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  1. New mod version has been released! The mod is now compatible with the new game patch and the new mod version contains one small change. See the mod page for more info.
  2. See the UPK section (number 2) here: http://forums.nexusmods.com/index.php?/topic/808571-warspace-extension-discussion/ You will need to edit a UPK file. For that, you will need the UPK Modding Tools. You will also need the Warspace Installer Source, it contains a text file (Changes to UPK files.txt) that explains where the flight time can be edited. Inside that text file, look under: "function UpdateShips()". You probably want to start off by practicing HEX editing on the UPK files by reading all instructions and following all tutorials inside the ReadMe of the UPK Modding Tools archive.
  3. New version is out! See the mod page for more info.
  4. Thanks for the feedback guys! That's pretty much it. Tell me if you have any further questions. It's recommended to play on Classic. Impossible is for people who want more enemies. Hardcore is for people who want an extreme challange. If Impossible feels very hard, than that's working as intended. If a certain difficulty level is too hard for you, than pick something easier (ie. Classic normal Warspace) and don't mod the mod to make it harder (ie. don't increase the HP of enemies, like you did). Of course, you can do all of those things if you want, but remember that your experience may vary.
  5. Yes, it stacks. Never tried it. Probably won't work.
  6. Yes and no. See number 1 and 2 of the tech support FAQ: http://forums.nexusmods.com/index.php?/topic/834174-warspace-technical-support-v150/
  7. Please double check the description. It should say the prices are changed to 80% of the original prices, which equals to a 20% discount.
  8. Awesome mod. I'd like to see some sort of Facebook fan page where I can get mod news easily, pictures, etc. I thought about it, but I don't think the mod is popular enough to make it worth investing time into social media. For now, you can use the mod page for "Warspace News". :)
  9. New version has been released! See the mod page for more info! :)
  10. ====================== DLC_Day060_SF.upk: ====================== ==== DLC_Day060HQMod ==== >>>> simulated function AddFundingCouncilMissions Changed: reward.Soldier.HP = 9; To: reward.Soldier.HP = 5; This reduces the health of Zhang. HEX Hint: Change: 00 28 0F 35 7C FF FF FF 4E FF FF FF 00 00 35 40 FF FF FF 4F FF FF FF 00 01 00 18 00 00 00 2C 09 To: 00 28 0F 35 7C FF FF FF 4E FF FF FF 00 00 35 40 FF FF FF 4F FF FF FF 00 01 00 18 00 00 00 2C 05 ====================== XComStrategyGame.upk: ====================== ==== XGStrategyAI ==== >>>> function BuildObjectives Changed: BuildObjective(1, false); AddUFOMission(1, 1, 4, 0, -1, 7); BuildObjective(3, false); AddUFOMission(3, 1, 4, 4, -1, 7); BuildObjective(2, false); AddUFOMission(2, 1, 4, 2, -1, 7); BuildObjective(4, false); AddUFOMission(4, 1, 5, 7, -1, 1); BuildObjective(0, false); AddUFOMission(0, 10, 4, 0, -1, 5); BuildObjective(5, true); AddUFOMission(5, 1, 5, 0, 500, 1); AddUFOMission(5, 3, 6, 5, 0, 0); BuildObjective(6, false); AddUFOMission(6, 9, 8, 4, 100, 3); AddUFOMission(6, 20, 8, 5, 0, 7); BuildObjective(7, true); AddUFOMission(7, 1, 9, 1, 100, 0); AddUFOMission(7, 4, 9, 5, 0, 3); To: BuildObjective(1, false); AddUFOMission(1, 