General > User modifications

[ABANDONED] NeoTweaks

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Neonin:
Hmm, it appears that adding in aircraft, even if you just reskin them, is not possible with the current mod system after all. Everything works fine except for the game crashes whenever you try to go to the Aircraft tab on the Market (at least that's the first error I've found) due to the fact that the aircraft types are hard-coded (specifically in src/common/scripts.cpp).

This means I will have to remove the Firebird and Saracen Mk II variants, which will be done in an update to 2.1 shortly. However, in mitigation of the loss of those aircraft, 2.1 will feature some new tweaks to change the aircraft stats and how/when they are available, along with what size hangar they need...

geever:

--- Quote from: Neonin on July 10, 2012, 03:43:54 pm ---Hmm, it appears that adding in aircraft, even if you just reskin them, is not possible with the current mod system after all. Everything works fine except for the game crashes whenever you try to go to the Aircraft tab on the Market (at least that's the first error I've found) due to the fact that the aircraft types are hard-coded (specifically in src/common/scripts.cpp).

--- End quote ---

Unfortunately parts of it are hardcoded for the maps' dropship support...

-geever

Neonin:
Never mind, I fixed it in V2.1 which is now up for download. If you're using the V2.0 version please upgrade so you don't end up with a game that crashes! Just unzip as before and replace any files it asks you to. Patch notes were also updated.

V2.1 Notes
- Modified aircraft values.
- Saracen Interceptor now researched after Advanced Terran Materials, now only requires a small hangar.
- Herakles Dropship now researched after Alien Propulsion and does not require Alien Base.
- Tweaked Electromagnetic Rifle to make it more useful compared to Sniper and Assault Rifles.

Neonin:
Coming up for V2.5 some time in the future (having too much fun playing again):
[*]More tweaks to weapons to try and make every one useful in some way.
[*]Modified campaign starting conditions.
[*]Starting base facilities and layout dependant on difficulty level.
[*]Adjustment of item availability on market to encourage early production.
[*]Possible move of some starting weapons to Tier 1 with enhanced capabilities.[/list]

Some of the plans for V3.0, which will be worked on if/when Mattn kindly has a look at a bit of code to allow more objects to be added to the game:
[*]Aircraft armour variants that modify stats in different ways.
[*]New base defences.
[*]Stungas grenades for Grenade Launcher.
[*]Improved SAM Base missile types.
[*]Personnel armour variants.
[*]Another look at reworking the tech tree.[/list]

If you're a modeller and think you could help... stop looking at this topic and talk to the Devs! They need you! :P

MtTriglav:
Don't know if the mod works with latest game updates, but I updated the game today and DL'd UFOneo to try it out, but if I launch with own bat or with selecting mod in vanilla game, whenever trying to start a new campaign I get a CTD.

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