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Yzaxtol

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Everything posted by Yzaxtol

  1. Going with my Staring at numbers thing for XCOMStrategyGame.upk XGTechTree XGItemtree . BuildItems
  2. function BuildFoundryTechs() { m_arrFoundryTechs.Add(19); BuildFoundryTech(1, 7, 5, 70, 0); BuildFoundryTech(2, 7, 10, 75, 11, 9); BuildFoundryTech(8, 14, 10, 175, 33, 1); BuildFoundryTech(9, 14, 10, 175, 53, 2); BuildFoundryTech(3, 14, 5, 125, 45, 3); BuildFoundryTech(4, 14, 10, 100, 20, 12, 4); BuildFoundryTech(10, 14, 5, 150, 35, 46, 5); BuildFoundryTech(6, 14, 5, 125, 35, 21, 6); BuildFoundryTech(7, 14, 10, 250, 25, 50, 25, 7); BuildFoundryTech(11, 14, 15, 325, 50, 50, 18, 8); BuildFoundryTech(12, 14, 15, 375, 30, 50, 54, 10); BuildFoundryTech(5, 14, 15, 175, 30, 40, 51, 11); BuildFoundryTech(13, 7, 5, 75, 0, 0, 12); BuildFoundryTech(14, 7, 5, 150, 0, 20, 19, 13); BuildFoundryTech(15, 14, 10, 250, 30, 40, 22, 14); BuildFoundryTech(16, 14, 5, 75, 0, 0, 15); BuildFoundryTech(17, 7, 5, 150, 31, 16); BuildFoundryTech(18, 7, 10, 75, 9, 17); BalanceFoundry(); } 1, SHIV, 2, AlienGrenades, 8, SHIV_Heal, 9, CaptureDrone, 3, MedikitII, 4, ArcThrowerII, 10, AmmoConservation, 6, AutomatedLasers, 7, AutomatedPlasma, 11, AdvancedFlight, 12, AdvancedConstruction, 5, VehicleRepair, 13, PistolI, 14, PistolII, 15, PistolIII, 16, SHIVSuppression, 17, StealthSatellites, 18, Scope,
  3. :O Bloody hellfire that's long. My usual process is: Stare at the numbers until they make sense change the number I want Profit
  4. This Opening post is very under construction. Because some people are asking how do I mod XCOM, I felt that because so many other people have helped me start to Mod I might aswell return the favour. If anyone else have their own resources and links they want to share please post them here and I will endeavour to include them in the opening post. BlackAlpha's .UPK Modding Tutorial Explanation of the different tools: Notepad++ Text Editor to more easily manipulate/see text data. UPK Decompressor to uncompress UPK files. UPK Extractor to unpack UPK Files. UE Explorer to look through the uncompressed UPK files. HxD HEX Editor to search for HEX values and edit the UPK files. XSHAPE to hack the EXE and make it run uncompressed UPK files. WinMerge to compare text files. See the "comparing UPK files" tutorial at the bottom on how to apply WinMerge in modding UPK files. Note, as of 12-14-2012, it's not possible to recompress XCOM UPK files. And it's only possible to HEX edit the UPK files. Each folder contains an instruction text file that explains how the tool is used. General instructions on how to modify XCOM UPK files: === Preparing files === 1. Extract XSHAPE to your game root folder. 2. Go to: "(game folder)\XComGame\CookedPCConsole\". Rename the .upk file you want to edit to create a backup. For example, rename it to: "(Backup) XComGame.upk". Do not move the file to a subfolder, or the game will try to load it when you start the game. You must rename the file for the game to consider the file to be "gone". 3. Rename the associated ".uncompressed_size" file to create a backup. For example, rename it to: "(Backup) XComGame.upk.uncompressed_size". This file must be "removed", or renamed in this case, for the game to load a modified UPK file. 4. Grab the original UPK file you want to edit and run it through the UPK Decompressor (See the UPK Decompressor folder for instructions). 5. Grab the uncompressed UPK file and run it through the UPK Extractor (See the UPK Extractor folder for instructions). === Looking for data to edit === 6. Open the uncompressed UPK file in UE Explorer to look around the code. 7. Use the built-in HEX viewer of UE Explorer to find the correct bytes you want to edit (right click on a Class/Function/Property and choose View Buffer). The advantage of this is that you get more info than with a regular HEX editor. Click on the different HEX values to see the additional info on the left. Also, see the file "Bytecode Table.txt" for some info on common HEX values and what they 'might' mean. And open the unpacked files in the HEX Editor to help in identifying the right HEX value. Don't actually make changes to the unpacked files! 8. Do your best to identify the right HEX value you want to edit. 9. Write down all changes you want to make. For example, write it down inside "Changes to UPK Files.txt". If you don't, you will lose all changes when a game patch arrives. Or you'll simply forget where you made the changes. === Apply the changes === 10. Make the changes to the uncompressed UPK file using the HEX editor. 11. Now open the modified UPK file with UE Explorer and navigate to the page where you've made the changes. If the changes show up in UE Explorer and everything is looking good, then you've successfully applied the changes. 12. Copy the modified UPK file to (game folder)\XComGame\CookedPCConsole\ 13. Run XSHAPE.bat inside the game root folder (you copied XSHAPE there earlier, at step 1 of these instructions). XSHAPE will modify the EXE file so that the game will run uncompressed UPK files. 14. Done. Start game. Helpful Links: UPK Modding Tools - BlackAlpha DefaultGameCore.ini Wiki Page .UPK Research: Tech Tree UPK Changes for Merciless