1, 4, 0, -1, 7); BuildObjective(3, false); AddUFOMission(3, 1, 4, 4, -1, 7); BuildObjective(2, false); AddUFOMission(2, 1, 5, 2, -1, 7); BuildObjective(4, false); AddUFOMission(4, 1, 5, 7, -1, 1); BuildObjective(0, false); AddUFOMission(0, 10, 4, 0, -1, 5); BuildObjective(5, false); AddUFOMission(50, 1, 50, 0, 500, 1); AddUFOMission(5, 3, 6, 5, 0, 0); BuildObjective(6, false); AddUFOMission(6, 9, 4, 4, 100, 3); AddUFOMission(6, 20, 8, 5, 0, 7); BuildObjective(7, true); AddUFOMission(7, 1, 9, 1, 100, 0); AddUFOMission(7, 4, 9, 5, 0, 3); This changes the UFO missions. Among other things, it dictates which UFOs show up on certain mission types and what the UFO's behavior should be. Note that the boolean dictates if shooting down the UFO on that particular mission should cancel all UFOs next in line for that particular mission. Props to Johnnylump for finding this code. HEX Hint: Change: 24 01 28 16 1B CA 00 00 00 00 00 00 00 24 01 26 24 04 24 00 1D FF FF FF FF 2C 07 16 1B 7C 04 00 00 00 00 00 00 24 03 28 16 1B CA 00 00 00 00 00 00 00 24 03 26 24 04 24 04 1D FF FF FF FF 2C 07 16 1B 7C 04 00 00 00 00 00 00 24 02 28 16 1B CA 00 00 00 00 00 00 00 24 02 26 24 04 24 02 1D FF FF FF FF 2C 07 16 1B 7C 04 00 00 00 00 00 00 24 04 28 16 1B CA 00 00 00 00 00 00 00 24 04 26 24 05 24 07 1D FF FF FF FF 26 16 1B 7C 04 00 00 00 00 00 00 24 00 28 16 1B CA 00 00 00 00 00 00 00 24 00 2C 0A 24 04 24 00 1D FF FF FF FF 2C 05 16 1B 7C 04 00 00 00 00 00 00 24 05 27 16 1B CA 00 00 00 00 00 00 00 24 05 26 24 05 24 00 1D F4 01 00 00 26 16 1B CA 00 00 00 00 00 00 00 24 05 2C 03 24 06 24 05 25 25 16 1B 7C 04 00 00 00 00 00 00 24 06 28 16 1B CA 00 00 00 00 00 00 00 24 06 2C 09 24 08 24 04 2C 64 2C 03 16 1B CA 00 00 00 00 00 00 00 24 06 2C 14 24 08 24 05 25 2C 07 16 1B 7C 04 00 00 00 00 00 00 24 07 27 16 1B CA 00 00 00 00 00 00 00 24 07 26 24 09 24 01 2C 64 25 16 1B CA 00 00 00 00 00 00 00 24 07 2C 04 24 09 24 05 25 2C 03 To: 24 01 28 16 1B CA 00 00 00 00 00 00 00 24 01 26 24 04 24 00 1D FF FF FF FF 2C 07 16 1B 7C 04 00 00 00 00 00 00 24 03 28 16 1B CA 00 00 00 00 00 00 00 24 03 26 24 04 24 04 1D FF FF FF FF 2C 07 16 1B 7C 04 00 00 00 00 00 00 24 02 28 16 1B CA 00 00 00 00 00 00 00 24 02 26 24 05 24 02 1D FF FF FF FF 2C 07 16 1B 7C 04 00 00 00 00 00 00 24 04 28 16 1B CA 00 00 00 00 00 00 00 24 04 26 24 05 24 07 1D FF FF FF FF 26 16 1B 7C 04 00 00 00 00 00 00 24 00 28 16 1B CA 00 00 00 00 00 00 00 24 00 2C 0A 24 04 24 00 1D FF FF FF FF 2C 05 16 1B 7C 04 00 00 00 00 00 00 24 05 28 16 1B CA 00 00 00 00 00 00 00 24 32 26 24 32 24 00 1D F4 01 00 00 26 16 1B CA 00 00 00 00 00 00 00 24 05 2C 03 24 06 24 05 25 25 16 1B 7C 04 00 00 00 00 00 00 24 06 28 16 1B CA 00 00 00 00 00 00 00 24 06 2C 09 24 04 24 04 2C 64 2C 03 16 1B CA 00 00 00 00 00 00 00 24 06 2C 14 24 08 24 05 25 2C 07 16 1B 7C 04 00 00 00 00 00 00 24 07 27 16 1B CA 00 00 00 00 00 00 00 24 07 26 24 09 24 01 2C 64 25 16 1B CA 00 00 00 00 00 00 00 24 07 2C 04 24 09 24 05 25 2C 03 ==== XGStrategyAI ==== >>>> function bool ShouldHunt Changed: if(Game().GetDifficulty() >= 3) if(eUFO == 8) if(Game().GetDifficulty() <= 1 && (HQ().m_arrSatellites.Length <= 2)) To: if(Game().GetDifficulty() >= 0) if(eUFO == 6) if(Game().GetDifficulty() >= 1 && (HQ().m_arrSatellites.Length <= 1)) This makes it so: - On all difficulty levels, satellite hunters won't trigger on Abductors, but instead will trigger on