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LW Projects (...after final version #3)


Zyxpsilon

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@GamerChris9, currently no one is working on the Expanding EXALT project, it's just an idea. Everyone has their own projects that are either incomplete or getting updated/bugfixes. Feel free to share any ideas you might have here and when I get another chance I'll update the main projects for everyone to see status.

 

Further, if modding is something you'd like to learn about there are some wikis and getting started threads, etc.

 

EDIT: Re-read my post and it seemed a bit...rude, apologies wasn't intended that way.

 

If any other modders have updates on the status of their mods please post them up so I can update my projects post accordingly :D

Edited by Dethraker
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Hold on... this thread is as good as any to keep track of whichever "Major" projects anyone would care to share anything about.

AFAIC, Dethraker's plans for some Exalt gameplay variations surely fits that definition & more! ;)

 

So, unless the official mod (if falling into a more complete concept phase) is taken up for solid design by anyone... i'd suggest a slow but steady flow of informations right here -- until a beta release is ready for distribution, in which case a formal dedicated thread of its own should be created by whomever picks it up!!

 

Right? :)

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TT, something of interest to find inspiration for the "Graphs" mode of our CampaignSummary.

 

https://www.reddit.com/r/Xcom/comments/3nng7a/i_stattracked_an_entire_game_of_xcom_b15c2_on/

 

Direct link to the Google-Doc file; https://docs.google.com/spreadsheets/d/1WlCjl1ZLjZo4xMCXZgK8NfBT2IRu8w7nUF8BGniaUXk/edit#gid=1752918516

 

Looks like a fairly solid rendering (by comprehensive list and details) of most events while the resources chart on the second (Analysis) sheet is quite cool! ;)

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  • 3 weeks later...

Here's a question for anyone that was working on LW in any fashion and happened to work with the perks. From my understanding with an enum you can have a maximum of 255 items in that enum, correct? I remember reading somewhere that there was no more room for new perks in LW, but don't remember what the limiting factor is. In the code the EPerkType enum isn't yet maxed at 255, actually only has 173 total perks:

 

 

 

