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R&D to Increase Squad Size


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#331
Bertilsson

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Since there are multiple spawn spots, maybe you could spawn 6 in one area and another 6 in a different area? Could this save you guys some trouble?

Unfortunatey I don't think there are multiple XCom spawn areas on all maps. And even if there were, they are probably too far apart for it to be a good solution.

 

I am pretty sure this thread is for E.U. not the Expansion.

In the expansion i just played with 7 soldiers but it was an extraction mission.

AFAIK there is 8 soldiers that are playable using the Long war mod. Since they are able to do so it would probably be best to ask them how.

For Enemy within, I can't even get resource hacker to mod the script, I'm gonna play with it some more :smile:

Unfortunately both Toolboks and Longwar utilize the mod created in this thread to increase the number of soldiers, so; no :smile:

 

Basically there are 3 things that needs fixing:

  • Spawn locations
    • Was solved in EU by re-using the same locations as soldier 1-6 for soldier 7-12. In later versions an 1-tile offset was added to avoid forcing soldiers to stand inside each-other.
    • I'm fairly optimistic that this strategy is still valid, but all the new maps and alternative spawn locations will make it a real pain testing to make sure no-one ends up inside walls or objects on any map on any start location. If soldiers end up inside objects in a limited number of maps, we can move the individual spawn "tiles" on each map, but it takes ~30 minutes per map just to re-define a single spawn tile.
    • Worst case alternative is to implement the oldest strategy where soldier 7-12 stands inside soldier 1-6. It takes < 10 minutes to implement and requires no map testing, but it looks really weird.
  • Debriefing
    • Only soldier 1-6 is shown in the de-briefing list after mission.
    • Not really deal-breaking if not solved, but for EU XMarksTheSpot went the extra mile and implemented a scrollbar for soldier 7+
  • Loadout screen
    • All soldiers after the 6:th stacks on top of soldier 6 making it difficult to equip those soldiers and impossible to select who they are.
    • For EU XMarksTheSpot was able to increase the number of soldier slots and also to add rotation buttons for selecting which 6 of up to 12 slots to view.
      • I think for Enemy Within it may be worth exploring a shortcut to only have 6 slots and use buttons for re-organizing the soldiers in unreal script only.
        • In theory this allows for less work and less bugs related to the increased number of slots.

I intend to deal with the spawn locations shortly, both for latest version of EU and within. But until we have access to developer shell or developer console it will not be feasible to make any map testing. So it will be quantum physical re-usage of spawn locations to begin with for EW.



#332
wildnfree

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Spawn Locations

 

"If soldiers end up inside objects in a limited number of maps, we can move the individual spawn "tiles" on each map, but it takes ~30min"

 

- I can help you with that but I don't know how. If you show me the basic steps, I don't mind doing a few maps a day to help the community out.

 

- You're absolutely right, lets not stack our soldiers on top of each other, it  does look very weird and you don't know who you're selecting before moving.

 

Debriefing

  • Only soldier 1-6 is shown in the de-briefing list after mission.
  • Not really deal-breaking if not solved, but for EU XMarksTheSpot went the extra mile and implemented a scrollbar for soldier 7+

- I don't think it's a big deal either but if we could get a scrollbar for soldier 7+ than let's do it!! It's always great to the results after the mission.

 

 

Loadout screen

  • For EU XMarksTheSpot was able to increase the number of soldier slots and also to add rotation buttons for selecting which 6 of up to 12 slots to view.

 

- Is it possible to get this function in EW as well?

 

I've seen most of the maps so far and the spawn sites seem very open with not a lot of objects in the way. If you need help with anything please let me know, I'll try to help as much as I can if its within my limits. Also thanks you so much for doing this! Looking forward to your response.


Edited by wildnfree, 16 November 2013 - 06:31 PM.


#333
Bertilsson

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@Wildnfree

Thank you very much for offering to help.

 

But I have to agree that the new maps actually seem very open around the spawn locations, so I'm guessing they are probably fine, with possible exception for one or two maps we haven't noticed yet, which is then probably quicker if I fix on my own if/when discovered.

 

However I plan to create a very small mod which will move the spawn location for soldier 1-6 instead of moving it for soldier 7-12.

 

That way you or anyone else who wants to help, can actually do it during normal game play. As long as no soldier gets stuck on spawn it means that the alternative spawn locations are OK.

 

I will post the mod and instructions how to install as soon as I get around to creating it.



#334
wildnfree

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That's pretty awesome and creative as well too, I like the ideal! I'll definitely try it out and provide feedback.

 

Where you able to talk to XMarksTheSpot? Regarding this issue? "Increase the number of soldier slots and also to add rotation buttons for selecting which 6 of up to 12 slots to view" for EW as well?

 

Could you take XMarksTheSpots the old coding from EU and implement it to EW?


Edited by wildnfree, 16 November 2013 - 07:40 PM.


#335
Bertilsson

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EDIT: Code is now corrected and properly tested for Enemy within

Spawnlocation fix for enemy within

(test version with alternate spawn locations for soldier 1-6 instead of 7-12)

Spoiler

Installation instruction

Spoiler

Known bug: The harbor(pier) reversed escort map is expected to place soldier 1 inside a box. Just leave him there during entire mission or throw a grenade at him to set him free (yes he will be wounded if you do that).

 

For very tolerant players it is now possible to play EW with any number of soldiers chosen in .ini-file, as long as player is fine with not getting debriefing for soldier 7+ and is OK with not being able to select who are soldiers 6+ (they will just be picked top down from the barracks).

 

But before turning on the Batman sky-light, in attempt to lure in someone like XMarksTheSpot who is competent enough to do all the hard work related to soldier selection, I plan to investigate the possibility to do it a bit different and hopefully less complex than before.


Edited by Bertilsson, 18 November 2013 - 09:23 PM.


#336
wildnfree

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Thank you for clear instructions and I was able to get it working perfectly. I got soldiers 6+ stacking on top of each other in a starting location away from the original 6 but it works. :smile:

 

I'm gonna test out some of the maps and provide some feed back soon.

 

Once again thanks!



#337
Bertilsson

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ehrm... ehrr.... uhm....

I may accidentally have edited Enemy unknown instead of Enemy Within  :facepalm:  :wallbash:

 

Which actually makes it very surprising that the game was able to start at all... Soldiers stacking on top of each other is sign of nothing happening.

Did you by any chance edit  .\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole\XComGame.upk ?



#338
wildnfree

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I just followed your instructions and then I used resource hacker to increase the "Sky Ranger capacity" to 12. All the 6+ soldiers were stacking lol.

 

Is there a proper way to spawn all 12?


Edited by wildnfree, 17 November 2013 - 12:03 AM.


#339
Bertilsson

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See previous post containing my personal Darwin award... Recreating it for EW right now :smile:

 

Edit: Code fixed. Sorry for most likely destroying your Enemy Unknown installation, send me PM if you need help restoring it.

 

Edit 2: You must also start a new game in order for updated skyranger max capacity to take effect.


Edited by Bertilsson, 17 November 2013 - 12:33 AM.


#340
Bertilsson

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On a positive note I'm fairly certain that the un-equip all button can be re-purposed to test the concept of rotating the soldiers in loadout screen via unreal script only.

 

If it is successful the functionality can later be connected to dedicated buttons when/if someone is able to add them.

 

In any case it will probably take significant time to implement, so realistically speaking I'm guessing it will take a few weeks minimum before I have time to do it.


Edited by Bertilsson, 17 November 2013 - 12:47 AM.





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