Hello xkopofil,
My apologies in taking so long to reply. When I first came onto the EU modding scene most mod makers were overly involved with mods for "Long War", which I had no real interest in, but these mods do delve into just about all the interesting parts of the game.
To handle the number of units taken on a mission might I suggest -
With ini loading enabled, the
DefaultGameCore.ini file contains three (3) relevant lines:
- NUM_STARTING_SOLDIERS=12
- BARRACKS_CAPACITY=99
- SKYRANGER_CAPACITY = 4
- notes:
- These lines are usually maintained in any save files, requiring a new game be started to see the effect(s).
- The units shown (in the hanger) are: up to the first five (5) auto-selected units and the last auto-selected unit.
I recommend that you maintain: SKYRANGER_CAPACITY <= NUM_STARTING_SOLDIERS < BARRACKS_CAPACITY. When otherwise unmodded, the game will add any OTS Squad bonuses to the SKYRANGER_CAPACITY and (when enough units are available) take that number of units on a mission.
To handle the spawning issue (with EU) might I suggest -
Where the DefaultGameCore.ini is located, there is also a DefaultInput.ini file, at the bottom of which I have included the following:
[Engine.PlayerInput]
.Bindings=(Name="S", Command="exec SHQResources.txt", Control=True)
[XComGame.XComTacticalInput]
.Bindings=(Name="T", Command="exec TSquadUnit.txt", Control=True)
- placing these lines at the bottom of the DefaultInput.ini file will override any other bindings to THESE KEYS.
- the SHQResources.txt file contains lines such as GiveResource Scientist 5, GiveResource Engineers 10 and ;GiveItem WeaponFragment 250,
(the semi-colon makes the rest of the line a comment);
- the TSquadUnit.txt file contains the TeleportToCursor command, among other console commands (such as ReloadAmmo and ResetUnitMovement);
For the more or less vanilla versions of EU there appear to only be two issues:
- the UI functions for selecting which units to take on a particular mission;
- and the "spawning" function on the maps.
My first thoughts -
Adding more units to the "spawning" function should be easy enough, however the original code included a six unit limit which will need to be modded. But the big block, at least to me, is the UI coding for selecting a squad - which will probably far exceed my poor graphic abilities; IMO not really worth doing, unless you can actually select which units to take!
My work around currently is to keep the SKYRANGER_CAPACITY equal to the number of units in the barracks, and use the TeleportToCursor function (as suggested above) to retrieve any "out of bounds" units.
Edit:
I am currently reviewing this thread to see what I might have forgotten.
Seems that the R&D started with EU (Enemy Unknown) before more recent
Official Patches were released, and at some point transitioned to EW (Enemy Within) - with some
Longwar revisions thrown into the mix.
Not to mention the use of some fairly early versions of certain modding tools.
Once I have enough of this clear in my own mind I expect to have at least a current status report to post ...
Edited by JDDysart, 09 July 2023 - 05:36 am.