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amaciel81

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  1. Zyx, You read my mind, this is actually my plan: move everything large to the second textbox, and make the first textbox large enough to fit a single textbox. Another trick I can use is reduce the larger names (they are basically Exalt and Exalt Elites). Regards,
  2. @Zyz, @Spazmo and @TrackTwo; first, thanks for all support. Scroll-container would be perfect, but I have no idea how edit the SWF model to make a change that big. Moving the header or make it go would work too, this didn't occurred me. Reducing the font size work - I tried it - but I found the size required to make 14 aliens fit (the limit as far as I can tell) is too small. However, I might be able to make the first text box bigger, and them simulate two columns using tabs. Regards,
  3. First, thank you both; now I understand better of what I need to do. I extracted the SWF and I saw how it's composed. It is bit complex, but I have an idea how of what I need to do. However, I'm unable so far to put code back in UPK. JPEXS doesn't allow me to save directly over the file, and all my saves they are completely different of the original (in my understanding, only some bytes should change, right?). So, how can I patch the UPK to change SWF? Thanks! Nevermind, I still have a lot to learn, but I did it. So, like Zyx said, there are actually two parallel text boxes, to show species. But the problem is not the multiline setting (because the boxes are multiline already, the problem is the text box height fits exactly 4 lines. So, the solution was to reduce the font size until make each text box fits 7 lines, making up to 14 displayed species. It's not the ideal solution, but it's good enough for now. The next step should be try resize the text boxes. However, resizing the text boxes would require to resize the dialog, and resizing the dialog would require to move the reticule (the stuff pointing to the UFO crash site) and the dialog with commands. Perhaps, a different solution could be "create" additional columns using tabs instead newlines after every specie. This require some work on code side, but it's not impossible. What do you think? Thank you all!
  4. Pretty obvious, now I feel like a moron. :pinch: Thank you, Spazmo.
  5. When I use HexToPseudocode over UIMissionControl_UFOAlert.UpdateData, I got the following output: When I try to apply this code, I got the following error: PatchUPK Opening package ... Package file: /home/alexandre/.local/share/Steam/SteamApps/common/XCom-Enemy-Unknown/xew/xcomgame/cookedpcconsole/xcomstrategygame.upk Package opened successfully! Searching for object named UIMissionControl_UFOAlert.UpdateData ... Object found! Unresolved reference: [@label_0x0358] Invalid/empty data! Execution stopped at #2 command named [REPLACEMENT_CODE]. However, clearly the reference to label_0x0358 exists, it's in 8th line of replacement code block. Someone knows why it is doing this? Regards,
  6. @SpazmoJones, you did great, this go beyond most of us though as possible; so, I'm asking for curiosity sake only, ok? Besides making models bigger or smaller (as I understand, soldier bodies and heads, and SHIVs and its weapons are different models), can you resize them across a single axis? Like making soldiers fatter or thiner, maybe making thin men like soldiers? Regards,
  7. OK, guys, I'm still far from understand how to mod X-Com, but now I grasping better some basic concepts. So... I want to ask your help again. I successfully increased the number of alien species in hyperwave relay display to 8: This display is created by the following call: AS_SetHyperwaveData(m_strHyperwavePanelTitle, Caps(kAlert.arrLabeledText[3].strLabel), kAlert.arrLabeledText[3].StrValue, Caps(kAlert.arrLabeledText[4].strLabel), kAlert.arrLabeledText[4].StrValue, Caps(kAlert.arrLabeledText[5].strLabel), formattedSpecies1, formattedSpecies2); As far as I understand AS_ means this is a ActionScript call; formattedSpecies1 and formattedSpecies2 are string arguments used to fill species detected column 1 and 2, which are limited to 4 lines My question is: there is a way I can "see" this ActionScript asset? There is a way I can change it, make it bigger or something? Is this a different kind of problem than lab slots UI glitch fixed by XMarksTheSpot? Thank you very much,
  8. @Dethraker: I just started learning how to mod; so while it can take some time, I have the intention to do the mods I proposed unless I discover myself (or someone else tells me) they are simply impossible. Right now, I'm working in item number 5 (http://www.nexusmods.com/xcom/mods/610/;not because it's more important, just because it's easier and I can learn doing it), but I'm doing some research meanwhile. For X-COM drones, I know you can spawn any in X-COM side running console command. However, if that particular specie is not present in alien roster, the model will be not present in the map and it will be invisible, unless you reload the map. So this is probably possible if I can overcome this limitation. In the other side, there should be a function which transform a captured drone in a drone wreck after the mission ends. If I can find and hijack it, this should be enough to do the other half. About the specifics, it wouldn't use a Skyranger place and I would like to have the drone spawned from round 0. @SpazmoJones: it was me who suggested to double/half interceptor parameters, so we could have a less brutal game without messing with balance. I even believe this is reasonable enough to be part of Long War itself. About "aliens" soldiers, why don't you borrow the concept from X-COM: Apocalypse and make them hybrids? You can't hire them, you can only have them as rewards from Council missions, or better yet, as a random chance when assaulting a landed research UFO? Then, you could have something like this: - Sectoid-hybrid: grey skin, small, big head, extra will, one free psi-level; can carry one less small item and can only use carbines, not rifles (so they are always engineers or medics) - Muton-hybrid: purple skin, big, extra HP and defense; can't be psi, receives -30% of XP To keep the information about the hybrid origin, you could hijack a couple of less-popular countries (since I don't think more could be added), make their flag X-COM's and use the code to hold the logic in your code. I believe country code of a soldier is available either in Strategy and Tactic game. The idea of combining mods and make them Long War++ is awesome. @Zyxpsilon, sorry for hijacking your topic again. Regards,
  9. @SpazmoJones, this is one of the most useful pieces of advise I had. Thank you very much. Worked like a charm, thank you very much!
