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Names to country mapping


Quitchy

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It is still unclear to me what was the original purpose of including all of the additional countries. All of the following Countries have defined funding amounts set in the DGC.ini:

 

FundingAmounts=180 ;USA
FundingAmounts=150 ;Russia
FundingAmounts=100 ;China
FundingAmounts=100 ;UK
FundingAmounts=100 ;Germany
FundingAmounts=80 ;France
FundingAmounts=100 ;Japan
FundingAmounts=60 ;India
FundingAmounts=60 ;Australia
FundingAmounts=0 ;Italy
FundingAmounts=0 ;SouthKorea
FundingAmounts=0 ;Turkey
FundingAmounts=0 ;Indonesia
FundingAmounts=0 ;Spain
FundingAmounts=0 ;Pakistan
FundingAmounts=100 ;Canada
FundingAmounts=0 ;Iran
FundingAmounts=0 ;Israel
FundingAmounts=70 ;Egypt
FundingAmounts=80 ;Brazil
FundingAmounts=70 ;Argentina
FundingAmounts=50 ;Mexico
FundingAmounts=80 ;SouthAfrica
FundingAmounts=0 ;SaudiArabia
FundingAmounts=0 ;Ukraine
FundingAmounts=100 ;Nigeria
FundingAmounts=0 ;Venezuela
FundingAmounts=0 ;Greece
FundingAmounts=0 ;Columbia
FundingAmounts=0 ;Portugal
FundingAmounts=0 ;Sweden
FundingAmounts=0 ;Ireland
FundingAmounts=0 ;Scotland
FundingAmounts=0 ;Norway
FundingAmounts=0 ;Netherlands
FundingAmounts=0 ;Belgium
Further, taking Sweden as an example, there are localisation entries:
CountryNames[eCountry_Sweden]="Sweden"
CountryNamesWithArticle[eCountry_Sweden]="Sweden"
CountryNamesWithArticleLower[eCountry_Sweden]="Sweden"
CountryPossessive[eCountry_Sweden]="Sweden's"
CountryAdjective[eCountry_Sweden]="Swedish"
However, it is hardcoded that only Funding Council members can actually contribute monthly income, and only Funding Council members make Funding Council Requests.
Data structures for al 36 countries are built when the game initializes. However, certain countries are built as Council Countries, and certain countries are build as "regular" countries. This is hard-coded into the function:
function CreateCountries()
{
m_arrCountries.Add(36);
BuildCouncilCountry(0, 0, true);
BuildCouncilCountry(15, 0, true);
BuildCouncilCountry(21, 0, false);
BuildCouncilCountry(3, 2, true);
BuildCouncilCountry(1, 2, true);
BuildCouncilCountry(5, 2, true);
BuildCouncilCountry(4, 2, true);
BuildCouncilCountry(2, 3, true);
BuildCouncilCountry(6, 3, true);
BuildCouncilCountry(7, 3, false);
BuildCouncilCountry(8, 3, true);
BuildCouncilCountry(20, 1, false);
BuildCouncilCountry(19, 1, false);
BuildCouncilCountry(18, 4, false);
BuildCouncilCountry(22, 4, true);
BuildCouncilCountry(25, 4, false);
BuildCountry(28, 1, false);
BuildCountry(26, 1, false);
BuildCountry(27, 2, true);
BuildCountry(11, 2, true);
BuildCountry(13, 2, true);
BuildCountry(29, 2, true);
BuildCountry(24, 2, true);
BuildCountry(9, 2, true);
BuildCountry(30, 2, true);
BuildCountry(31, 2, true);
BuildCountry(32, 2, true);
BuildCountry(33, 2, true);
BuildCountry(34, 2, true);
BuildCountry(35, 2, true);
BuildCountry(14, 3, false);
BuildCountry(10, 3, true);
BuildCountry(12, 3, false);
BuildCountry(16, 3, false);
BuildCountry(17, 3, true);
BuildCountry(23, 4, true);
BoundCouncilCountries();
}
(( The BoundCouncilCountries() call at the end draws virtual rectangular boundaries around the countries -- UFO flight paths are constrained to fall within these bounds. ))
In theory one could change which countries are Council Countries and which are not, simply by changing the calls in CreateCountries() above. However, I've seen some places where there are missing art assets that could cause graphical glitches. The Situation Room UI, for example, contains graphics to represent the 16 Council Countries, but none of the others. Presumably one could figure out how to swap one graphic for another, which would allow swapping a Council and non-Council member -- however, I'm not familiar enough with SWF files to do so.
Countries are referenced using the following enumeration list:
enum ECountry
{
eCountry_USA,
eCountry_Russia,
eCountry_China,
eCountry_UK,
eCountry_Germany,
eCountry_France,
eCountry_Japan,
eCountry_India,
eCountry_Australia,
eCountry_Italy,
eCountry_SouthKorea,
eCountry_Turkey,
eCountry_Indonesia,
eCountry_Spain,
eCountry_Pakistan,
eCountry_Canada,
eCountry_Iran,
eCountry_Israel,
eCountry_Egypt,
eCountry_Brazil,
eCountry_Argentina,
eCountry_Mexico,
eCountry_SouthAfrica,
eCountry_SaudiArabia,
eCountry_Ukraine,
eCountry_Nigeria,
eCountry_Venezuela,
eCountry_Greece,
eCountry_Columbia,
eCountry_Portugal,
eCountry_Sweden,
eCountry_Ireland,
eCountry_Scotland,
eCountry_Norway,
eCountry_Netherlands,
eCountry_Belgium,
eCountry_MAX
};
There are also 86 cities defined in the game. Each CreateCity call designated the City ID, which Country it is a member of, and a map 2D location for the city. Clearly not all countries have cities created for them -- all Founding Countries do, however.
As near as I can tell, Columbia and Italy are the only two non FC countries to get a city created for them
I'm not totally sure I addressed your question, but hopefully it was answered in there somewhere ^_^
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  • 7 months later...

So... if I was to rename all the Council countries to use Special-Forces names (as ive replaced all country flags with special forces patches) ... then all that would need changing visually in the game (other than amending CountryNames/ etc in XComStrategyGame.int) would be to texmod-in a/the graphic/s for the situation room....?

 

That way funding 'nations' would then be entirely replaced by Special Forces designations within the game...?

 

(Landing/mission briefs should still *work* as the vocals are country/city specific, so it wouldnt break immersion)...

 

Or are there other files that would need altering to replace the country names within the game? (obviously without having to change any core code, just the visual/textual references)

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