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Making a Class only show in the GTS and not randomly.


shadowuk

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This isn't really what was asked for, but what I was striving for in my mod may be a good workaround -
in short, several classes are 'emergent' - aren't supposed to promote from rookie without training - each has its own training area, rather than the GTS, - just as psi operatives or LW's leaders.
...I'd also planned on using the GTS to train one of them, suddenly sounds like a horrible idea .

Perhaps consider a similar workaround, the special classes being 'emergent' ( earned or researched to train into ) - with the caveat that this was discussed in a "extending the game long war style" thread, and might be too slow for the base game.

Impressed. Not there yet - haven't coded in years - but - I have a feeling the more advanced will find this very useful - most of my early attempts at modding xcom2 have been foiled by defaults with attributes I was unaware of or couldn't find or modify.

Edited by BadgerBrownCoat
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thanks, again, Execator-

 

Getting 1 soldier of each vanilla class during Operation Gatecrasher is not scripted, as I've gotten squads entirely composed of mod-added classes... just to toss that information in.

yessir, confirmed that - i have two of the 'new' classes up ( pushed two classes into 'emergent' for my mod ) - and yes, Gatecrasher promoted them , properly.

 

 

I bet that for gatecrasher, there is something scripted that ignores the deck, and ensures each promotion is to a different class. Anybody ever gotten two of the same class after the first mission? I haven't checked the code yet.

 

I haven't tried to eyeball the code, ( ok i did briefly )- but several trial runs have shown that to so far be the case ( don't get me started on when i only had 3 available classes- got some weird stuff ) -

I did get the 'emergent' classes to not promote from rookie , foun dthere isn't enough skills as yet to support the extra classes ( lol )

- and got some ... very interesting behavior on trying to overwrite default classes - I've found you can do it by directly editting the *ini files, but that doing it in modbuddy - line, + line, seems to be at best hit or miss.

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