Battleships. - Satellite hunters won't show up when the player has one satellite on Normal, Classic and Impossible difficulty levels. HEX Hint: Change: 99 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 03 16 04 27 07 6B 00 9A 38 3A 00 6D 43 00 00 38 3A 24 08 16 04 28 07 BC 00 82 98 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 26 16 18 25 00 98 36 19 1B 5C 11 00 00 00 00 00 00 16 09 00 BB 32 00 00 00 01 BB 32 00 00 2C 02 To: 96 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 00 16 04 27 07 6B 00 9A 38 3A 00 6D 43 00 00 38 3A 24 06 16 04 28 07 BC 00 82 99 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 26 16 18 25 00 98 36 19 1B 5C 11 00 00 00 00 00 00 16 09 00 BB 32 00 00 00 01 BB 32 00 00 2C 01 ==== XGStrategyAI ==== >>>> function AIAddNewObjectives Changed: if(iNumUFOs > class'XGTacticalGameCore'.default.UFO_LIMIT) To: if(iNumUFOs < class'XGTacticalGameCore'.default.UFO_LIMIT) This makes it so "UFO_LIMIT" inside the INI settings will dictate how many UFOs will show up each month. Props to Johnnylump. HEX Hint: Change: 07 58 02 97 00 To: 07 58 02 96 00 ==== XGStrategyAI ==== >>>> function TAlienSquad DetermineAbductionSquad Changed: case 0: iNumPods = 2; iNumAliens = 4; // End:0x94 break; // End:0x51 case 1: iNumPods = 3; iNumAliens = 6; // End:0x94 break; // End:0x71 case 2: iNumPods = 4; iNumAliens = 8; // End:0x94 break; // End:0x91 case 3: iNumPods = 4; iNumAliens = 10; To: case 0: iNumPods = 3; iNumAliens = 7; // End:0x94 break; // End:0x51 case 1: iNumPods = 4; iNumAliens = 10; // End:0x94 break; // End:0x71 case 2: iNumPods = 5; iNumAliens = 13; // End:0x94 break; // End:0x91 case 3: iNumPods = 6; iNumAliens = 16; This adds a few more enemies for all abduction difficulty levels. Props to Johnnylump. HEX Hint: Change: 2C 02 0F 00 EC 43 00 00 2C 04 06 94 00 0A 51 00 26 0F 00 EB 43 00 00 2C 03 0F 00 EC 43 00 00 2C 06 06 94 00 0A 71 00 2C 02 0F 00 EB 43 00 00 2C 04 0F 00 EC 43 00 00 2C 08 06 94 00 0A 91 00 2C 03 0F 00 EB 43 00 00 2C 04 0F 00 EC 43 00 00 2C 0A To: 2C 03 0F 00 EC 43 00 00 2C 07 06 94 00 0A 51 00 26 0F 00 EB 43 00 00 2C 04 0F 00 EC 43 00 00 2C 0A 06 94 00 0A 71 00 2C 02 0F 00 EB 43 00 00 2C 05 0F 00 EC 43 00 00 2C 0D 06 94 00 0A 91 00 2C 03 0F 00 EB 43 00 00 2C 06 0F 00 EC 43 00 00 2C 10 ==== XGStrategyAI ==== >>>> noexport function AddPossible Changed: if(Game().GetDifficulty() == 3) To: if(Game().GetDifficulty() >= 0) This makes it so the amount of enemies will not be limited for certain enemy types, on all difficulty levels. HEX Hint: Change: 9A 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 03 16 0F 35 DD 41 00 00 E0 41 To: 99 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 00 16 0F 35 DD 41 00 00 E0 41 ==== XGStrategyAI ==== >>>> function TAlienSquad DetermineFirstMissionSquad Changed: if(Game().GetDifficulty() >= 2) if(Game().GetDifficulty() == 3) To: if(Game().GetDifficulty() >= 3) if(Game().GetDifficulty() == 20) This makes it so the amount of enemies during the first mission is reduced to 4 for Easy, Normal and Classic, and 6 for Impossible. HEX Hint: Change: 2C 02 16 0F 35 38 FF FF FF 85 FA FF FF 00 00 10 25 35 E4 FF FF FF 84 FA FF FF 00 01 00 32 44 00 00 24 04 0F 35 38 FF FF FF 85 FA FF FF 00 00 10 26 35 E4 FF FF FF 84 FA FF FF 00 01 00 32 44 00 00 24 04 07 2F 02 9A 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 03 To: 2C 03 16 0F 35 38 FF FF FF 85 FA FF FF 00 00 