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Dethraker

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Everything posted by Dethraker

  1. Well, I'm already looking into it myself, was kinda hoping for more on specifics. I know from expanding other enums that it's not just the enum, or even the default values, there are bits of code that cap foundry projects in a few different places, without adjusting those you can add more projects, but they won't show up in game. I'm still tearing through the code, but was hoping for a more detailed answer on this as to what the issue was that they ran into prior. I'll likely run into that issue as well eventually, would help to know where the issue is so I can focus on getting passed that sooner rather than later. Thanks for any help on this.
  2. Here's a question for anyone that was working on LW in any fashion and happened to work with the perks. From my understanding with an enum you can have a maximum of 255 items in that enum, correct? I remember reading somewhere that there was no more room for new perks in LW, but don't remember what the limiting factor is. In the code the EPerkType enum isn't yet maxed at 255, actually only has 173 total perks: So my question is, was there another limiting factor that wouldn't allow the addition of more perks besides the maximum enum count?
  3. UDK has its own compiler, front end...is that what you're referring to? Also there's PatcherGUI that you can use for hex edits.
  4. I wouldn't phrase it "shut up and play LW" but there are several mods coming out now that change things in the Long War mod. If there's something you don't like about it there's a chance it has been modded out, or at least adjusted.
  5. Ok, so I've finally put out an initial beta release for my mod, it adds some things that can be configured through simple .ini edits and modifies the gameplay by reworking Research and Foundry Techs. More details on the mod page: http://www.nexusmods.com/xcom/mods/641/? I'm gonna try working on a UI mutator next so that anyone using mutators can make easy changes to the XGItemCards in order to have those changes reflected, will start a new thread for that once I familiarize myself with the classes and assets I will need to work with/modify. I will probably release the UI mutator as a separate mod once I get a good handle on it in case others have no desire to dl my mod along with it.
  6. You must be referring to the item cards. You can find them in XComGame.XGItemCards. I'm running into a similar issue with my mod, everything works purposely, but the item cards don't reflect the new information. I've recently been tempted to go in and write a mutator to allow hacking the UI the same way the game does for the pistol upgrades, but that would be alot of work. Something I'm not quite ready to do.
  7. Long overdo update on my own progress with my mod. Been spending allot of time figuring out how the code works in XCom, something many of you have been a huge help with. I just wish I had started modding this game back with the rest of you, ah well. So my mod is working in game, the values are changing based on the ini information input but I'm running into a couple of problems right now that I'm trying to work out. Mainly the issue is finding a way to get the stat changes to show up in the weapon/armor cards under XComGame.XGItemCards, otherwise the changes are made but you have no way to tell inside the game(weapon hit values are from x-y so they vary a bit anyway especially with LW adding defense). Other than that not really a whole lot to talk about, want to make sure the in-game info is updated before I make my first release.
  8. @Liquid, so you'll be able to know exactly when and what composition each wave has? This is really a great idea, allows more customization to difficulty and(depending on how you do it) variety of enemies on any given map.
  9. @GamerChris9, currently no one is working on the Expanding EXALT project, it's just an idea. Everyone has their own projects that are either incomplete or getting updated/bugfixes. Feel free to share any ideas you might have here and when I get another chance I'll update the main projects for everyone to see status. Further, if modding is something you'd like to learn about there are some wikis and getting started threads, etc. EDIT: Re-read my post and it seemed a bit...rude, apologies wasn't intended that way. If any other modders have updates on the status of their mods please post them up so I can update my projects post accordingly :D
  10. @Liquid, well that's incredible in itself. Being able to spawn XCom soldiers at all after map load would be an amazing thing to have in a mod, but I wonder again... Could you instead use the model for the soldier that just sits there while the VIP "has all the fun"? And just have them equipped with a standard ballistic rifle? If we can't have XCom reinforcements properly pulled from our soldier roster without hacking the available items a bit then maybe we could have a squad of soldiers come running up to support us, or come running toward "human gunfire" in the hopes of being safely extracted. Just a thought, if possible this could also be used as an alternate means to recruit more soldiers, if they enter the fight and survive the encounter then they are added to your roster.
  11. Nice Zyx, I might look at what you've done at some point with LW-Pedia_DB. It's nice to be back working on my mod, I recently came into some time off work due to an injury so I've had more time to look at things, though I've also filled the extra time with home projects and more sleeping :D. I'm honestly hoping for an initial release fairly soon, but some technical and personal things are still holding that back. As modders, everyone has their own project they want to work on and give attention to, I completely understand that as I am setting my own as a priority also lol. This was merely an attempt to re-ignite interest, I do enjoy reading about everyone's successes and failures in my free time and the forums have been all but dead lately.
