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Modding EXALT


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#91
wghost81

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Edited articles. I can't seem to make proper code section (with line breaks) in http://wiki.tesnexus..._-_XCOM:EU_2012
Spoiler


#92
wghost81

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My bad: Council Missions do not use WaveSystem, it was introduced for EW. They use triggers instead.

#93
dubiousintent

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Edited articles. I can't seem to make proper code section (with line breaks) in http://wiki.tesnexus..._-_XCOM:EU_2012

Fixed it.

 

Inserting code into a wiki page gets tricky, especially when long lines are involved.  The major question is: "Do you want word/border wrapping or not?"

 

The 'code' tags do NOT wrap long lines or automatically adjust to the size of your browser window.  The trick to preserving your line breaks is that each line within the code block has to begin with a space so it is treated as 'indentation'.

 

If you want word wrapping, a "word wrap box" is described in the 'Help:Editing' article, both with and without indentation.

 

With either type of box, you can force a line break by adding a '< br >' code (without the spaces) at the end of a line.  Otherwise, adjacent lines in a word wrap box get concatenated.

 

-Dubious-


Edited by dubiousintent, 19 January 2014 - 10:37 PM.


#94
wghost81

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Thanks, dubiousintent!

#95
wghost81

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I started to document EXALT missions reinforcements, so I could change them. May as well post it here for Hobbes77 to use. Those are my technical notes, but there is all the info about pods and waves.

Cover Extraction missions:
Spoiler


#96
Hobbes77

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Thank you very much. :)

 

A couple of issues that appear on my head from looking at the system:

1) You can't hack inactive arrays, and from my memory you get a maximum of 16 EXALT units on Covert Extractions, so it seems only active arrays will spawn more EXALT units. So, 6 starting EXALT units + 4 from hacking Arrays + 6 more from approaching the evac points seems right.

2) However, I recall (from my current Impossible game) that I only faced 12 EXALT units on the 1st Covert Extraction so there should be something else determining the number of reinforcements to the current month. 



#97
wghost81

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Map files are not easy to analyze, as they have very unfriendly object names. :sad: Developers probably set the whole system up by dragging the mouse, selecting an area and assigning an event to this area. So most of the events and variables have auto-assigned numeric names, which tell nothing and require a deeper investigation.

Anyway, I do remember having 12 EXALT units during my tests on Liquor Store map. Last reinforcement is triggered by StartWaveSpawner event and stopped by StopWaveSpawner event. From my experience, first event fires when covert operative approaches evac zone. Second might fire when you get closer, I don't know. Or may be it is controlled by difficulty/time. It is hard to tell, as it is hard to find all the connected events/variables.

Edited by wghost81, 23 January 2014 - 05:28 PM.


#98
wghost81

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StopWaveSpawner seems to be triggered by "Win-The-Mission" event. :smile:

With full information at hands I've paid another visit to Liquor Store... for testing purposes, of course. :smile:

That's what I discovered.
1. Array reinforcements are triggered by covert operative proximity, not hacking itself.
2. Passive arrays don't trigger anything, they do nothing at all and totally useless.
3. Last set of reinforcements is triggered by covert operative proximity to evac zone.
4. Last set usually has 2 waves with second one spawning 2 turns after first one. And since maps are small and reinforcements are usually killed by overwatch fire, covert operative reaches evac zone long before second wave is activated.

So this time I actually had 14 EXALT units on my first mission in Liquor Store.

As now I can't seem to do much about stationary pods, I'm planning two things with reinforcements:
1. More units (no less than three per group).
2. Less time between last waves (one turn, to be exact).

I can also change default value of bUseOverwatch to true to make all reinforcements spawn with OW.

#99
wghost81

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I've completed summarizing the wave system info. Here is is:
Spoiler


Number of units per group is limited by number of available spawn points. And sadly, there are some maps with 1 spawn point per group only.

Unpacking the map to apply changes increases a load time twice on my PC. Besides, there are a lot of maps and editing wave system directly for each one of them doesn't seems like a good idea to me.

I have two ideas on how to mod the wave system:
1. I can simply add like 2 units in each group. It will result in more EXALT for almost all maps. Of course, groups with 1-2 spawn points will still be small, but right now I can't do much about it.
2. I can use iNumDynamicAliens to pass number of dynamic aliens from strategy game to tactical game. It will allow to set overall number of EXALT per wave. Then I'll have to distribute this number between sets, waves and groups. I can distinguish missions by m_iMissionType (5 for extraction, 6 for CNH), but I need to make up some distribution logics.

BTW, I actually can make array hacking result in EXALT reinforcements delay, but now I don't think it's a good idea, as array is a wave trigger itself for extraction missions.

#100
wghost81

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Made two quick mods for EXALT:
1. EXALT laser/plasma
2. Increased number of reinforcements per group

http://www.nexusmods.com/xcom/mods/428

More details in mod file/readme.




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