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Code breakthroughs & files discoveries ... please SHARE!


Zyxpsilon

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As long as any contributors would do it with some minimal precisions!

 

I'll jump the gun with two small hints...

 

#1)

DEFAULTGAMEDATA.INI; Line #2561

FortressLocation=(X=0.01, Y=0.5)

... Looks like we can relocate the Red-Ethereal-Monument away from the Pacific ocean!

 

#2)

DEFAULTGAMEBOARD.INI; From line #282 ++

 

[Country_USA X2CountryTemplate]
FlagArchetype="X2_UnitFlags.Flag_USA"
FlagImage="img:///UILibrary_Common.CountryFlags.UIFlag_USA"
Races=(iCaucasian=10, iAfrican=3, iHispanic=2, iAsian=1)
Language="english"
UnitWeight=40

[Country_Russia X2CountryTemplate]
FlagArchetype="X2_UnitFlags.Flag_Russia"
FlagImage="img:///UILibrary_Common.CountryFlags.UIFlag_Russia"
Races=(iCaucasian=1, iAfrican=0, iHispanic=0, iAsian=0)
Language="english" ;No RP voices this time around :sad:
UnitWeight=15

 

--- (continues all the way to Belgium which has UnitWeight=4 -- Only)

 

... too many American recruits? Well, adjust these variables to whatever values make you feel Okay. You can even focus on a single country if you so wish. ETC!!

 

#3)

DEFAULTGAMEBOARD.INI; Example line #672

 

[XComGame.XComGameState_Continent]
DesiredDistanceBetweenMapItems=0.04
MinDistanceBetweenMapItems=0.005
TooltipBounds=(fLeft=-0.02, fTop=-0.01, fRight=0.02, fBottom=0.025)

 

Calibrated locations for various HUD elements. So, we can customize how cluttered the Geoscape can appear and even put most of the "ToolTips" host areas in relative screen space.

 

 

* Your turn, people. :woot:

Edited by Zyxpsilon
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DefaultAI.ini

 

Certain AI actions will pick high health units over shots likely to kill them:

; Health Scoring - Strongest First (prioritize high health), ignore low health UNLESS kill shot
; changing most "do not favors" from reducing the score to adding a bonus if the condition ISN'T true, to garaunteed that someone will be shot at.

Behaviors=(BehaviorName=TargetScoreHealth_HighFirst, NodeType=Selector, Child[0]=PenalizeIfKillShot, Child[1]=ScoreIfTarget_MaxHP, Child[2]=ScoreIfTarget_HighHP, Child[3]=AddToTargetScore_5)

Behaviors=(BehaviorName=PenalizeIfKillShot, NodeType=Sequence, Child[0]=TargetIsKillable, Child[1]=AddToTargetScore_0) ; If the attack would kill the target, deemphasize (but don't ignore)

So far it's only used for:

  • Stun lance
  • Mark target
  • PSI
Behaviors=(BehaviorName=EvaluateTargetForStunLance, NodeType=Sequence, Child[0]=TargetScoreHitChance, Child[1]=TargetScoreHealth_HighFirst, Child[2]=TargetScoreMarked, Child[3]=AvoidBoundAndPanickedTargets, Child[4]=TargetScoreCivilian, )

Behaviors=(BehaviorName=ScoreMarkTargetOption, NodeType=Sequence, Child[0]=TargetIsEnemy, Child[1]=TargetIsNotCivilian, Child[2]=ScoreByHP, Child[3]=TargetScoreHealth_HighFirst, Child[4]=TargetScoreHighestSoldierRank, Child[5]=TargetScoreTeamVisibility, Child[6]=SometimesRandomizeTarget, Child[7]=AvoidBoundAndPanickedTargets)

Behaviors=(BehaviorName=PsiEvaluateTargetsGeneric, NodeType=Sequence, Child[0]=SetNextTarget, Child[1]=TargetScorePsiAttack, Child[2]=TargetScoreHighestSoldierRank, Child[3]=TargetScoreHealth_HighFirst, Child[4]=SometimesRandomizeTarget, Child[5]=ApplyDifficultyModifiers, Child[6]=AvoidBoundAndPanickedTargets, Child[7]=TargetScoreInvalidateCivilians, Child[8]=UpdateBestTarget)

Behaviors=(BehaviorName=PsiEvaluateTargetsMindControl, NodeType=Sequence, Child[0]=SetNextTarget, Child[1]=TargetScoreMindControl, Child[2]=TargetScoreHighestSoldierRank, Child[3]=TargetScoreHealth_HighFirst, Child[4]=TargetScoreInvalidateCivilians, Child[5]=AvoidBoundAndPanickedTargets, Child[6]=UpdateBestTarget)

So I guess if you remove the TargetScoreHealth_HighFirst from the sequences, especially mark target and stun lance, you'll enjoy facing against those classes even more!

 

I'm curious if adding it to more abilities would result in firefights that are more health attrition based than your more squishy units getting nuked, since the AI will tend towards targeting units with higher health which will shift around as your units get shot.

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As a reference ... if anyone is looking for the actual UI_Utilities colors (these are basicly the design theme where everything fits together flawlessy).

 

http://s7.postimg.org/fa09r5m7f/REF_XC2_UIUtil_Palette.png

 

And now, onto producing many more tricky colors for stuff like Character_Customization and a variety of other HUD components. :D

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