  12. I was having the same issue with laziness for the longest, finally started back up on my mod and hopefully getting close to an initial release. I would love to see configurable spawn points for EXALT and covert ops units. This makes me wonder though, are we to a point where we can create XCom reinforcements the same way that EXALT has reinforcements enter the map(running in from off map), and can we have them all come from the same general area?
  13. Just to attempt to spark up interest and conversation again I thought I'd post some ideas I've been contemplating about "Expanding EXALT" after I finally finish my own mod. I'll start by putting up an updated summary(to my knowledge) EXPANDING EXALT: This project could be broken up into phases, first phase could be implementing EXALT as a 2nd(or 3rd) entity of competition on the map. You can obviously have a 3rd entity on the map because on Terror Missions civilians count as that 3rd entityThe civilian AI is extremely simplistic, run and hideWe can duplicate that aspect of a 3rd entity and then use mutators to add in more intelligent AI, or just replace the existing classes that determine EXALT AI Second Phase would be to add in more variety for the EXALT units. We could add in more classes, maybe even MECs(though not sure about models)Then access to more weapons and items so they could be more on par with XCom Third Phase could consist of writing new code for how the game progresses EXALT outside of missions EXALT could become a mercenary group, world domination, etc.Create EXALT missions that they run to gain resources much like XComMaybe even have EXALT get strong enough late game to steal our Firestorm technology and have Firestorm vs Firestorm air battlesWith some UI pros maybe we could see an additional section just for tracking EXALT, maybe separate EXALT and Aliens into separate UI screens This would likely be very time consuming, and would probably run past XCom 2's launch to get through all the phases(possibly even to achieve first phase), but as I said, just an attempt to spark up interest and conversation once again.
  14. I'm honestly not sure, try with your save and if it doesn't work you'll just have to start a new game.
  15. There are certain things inside the DGC.ini that require a new game to take effect. I haven't adjusted fatigue myself, but I'm not sure if it can be completely removed with just an ini tweak, it says 0 should remove most fatigue except in some situations...? As far as injuries go, the two options above that one: BASE_DAYS_INJURED = 1320RAND_DAYS_INJURED = 2745 are the values you need to adjust for that, I believe adjusting the first(BASE_DAYS_INJURED) to 0 should do it, but I'm not completely certain how RAND_DAYS_INJURED works exactly.
  16. My only thing is I have beaten Long War(mind you not the final version, haven't tried been modding instead), and so have many others. It's not impossible, just a different and punishing experience. As the LW team has said in their info page, Long War is not for everyone, it was developed as a much harder and longer XCom experience for those wanting more depth and challenge. Anyway, they won't be producing anything else, the Long War team is actually working on their own project now. There are some other mods available and more coming that might make things a bit simpler, or more challenging, but there are also mods available to make tweaking the game even easier to do. It's always been about allowing you to create a challenging experience you can enjoy(if you don't like the default difficulty), otherwise they wouldn't have made so many things editable within DGC.ini.
  17. DefaultGameCore.ini ; mec armors Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=0, Properties[2]=0, Properties[3]=0,strName="", iType=eItem_MecCivvies, iHPBonus=0, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=0, iMobilityBonus=0 ); civvie armor Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor1, iHPBonus=8, iDefenseBonus=8, iFlightFuel=0, iWillBonus=0, iLargeItems=2, iSmallItems=2, iMobilityBonus=3 ) MEC-1 Paladin Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor2, iHPBonus=12, iDefenseBonus=8, iFlightFuel=0, iWillBonus=0, iLargeItems=3, iSmallItems=2, iMobilityBonus=4 ) MEC-2 Defender Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=145, iHPBonus=10, iDefenseBonus=12, iFlightFuel=0, iWillBonus=0, iLargeItems=3, iSmallItems=2, iMobilityBonus=6 ) MEC-3 Valiant Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor3, iHPBonus=20, iDefenseBonus=12, iFlightFuel=0, iWillBonus=5, iLargeItems=4, iSmallItems=3, iMobilityBonus=5 ) MEC-4 Dauntless Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=148, iHPBonus=24, iDefenseBonus=8, iFlightFuel=0, iWillBonus=5, iLargeItems=3, iSmallItems=3, iMobilityBonus=2 ) MEC-5 Devastator Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=191, iHPBonus=12, iDefenseBonus=20, iFlightFuel=0, iWillBonus=5, iLargeItems=3, iSmallItems=3, iMobilityBonus=10) MEC-6 Vanguard Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=210, iHPBonus=16, iDefenseBonus=16, iFlightFuel=0, iWillBonus=5, iLargeItems=4, iSmallItems=3, iMobilityBonus=8 ) MEC-7 VindicatorDo a search(ctrl + f) for "mec armors", then you'll see this section. You can adjust the amount of large items, small items, mobility, etc. in this section right here. What else are you trying to do?
