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Will it be possible to mod out air combat?


Infinitum

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Title says all, really. Asking because I'm buying the game for the core tactical/strategic gameplay and would be interested in such a mod after launch. So, in order to make this happen, will it be possible to easily:

*Remove parts of the base menus pertaining (non-transport) aircraft?

*Refit the technology trees/construction screens?

*Have landed/crashed UFO's appear on ground maps randomly?

*Create custom geoscape notices reflecting said state of the tactical-map UFO - "Scout-class UFO shot down by SAM-fire over Belarus", "Local air forces corners, destroys enemy fighters over the Red Sea" "Battleship-class UFO lands in the Mojave" and so on and so forth?

*Weigh the odds of such geoscape notices depending on gamestate (ideally so that research carried out at the Xenonaut R&D translates into larger quantities and classes of UFOs being shot down as advanced technology becomes available to humanity)?

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*Remove parts of the base menus pertaining (non-transport) aircraft?

Can't unerstand what you want. It's possible(i think) to edit ui scripts but I don't understand what you want receive as a result

*Refit the technology trees/construction screens?

First- yes(particaly) ( if you want to create complitly new entites - I don't know, but think it's possible ). Second - not sure - I don't understand what you want receive as a result

*Have landed/crashed UFO's appear on ground maps randomly?

If you talk about place on map - yes.

*Create custom geoscape notices reflecting said state of the tactical-map UFO - "Scout-class UFO shot down by SAM-fire over Belarus",

"Local air forces corners, destroys enemy fighters over the Red Sea" "Battleship-class UFO lands in the Mojave" and so on and so forth?

I think you can create new strings to alredy existed ufo actions (such as : abduction mission on land or ufo attack miltary ) but not sure its easy or possible to create new actions like - military attack ufo with actual ufo destroing or insert actual place of event or actual ufo class(), I think - no

*Weigh the odds of such geoscape notices depending on gamestate (ideally so that research carried out at the Xenonaut R&D translates into larger quantities and classes of UFOs being shot down as advanced technology becomes available to humanity)?

I think you can't

Oh, didn't read title, just list. Now it's become more clearly. No intercept - no crashsites - no missions(landed and terrors too sparse). Need to implement another way to generate missions. Need to remove all alien air superiority missions and escorts. And make all ufo to land and more often(possible) and longer (not sure what control this). This way you can just fly to landed and progress, without any interception or air combat involved. With bunch of tweaks(tickers, alien missions) I think it will work, it's remove most part of strategic layer(from my point) but you still need to build, detect and research. it would be much better to just replace air combat by auto resolve but it's impossible to do this by mod(AFAIK)

About removing all intercetors and all related to them, i think it's possible but much easer just don't use them.

Edited by zzz1010
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You could potentially remove your own interceptors and alien fighter craft/air superiority missions.

You can also easily remove any air combat type research from the lists, there might be some that are pre reqs for your own advanced dropships so you would have to examine the lists and remove all entries carefully.

Rather than trying to get all complicated and add systems to generate missions etc you could set all alien ship missions to have a high chance to land.

That would allow you to attack them on the ground rather than having to shoot them down.

If you got unlucky and one took off while you were about to intercept it though you would lose the Chinook, even if you removed all the weapons from the enemy ships.

I think there is a setting somewhere to allow dropships to enter air combat though, you would just have to flee then try to intercept the enemy again when they landed.

The changes to how missions are generated and notified would be impossible, I think, without changes to the code.

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What about creating custom alien missions? Would I be able to specify "Shot Down" alien missions where the "landed" ships would display the crash symbol on the Geoscape and spawn a wrecked alien ship on the tactical map? Would I be able to create custom "UFO X has escaped to space" notices (eg "UFO X has been seized by local forces", "UFO X has detonated" etc) and assign these to specific missions with the delay between the UFO "taking off" from the ground and being removed from the geoscape being so short as to be imperceptible?

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Yeah this would remove a whole slew of things, including balance (do I research laser rifles for my men, or laser cannons for my interceptors...), and would probably make the game very difficult/very easy depending. Perhaps an easier thing might be to change interceptions to run like the original X-Com?

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You can alter the basics of what is already in the game.

If what you want to do is not already done somewhere then you can't create that function without coding it.

You couldn't, for example, tell the game that an alien ship had crashed without the air combat part.

That does not happen in the game so you could not add it without adding the function to the code.

You could use the crashed ship submaps instead of full ships but the game would probably still treat the ship as a normal, fully functional ship.

You could alter the escaped to space message but the new message would only display where the old one would have.

A normal mission does not have a warning message assigned to it so I doubt the functionality is there to add one yourself.

You may be able to add the messages to the events system though as those are not necessarily linked to UFO's.

I am not sure exactly what functionality that would give you beyond messages popping up in certain locations though.

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