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Editing ship-based weapons


htdang1

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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!

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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 by Drakous79
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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 by Hobbes77
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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.

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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!

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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 by Drakous79
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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 by dubiousintent
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