  10. Hi, I'm starting with PatchUPK and I could perform a couple of changes using BEFORE_CODE/AFTER_CODE: // AS_AddResource(class'UIUtilities'.static.GetHTMLColoredText((m_kMgr.GetResourceLabel(0) $ ":") @ m_kMgr.ConvertCashToString(iCash), ((iCash > 0) ? 6 : 3))) [BEFORE_CODE] 1C 0E 1E 00 00 12 20 65 FE FF FF 6F 00 4D F9 FF FF 00 1B 35 12 00 00 00 00 00 00 A8 70 19 01 AA 1D 00 00 0B 00 62 09 00 00 00 1B 25 13 00 00 00 00 00 00 25 16 1F 3A 00 16 19 01 AA 1D 00 00 13 00 5F 09 00 00 00 1B 2C 07 00 00 00 00 00 00 00 C8 1D 00 00 16 16 45 97 00 C8 1D 00 00 25 16 02 00 2C 06 02 00 2C 03 4A 16 16 [/BEFORE_CODE] // AS_AddResource(class'UIUtilities'.static.GetHTMLColoredText((m_kMgr.GetResourceLabel(0) $ "==:==") @ m_kMgr.ConvertCashToString(iCash), ((iCash > 0) ? 6 : 3))) [AFTER_CODE] 1C 0E 1E 00 00 12 20 65 FE FF FF 6F 00 4D F9 FF FF 00 1B 35 12 00 00 00 00 00 00 A8 70 19 01 AA 1D 00 00 0B 00 62 09 00 00 00 1B 25 13 00 00 00 00 00 00 25 16 1F <%t "==:=="> 16 19 01 AA 1D 00 00 13 00 5F 09 00 00 00 1B 2C 07 00 00 00 00 00 00 00 C8 1D 00 00 16 16 45 97 00 C8 1D 00 00 25 16 02 00 2C 05 02 00 2C 03 4A 16 16 [/AFTER_CODE]However, if I try to duplicate the [AFTER_CODE] line (so I replace the command by two), the code looks perfect in UE Explorer, but the game crashes. What I'm missing here? Thanks,
  11. Zyx, These are some mod ideas I'd like to see: 1) Air game slow down: no change in balance, only cut in half the damage and double the time and boosts. Why? Because today you can lose your all-upgraded Firestorm with two shots, or destroy a large UFO without any scratch. I believe this could reduce the randomness without making the air game easier. 2) Firestorm crash survival: since it's based in alien technology, give a chance to a shoot down Firestorm survive the crash, maybe a flat 20%, maybe using the rules similar to crashed/destroyed UFO. Armoured Fighters improve the odds, and recovered Firestorms take the full-period repair time and lose their pilot (are named back to Firestorm-X, zero kills). 3) Interceptor/Firestorm pilot survival: regardless the Firestorm survives the crash, the pilot could have a chance to survive. If the Firestorm survives (because Interceptors would never), business as usual: long repair time. Otherwise, the pilot name (and his kills) would be assigned to a interceptor (not unlike we transfer an Interceptor pilot to a newly-built Firestorm), the money subtracted. The only thing I'm not sure is whether it would be possible to make the Interceptor unavailable for 3 days, like when you buy a new one. Maybe a new Foundry project could to improve the odds. 4) If you capture a alien drone and bring it alive, it would generate a new loot: alien drone. A new research project: alien drone control (having drone autopsy as requisite, and a number of alien drones as material), would enable Engineers to use it as a heavy small item. Differently of other items, if it's destroyed, there is no chance it can be repaired. 5) A new research project, using a Hyperwave Beacon as material and requiring a Hyperwave Relay. This project would expose alien stays (resources, research, bonus research and aggression level) in a meaningful way, i.e. research level to be a number between 1 and 12, corresponding to the thresholds to alien upgrades, instead raw values. 6) A fix to display more than 7 alien types before a mission. 7) A research project to double the number of places in psi labs, because 3 is not nearly enough, but I don't like just giving it away for free. 8) Change Steadfast perk to give extra will based in the soldier kill count (global or in the current mission), instead a flat 3. Steadfast as today is a weak and boring perk, it would make it more interesting. That's it. Cheers, Alexandre
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