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UFO: AI 2.4/2.5 Lets Plays

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Wolls:

--- Quote from: H-Hour on September 03, 2013, 05:31:48 pm ---/ufoai/base/ufos/basemanagement.ufo:


--- Code: ---basetemplate balanced {
building (building_entrance "4 2")
building (building_quarters "3 4")
building (building_quarters "3 3")
building (building_aliencontainment "1 0")
building (building_storage "4 3")
building (building_powerplant "4 4")
building (building_command "2 4")
building (building_hangar "3 0")
building (building_intercept "3 1")
building (building_workshop "0 4")
building (building_radar "4 1")
building (building_lab "1 3")
building (building_hospital "2 3")
}
--- End code ---

--- End quote ---

The standard base, and MonkeyHead's altered base layouts.

jffdougan:

--- Quote from: MonkeyHead on September 04, 2013, 07:10:29 pm ---Simply adding new lines with the correct names and grid references adds them to your starting base. Be careful with the references though - the (0, 0) point is the top left corner which is kind of unintuitive.

--- End quote ---

Mind saving me the work of sharing the code for your altered base?

ShipIt:
In the first pic, 0 0 should be at the bottom left, not top left.


--- Code: ---basetemplate altered {
building (building_entrance   "2 4")
...
}
--- End code ---

H-Hour:
Actually, ShipIt, though it makes no sense, it appears that Monkeyhead is right. If the numbers represent [x y] like any other RMA, then a 0 value for y is at the top. I wonder why it's different? I guess this mechanic has probably been around longer than the RMA system...

MonkeyHead:

--- Quote from: jffdougan on September 05, 2013, 04:11:06 am ---Mind saving me the work of sharing the code for your altered base?

--- End quote ---


--- Code: ---
basetemplate balanced {
building (building_entrance "2 0")
building (building_quarters "1 3")
building (building_quarters "3 3") building (building_quarters "2 3")

building (building_aliencontainment "0 4")
building (building_storage "2 1")
building (building_powerplant "3 4")
building (building_command "0 3")
building (building_hangar "0 0")
building (building_intercept "0 1")
building (building_intercept "1 1")
building (building_workshop "3 0") building (building_workshop "3 1")
building (building_radar "2 2")
building (building_lab "4 3") building (building_lab "4 4") building (building_hospital "2 4")
}


--- End code ---

Here is the code for the finished base in the I shape constructed with security in mind - access points only to the north, radar room as bottleneck.

Below is the one I have been using most recently - same layout, but with less starting facilites to make the early game more of a challenge.


--- Code: ---basetemplate balanced {
building (building_entrance "2 0")
building (building_quarters "1 3")
building (building_quarters "3 3") building (building_quarters "2 3")
building (building_storage "2 1")
building (building_powerplant "3 4")
building (building_command "0 3")
building (building_hangar "0 0")
building (building_intercept "0 1")
building (building_workshop "3 0")
building (building_radar "2 2")
building (building_lab "4 3") building (building_hospital "2 4")
}

--- End code ---

Not sure I have got the spacing via TAB correct - you will probably want to check that before trying to use this.

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