comment Share on other sites More sharing options...
Koranis Posted January 15, 2015 Share Posted January 15, 2015 Ah, gotcha. Thank you. I also got "ground assault mission" along with the "interception mission" entry only because I shot down a fighter class ufo. And while the invaders were indeed sending CAPs I still had to see any ground assault mission, which occured much later into the campaign. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 15, 2015 Author Share Posted January 15, 2015 Hmm... double research shouldn't be happening any longer. I'll take a look and see what's going on. Quote Link to comment Share on other sites More sharing options...
Koranis Posted January 17, 2015 Share Posted January 17, 2015 I just got the entry about the base construction mission but I don't see any bases yet. Maybe the game registered a base outthere and, even if I still have to find it, the entry has been triggered regardless. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 17, 2015 Author Share Posted January 17, 2015 If a UFO on a base construction mission is shot down, that will trigger the entry, as entries are triggered (or at least should be triggered) by the mission type the ufo is/was on. I'll make sure the text reflects that. Quote Link to comment Share on other sites More sharing options...
Koranis Posted January 17, 2015 Share Posted January 17, 2015 But I haven't shot a UFO that was on a mission entry. I got the entry out of the blue. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 17, 2015 Author Share Posted January 17, 2015 ? I've downloaded my mod and checked the predicates. The only trigger present for any UFO mission is through completing a recovery mission (either shooting down or pouncing on a landed ufo). All ufo missions are 0-day pieces of research, so 12 in-game hours later, the research should be revealed. This should also mean that getting two pieces of UFO research for one UFO should be impossible, as what was happening previously was research was being triggered on both the mission trigger and the reseach trigger. Could I ask a favour? In /mods/Lore+/, please could you open up researches.xml. It should look a lot like this: <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Researches.ImpossibleResearch</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.ScoutingMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.ResearchMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Researches.ImpossibleResearch</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.ResearchMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.ResearchMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.TerrorMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Researches.ImpossibleResearch</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.TerrorMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.TerrorMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.GroundAttackMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Researches.ImpossibleResearch</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.GroundAttackMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.GroundAttackMission</Data></Cell> </Row> Please could you tell me if it deviates from that. Quote Link to comment Share on other sites More sharing options...
Koranis Posted January 18, 2015 Share Posted January 18, 2015 This is the same fragment from my file corresponding to what you have posted: <Row ss:StyleID="s68"> <Cell ss:StyleID="s69"><Data ss:Type="String">Name</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">Days</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">Category</Data></Cell> <Cell ss:StyleID="s71"><Data ss:Type="String">Requires</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">When unlocked</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">When finished</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">Knowledge shown</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienLightScoutDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.ScoutingMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.ResearchMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienScoutDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.ResearchMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.ResearchMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.TerrorMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienLandingCraftDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.TerrorMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.TerrorMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.GroundAttackMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienFighterDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.GroundAttackMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.GroundAttackMission</Data></Cell> </Row> Let me know if you want me to post the entire file. It's the same file that came with 0.31, I didn't touch it. Quote Link to comment Share on other sites More sharing options...
BlueBalls Posted January 18, 2015 Share Posted January 18, 2015 Hi I like the mod and I love the art but I wanted to know if it's compatible with x-division, building and salaries overhaul and skitso's map pack? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 18, 2015 Author Share Posted January 18, 2015 (edited) @Koranis, okay, I will ask llunak if he can update CE to include the latest version of Lore+, as judging from the code fragment you've posted the version you have there that is clearly not the latest version. You will experience things like double research with that version. You can update it yourself if you want - they key file to update for you is most likely going to be researches.xml. This won't affect your savegames, as the research is/was dependant on ufo datacores, not other items of research. @BlueBalls. It won't affect or be affected by buildings and salaries or Skitso's map pack, but I don't know about x-division. It shouldn't affect or be affected by it, but I haven't tried it. EDIT: Aha.... Henry has finished the artwork for the new content. So, I'm going to hold off asking llunak until the new content has been added and tested. Edited January 18, 2015 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Koranis Posted January 18, 2015 Share Posted January 18, 2015 I'll gladly update it myself if you point me towards the correct file to download. Thank you. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 18, 2015 Author Share Posted January 18, 2015 You can get the most recently updated version of Lore+ from the link in the OP. The key file to change is researches.xml. I would advise making a backup of researches.xml just in case. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted January 18, 2015 Share Posted January 18, 2015 he finished the artwork!...omg give us a sneak peek please !! Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 18, 2015 Author Share Posted January 18, 2015 Nope! Not when Lore+ is now updated and you can find out yourself! I have made several more changes to the structure of the early Lore+ entries and I have been racking my brains how to approach the Reaper issue. The only thing I can think of doing is just restricting it, the same as I've restricted others. That's probably what'll do in a mini-update. Anyway, yes, NEW CONTENT. This is the first of three new pieces of content which forms a narrative whole. you won't see the next bit until next month. It's easy to discover - the only people who wil have difficulty are anyone who has fully researched lasers and hasn't yet gotten to landing craft. If you haven't done the former or if you've gotten to the latter, you'll be able to discover it. Quote Link to comment Share on other sites More sharing options...
Koranis Posted January 19, 2015 Share Posted January 19, 2015 Does it fit? Although all content, both textual and graphical, is really great, some of it walks a fine line between enhancing and spoiling the atmosphere. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 19, 2015 Author Share Posted January 19, 2015 (edited) The new content fits the context of the situation it's presented in. That context being after laser weapons are developed but not necessarily built. Edited January 19, 2015 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 19, 2015 Author Share Posted January 19, 2015 Double post I know but as it's been released, here's the sketches which Henry first put forward. Quote Link to comment Share on other sites More sharing options...
Koranis Posted January 19, 2015 Share Posted January 19, 2015 But what is it? Why is it tied to the development of laser weapons? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 19, 2015 Author Share Posted January 19, 2015 That will become evident after the second and the third pieces have been released, but there are clues in the first installment. The only thing I can say is that this three-parter is inspired by John le Carre and Lee Stephen. It makes use of Xenonauts' historical setting. I can assure you that there are no spoilers in the first installment. The player has to have researched lasers to trigger it. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted January 20, 2015 Share Posted January 20, 2015 I've just started a new game, so I haven't researched lasers yet (obviously). I have updated to this newest version with the first "section" in it, but would I be better off waiting until the rest is released to keep going? Will researching lasers in the interim give me access to the first installment but block of the other two when they're released? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 20, 2015 Author Share Posted January 20, 2015 No, for two reasons. Firstly, the next two pieces happen much later in the game to reflect the design decisions of the developers, secondly (and this is what I should have done the first time) for the next two installments I'll make a small content patch so people who already have the mod can have a version which will allow them to pick up where they left off. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.