ventuswings Posted June 19, 2014 Share Posted June 19, 2014 Is it possible to edit the Geoscape? I want to add Oceania and Hawaii but I don't know how to go about creating the landmasses. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 19, 2014 Share Posted June 19, 2014 I think so. The images for the bits of earth are in assets/earth. In terms of making them places where UFOs can crash/land, I presume that you'd need to add to the appropriate areas some terrain types on the continent masks. But I've never tried this so might well be wrong. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 19, 2014 Share Posted June 19, 2014 It would depend on if the number of funding blocs you can have are hardcoded. I swear I've seen this before... just can't think where... Quote Link to comment Share on other sites More sharing options...
kabill Posted June 19, 2014 Share Posted June 19, 2014 You could just attach them to existing blocs though, right? Quote Link to comment Share on other sites More sharing options...
ventuswings Posted June 19, 2014 Share Posted June 19, 2014 You'd just need to replace Australia with Oceania, and throw Hawaii into North America I think? Of course, I don't know how assigning landscapes to "bloc" works nor adding "add to the appropriate areas some terrain types on the continent masks"...? Still trying to look where I can do so. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 19, 2014 Share Posted June 19, 2014 You'd just need to replace Australia with Oceania, and throw Hawaii into North America I think? Of course, I don't know how assigning landscapes to "bloc" works nor adding "add to the appropriate areas some terrain types on the continent masks"...? Still trying to look where I can do so. The continent masks are in assets/earth/continentmasks To add the tilesets which can be used for missions, you want the multi-coloured images at the bottom. I don't know if you need to do anything else than this with the other images as well, though. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted June 19, 2014 Share Posted June 19, 2014 Thank you! I'll play around with it Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 19, 2014 Share Posted June 19, 2014 Lt. Parsons worked on this a while ago - it was one of his passions. If only I could find the thread he did on it! Quote Link to comment Share on other sites More sharing options...
ventuswings Posted June 19, 2014 Share Posted June 19, 2014 Huh, messing around with sa, sa_edges_quarter, sa_edges_quarter_mz, tilesetmask1, tilesetmask2 (for Falkland Islands) doesn't seem to affect whether I can place my base there or not. Maybe I am missing something though. Quote Link to comment Share on other sites More sharing options...
Phenakist Posted June 20, 2014 Share Posted June 20, 2014 What is it that allows you to alter how many marines the chinook can hold? Quote Link to comment Share on other sites More sharing options...
kabill Posted June 20, 2014 Share Posted June 20, 2014 It's in aircrafts.xml. There's a variable which indicates the number of soldiers that can be carried in there, but there's a hard cap of 16. Quote Link to comment Share on other sites More sharing options...
Alewalek Posted June 20, 2014 Share Posted June 20, 2014 Did anyone tryed to play with 10 slots so you can have vehicle and 8 marines or it is gamebraking? Quote Link to comment Share on other sites More sharing options...
kabill Posted June 20, 2014 Share Posted June 20, 2014 That would work fine. Quote Link to comment Share on other sites More sharing options...
Alewalek Posted June 20, 2014 Share Posted June 20, 2014 Yea but I mean is it not to easy then to play? And how to edit that file casue i never tryed to do anything myself. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 20, 2014 Share Posted June 20, 2014 Ah, I can't say about game balance. As for modding, if you've got Excel just load up the file I mentioned above in that and it should be pretty clear from there (there's a column somewhere in the middle labelled "soldiers" - that's where you'll find the relevant values. Quote Link to comment Share on other sites More sharing options...
Vruir Posted June 20, 2014 Share Posted June 20, 2014 (edited) Hello everyone. I spend whole day, and can't find how to change HP penalty, when soldier wounded. the only thing i hate in xenonauts, is that options. I just want use Medipack in groundbattle and restore all unit health, without any penalty and loosing days in medical room... P.S. Sorry for my English, not my native language... Edited June 20, 2014 by Vruir Quote Link to comment Share on other sites More sharing options...
Solver Posted June 20, 2014 Share Posted June 20, 2014 That option unfortunately is not currently available for modding. Quote Link to comment Share on other sites More sharing options...
Vruir Posted June 20, 2014 Share Posted June 20, 2014 (edited) Damn:( Anyway, thanks for helping! Ohh, maybe i can somehow decrease healing time in medrooms? Or change HP penalty from 50% to 10%? Edited June 20, 2014 by Vruir Quote Link to comment Share on other sites More sharing options...
Ragnarok Posted June 29, 2014 Share Posted June 29, 2014 What you can do is a) build a med center to decrease healing time b) treat your soldiers better and use cover c) cheat and set alien weapons to 0. That way you dont worry about b) and just go on like you usually do. Quote Link to comment Share on other sites More sharing options...
steelwarrior Posted July 3, 2014 Share Posted July 3, 2014 Where to edit the LOS of Aliens and my Xenonauts? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 3, 2014 Share Posted July 3, 2014 You can edit sight distance of vision cone of xenonauts in armours_gc, and the sight range of aliens in aiprops. You cannot edit vision cone of aliens. Quote Link to comment Share on other sites More sharing options...
steelwarrior Posted July 5, 2014 Share Posted July 5, 2014 Thanks Quote Link to comment Share on other sites More sharing options...
