htdang1 Posted January 26, 2014 Share Posted January 26, 2014 Hi folks, I've scoured through this topic, the pasted one about the INI file and a multitude of INI files in the game directory looking for a way to modify ship-based weapons, e.g. Avalanche. Basically, I'd like to increase the speed and /or accuracy to have even a slight chance of hitting the broadside of a barn. (70% accuracy amazingly seems to miss more than hit) Does anyone know where this value would be? The closest I found in the forums was about editing Interceptor costs (using resource hacker /editor). Thanks in advance! Link to comment Share on other sites More sharing options...
Drakous79 Posted January 26, 2014 Share Posted January 26, 2014 (edited) Try http://forums.nexusmods.com/index.php?/topic/849122-storms-over-former-xcom-members-controlling-abductions/?p=6841344 for ships, but it takes more then resource hacker. Code for ship weapons is in XComStrategyGame.upk, class XGItemTree, BuildShipWeapons function. Here's table I made for weapons back in 2012. XCOM and alien ship weapons Weapon Type Operator Codename 1 Phoenix Cannon XCOM Cannon 2 Stingray Missiles N/A Stingray 3 Avalanche Missiles XCOM Avalanche 4 Laser Cannon XCOM Laser 5 Plasma Cannon XCOM Plasma 6 EMP Cannon XCOM EMP 7 Fusion Lance XCOM Fusion 8 UFO Plasma Cannon I Aliens UFOPlasmaI 9 UFO Plasma Cannon II Aliens UFOPlasmaII 10 UFO Fusion Lance Aliens UFOFusionI BuildShipWeapon(eType, iAmmo, iRange, fFiringTime, iDamage, iArmorPen, iToHit) function BuildShipWeapons() { m_arrShipWeapons.Add(11); switch(Game().GetDifficulty()) { case 0: BuildShipWeapon(1, -1, 85, 1.0, 350, 11, 95); BuildShipWeapon(3, 3, 100, 2.0, 400, 0, 70); BuildShipWeapon(4, -1, 85, 0.750, 400, 25, 85); BuildShipWeapon(5, 10, 100, 1.250, 800, 48, 85); BuildShipWeapon(6, -1, 85, 1.250, 1200, 44, 100); BuildShipWeapon(7, 10, 100, 1.50, 1400, 44, 90); BuildShipWeapon(8, -1, 101, 1.250, 300, 0, 75); BuildShipWeapon(9, -1, 101, 1.250, 400, 20, 75); BuildShipWeapon(10, -1, 101, 1.250, 1200, 50, 75); break; case 1: BuildShipWeapon(1, -1, 85, 1.0, 350, 11, 95); BuildShipWeapon(3, 3, 100, 2.0, 400, 0, 70); BuildShipWeapon(4, -1, 85, 0.750, 400, 25, 85); BuildShipWeapon(5, 10, 100, 1.250, 800, 48, 85); BuildShipWeapon(6, -1, 85, 1.250, 1200, 44, 100); BuildShipWeapon(7, 10, 100, 1.50, 1400, 44, 90); BuildShipWeapon(8, -1, 101, 1.250, 300, 0, 75); BuildShipWeapon(9, -1, 101, 1.250, 400, 20, 75); BuildShipWeapon(10, -1, 101, 1.250, 1200, 50, 75); break; case 2: BuildShipWeapon(1, -1, 85, 1.0, 350, 6, 95); BuildShipWeapon(3, 3, 100, 2.0, 400, 0, 70); BuildShipWeapon(4, -1, 85, 0.750, 400, 25, 85); BuildShipWeapon(5, 10, 100, 1.250, 700, 33, 85); BuildShipWeapon(6, -1, 85, 1.250, 1200, 44, 100); BuildShipWeapon(7, 10, 100, 1.50, 1400, 44, 90); BuildShipWeapon(8, -1, 101, 1.250, 300, 0, 75); BuildShipWeapon(9, -1, 101, 1.250, 400, 20, 75); BuildShipWeapon(10, -1, 101, 1.250, 1250, 50, 75); break; case 3: BuildShipWeapon(1, -1, 85, 1.0, 350, 6, 95); BuildShipWeapon(3, 3, 100, 2.0, 400, 0, 70); BuildShipWeapon(4, -1, 85, 0.750, 400, 28, 85); BuildShipWeapon(5, 10, 100, 1.250, 700, 33, 85); BuildShipWeapon(6, -1, 85, 1.250, 1200, 44, 100); BuildShipWeapon(7, 10, 100, 1.50, 1400, 44, 90); BuildShipWeapon(8, -1, 101, 1.250, 300, 0, 75); BuildShipWeapon(9, -1, 101, 1.250, 500, 20, 75); BuildShipWeapon(10, -1, 101, 1.250, 1625, 50, 75); break; default: } } Edited January 27, 2014 by Drakous79 Link to comment Share on other sites More sharing options...
htdang1 Posted January 26, 2014 Author Share Posted January 26, 2014 Good deal. Thanks again. Link to comment Share on other sites More sharing options...
