MODing

Please post here for questions and discussion about general game modding
sage
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Joined: Wed Aug 04, 2004 11:57 pm

MODing

Post by sage »

Hi Folks,

I found this thread: http://www.ufo-extraterrestrials.com/fo ... 1&start=45 on the dev forum.

I've already started poking through the script files.

My first tidbit, is that I *think* I just found a check for soldier death in combat.xscr. After a soldier is wounded it's, "checkSoldierDead(unit, NULL, false);". With luck, if I remove the 'false', it will actually check (if the other code is hooked up for this -- I need to look).
evilferretvictim
Posts: 59
Joined: Sun Apr 15, 2007 7:39 am

RE: MODing

Post by evilferretvictim »

Alright....but I believe there are only 24 soldiers built for the game~  So if you enable death you're also going to have to give soldiers the ability to come back to life after awhile.... Er I suppose that's the same as the hospital :) 
sage
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Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

Hmm... lots of values and strings are very easy to change. But it will be hard to fix the major things wrong with this game.

Setting the checksoldierdead above to 'true' seems to have no effect; removing true/false seems to have no effect. I've only barely tested this.

I've perused all of the files, but not been able to find where 'recruiting' is stored. Time to go for a run, but here's what I've done, and a few of the tasks I'd like to do:

Corrected a few bad typos, i.e. "Aircrafts" now "Aircraft"

Ranks down mirror USM.
SOLDIER_RANK1=Private First Class
SOLDIER_RANK2=Lance Corporal
SOLDIER_RANK3=Corporal
SOLDIER_RANK4=Sergeant
SOLDIER_RANK5=Sergeant First Class
SOLDIER_RANK6=Staff Sergeant
SOLDIER_RANK7=Gunnery Sergeant
SOLDIER_RANK8=First Sergeant
SOLDIER_RANK9=2nd Lieutenant
SOLDIER_RANK10=1st Lieutenant
SOLDIER_RANK11=Captain
SOLDIER_RANK12=Major

Some weapon and armor names more military sounding.


Removed 'false' from combat.xscr "checkSoldierDead(unit, NULL, false);"

In rpgvalues.cfg, increased rate at which characters heal from 3 to 5; the max stay length has been decreased from 45 to 30.
Increased chance for aliens to use grenades, even if it means hitting their own guys.
Increased exp for wounding, decreased for killing.

* Need to add / increase more morale effects
* Need to increase recruiting rate
* Need to remove ability to fire someweapons 1 handled (rifles)
* Need to increase grenade accuracy, but remove damage and explosion size
* Increase soldier FOV
Village Idiot
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RE: MODing

Post by Village Idiot »

Please figure out a way to add a AP cost for accessing/moving stuff around in your inventory.
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

ORIGINAL: Village Idiot

Please figure out a way to add a AP cost for accessing/moving stuff around in your inventory.

I will try -- just added it to my list. That's probabyl not possible however, within mod'ing the code (but I hope otherwise).
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Hard Sarge
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RE: MODing

Post by Hard Sarge »

Ranks down mirror USM.
SOLDIER_RANK1=Private First Class
SOLDIER_RANK2=Lance Corporal
SOLDIER_RANK3=Corporal
SOLDIER_RANK4=Sergeant
SOLDIER_RANK5=Sergeant First Class
SOLDIER_RANK6=Staff Sergeant
SOLDIER_RANK7=Gunnery Sergeant
SOLDIER_RANK8=First Sergeant
SOLDIER_RANK9=2nd Lieutenant
SOLDIER_RANK10=1st Lieutenant
SOLDIER_RANK11=Captain
SOLDIER_RANK12=Major
 
I been out for a while and all, but where did we pick up a Sgt 1st Class ?, we go from Sgt to Staff Sgt
 
I would exchange the First Sgt with a Sgt Major, Firsts are mainly Admin, (Tops) while Sgt Majs are still with Line units and of course are one rank above the Top
 
