llunak Posted July 5, 2014 Posted July 5, 2014 (edited) This mod adds buttons for selecting next soldier as present in X:CE 0.27+ This mod adds two buttons added in X:CE 0.24 that implement the two 'Select Next Soldier' buttons as present in the OG. First of these two buttons goes to the next "suitable" soldier (usually the closest soldier that has not been selected by this button recently). The second button has the same function, but moreover stops the currently selected soldier from being selected using these buttons again until the end of turn. In order words, use the first button when you want to use another soldier, but you'll want to get back to the current soldier again later in this turn. Use the second button when you think you are done with the current soldier for this turn (it is still possible to explicitly select the soldier later using other methods if needed). As soon as the buttons no longer do anything, all soldiers have been processed and the turn can be ended. Community Edition 0.27+ is required. See also http://www.goldhawkinteractive.com/forums/showthread.php/11185-Artist-(or-artist-)-wanted-GC-panel-modifications-for-select-next-soldier Download: 1.2: [ATTACH]5333[/ATTACH] (version with buttons above end turn button and graphics from Khall). How to install: - Install the mod using launcher's Modding Tools and exit the launcher (or manually unzip into assets/mods/select-next-khall/ ). - (On Unix-like systems, or if you know how to do it) Apply the patches from assets/mods/soldier-next-khall to game files and possibly also to assets/mods/xce/ files. - (On Windows) Go to assets/mods/select-next-khall/ and run select-next-khall.bat . It will patch necessary game files and create backups of them with the .select-next-khallbackup extension. Notes: - Alternate version with layout and graphics from Skitso will be available later (it requires repositioning everything in the GC panel). - Keyboard shortcuts for the actions work even without the mod. - If you think the mod should be graphically improved, such as the buttons highlighting, feel free to do the changes and submit them. - X:CE 0.24 has a bug that may result in not all soldiers selected by the buttons. The bug seems to occur only the first turn after loading a save. Changelog: 1.2 Apply properly to X:CE 0.27. Use modular system for loading images. Add button highlight on mouseover. 1.1 Update to work with X:CE installed using launcher's Modding Tools.1.0 Initial release with Khall's graphics and original layout.FAQ: Is this mod compatible with mod XYZ? The mod uses a text patch utility that is quite intelligent about merging changes even to files that have been modified. Unless something changes exactly the same items as this mod does (which is unlikely) , there should be no problem. Since other mods seem to work by replacing files as a whole rather than patching them, it is recommended to install this mod as the last one. How do I update this mod if the game updates? Is this mod compatible with game version x.y? As said above, the mod is good at patching files even if they have changed slightly, so if the game updates files relevant for this mod and overwrites the changes, it should be enough to apply the patch again (and possibly revert it first). If there will be any problems, the patch utility will report problems while applying the changes (you may need to run the patching from a command shell to see the error messages). Generally, if anything else fails, resetting your game to its original state (e.g. verifying game files in Steam) and applying the patch again should work. select-next-khall.zip select-next-khall.zip Edited August 19, 2014 by llunak Quote
Gauddlike Posted July 5, 2014 Posted July 5, 2014 Does the lower of the two buttons remove the soldier from the rotation so you can easily identify soldiers you have already finished with? Quote
llunak Posted July 5, 2014 Author Posted July 5, 2014 I'm curious, what else would you expect it to do? Quote
thixotrop Posted July 5, 2014 Posted July 5, 2014 Would be great if it can be combined with this. Quote
Gauddlike Posted July 5, 2014 Posted July 5, 2014 I'm curious, what else would you expect it to do? I assumed that was what it did but wasn't sure, you never mentioned that functionality specifically. I like to know what a mod does before I consider downloading it. Quote
llunak Posted July 5, 2014 Author Posted July 5, 2014 Would be great if it can be combined with this. You didn't get as far as the FAQ, did you? Quote
thixotrop Posted July 5, 2014 Posted July 5, 2014 You didn't get as far as the FAQ, did you? Yes I did, but I am not playing at the moment, so I can't test. Also, just wanted to mention that these two mods will/would be great together. Quote
Alewalek Posted July 11, 2014 Posted July 11, 2014 Can i ask what files are patched. It will be handy to have this info in first post. Quote
llunak Posted July 11, 2014 Author Posted July 11, 2014 Can i ask what files are patched. assets/scripts/combatguiexport(_large).lua and strings.xml It will be handy to have this info in first post. Not really, and not for long anyway. Quote
Alewalek Posted July 11, 2014 Posted July 11, 2014 So many mods use string and I have to count on luck that this one dosent change lines that was changed for the purpose of other mods. he? unlikly means unlikly so lets chance it and see. Quote
KevinHann Posted July 11, 2014 Posted July 11, 2014 So many mods use string and I have to count on luck that this one dosent change lines that was changed for the purpose of other mods. he? unlikly means unlikly so lets chance it and see. You could open up each strings.xml and see what was edited - the smaller mods usually only add/change a few lines. Then just enter the required lines in a single strings.xml and voila. It's not complicated or time consuming. Quote
kabill Posted July 11, 2014 Posted July 11, 2014 But v0.25 has modular mods! Non-compatibility is (almost!) a thing of the past. (All praise llunak, who hath delivered us from eternal updating!) Quote
llunak Posted July 11, 2014 Author Posted July 11, 2014 Funnily enough, my own mods are the hardest to adjust for modular mods. Quote
BULIGO Posted August 1, 2014 Posted August 1, 2014 A silly question, what's wrong with the mouse wheel 'next soldier'? Quote
ludna Posted August 20, 2014 Posted August 20, 2014 I have got a problem. Installed via launcher, files turned up in the mod folder. Run the bat file, but mod does not apply. CE 0.27. Quote
winterwolves Posted September 12, 2014 Posted September 12, 2014 (edited) A silly question, what's wrong with the mouse wheel 'next soldier'? This selects the next closest soldier, rather than the next in numerical order. Also, I like being able to change view level with the wheel mouse. These controls already exist, but this just puts buttons for them in the UI. Edited September 12, 2014 by winterwolves Quote
molitar Posted October 8, 2014 Posted October 8, 2014 (edited) I did the mod import using the installer but I see no next buttons. XCE 0.30 Edited October 8, 2014 by molitar Quote
llunak Posted October 9, 2014 Author Posted October 9, 2014 Read the installation instructions. Quote
StK Posted October 17, 2014 Posted October 17, 2014 You are an angel. I missed those buttons so much. Quote
Axiomatic Posted August 23, 2015 Posted August 23, 2015 What about including this mod in next X:CE release (like role icons in minibars in GC)? I think it will be useful for most players. 1 Quote
RustyNayle Posted May 12, 2018 Posted May 12, 2018 Can you please upload this to the Steam workshop? Quote
Lobuno Posted June 21, 2018 Posted June 21, 2018 (edited) Please, add this mod to X:CE Edited June 21, 2018 by Lobuno Quote
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