Drakous79 Posted January 26, 2014 Share Posted January 26, 2014 Updated the post with weapon's table - seems it is still accurate. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 26, 2014 Share Posted January 26, 2014 Code for ship weapons is in XComStrategy.upk, class XGItemTree, BuildShipWeapons function. Shouldn't that be XComStrategyGame.upk? (Don't have access to my files to check if both exist at the moment.) -Dubious- Link to comment Share on other sites More sharing options...
Hobbes77 Posted January 27, 2014 Share Posted January 27, 2014 (edited) Updated the post with weapon's table - seems it is still accurate. I'm finishing a table to compile all the info from BuildShipWeapons() and UpdateShips(), with the relevant changes between difficulty levels. Do you know where are the functions to calculate air combat results? With the info and an idea of how the function works, it would give an overall idea of how air combat is processed, with the relevant changes between difficulty levels (there's already a few interesting bits that can be glanced). Code for ship weapons is in XComStrategy.upk, class XGItemTree, BuildShipWeapons function. Shouldn't that be XComStrategyGame.upk? (Don't have access to my files to check if both exist at the moment.) -Dubious- It's in XComStrategyGame.upk. I'm going to post a table with all the info at the UFOPaedia but feel free to use it on the Nexus wiki. EDIT: The table with all the Craft and their Armaments stats can be consulted here: http://ufopaedia.org/index.php?title=Air_Combat_(EU2012)#Craft_.26_Armaments_Stats Edited January 27, 2014 by Hobbes77 Link to comment Share on other sites More sharing options...
johnnylump Posted January 27, 2014 Share Posted January 27, 2014 I'm finishing a table to compile all the info from BuildShipWeapons() and UpdateShips(), with the relevant changes between difficulty levels. Do you know where are the functions to calculate air combat results? With the info and an idea of how the function works, it would give an overall idea of how air combat is processed, with the relevant changes between difficulty levels (there's already a few interesting bits that can be glanced). The main action is in XComStrategyGame.upk, class XGInterceptionEngagement, functions UpdatePosition and UpdateWeapons. Link to comment Share on other sites More sharing options...
Hobbes77 Posted January 27, 2014 Share Posted January 27, 2014 I'm finishing a table to compile all the info from BuildShipWeapons() and UpdateShips(), with the relevant changes between difficulty levels. Do you know where are the functions to calculate air combat results? With the info and an idea of how the function works, it would give an overall idea of how air combat is processed, with the relevant changes between difficulty levels (there's already a few interesting bits that can be glanced). The main action is in XComStrategyGame.upk, class XGInterceptionEngagement, functions UpdatePosition and UpdateWeapons. Thanks! Link to comment Share on other sites More sharing options...
Drakous79 Posted January 27, 2014 Share Posted January 27, 2014 (edited) Code for ship weapons is in XComStrategy.upk, class XGItemTree, BuildShipWeapons function.Shouldn't that be XComStrategyGame.upk? (Don't have access to my files to check if both exist at the moment.) -Dubious- Thank you, corrected the post. --- Hobbes77 very nice page! Edited January 27, 2014 by Drakous79 Link to comment Share on other sites More sharing options...
dubiousintent Posted January 27, 2014 Share Posted January 27, 2014 (edited) Updated the post with weapon's table - seems it is still accurate. I'm finishing a table to compile all the info from BuildShipWeapons() and UpdateShips(), with the relevant changes between difficulty levels. Do you know where are the functions to calculate air combat results? With the info and an idea of how the function works, it would give an overall idea of how air combat is processed, with the relevant changes between difficulty levels (there's already a few interesting bits that can be glanced). Code for ship weapons is in XComStrategy.upk, class XGItemTree, BuildShipWeapons function. Shouldn't that be XComStrategyGame.upk? (Don't have access to my files to check if both exist at the moment.) -Dubious- It's in XComStrategyGame.upk. I'm going to post a table with all the info at the UFOPaedia but feel free to use it on the Nexus wiki. EDIT: The table with all the Craft and their Armaments stats can be consulted here: http://ufopaedia.org/index.php?title=Air_Combat_(EU2012)#Craft_.26_Armaments_Stats Thanks for the permission. I will 'borrow' from it (with attribution) for a similar 'Air Combat' article we need from a modding perspective. I should have a template page up shortly. Edit: It's up. 'Air Combat - XCOM:EU 2012'. -Dubious- Edited January 28, 2014 by dubiousintent Link to comment Share on other sites More sharing options...
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