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jgbaxter

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Posts posted by jgbaxter

  1. None of this is fair use.

     

    Companies act this way because they need to defend their copyrights.

     

    They don't bother hand holding because it's a waste of effort, much simpler for them just to file a complaint.

     

     

    Not that I'm a fan of how they deal with copyright infringement, it is their right, and in most cases their obligation.

  2. Too bad, he was doing some really great work, really interesting.

     

    For what it's worth, I think the idea of a spiderman mod to be quite silly, having said that, it would also be really kewl.

     

    In any case, this is a prime example why I wouldn't use someones mod as a required mod for one of mine.

     

    Side note, I keep a separate section for mods I use as backups just in case there is a problem of some kind. Or if I thought a mod was really interesting and was at a stable stage. I wasn't currently using any of his mods though.

     

    Of course I think he has the right to remove any content he wants. Even if it causes people problems, those problems are only caused because he allowed others a better gameplay experience in the first place. I don't think it's the best way to go about things but that's another conversation maybe.

  3.  

    2. Replace the final missions 3 avatars with the 3 rulers.

     

    Sounds fun, how would that play out.

     

    Soldier takes a shot, 3 aliens take a shot.

    Soldier takes a shot, 3 aliens take a shot.

    Soldier takes a shot, 3 aliens take a shot.

    Soldier takes a shot, 3 aliens take a shot.

    Soldier takes a shot, 3 aliens take a shot.

    Soldier takes a shot, 3 aliens take a shot.

     

     

    Somewhere middle of first turn game over.

     

    :devil:

  4. how do i load a Published mod from nexus into the mod buddy, so i can look at it.

     

    You likely won't be able to as it isn't likely going to have the related file TheMod.XCOM_sln

     

    However if you just want to look at it, then you just download it and read the files with notepad ++ for example.

  5. Doah, it's parsed right in modbuddy just messed up above. :laugh:

     

    I remember reading something Josh posted on reddit, and that he wasn't sure if there was a way to even get the DLC to load in any particular order. I was kind of hoping that the DLC loads before mods and therefore the default XCom files would have the new data from the DLC which could then be altered without having to worry about the DLC files.

     

    Anyway I need some booze because this is silly complex for a simple thing, lord knows an AHA moment will happen when someone comments on how to fix this, or maybe I'll drink more beer, not sure, maybe both. :huh:

  6. So I and LeaderEnemyBoss have been trying to make a small change to hopefully get me to grok how to do other things but I can't get this thing to build... any help would be great, I'm sure it is of course something simple but can't figure out what I'm missing.
    Here's the error;
    C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\..\Development\Src\PartisanWar\Classes\A_UIAvengerHUD_Listener_UpdateGame.uc : Error, Bad class definition 'X2StrategyElement_DLC_Day60Techs(X2StrategyElement'/''/2165/2165
    Warning, Can't find files matching C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\..\..\Development\Src\DLC_2\Classes\*.uc

     

    And the code for what I'm trying to do (make Viper autopsy pre-req for ViperKing).

     

    I've looked at others code but that only points me in a direction where assassins kill me...

    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Alien Hunters -- Adding mandatory autopsy from base alien instead of bypassing and allowing autopsy of ViperKing instead of Viper beforehand.
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    [UnrealEd.EditorEngine]
    +EditPackages=DLC_2
    
    
    [Engine.ScriptPackages]
    +NonNativePackages=DLC_2event OnInit(UIScreen Screen) { local X2StrategyElementTemplateManager TechTemplateMgr; local X2StrategyElement Autopsy; local X2TechTemplate TechTemplate; local XComGameState_Tech stateTech; local XComGameStateHistory History; local XComGameState stateGame; Autopsy = new class'X2StrategyElement'; TechTemplate = Autopsy.CreateAutopsyViperKingTemplate(); TechTemplateMgr = class'X2StrategyElementTemplateManager'.static.GetStrategyElementTemplateManager(); TechTemplateMgr.AddStrategyElementTemplate(TechTemplate); if (TechTemplate.Requirements.RequiredTechs.Find('AutopsyViper') == -1) { TechTemplate.Requirements.RequiredTechs.AddItem('AutopsyViper') }} defaultproperties { ScreenClass=UIAvengerHUD; }
    
  7. TimeScalar doesn't work, it's not enabled in the code I guess.

     

    All research projects have DIFF 3 setting in StrategyTuning.ini, you can adjust the DIFF3 and get DIFF 0-2 to change to the same setting and DIFF 3 to change to a different setting, Adding a DIFF 0-2 and changing them in anyway results in no effect.

     

    DIFF 3 tech setting is hidden.

     

    DIFF 3 tech setting follows a format that is not logical, for example, doubling the DIFF 3 settings doubles DIFF 0-2 however...

     

    DIFF 3 research on ABC tech and XYZ tech will have different results so it doesn't have the same effect.

     

    It may be that the hidden DIFF 3 setting adds a percentage based on PTC but that can't be confirmed. This is in fact how I wanted to go, small, medium, and large projects I was going to change the PTC to 210% / 200% / 190%. So, perhaps the DIFF 3 hidden adjustment looks at the PTC and does something similar and scales in categories based on the PTC range that it may fall in to. No idea but it's clearly not a natural progression.

     

    No other logical settings to change DIFF seem to work at all.

     

     

    I think if someone were to code a UI listener that looks at DIFF and then changes the PTC based on that that would work. It would need a way to also be configurable so if someone adds a new tech to StrategyTuning.ini it would see the PTC line and adjust. There's probably an easier way to do this but I'm not at the coding standard to do it.

