MODing

Please post here for questions and discussion about general game modding
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: MODing

Post by PhoenixD »

That'll be a bit tricker. I'm not sure the weapon damage is called on the fly..

Death: X-Com had a simple "you're down, you're dead" rule, so this is lenient. ;) Simultating soldiers who are knocked out or stunned I suppose.

By the way, the increase in soldier counts has already been answered on the official forum. http://www.ufo-extraterrestrials.com/fo ... &start=105

In createandloadvariables, generatenewsoldier, the creation of the "second" list of unitPhotos is the hard limit, since when all photos are used, there's no more free photos to genereate a new soldier.

You should comment the "if" in Code:        if (!found)
            freeUnitPhotos.add(unitPhotos.get(i));
But you'll have many soldiers with the same photos, obviously Image


sage wrote:
I also doubled the amount of face graphics available to make sure there was 1 per available soldier.
Did you had them to the photos list in config.xsv ? (search for "unitPhotos")
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: MODing

Post by PhoenixD »

Ah!

Using the Fire Soldier code posted in the official forums as a base, I've got a working "Hire Soldier" button in. The only problem is the soldier list doesn't update until you re-enter the soldier screen on the base.
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

Yes, that's true -- but the less lenient we make this, more we screw up game balance. I want to make sure that we don't completely hork late game balance -- the player is going to have many, many fewer veterans by late game. (Which IS how it should be...). Maybe go for 50% dead, 50% saved?
ORIGINAL: PhoenixD
Death: X-Com had a simple "you're down, you're dead" rule, so this is lenient. ;) Simultating soldiers who are knocked out or stunned I suppose.
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: MODing

Post by PhoenixD »

It'll have to be tweaked a LOT I'm sure. :)

Actually I'm trying to see if it can be tied to stats. So a soldier with high Vitality will be more likely to be only stunned. It'll favor veterans a little more, but I think that's realistic.
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

Can you add a $$$ charge to the action?

I think it would be cool to have free 'Volunteers' occasionally. But if things got drastic, you could use the 'Mercenary' buttom to hire 'contractors'.

I think a system where both recruits and hiring was in the game would be freakin' awesome.

What files do you change for the hire button? We need to be careful we don't end up with conflicts. They can be a PITA to sort out.

ORIGINAL: PhoenixD

Ah!

Using the Fire Soldier code posted in the official forums as a base, I've got a working "Hire Soldier" button in. The only problem is the soldier list doesn't update until you re-enter the soldier screen on the base.
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

ORIGINAL: PhoenixD

It'll have to be tweaked a LOT I'm sure. :)

Actually I'm trying to see if it can be tied to stats. So a soldier with high Vitality will be more likely to be only stunned. It'll favor veterans a little more, but I think that's realistic.

I think that would be very cool.
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: MODing

Post by PhoenixD »

The only thing I did with the Hire button was copy the Fire code- so objecthandling.xscr. Its extremely clunky though, so I'm going to try and find a better way. I've emailed you at the address from your PM so we can cordinate a bit better. Right now all I'm really doing is "proof of concept" stuff.

For Vitality, it isn't working so far.
LarkinVB
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RE: MODing

Post by LarkinVB »

ORIGINAL: PhoenixD

Woohoo! :)

On my end, I managed to disable the "Path blocked" error when firing. (so you can shoot at an alien behind a tree, for example). I'm trying to make it a yes/no choice at the moment. (As in "No line of sight. Fire anyway?")

Will the tree still give cover for the alien ? Otherwise it is pretty useless.
PhoenixD
Posts: 72
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RE: MODing

Post by PhoenixD »

It still does, yes. On the other hand, that lets you Burst at the alien- first shot takes out the tree, the rest hit it.
Texashawk
Posts: 208
Joined: Sat Dec 09, 2006 3:50 am

RE: MODing

Post by Texashawk »

All this is really amazing, from what little time there has been so far. Is the game really as 'open' as it seems? It almost seems as though the whole of the source code and resources are sitting there, quivering, waiting the kiss of life (or improvement).
 
Much, much kudos.
 
THawk
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LitFuel
Posts: 272
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Location: Syracuse, NY

RE: MODing

Post by LitFuel »

All this is really cool but I'm starting to be a little overwhelmed on what to use or not  use with mods...the official forums have turned into pure mod chaos, and a little confusing, almost ever other post is about some mod...yikes!.. Not complaining, this is great but I almost just want to put the game down for a bit to let the dust settle and figure out what's what. I love the huge mods but I'm starting to notice additions that I may not want so trying to figure out what to do.
Temple
Posts: 529
Joined: Wed Jul 31, 2002 8:21 pm

RE: MODing

Post by Temple »

I kinda feel the same way, so I'm sticking with only the hotkey mod (link) till I get through my first game.
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

What additions are you less into?

ORIGINAL: LitFuel

All this is really cool but I'm starting to be a little overwhelmed on what to use or not  use with mods...the official forums have turned into pure mod chaos, and a little confusing, almost ever other post is about some mod...yikes!.. Not complaining, this is great but I almost just want to put the game down for a bit to let the dust settle and figure out what's what. I love the huge mods but I'm starting to notice additions that I may not want so trying to figure out what to do.
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LitFuel
Posts: 272
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Location: Syracuse, NY

RE: MODing

Post by LitFuel »

All shots on tactical maps move more quickly.
 
I haven't played it with this yet but I was ok with the way it was...if it's not a huge change it might be alright though. You guys are doing a great job though, so far it's exactly what I wanted as far as making it like X-Com.
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: MODing

Post by sage »

ORIGINAL: LitFuel

All shots on tactical maps move more quickly.

I haven't played it with this yet but I was ok with the way it was...if it's not a huge change it might be alright though. You guys are doing a great job though, so far it's exactly what I wanted as far as making it like X-Com.

It's not actually a huge change -- it still very easy to follow what is happening.
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: MODing

Post by PhoenixD »

There will also be a way to switch back to normal speed in a future release.
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