  5. How well does this code work with a 50Hp Sectopod? a 25 HP Cyberdisc?
  6. Advanced SHIV Models researchable after Titan Armour?
  7. XComStrategyGame.XGItemTree.BuildItems m_iCurrentCategory = 3; BuildItem(102, 50, 14, 5, 1, 49); BuildItem(103, 100, 25, 14, 10, 14, 1, 50); BuildItem(104, 200, 30, 30, 14, 20, 5, 1, 51); These are the SHIVS in the Item Tree. BuildItem(102(SHIV ID), 50(Cash), 14(Time), 5(Engineers), 1(SHIV Foundry), 49(Image)); BuildItem(103(Alloy SHIV ID), 100(Cash), 25(Alloy), 14(Time), 10(Engineers), 14(Carapace Armor Tech), 1(SHIV Foundry), 50(Image)); BuildItem(104(Hover Shiv ID), 200(Cash), 30(Alloy), 30(Elerium), 14, 20(Engineers), 5(New Fighter Craft Tech), 1(SHIV Foundry), 51(Image)); I was tempted to remove the requirement for the starting SHIV so that it was available with the Medkit, but due to un-resolved balance issues with Continents I fixed it a different way. Hope this info helps someone.
  8. Gratz dude, you seriously know your stuff. All I can do is tweak numbers pretty much :S.
  9. Woah, nearly had a heart attack when my XCOM started crashing after rebalancing pistols and Gunslinger, it turned out that the 02, wasn't the number but something else, and 32 was 2 :S Luckily i went back and fixed it and it's working :smile:
  10. Added .txt files indicating many of my .UPK file changes, I have however forgotten some of my upk changes, and alot of them are Warspace Extension ones.
  11. Aliens use stats of the human weapons, I haven't tested the properties but i'm 100% sure that they use the same damage and Aim bonus of the human variety. (sectoids, floters, mutons, thin-men etc) the Properties ALSO allow you to use abilities the weapons have no animations for and will bug out.
  12. have you tried using a sniper ability with the rifle? crazy animations are crazy
  13. Updated the Opening post to reflect changes i've made to v0.4, with tweaks and a v0.5 open-beta release soon. If anyone has some spare time and is interested in testing out a mod that emphasises the Greater Strategy part of the game, please let me know :biggrin: Also as i can't rename my topic, i regret labelling it as a Punishing strategy mod, it doesn't deal out indiscriminate punishments it just rewards AND punishes every chocie.
  14. allowing Heavyies to use the rifle will decrease the ammo count for all rifles, for snipers to use the rifle you actually have to remove the rifle property which then stops rifle supression from working, the class and weapon system is a mess in this game.
  15. Reaction range in the .ini file can be modified so different weapons 'react' at different distance. But anyone just dropping in very close to all your men will trigger them all. They're all currently set to -1, so as soon as they're seen they react.
  16. Armour does work like that, only when the troop loses all the hp granted by armour does he become wounded. I've just tested 6 dmg against 7hp Carapace and 5hp skeleton suit. Only the skeleton suit users were wounded.
  17. defence 40 is way too much, if in heavy cover you'd give -80% chance to hit you along with smoke would be -100% Defence is actually one of the most powerful stats in the game. treat it with respect. Edit: Extra Conditoining is: +1 hp Kevlar, +2 hp Carapace/Skeleton, +4hp Titan+ To make it truly work, you'll probably have to go and modify most of the aliens stats aswell to make sure the extra defence doesn't over-power their AIM values completely. The system could work but it'll probably need an overhaul on whole aim system aswell as defense and aim are pretty much the same.
  18. some nice trees, the idea of having the mandatory skills based on each other is a good one. some of the choices are bit obvious however: Rapid Reaction as a final perk, without even opportunist? I chose rapid-fire as my ultimate skill (both for support and assault because it's just that powerful) with the sniper being VERY good at overwatch do you think Support needs those overwatch skills? There's nothing that stops you from using a perk multiple times :D
  19. Permission to slap this in my mod as default? Credit will be given :)
  20. I've been trawling through the .UPKs trying to find how to make the game start with 4 interceptors, so that people who don't know how much the UFO system has changed isn't caught with their pants down at the start. So far no luck :( anyone else got a better idea of where to look, I'm hopeless at this.
  21. Already done the UFO missions and satellite abductions. But i thought the amount of UFOs at the start was abit too much. Cheers for the help I'll see if I can reasonably change the settings somewhat and probably post UPK changes if i can manage it.
  22. I have a very limited narrow view of modding at the moment so I don't really know what's possible or not, but with the introduction of some pretty good UFO combat mods, is it possible to switch the UFO limit from being a constatnt and change it to depend on how many continents you are currently watching? I think the best thing would to start with a UFO limit of 2 with 1 extra for each extra continent you watch. To a grand total of 6. + abductions + terror Otherwise as it stands now, watching multiple continents actually 'spreads' the work your interceptors need to do with it being rarer with every continent full of interceptors to ever have a ship in repair during UFO contacts.
  23. EDIT: All aliens use human statted weapons. I turned the damage of Light Plasma Rifle down to 1 and watched as Mutons, Thinmen and Floaters failed to kill a rookie standing in the open.
  24. Unfortunately i've added immersion as a selling point for my mod so most of these options are out the windows :( To add abit more variety in gameplay I've added the sniper and assault trait to the alien weapons instead, pretty much making thin-men into snipers and floaters into assaults. Hopefully the AI won't herp/derp and be able to play with the new values.
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