     

     

    At this point I tink that the way I'm going to go until a solution is found is to adjust StartingScientists, this isn't the best solution obviously but it would be a tolerable if hated workaround.

     

    I'd need probably to change the number of starting scientists by having the UI listener look at DIFF and be able to plug in different variables for the scientists based on the DIFF, basically changing this maybe;

     

    (although the code below has it give both Sci and Eng the same amount that would need to be separate settings I suppose.)

     

     

    class StartingStaff_UIScreenListener extends UIScreenListener config(StartingStaff);
     
    var config int NumStartingEngineers;
    var config int NumStartingScientists;
     
    event OnReceiveFocus(UIScreen Screen)
    {
        if(IsModEnabled() && IsStrategyState() && IsNewGame())
        {
            GiveScientistsAndEngineers();
        }
    }
     
    function bool IsStrategyState()
    {
        return `HQGAME != none && `HQPC != None && `HQPRES != none;
    }
     
    function bool IsModEnabled()
    {
        return NumStartingEngineers > 0 || NumStartingScientists > 0;
    }
     
    function bool IsNewGame()
    {
        //Hack: Only When Sci/Eng at 0, redundancy ADD a check for game date as well so no future firing)
        return `XCOMHQ != none && `XCOMHQ.GetNumberOfEngineers() == 0 && `XCOMHQ.GetNumberOfScientists() == 0;
    }
     
    function GiveScientistsAndEngineers()
    {
        local int i;
     
        for(i = 0; i < NumStartingScientists; i++)
        {
            GiveStaff('Scientist');
        }
     
        for(i = 0; i < NumStartingEngineers; i++)
        {
            GiveStaff('Engineer');
        }
    }
     
    function GiveStaff(name staffType)
    {
        //Copied+edited from XComHeadquartersCheatManager:GiveScientist()
        local XComGameState NewGameState;
    local XComGameState_HeadquartersXCom XComHQ;
    local XComGameStateHistory History;
    local XComGameState_Unit UnitState;
    local CharacterPoolManager CharMgr;
     
    History = `XCOMHISTORY;
    XComHQ = XComGameState_HeadquartersXCom(History.GetSingleGameStateObjectForClass(class'XComGameState_HeadquartersXCom'));
    NewGameState = class'XComGameStateContext_ChangeContainer'.static.CreateChangeState("Give " $ staffType);
     
    CharMgr = `CHARACTERPOOLMGR;
     
    UnitState = CharMgr.CreateCharacter(NewGameState, eCPSM_Mixed, staffType);
     
    UnitState.SetSkillLevel(5); //Default skill-level, apparently
    NewGameState.AddStateObject(UnitState);
     
    XComHQ = XComGameState_HeadquartersXCom(NewGameState.CreateStateObject(class'XComGameState_HeadquartersXCom', XComHQ.ObjectID));
    NewGameState.AddStateObject(XComHQ);
    XComHQ.AddToCrew(NewGameState, UnitState);
    XComHQ.HandlePowerOrStaffingChange(NewGameState);
     
    if( NewGameState.GetNumGameStateObjects() > 0 )
    {
    `XCOMGAME.GameRuleset.SubmitGameState(NewGameState);
    }
    else
    {
    History.CleanupPendingGameState(NewGameState);
    }
    }
     
    defaultproperties
    {
        ScreenClass = class'UIAvengerShortcuts';
    }

     

     

  8. Well, if there are no settings at all that can be changed to scale research time for seperate DIFF aside from non-Legend/Legend...

     

    Then having a way to implement that would be handy.

     

    If not, then...

     

    In short, I want this to work- since it doesn't;

     

    ResearchProject_TimeScalar[0]=1.0 ;Easy
    ResearchProject_TimeScalar[1]=1.0 ;Normal
    ResearchProject_TimeScalar[2]=1.0 ;Classic
    ResearchProject_TimeScalar[3]=1.0 ;Impossible
    Failing that something that would do what the above should do or similar.
    The solution is beyond me, if someone out there can code it that would help a lot.
    Was that clear enough? :)
  9. No.

     

    It's Non-Legend / Legend.

     

    I've found no way as of yet to get a way to scale DIFF 0-2.

     

    At least not without going around the side using a workaround or possible messing deeper in the code.

     

    And even the workaround is only a partial solution, and yet still Legend becomes a bit silly for research times, and more to that is Legend doesn't actually scale in a way that I can understand yet.

     

    Hybrid Material, modded to 113 days. PTC 2640.

    Alien Bio Tech, modded to 59 days. PTC 3080.

    Modular Weapons modded to 188 days. PTC 2680.

     

    Non-Legend 11-13 days various DIFF.

     

    Which is insane, we're talking 1-3 days difference on non-Legend, which creates 59-188 days on Legend.

     

    Clearly something is not working in a logical manner. Now I'm all for making an occasional mistake but this seems to be something else. It could be a simple fix when "magical solution" is revealed.

     

    All the mods that change research are to the best of my knowledge, completely messing things up, or doing absolutely nothing at all.

     

    Or so it seems anyway.

  10. I second.

    Most of all, i wonder if it is make those other perks accessible, so that in the next rank after colonel you can get the other first perk, and so on.

     

    Maybe it's possible by resetting the trigger for AWC perks.

  11. 1) Steam Workshop is a great avenue for people to enjoy mods. "REAL" modding is not when users can personally control files, it's when users can install a mod.

     

    2) Trying to forcibly recreate the Long War phenomenon seems overly constraining and also personally weird.

     

    2) Interesting...

     

    I'd much rather have a core mod and add ons then 100 mini-mods where just one of them messing up means hassles.

     

     

    My 2 pennies. :)

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