Solver Posted July 11, 2014 Author Share Posted July 11, 2014 I just realized there is a much cooler way of doing alien base growth. It can, in addition to the ticker, be tied to Supply Run missions - each successful supply UFO would accelerate the base's growth. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 I did have the same thought, actually, but wasn't sure whether it was worth suggesting. If you're willing to put it in, though, that would be great. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 More than worth suggesting! I think it's much better if supply missions actually do stuff. Otherwise, the aliens supply bases regularly, but that actually does nothing. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 Don't know if you remember, but back when we were discussing this I'd made the suggestion of having the alien ticker rate be the rate at which bases increase in size. My thinking for this was primarily in terms of supply missions, since they can be set to give a bump to the alien ticker when they complete and that would therefore help bases grow. But having supply missions directly affect base growth is a much better way of doing it. (Not knowing anything about coding, I apparently insist on looking for workarounds rather than going for the obvious 'well why not just add in an extra variable to deal with that' solution.) Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 Indeed that is a workaround, as then those missions would just bump the overall ticker, which is a whole different thing. But I like your thinking because things usually end up being simpler than what you suggest Quote Link to comment Share on other sites More sharing options...
KevinHann Posted July 11, 2014 Share Posted July 11, 2014 In this line of thoughts could it be possible to expand alien bases further than large? If not another grade after large, maybe crew could grow? Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 No maps for that though. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 No maps for that though. Out of wonder, though, how difficult would it be to add something like that in (lets say, 5 levels rather than 3)? Without the maps, you could simply set it up (a la vanilla) to have three levels having the upgrades go 1->3->5. But there'd be the extra levels for people who want to add them in. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 I don't think it's difficult, no Quote Link to comment Share on other sites More sharing options...
KevinHann Posted July 11, 2014 Share Posted July 11, 2014 Whoa I suggested something that's not difficult? That's a new one Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 Except it is pointless without maps Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 That's ok, Kevin's got the hang of the submap editor and the actual map editor is much easier (To be honest, this function could easily just be used to change the alien loadouts while keeping the existing maps until some get produced.) Quote Link to comment Share on other sites More sharing options...
KevinHann Posted July 11, 2014 Share Posted July 11, 2014 We are talking about extending opportunities for modding, not actually asking you to provide maps as well *Sends Solver a pm to get the maps going* Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 Anybody got a save with one or more alien bases in it? There was some real weirdness in the code, I want to make sure it has a chance of working. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 You can force an alien base to spawn on game startup in scripts/_basebuilt (just comment out the line referring to alien base construction). Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 Yeah just worked around it. Still annoying never to have saves Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 Setback: the files I need to mod for the dynamic UFO system don't seem to work with the modular mods function as a result of their file structure (I've posted the details over on the modular mod thread). Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 Probably a minor setback for your mod because you are anyway overwriting everything in the AM_* files. I hope though that it works better with gameconfig settings! Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 The problem is that I can't have more than one entry for the same UFO type as it's using the UFO type as an indicator for merging rows. As it is, it blocks the whole mod (old file-replacement method notwithstanding). It's also a problem for the revised crew lists, as again it will be using the first column (one of the mission crew lists) as the identifiers for merging rows. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 Does it load at all with the old-style file replacement, or does it just die then also? Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 Yeah, seems to work fine just altering the files directly. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 12, 2014 Share Posted July 12, 2014 Um, apparently I lied in the post above. I just did some testing using the Scouting mission file (modifying the proper file rather than using the mod loader). I tried changing it to: Light Scout 0 90 Scout 0 10 Light Scout 50 10 Scout 50 90 Light Scout 100 90 Scout 100 10 However, it only appeared to use the first (ticker point 0) band for these UFOs and I basically only ever got light scouts all the way through the first month. I tried changing the values to 99/1 and the same thing happened. I then reversed it so the Scout was at 99% for the first band and I just got scouts instead. So it appears it's not replacing exiting UFO entries with later ones in new bands. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 12, 2014 Share Posted July 12, 2014 (edited) Sorry for multi-posting: It's worse than I thought. The game won't read anything other than the first band in the mission files. I just played a vanilla v0.25 all the way through to mid-October and got nothing but light scouts and fighters when all light scouts should have been filtered out by October. EDIT: Dammit, I just saw the post indicating issues with the build and having redownloaded, it's looking like it's going to be ok. Need to check the above, issue, but UFO progression seems to be sorted. Edited July 12, 2014 by kabill Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 Yeah, I should hVe also posted in this thread. There was a reupload because it was very likely that the game would be stuck in the first band. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 12, 2014 Share Posted July 12, 2014 Yeah, I should hVe also posted in this thread. There was a reupload because it was very likely that the game would be stuck in the first band. What you mean fist band? I run a moddificated Kabill's Spawn System set exclusive for XNT and things work fine. Even better I add some changes in Chance% to make things more wild ! Quote Link to comment Share on other sites More sharing options...
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