Zyxpsilon Posted April 25, 2016 Share Posted April 25, 2016 (edited) Okay, i gave it all a fair try in the Mod-Talk section with this thread (( http://forums.nexusmods.com/index.php?/topic/4004430-city-locations-shown-on-geoscape/ )) ... but sadly in nearly two weeks, there isn't any solid answers or proper commitments to actually attempt fixing this kind of stuff. Honestly, if *I* had the skillset & experience to repair this code flaw -- i'd just do it myself... BUT, i just can't from a lack of necessary (complex enough) UC script experience. So my appeal to anyone willing is to consider that new modding project as seriously as i wish the problem would finally go away for good. This is what mostly triggered the need for a correct function into the default code. 1) I am creating a bunch of new cities for the qUIck_FLG mod (200+, so far) and a few of those are somehow special. 2) Fortress of Solitude belongs to the Superman "Pseudo-Country" and it is formally located in the Arctic (Green Dot) within my own simple basic UC script.. but the game engine randomizes IT in Western-US region (Red Dot). --duh. :sick: http://s31.postimg.org/9v5axdem3/Request_Mod_Fix_Fortress_Superman.png http://s31.postimg.org/xwz5vjccb/Request_Mod_Fix_Fortress_Location_Flaw.png 3) As with the other cases of "storyline" mission locations, the exact destination(s) should be shown precisely to offer everyone a rational gameplay context. Otherwise the whole thing is ruined by a silly code gimmick that doesn't work as it ***could***. Please, anyone. Edited April 25, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
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