pabrams Posted July 6, 2014 Share Posted July 6, 2014 What is the significance of the word "Excel" in brackets beside the names of a lot of those xml files?? Hi all - here is a list I put together a little while ago which summarises the purpose of each of the various configuration files in the Xenonauts "assets" folder which control most of the game. The list is organised so that the files that are relevant to the 3 main areas of the game (Ground Combat, Geoscape and Air Combat) are collected together.It is purposefully just a short summary, and though most you probably know this all already it will be helpful to new modders. Let me know if you spot any mistakes or important files I've missed. - Ground Combat - aiprops.xml Defines the basic stats and equipment of all AI controlled units - including alien drones and unarmed civilians armours_gc.xml Defines the stats of various human armour types for the Ground Combat, such as resistances and sight range. Includes human vehicle armour too config.xml Selection of general GRound Combat related definitions - things like movement AP cost, LOS rules and character movement stats. Also includes some debug commands to force GC to always occur at night. corpseprops.xml Defines the appearence, shape and size of the corpse props when viewed in the players inventory screen during GC gas_gc.xml Defines the types of gas (smoke, nerve gas etc...) in GC and how they behave levelsetup.xml levelsetup_quickbattle.xml levelsetup_finalmission.xml These various define the type of mission the player will receive in certain situations - the most useful being levelsetup_quickbattle as it defines the mission the player will get when they launch the game with the quick battle options, and this is really required for testing changes easily. Note that changes in these files will usually override the default values the game would otherwise generate - so you can force the squad makeup you will enter the final mission with by setting it up there. missionscore_gc.xml Tells the game how to assign the player a score at the end of various GC mission types missiontypeprops_gc.xml Sets which civilian AI units the game will populate into GC missions moraleconfig_gc.xml Variables to control how morale is handled during GC missions, controls for things like regeneration rate and how certain events affect morale psioniceffects_gc.xml Short file which defines a couple of variables that control the sound/appearance of psionic powers (also Zombification) psionicpowers_gc.xml Variables that control the AP cost and other stats of psionic power use soldierprops.xml Defines the items dropped when a human soldier is killed while wearing the various armour types sounds_gc.xml Defines the sounds that are used during Ground Combat, also includes the GC music tilerenderer.xml Defines some basic properties of tile rendering in GC, including wall transparency vehicles_gc.xml Sets the armour type and engine sound of each human vehicle type vehicleweapons_gc.xml Defines the stats of weapons for human vehicles, similar to weapons_gc weapons_gc.xml Defines the stats of all the weapons used by soldiers (either human or alien) initCharacters.xml Seems to define a squad of human soldiers, vehicles and alien opponents - no idea where it is used - Air Combat - aircraftweapons.xml (Excel) Defines stats for human and alien aircraft weapons in Air Combat gameconfig.xml Defines important Air Combat variables. aircrafts.xml (Excel) Defines stats for human and alien aircraft on the Geoscape - Geoscape - AM_AirSuperiority.xml AM_BaseAttack.xml AM_BombingRun.xml AM_Construction.xml AM_GroundAttack.xml AM_Research.xml AM_Scout.xml AM_SupplyRun.xml AM_Terror.xml (Excel) Variously define the different mission types UFOs can undertake, with various stats for each type ammos.xml Defines the properties of human ammunition types as they relate to the Geoscape (i.e. image, inventory size and weight) armours.xml Defines the properties of human armour types as they relate to the Geoscape (i.e. image, inventory size, weight and strength boost) buidlings.xml (Excel) Defines the appearence and basic stats of Xenonauts base buildings cities.xml Defines the stats of Geoscape cities config_level_editor.xml Defines the colours used in the Xenonauts map editor to identify different types of tiles (e.g. if a tile name contains a string listed here, such as "grass", it will be displayed with the colour defined for "grass") gameconfig.xml Defines most of the important gameplay aspects of the Geoscape, such as variables to control rate of time passage, initial player conditions, difficulty level multipliers and alien invasion AI settings. Also defines important Air Combat variables gsgcitemtranslator.xml Tells the game how the names of items in the Geoscape match up to the names of items in the Ground Combat items.xml (Excel) Defines the types of items that are recoverable after a mission, along with text to display when they are recovered manufactures.xml (Excel) Defines the items that can be produced using the base workshop, along with how much they cost and how long they take researches.xml (Excel) Defines all the research projects the player can undertake during the game, along with how long they take and what they unlock settings.xml Engine info, not relevant soldiernames.xml soldiernamesfemale.xml Defines the names and backgrounds of the soldiers in the game. sounds.xml Defines sounds to be used in the Geoscape, including background music strings.xml (Excel) This file contains the language specific strings that are displayed in various parts of the game, which would need to be changed for translations into different languages vehicles.xml (Excel) Defines the information displayed about various human vehicle types (some of this info is also used by the GC, i.e. AP values and health!) vehicleweapons.xml (Excel) Defines some information about the weapons for human vehicles, but I believe these are just for display and don't affect GC weapons.xml (Excel) Defines some information about the various weapons, but I believe these are just for show in the squad management screen and don't affect GC xenopedia.xml Contains the titles and descriptions of research projects and a few other entries, to be displayed in the Xenopedia. Would need to be changed for translations into different languages ufocontents/ (folder) This folder contains a number of Excel files that defines which aliens the different types of UFOs and alien bases will have in their associated GC mission. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 6, 2014 Share Posted July 6, 2014 What is the significance of the word "Excel" in brackets beside the names of a lot of those xml files?? It means that you can edit them in Excel rather than in text format (and this is much, *much* easier). Quote Link to comment Share on other sites More sharing options...
Tenet Posted July 12, 2014 Share Posted July 12, 2014 (edited) Edit: Found it. Continent income, based on relations can be modified form the gameconfig Edited July 12, 2014 by Tenet Found answer on my own. Quote Link to comment Share on other sites More sharing options...
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