  18. Hey Spazma, Basically this project accomplishes several things, it's not just a rearrange of the research tech order. As wghost stated I'm going to make my mutator ini configurable to insert different data depending on research, foundry projects, etc. What is shown is actually just me trying to see a result inside the game, I am also adding foundry projects, reworking the time, cost, etc. for a good portion of the research as well as the new foundry projects. I also hope to be able to use the separate ini to change damage values for weapons if x tech has been researched. Rather than using an ini patcher I figured I could set it up to have a mutator that can use new data access new data for the game thus not having to worry about a lengthy process for anyone that downloads my mod to make the changes in the related DGC.ini, and .int files. It's a work in progress :D. @tracktwo & wghost, Thanks again, I think I found what you're referring to: I'd like to implement as much as possible through my mutator, but it does seem like that would be an easy HEX change.
  19. As an update to my ongoing project I've made some more headway into implementing my alternate tech tree as a mutator. A few of the additions still make more sense being hexed in, so I have some things edited through Hex(May decide to change into my mutator once it's working successfully). I was able to get the game to read my mutator project inside the logs, and I can tell my function is being called in the game due to some changes, but still unsuccessful at this point. My project is being added as an additional Second Wave option so in order to activate everything I mod in you'll have to select my Second Wave Option(AlternateTechTree #30). When the game loads without the 2W option selected everything works as it should with vanilla LW gameplay, however once I load in selecting my 2W option in the research UI there are no available techs, and the already researched techs are blank. If you click on them then it still shows the details and items/projects unlocked, but the names are blank(I'm using tracktwo's JumpStart mod in order to select different Techs to test my requirements easier). Here is the Hex changes I've made: Here is my test code: I've added a few `Log() commands in my code in order to see if the code is being read, and it is. I am able to see all my `Log()s at some point in the Launch.Log so each part is being called by the game. [0022.64] ScriptWarning: Accessed None 'm_kLabs' AlternateTechTree Command1.TheWorld:PersistentLevel.AlternateTechTree_0 Function AlternateTechTree.AlternateTechTree:TECHTREE:0095 [0022.64] ScriptWarning: Accessed None AlternateTechTree Command1.TheWorld:PersistentLevel.AlternateTechTree_0 Function AlternateTechTree.AlternateTechTree:BuildAltTechs:001F [0022.64] ScriptLog: This Is AlrightThis ScriptWarning in particular repeats itself 75 times, once for each of the ResearchTechs. That's the update on my project so far, I'm currently a bit stumped, but will be continuing to troubleshoot as I have the time. If anyone has some advice I'm all ears :D.
  20. I know I expressed an interest, but you may have to count me out on this one. Haven't had time to even work on my own concept in a few days due to work picking up. Long days and forced 6 day work weeks yet again. If I ever finish my own project I'll take a look, but that's why I ask questions on here. With my limited time it helps to have a reference point to work from on anything in working on. Otherwise all my available time goes into searching through the code for what I'm trying to change. Work normally slows down come end of October, but then XCom2 will be knocking at the door so...
  21. Just realized I neglected my own thread for awhile. I've made considerable progress despite many restrictions on my personal time thanks to help from many of you in this community. In regards to my concept, currently I have parts of it working but am still a good ways away from my first version release. Tracktwo's Jumpstart mod has been a huge help in testing different parts of my changes. My new tree consists of a couple of different forks currently. If you choose beam weaponry you will be locked off from advanced ballistics, gauss, and fusion weapon trees. On the other end choosing advanced ballistics will lock off beam, pulse, and EMP. Currently I've been considering two different things that my mod will have an impact on, first there will be significant changes to the DGC.ini to the point that it wont really be a simple 2W option. After downloading the Jumpstart mod and seeing the new .ini file where all input is pulled from it made me wonder if the same concept could be used for my additional foundry projects, and a few other changes within the DGC.ini. My question is, from those of you who have toyed with DGC.ini already, would it break the game to have a mutator call a separate .ini file for additional foundry projects? I plan to add the additional foundry project enums through hex editing, but I'm referring to the information pulled from DGC.ini cost and item/research prereqs. The other thing being adding damage/aim/etc. after finishing a research project rather than with a perk. I saw it done in ENHANCED PLASMA which was a LW addition. I know it's not in strategy and required a bit of a workaround but I was hoping the one that made that change could point me to the classes/methods used so I can try and replicate it.