(not to say that Tops don't or havn't fought, it is just not there normal job)
 
 
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Hard Sarge
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RE: MODing

Post by Hard Sarge »

which so saying, the game Rookie, should be a Private
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sage
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RE: MODing

Post by sage »

Thought about that, but decided against. Not many actual *privates* in the military. :=)

I was actually thinking about tweaking so all ranks were enlisted ranks. The officers stay on the drop ship. :=)

ORIGINAL: Hard Sarge

which so saying, the game Rookie, should be a Private
sage
Posts: 204
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RE: MODing

Post by sage »

:=) Yeah, sorry, I know the Army ranks better. Good points, I will adjust, assuming I can ever tweak this enough to release.
ORIGINAL: Hard Sarge


I been out for a while and all, but where did we pick up a Sgt 1st Class ?, we go from Sgt to Staff Sgt

I would exchange the First Sgt with a Sgt Major, Firsts are mainly Admin, (Tops) while Sgt Majs are still with Line units and of course are one rank above the Top

(not to say that Tops don't or havn't fought, it is just not there normal job)

sage
Posts: 204
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RE: MODing

Post by sage »

Still can't find how to adjust weapon damages / effects, add death, or adjust recruiting. Grrrrr.
Iskandar
Posts: 157
Joined: Wed May 21, 2003 12:09 am

RE: MODing

Post by Iskandar »

look in the consts.xscr
const float SIGHT_H_ANGLE = PI/3.5;

if you change that to 2.5, you'll have a much better peripheral vision.

if you look in the same area, you can find the sight range, bumping that up to 14/16 for you/aliens works wonders as well. there appears to be no modifier for day or night missions, though. unsure how to add that, or even if it is possible.
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Plodder
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RE: MODing

Post by Plodder »

Thought about that, but decided against. Not many actual *privates* in the military. :=)

Depends on which army you're thinking of, all the armies based on the British models have lots of privates [:)]
Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
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Hard Sarge
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RE: MODing

Post by Hard Sarge »

for a mod though, what we really need, is money
 
you get a reward if you take a enemy base, it should give you a reward for anything you do
 
drop a Alien ship into the water, get a small reward
 
drop one on the land, but can't get to it, a bigger reward
 
drop one and capture it, a larger reward, based on size (you do gain a little here in sellable items, but most times, it cost more to take off and fight, then you get back)
 
this world is really a pretty penny pitching bugger
 
not so sure you should be getting charged to refuel your ships, so far, in turth, the Nations of this planet are giveing you money, so you can buy stuff from them, not so you can defend the planet
 
 
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sage
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RE: MODing

Post by sage »

Yup, already done that. I played with it and found 2.5 to be pretty good as well.

No luck on the biggies -- death and more soldier recruiting.

ORIGINAL: Iskandar

look in the consts.xscr
const float SIGHT_H_ANGLE = PI/3.5;

if you change that to 2.5, you'll have a much better peripheral vision.

if you look in the same area, you can find the sight range, bumping that up to 14/16 for you/aliens works wonders as well. there appears to be no modifier for day or night missions, though. unsure how to add that, or even if it is possible.
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tizubythefizo
Posts: 11
Joined: Thu May 03, 2007 6:27 pm

RE: MODing

Post by tizubythefizo »

ORIGINAL: Hard Sarge


Ranks down mirror USM.
SOLDIER_RANK1=Private First Class
SOLDIER_RANK2=Lance Corporal
SOLDIER_RANK3=Corporal
SOLDIER_RANK4=Sergeant
SOLDIER_RANK5=Sergeant First Class
SOLDIER_RANK6=Staff Sergeant
SOLDIER_RANK7=Gunnery Sergeant
SOLDIER_RANK8=First Sergeant
SOLDIER_RANK9=2nd Lieutenant
SOLDIER_RANK10=1st Lieutenant
SOLDIER_RANK11=Captain
SOLDIER_RANK12=Major

