Zyxpsilon Posted February 7, 2016 Share Posted February 7, 2016 (edited) 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 #2561FortressLocation=(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=0.04MinDistanceBetweenMapItems=0.005TooltipBounds=(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 February 8, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
zx64 Posted February 7, 2016 Share Posted February 7, 2016 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 lanceMark targetPSI 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. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 13, 2016 Author Share Posted February 13, 2016 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 Link to comment Share on other sites More sharing options...
Recommended Posts