enum EPerkType
{
    ePerk_None,
    ePerk_OTS_XP,
    ePerk_PrecisionShot,
    ePerk_SquadSight,
    ePerk_GeneMod_SecondHeart,
    ePerk_LowProfile,
    ePerk_RunAndGun,
    ePerk_AutopsyRequired,
    ePerk_BattleScanner,
    ePerk_DisablingShot,
    ePerk_Opportunist,
    ePerk_Executioner,
    ePerk_OTS_Leader,
    ePerk_DoubleTap,
    ePerk_InTheZone,
    ePerk_DamnGoodGround,
    ePerk_SnapShot,
    ePerk_WillToSurvive,
    ePerk_FireRocket,
    ePerk_TracerBeams,
    ePerk_GeneMod_Adrenal,
    ePerk_FocusedSuppression,
    ePerk_ShredderRocket,
    ePerk_RapidReaction,
    ePerk_Grenadier,
    ePerk_DangerZone,
    ePerk_BulletSwarm,
    ePerk_ExtraConditioning,
    ePerk_GeneMod_BrainDamping,
    ePerk_GeneMod_BrainFeedback,
    ePerk_GeneMod_Pupils,
    ePerk_Sprinter,
    ePerk_Aggression,
    ePerk_TacticalSense,
    ePerk_CloseAndPersonal,
    ePerk_LightningReflexes,
    ePerk_RapidFire,
    ePerk_Flush,
    ePerk_GeneMod_DepthPerception,
    ePerk_BringEmOn,
    ePerk_CloseCombatSpecialist,
    ePerk_KillerInstinct,
    ePerk_GeneMod_BioelectricSkin,
    ePerk_Resilience,
    ePerk_SmokeBomb,
    ePerk_GeneMod_BoneMarrow,
    ePerk_StunImmune,
    ePerk_CoveringFire,
    ePerk_FieldMedic,
    ePerk_RifleSuppression_DEPRECATED,
    ePerk_GeneMod_MuscleFiber,
    ePerk_CombatDrugs,
    ePerk_DenseSmoke,
    ePerk_DeepPockets,
    ePerk_Sentinel,
    ePerk_Savior,
    ePerk_Revive,
    ePerk_HeightAdvantage,
    ePerk_Disabled_DEPRECATED,
    ePerk_ImmuneToDisable_DEPRECATED,
    ePerk_SuppressedActive,
    ePerk_CriticallyWounded,
    ePerk_Flying,
    ePerk_Stealth,
    ePerk_Poisoned,
    ePerk_CombatStimActive,
    ePerk_Implanted,
    ePerk_Panicked,
    ePerk_MindFray,
    ePerk_PsiPanic,
    ePerk_PsiInspiration,
    ePerk_MindControl,
    ePerk_TelekineticField,
    ePerk_Rift,
    ePerk_MindMerge,
    ePerk_MindMerger,
    ePerk_Hardened,
    ePerk_GreaterMindMerge,
    ePerk_GreaterMindMerger,
    ePerk_Evade,
    ePerk_Launch,
    ePerk_Bombard,
    ePerk_Leap,
    ePerk_Plague,
    ePerk_Poison,
    ePerk_BloodCall,
    ePerk_Intimidate,
    ePerk_FallenComrades,
    ePerk_Bloodlust,
    ePerk_BullRush,
    ePerk_HEATAmmo,
    ePerk_SmokeAndMirrors,
    ePerk_Rocketeer,
    ePerk_Mayhem,
    ePerk_Gunslinger,
    ePerk_GeneMod_MimeticSkin,
    ePerk_ClusterBomb,
    ePerk_PsiLance,
    ePerk_DeathBlossom,
    ePerk_Overload,
    ePerk_PsiControl,
    ePerk_PsiDrain,
    ePerk_Repair,
    ePerk_CannonFire,
    ePerk_Implant,
    ePerk_ChryssalidSpawn,
    ePerk_BattleFatigue,
    ePerk_OnlyForGermanModeStrings_ItemRangeBonus,
    ePerk_OnlyForGermanModeStrings_ItemRangePenalty,
    ePerk_Foundry_Scope,
    ePerk_Foundry_PistolI,
    ePerk_Foundry_PistolII,
    ePerk_Foundry_PistolIII,
    ePerk_Foundry_AmmoConservation,
    ePerk_Foundry_AdvancedFlight,
    ePerk_Foundry_ArcThrowerII,
    ePerk_Foundry_MedikitII,
    ePerk_Foundry_CaptureDrone,
    ePerk_Foundry_SHIVHeal,
    ePerk_Foundry_SHIVSuppression,
    ePerk_Foundry_EleriumFuel,
    ePerk_Foundry_MECCloseCombat,
    ePerk_Foundry_AdvancedServomotors,
    ePerk_Foundry_ShapedArmor,
    ePerk_Foundry_SentinelDrone,
    ePerk_Foundry_AlienGrenades,
    ePerk_PlasmaBarrage,
    ePerk_SeekerStealth,
    ePerk_StealthGrenade,
    ePerk_ReaperRounds,
    ePerk_Disoriented,
    ePerk_Barrage,
    ePerk_AutoThreatAssessment,
    ePerk_AdvancedFireControl,
    ePerk_DamageControl,
    ePerk_XenobiologyOverlays,
    ePerk_OneForAll,
    ePerk_JetbootModule,
    ePerk_ExpandedStorage,
    ePerk_RepairServos,
    ePerk_Overdrive,
    ePerk_PlatformStability,
    ePerk_AbsorptionFields,
    ePerk_ShockAbsorbentArmor,
    ePerk_ReactiveTargetingSensors,
    ePerk_BodyShield,
    ePerk_DistortionField,
    ePerk_GeneMod_AdrenalineSurge,
    ePerk_GeneMod_IronSkin,
    ePerk_GeneMod_RegenPheromones,
    ePerk_CovertPockets,
    ePerk_CovertHacker,
    ePerk_Medal_UrbanA,
    ePerk_Medal_UrbanB,
    ePerk_Medal_DefenderA,
    ePerk_Medal_DefenderB,
    ePerk_Medal_InternationalA,
    ePerk_Medal_InternationalB,
    ePerk_Medal_CouncilA,
    ePerk_Medal_CouncilB,
    ePerk_Medal_TerraA,
    ePerk_Medal_TerraB,
    ePerk_Dazed,
    ePerk_OnlyForGermanModeStrings_AimingAnglesBonus,
    ePerk_CatchingBreath,
    ePerk_Foundry_TacticalRigging,
    ePerk_SeekerStrangle,
    ePerk_ReinforcedArmor,
    ePerk_MindMerge_Mechtoid,
    ePerk_Electropulse,
    ePerk_OTS_Leader_Bonus,
    ePerk_OTS_Leader_TheLeader,
    ePerk_MAX
};

 

 

 

So my question is, was there another limiting factor that wouldn't allow the addition of more perks besides the maximum enum count?