I been out for a while and all, but where did we pick up a Sgt 1st Class ?, we go from Sgt to Staff Sgt

I would exchange the First Sgt with a Sgt Major, Firsts are mainly Admin, (Tops) while Sgt Majs are still with Line units and of course are one rank above the Top

(not to say that Tops don't or havn't fought, it is just not there normal job)


I vote we make 'em pure army ranks
Private
PV2
Private first class
Specialist
Corporal
Sergeant
Staff Sergeant
Sergeant First Class
Master Sergeant
1st Sergeant
Sergeant Major
Command Sergeant Major
"Is that guy aiming a mortar tube at us?".....*BOOM*...."We should probably shoot at him"
Tophat1815
Posts: 1824
Joined: Mon Jan 16, 2006 4:11 pm

RE: MODing

Post by Tophat1815 »

ORIGINAL: Hard Sarge

for a mod though, what we really need, is money

you get a reward if you take a enemy base, it should give you a reward for anything you do

drop a Alien ship into the water, get a small reward

drop one on the land, but can't get to it, a bigger reward

drop one and capture it, a larger reward, based on size (you do gain a little here in sellable items, but most times, it cost more to take off and fight, then you get back)

this world is really a pretty penny pitching bugger

not so sure you should be getting charged to refuel your ships, so far, in turth, the Nations of this planet are giveing you money, so you can buy stuff from them, not so you can defend the planet


Hmmmn,how unrealistic the various nations are paying a military organization $ so that organization can feed their economies! [;)]
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

I went with Marines so it's more like, 'Aliens'. Here's what I have now:

SOLDIER_RANK1=Private
SOLDIER_RANK2=Private First Class
SOLDIER_RANK3=Lance Corporal
SOLDIER_RANK4=Corporal
SOLDIER_RANK5=Sergeant
SOLDIER_RANK6=Staff Sergeant
SOLDIER_RANK7=Gunnery Sergeant
SOLDIER_RANK8=Master Sergeant
SOLDIER_RANK9=Sergeant Major
SOLDIER_RANK10=2nd Lieutenant
SOLDIER_RANK11=1st Lieutenant
SOLDIER_RANK12=Captain

... but I may change my mind.
ORIGINAL: tizubythefizo

I vote we make 'em pure army ranks
Private
PV2
Private first class
Specialist
Corporal
Sergeant
Staff Sergeant
Sergeant First Class
Master Sergeant
1st Sergeant
Sergeant Major
Command Sergeant Major
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

I've *heard* that -- but I can't find any sign that that's the case. Do you know where that's stored?

ORIGINAL: evilferretvictim

Alright....but I believe there are only 24 soldiers built for the game~  So if you enable death you're also going to have to give soldiers the ability to come back to life after awhile.... Er I suppose that's the same as the hospital :) 
Texashawk
Posts: 208
Joined: Sat Dec 09, 2006 3:50 am

RE: MODing

Post by Texashawk »

I have to say that I'm really starting to like this game...
 
which is why I would give real money to be able to rewrite the ingame text to more, ah, casual English.
 
Is there ANY WAY possible to mod the text descriptions, UI labels, etc?
 
I personally volunteer to rewrite everything if someone can show me how to do so. (Gotta put this English major to work somehow... what better way?) :-p
 
THawk
Lifetime "You Magnificent Bastard!" callouts: 5
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sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

it's go to the mod thread above to extract the system files, then mod Resource Bundle.dat to your hearts content. There's an encyclopedia file as well, but can't remember it off the top of my head.

ORIGINAL: Texashawk

I have to say that I'm really starting to like this game...

which is why I would give real money to be able to rewrite the ingame text to more, ah, casual English.

Is there ANY WAY possible to mod the text descriptions, UI labels, etc?

I personally volunteer to rewrite everything if someone can show me how to do so. (Gotta put this English major to work somehow... what better way?) :-p

THawk
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