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shiwan8

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  1. SMarines would be nice, then again, we would need someone to mod the aliens to 40k types for it to work in game.
  2. I don't understand anything about this. Is this a way to straight up edit the files and that's it or do I need to do something else also?
  3. I'm pretty much with on the changes for headshot and squadsight. I am not, however, thinking the same about gunslinger. That ability makes the sniper an all around guy. Snapshot is just wrongly named "missed shot". Plasma pistol + gunslinger = sniper who can move and shoot or not move and hit hard.
  4. Oh, niceties. How about really specializing the classes. Some ways it always bothered me that all classes were somewhat hybrids. The fact that snipers have battlescannerwhatchacallit is plain stupid. Sama skill for some forward soldier would be actually useful.
  5. True, though the crit chance is higher for some aliens, not lower overal. There is a "balance mod" for this.
  6. There are XP levels for ranks but as far as I can remember no reward per kill numbers in default game core.
  7. The UPK-problem, if I remember correctly, is solved now. This might be doable now.
  8. Is it? My experience is pretty much that battleship max 2 shots interceptors and last time I had to bail out with firestorm. That's "impossible" though, I have no idea what it's like on lower difficulties except on easy where everything is easy.
  9. ^ You could try to make the research time longer for the later game field gear and gear upgrades. Maybe, if there's a number to change (can't remember) you could also add build time for certain items, like plasma. Maybe make them more costly resource wise and so on. Plenty of ways to tweak it. :)
  10. Tried that too. Do we have an idea where the activator for this is other than the GameCoreSomethingortheother.ini 0 -> 1 that should work normally? It just might be that I've edited the exe so many times it's bugged somehow. Now if there is some other file that dictates if it is even possible to use the extra options after play through, editing that would likely fix this for me. I might try to start a new game with vanilla exe, try to change the option value on that and see what happens.
  11. heheh... interesting :D if(kItem.iCategory != 1 && (kItem.iCategory != 2) && (kItem.iCategory != 3)) { return true; } Is equivalent to: if(kItem.iCategory == 4 || (kItem.iCategory == 5) || (kItem.iCategory == 6)) { return true; } ^ assuming there is a category 4, but whatever. Not that it really matters, but I believe there's actually only 5 categories (1, 2, 3, 5, 6). What's interesting about doing it this way (or just jumping past the first conditional), is now the second conditional actually serves a purpose: if(iItem == 192 || (iItem == 135) || (iItem == 133) || (iItem == 134)) { return false; } Since item 192 is in category 1... and 133, 134, and 135 are in category 3.... those are now excluded. I believe the second conditional was created before the first conditional was... when they were still testing out ways to make most items sellable. Then they changed their minds, added the first conditional... and then never bothered to remove the second (why bother, when it has no effect). I REALLY would like to know what those four items are... anyone have any ideas? I'm hoping they're the 4 problem items I'd want to exclude because they use no materials. Anyways, the reason you prevented the selling of the infinite starter items is because for those items you allowed the code to continue down to: return m_arrItems[iItem].iCash != -1; Which returns true iff the item has value that isn't -1. Starter items have a value of -1. You're telling me you did that by happy accident? Because that's rather perfect ;) Depending on how it turns out, that may or may not be the right way to do it (we just may want to skip the first conditional altogether), but whatever. Pretty cool regardless. ;) Here's what I'm going to try... Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000040 C8 35 00 00 4A 16 07 8C 00 84 84 9A 35 B7 02 00 È5..J..Œ.„„š5·.. Changing the 0x07 at offset 0x46 to 0x06 should just skip the first conditional, while leaving everything else alone. Yeah... function bool CanBeSold(int iItem) { local TItem kItem; kItem = Item(iItem); // This is an implied JumpToken; goto J0x8c; kItem.iCategory == 1 || (kItem.iCategory == 2) || (kItem.iCategory == 3); return false; J0x8c: // End:0xd4 Loop:False if(iItem == 192 || (iItem == 135) || (iItem == 133) || (iItem == 134)) { return false; } return m_arrItems[iItem].iCash != -1; } I can confirm that medkits and scopes are in the list of 4 items that are excluded in the second conditional. I'm willing to bet that arcthrowers, and that first health bonus item are the remaining two. That's a good thing for us. One major problem, however, is that you can sell interceptors for $40. If you have the air/space bonus, however, they only cost $20. So, we'll need to find a way to prevent interceptors from being sold on the grey market. In fact, there are several items which can be used to create nearly infinite cash. I've made a list: ItemBalance=(eItem=eItem_SHIV, iCash=50, iElerium=0, iAlloys=0, iTime=7, iEng=5) ItemBalance=(eItem=eItem_Interceptor, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1) ItemBalance=(eItem=eItem_Satellite, iCash=100,iElerium=0, iAlloys=0, iTime=20, iEng=5) ItemBalance=(eItem=eItem_IntWeap_I, iCash=35, iElerium=0, iAlloys=0, iTime=7, iEng=5) ItemBalance=(eItem=eItem_IntConsumable_Hit, iCash=10, iElerium=0, iAlloys=0, iTime=0, iEng=5) ItemBalance=(eItem=eItem_IntConsumable_Dodge, iCash=50, iElerium=0, iAlloys=0, iTime=0, iEng=10) ItemBalance=(eItem=eItem_IntConsumable_Boost, iCash=20, iElerium=0, iAlloys=0, iTime=0, iEng=10) So, we basically have to get this code into that function somehow: if (m_arrItems[iItem].iEng != -1 && m_arrItems[iItem].iAlloys == 0) { return false; } This would care of everything on that list, except interceptors. We'll have to figure out it's item number, which may come down to trial and error. I would check 161 and hope to get lucky. If we can't get the above code into the function, then we'd have to find their item numbers too. Actually, this all seems a little hopeless without being able to increase the size of functions, and perhaps should be left on the backburner until we can do more. Erm, why? I understand the interceptor thing, that one is, while slow, still effective. I might be overlooking something or just can not understand the problem here. Player first pay's a "hit load of valuables for some tech that he/she is likely to never use (chitin plating, combat stims, psi shield that makes no difference what so ever) and you want the player to not make a benefit for that. Why?
  12. I don't remember if this is a character or gun ability. If it is the later case this could be potential gear balance option. By this I mean that you could just put a reaction value to a gun, making smg-type weapons most likely to be able to fire extra and lmg-type weapons least likely to manage that. Actually, this would insert realism to the game and make it even more fatal + the fact that a soldier who sits behind solid cover is in infinitely better position than the guy who runs around in an open field.
  13. there are 2 fixes for this. 1: You lower your difficulty setting. 2: You man up and accept the fact that you have just about 2 turns to throw away in those missions and that means likely losses. Remember that you only need to get some soldier to fiddle with the bomb in time for it not to go off. Then you have all the time in the world.
  14. On easy. I can pretty surely load the save just before the final shot. Just to be sure, is this serious so damn dim witted that you have to play through this just to play the game so that it's fun? I went and did the game ender again, still does not work.
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