cb6dba Posted February 8, 2014 Share Posted February 8, 2014 Sorry if this has been documented elsewhere, I checked using the search but couldn't find it, I have also checked through the assets folder, also no luck. Where is it listed how many Alien Allows you get from a downed UFO (after a successful ground combat mission)? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted February 9, 2014 Share Posted February 9, 2014 As I remember, alien alloys/alenium is actually encoded into the ufo submap. I think alloys are encoded into the datacore, and I don't remember where that's located, off the top of my head. Quote Link to comment Share on other sites More sharing options...
cb6dba Posted February 11, 2014 Author Share Posted February 11, 2014 I had a look around the UFO maps with the map editor, couldn't find any entries for alloys. Also was unable to open the pictures of the tiles listed in the text panel - had hoped that would help me narrow down which tile the datacore may be on. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted February 12, 2014 Share Posted February 12, 2014 (edited) You don't need to do any of that. Just go to Xenonauts/assets/tiles/UFO and look for the spectres for the alien ship components. For example the alien reactor, fusion reactor, hyperdrive, and anti gravity generator all have entries for recoverable materials. There could be more as I only had a quick look. Each ship type also has an individual datacore spectre in its own folder. The scout datacore for example is in assets/tiles/UFO/scout. Open those up and look for entries like recoverAlienium="15" recoverAlienAlloys="0" and adjust those to your requirements. Remember that they are normally only set for the default object, not the damaged or destroyed variants. Also remember that there may be different facing versions of the objects so each should really recover the same amount of materials. Larger ships may also have multiple instances of each of these items so adjusting the values upwards may make those ships recover for unexpectedly large values. It may be easier to find the object you want and add or remove it from a ship using the submap editor to alter the value of the ship individually rather than adjusting the value of the object and therefore increasing the value of all ships by an unpredictable amount. You could make the adjustment to the datacore only to make this process easier as I believe each ship only has one. Edited February 12, 2014 by Gauddlike Quote Link to comment Share on other sites More sharing options...
cb6dba Posted February 12, 2014 Author Share Posted February 12, 2014 Thanks for the tip - however I think I may have found out why I got the error when clicking on the tiles in the map editor. My tiles folder only has sub-folders for base, common, farm and soviet town. None of them have anything do to with UFOs in them either... I did install a map pack a while back - maybe that removed some stuff? Can't understand how the game is running in the tiles are missing though.. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted February 12, 2014 Share Posted February 12, 2014 The majority of the files in the steam version are compressed into a single file. There is information here on how to unpack it. It is a sticky post at the top of the mapping sub forum if you need to find it again easily. Quote Link to comment Share on other sites More sharing options...
cb6dba Posted February 13, 2014 Author Share Posted February 13, 2014 Thanks all for the help :-) Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted February 14, 2014 Share Posted February 14, 2014 No worries, hope it was useful to you. Quote Link to comment Share on other sites More sharing options...
DarkExcalibur42 Posted December 18, 2014 Share Posted December 18, 2014 You don't need to do any of that.Just go to Xenonauts/assets/tiles/UFO and look for the spectres for the alien ship components. For example the alien reactor, fusion reactor, hyperdrive, and anti gravity generator all have entries for recoverable materials. There could be more as I only had a quick look. Each ship type also has an individual datacore spectre in its own folder. The scout datacore for example is in assets/tiles/UFO/scout. Open those up and look for entries like recoverAlienium="15" recoverAlienAlloys="0" and adjust those to your requirements. Remember that they are normally only set for the default object, not the damaged or destroyed variants. Also remember that there may be different facing versions of the objects so each should really recover the same amount of materials. Larger ships may also have multiple instances of each of these items so adjusting the values upwards may make those ships recover for unexpectedly large values. It may be easier to find the object you want and add or remove it from a ship using the submap editor to alter the value of the ship individually rather than adjusting the value of the object and therefore increasing the value of all ships by an unpredictable amount. You could make the adjustment to the datacore only to make this process easier as I believe each ship only has one. So by editing these values, or adding all new ones, we could add entirely new salvage objects to be recovered from crashed ships? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted December 18, 2014 Share Posted December 18, 2014 That's part of the puzzle, but yes, in principle you can make new loot. Quote Link to comment Share on other sites More sharing options...
DarkExcalibur42 Posted December 18, 2014 Share Posted December 18, 2014 Very helpful if you want to add new UFO types or new branches to the Tech Tree! Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted December 19, 2014 Share Posted December 19, 2014 You get the Alien Materials and Alenium from sucsessfull Groundfighting Crashsites. Quote Link to comment Share on other sites More sharing options...
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