  22. I was wondering about the available SW slots as well, I fully intend to insert my "Alternate Tech Tree" mod as a SW option(currently have it placed in slot 30), but if others also place theirs in slot 30 then it will definitely cause problems. While the mutator idea is genious, would it be easier to just expand the available spots for SW options, maybe upping the number to 45 or 50? Not sure how this impacts the rest of the modders on the other sites that are modding XCom...wait I think it's basically exclusive to Nexus lol. Anyway, joking aside, it has been danced around for awhile, we don't really need to make an official LW++ team, we're basically that team already. We all have our own things going on, but most modding XCom are regulars on these forums, I'm fine with being assigned a slot, and we can put out a patch that simply increases the number of SW slots. Like you said, XCom2 is right around the corner, though several of us are considering continuing LW modding, once XCom2 hits we might get drawn in to the shiny newness lol. Whichever road we take I'm all aboard, if help is needed with creating a mutator to accomplish this I'm all for doing what I can to help. I guess in the long run(especially if modding continues after XCom2 launches) the mutator would be the better option.
  23. In regards to 4, I'm considering implementing something similar into my alternate tech tree mod. Essentialy manufacturing weapons/items/armor will cost less cash and more resources. Then I'll be changing the sell value from the ".4" or 40% that it is to a higher value. Also I'll be adding several new foundry projects that will cost more cash than resources. So technically you'll be able to supplement your income by selling weapons/items/armor on the Grey market, but the alien materials will be the new "limiting factor". Anyway, just wanted to share. Not sure on a timeline for release, but hoping for before XCom2 hits.
  24. That's a great idea Spazma! Only issue is the LW team isn't making further changes to LW, and technically all changes are merely in addition to the great mod that is LW. Which is probably why everyone is focusing on their own ideas at this point. Would be great to work together on some projects, but there has to be a shared interest, and even then we aren't able to technically expand LW, but only make separate additions to it. I mean we could make vanilla mods again, but with everything LW added to the game I don't really see the point in that lol. I will say this, would be nice to see a "Long War++" team come together and make further additions to the game together in the form of Second Wave options. Would be an easy way to differentiate between LW changes and anything added after the LW team finished their most recent beta version. But I also understand that not all projects would work in that scope, or are desired to work in that scope as it would be a much bigger undertaking to apply the (IsOptionEnabled()) in all the appropriate places. Anyway, I'm fairly new to this community, or at least in contributing to it, so if others are interested in a "Long War++" team up then I'll help where I can. @Spartan, I've seen this idea pop up in a few places, it might have been you each time lol. It's a clever idea, but(from my understanding of EW coding) would be a pretty big undertaking. Not to say no one will work on it eventually, but that all depends on whether or not capable modders/programmers decide that they'd be excited about making something like that. When I put up another summary I'll include that idea, as I think it would be cool to see as well. EDIT: I was thinking about this idea and it occurred to me it might be possible to do something along these lines using a duplicated version of the medal(LW officers) system. Essentially you create additional medals, have the medals labeled [insert squad name] AND [insert squad name] commander. If you put the squad commander in the Skyranger then the other available squad members would automatically be loaded in the Skyranger as well. This wouldn't be as extensive to mod in but wouldn't go into as much detail as to an actual squad loadout system. My only thing is, with the current loadout system creating actual squads is mostly redundant, if you don't have the items available because of limited quantities you have to spend time unequipping/equipping anyway. And creating a system that goes through several checks on top of the checking for injury/fatigue, removing, equipping, etc. would just be an extreme level of tedium to save about a minute in the loadout screen.
  25. 1) I don't have any formal intentions or plans in regards to the LW-pedia that you were suggesting. I am however very interested in working on the project when others have started, or I have finished my own project. You seem to have a much grander idea of what to do in regards to the LW-pedia so when one or both of us decide to start brainstorming we can create a new thread at that point. 8 ) I know of a few other projects in the works, but was only referring to ones currently being discussed inside this topic. It's actually nice to see so much activity and planning despite XCom2 lurking just months away. I hope others continue to mod EU/EW/LW after XCom2 has launched, but I wouldn't be surprised in a dip in activity shortly after launch to play around with the incoming modding tools. I know I personally want to see what they offer. EXALT) That is what I was referring to, if Krazy(and/or others) starts working on expanding EXALT then I will probably look into duplicating the XCom soldier xp gain and utilizing it for EXALT leader units, but for now I just don't have enough personal interest and my time is still very limited so all that is available currently goes to my own project. When that's done though, who knows.
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