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RE: MODing
Posted: Mon May 07, 2007 8:48 pm
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
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")
RE: MODing
Posted: Mon May 07, 2007 9:10 pm
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.
RE: MODing
Posted: Mon May 07, 2007 9:37 pm
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.
RE: MODing
Posted: Mon May 07, 2007 9:38 pm
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.
RE: MODing
Posted: Mon May 07, 2007 9:39 pm
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.
RE: MODing
Posted: Mon May 07, 2007 9:40 pm
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.
RE: MODing
Posted: Mon May 07, 2007 9:53 pm
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.
RE: MODing
Posted: Tue May 08, 2007 10:42 am
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.
RE: MODing
Posted: Tue May 08, 2007 3:50 pm
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.
RE: MODing
Posted: Wed May 09, 2007 4:52 am
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
RE: MODing
Posted: Thu May 10, 2007 3:25 pm
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.
RE: MODing
Posted: Thu May 10, 2007 4:21 pm
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.
RE: MODing
Posted: Thu May 10, 2007 4:49 pm
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.
RE: MODing
Posted: Thu May 10, 2007 6:14 pm
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.
RE: MODing
Posted: Thu May 10, 2007 6:16 pm
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.
RE: MODing
Posted: Thu May 10, 2007 6:19 pm
by PhoenixD
There will also be a way to switch back to normal speed in a future release.