Edited by Dethraker
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The game clamps the enum value to the defined range. See the wiki article "Enum Expansion" for how the LW team originally worked around this.

 

You have to alter more than just the enum range for Perks. You also have to edit the Perk Tree Sprite and SWF Actionscripts. See the wiki article "Enhanced Perk Tree mod". Note this article was written before EW was released and does not appear to have been updated since. That doesn't make it obsolete, but it may need some additional investigation.

 

-Dubious-

Edited by dubiousintent
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Well, I'm already looking into it myself, was kinda hoping for more on specifics. I know from expanding other enums that it's not just the enum, or even the default values, there are bits of code that cap foundry projects in a few different places, without adjusting those you can add more projects, but they won't show up in game.

 

I'm still tearing through the code, but was hoping for a more detailed answer on this as to what the issue was that they ran into prior. I'll likely run into that issue as well eventually, would help to know where the issue is so I can focus on getting passed that sooner rather than later. Thanks for any help on this.

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The trick with "Adding more Perks" falls more into the fact that multiple code files must be edited extensively in order to fix everything that needs to be addressed.

IIRC, this is the essential reasonings that JL & Amineri mentionned to me a few months ago when i was trying to convince them to find rational ways to integrate some of the extra Perk-Icons like "HelpingHand", "HotPotato", "Mark", "SpyCamera" & a variety of "Loots_Dices" ((ETC -- most of which i wanted to somehow include in another special project of mine))... already packaged by Firaxis in various UPK resources. These were possibly discarded altogether during design phases of EU+EW for a number of valid concerns.

 

But i can guess what you'd really like to do with your own mod there, Dethraker. Just a few more enums to spare and it would certainly open up new cool features for that wonderous alternate Tech-Flow (with many more gameplay principles) mod you've created.

 

A few simple facts, then...

 

1) It's not the quantity limit that is your worst concern with these. It's more about the engine capacity to combine whatever else inside the current framework while maintining an efficient run-time flow of simultaneous assets. For example -- i never (once) realized how tough the textures can get *IF* someone pile-ups too many variations. Case-in-Point -- my Texmod attempts at adding HUGE number of custom images -- everywhere!

 

2) Enum lists are a pain to parse through IF & WHEN the code functions aren't built to handle some very specific methods. As hinted about by Dubious (and by Nexus Articles), the tragedy with code limitations has certainly blocked many of us Modders that simply couldn't manage many of the Firaxis choices as to produce exactly what we'd wish for. Sure, there *ARE* tricky workarounds in a few cases... but essentially -in my mind- the magic is more about knowing what the exact limits are and deal with them. Soooooo -- back to #1 above; quantity OR capacity.

 

3) Good luck, nevertheless -- id' be curious to see what you could come up with... as valid solutions! ;)

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I'm still tinkering, thanks to the help of many on these forums I've progressed much further than I originally thought I would. Tbh, I'm having a blast with learning as much as I can on here. The number limitation is my first concern, I know there's places in the code where actual number limitations are placed(i.e. foundry projects and research techs that I've noticed so far). If there's none of these for the perks then when I expand the enum I'll be able to add more options, but then that just opens up several new limiting factors.

 

First of course is assigning code to those perks that allows it to do more than just add a shiny new icon, though I'm also aware more issues will arise as I play around. I'll likely break the game several times before getting anything to work, I was just hoping to get info on the issues already encountered by others rather than encountering them myself lol.

 

I'm back at work again so my own progress will be extremely slow, but if I do discover anything new I'll try to post it up here.

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A key limit to try finding facts about would surely be the new "Command" ability structure to determine where, what and how everything was assembled to provide both the Icon itself (which was also into the few extras i've mentionned in the previous post, btw) and every functional code snippets necessary to make this cool gameplay feature happen. Amineri should probably know all of the juicy details for much of that stuff... if anything, that could give you some important hints on what's really involved by these processes.

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