10 25 35 E4 FF FF FF 84 FA FF FF 00 01 00 32 44 00 00 24 04 0F 35 38 FF FF FF 85 FA FF FF 00 00 10 26 35 E4 FF FF FF 84 FA FF FF 00 01 00 32 44 00 00 24 04 07 2F 02 9A 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 14 ==== XGStrategyAI ==== >>>> function TAlienSquad DetermineAlienBaseSquad Changed: if(Game().GetDifficulty() == 3) To: if(Game().GetDifficulty() >= 0) This makes it so on all difficulty levels more enemies will spawn during the base assault mission, instead of only on Impossible. HEX Hint: Change: 07 C3 00 9A 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 03 To: 07 C3 00 99 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 00 ==== XGStrategyAI ==== >>>> function TAlienSquad DetermineSmallScoutSquad Changed: if(Game().GetDifficulty() == 3) To: if(Game().GetDifficulty() >= 0) This makes it so small scout tactical missions will spawn more enemies on all difficulty levels. HEX Hint: Change: 16 0F 00 0A 44 00 00 2C 09 07 78 00 9A 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 03 To: 16 0F 00 0A 44 00 00 2C 09 07 78 00 99 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 00 ==== XGStrategyAI ==== >>>> function TAlienSquad DetermineLargeScoutSquad Changed: iNumAliens = iNumAliens / 2 + Rand(4); To: iNumAliens = iNumAliens / 1 - Rand(3); This makes it so crash landed large scouts will spawn more enemies. HEX Hint: Change: 92 91 00 11 44 00 00 2C 02 16 A7 2C 04 To: 93 91 00 11 44 00 00 2C 01 16 A7 2C 03 ==== XGStrategyAI ==== >>>> function TAlienSquad DetermineSupplySquad Changed: if(Game().GetDifficulty() == 3) iNumAliens = iNumAliens / 2 + Rand(int(0.40 * float(iNumAliens))); To: if(Game().GetDifficulty() >= 0) iNumAliens = iNumAliens / 1 - Rand(int(0.30 * float(iNumAliens))); This makes it so supply barges spawn more enemies on all difficulty levels. Also, they spawn more enemies when crash landed. HEX Hint: Change: 9A 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 03 16 0F 00 1F 44 00 00 90 36 00 20 44 00 00 2C 03 16 06 B7 00 0F 00 1F 44 00 00 2C 10 07 F5 00 81 2D 00 23 44 00 00 16 0F 00 1F 44 00 00 92 91 00 1F 44 00 00 2C 02 16 A7 38 44 AB 1E CD CC CC 3E To: 99 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 00 16 0F 00 1F 44 00 00 90 36 00 20 44 00 00 2C 03 16 06 B7 00 0F 00 1F 44 00 00 2C 10 07 F5 00 81 2D 00 23 44 00 00 16 0F 00 1F 44 00 00 93 91 00 1F 44 00 00 2C 01 16 A7 38 44 AB 1E 9A 99 99 3E ==== XGStrategyAI ==== >>>> function TAlienSquad DetermineBattleshipSquad Changed: if(Game().GetDifficulty() == 3) To: if(Game().GetDifficulty() >= 0) This makes it so supply barges spawn more enemies on all difficulty levels. Also, they spawn more enemies when crash landed. HEX Hint: Change: 27 44 00 00 03 00 24 00 16 0F 00 26 44 00 00 2C 14 07 E4 00 9A 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 03 To: 27 44 00 00 03 00 24 00 16 0F 00 26 44 00 00 2C 14 07 E4 00 99 19 1B 4C 0E 00 00 00 00 00 00 16 0A 00 43 41 00 00 00 1B F6 0E 00 00 00 00 00 00 16 2C 00
  11. Warspace changes can now be found inside the Warspace installer source (see the mod page).
  12. EDIT: Nevermind, failed experiment...
  13. Mod page updated with news. Follow the instructions at number 3 of the FAQ: http://forums.nexusmods.com/index.php?/topic/834174-warspace-technical-support-v150/ Post in there if you experience any more technical difficulties.
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