I made this mod to make it easier to see the radar range of a prospective base and optimize radar coverage. This mod lets you build a new base and immediately add either kind of radar (or both), without having to wait days for stuff to build while having to deal with UFOs.
This mod encompasses the following changes:
- Radar and Advanced Radar base buildings no longer require the command center to work
- Advanced Radar no longer requires Alien Detection to be researched to be built (it still requires its own tech, however, which is unlocked when you research Alien Detection)
- Build time for Radar and Advanced Radar base buildings set to zero days
- Build price for the above base buildings decreased by a factor of 100
- Build price for a new base decreased by a factor of 100 (for all campaign difficulties)
- Build time for Radar Tower installation set to zero days (the game only checks build progress at midnight, though)
- Build price for Radar Tower installation decreased by a factor of 100
- If you start a new game, you can build Advanced Radar immediately (Advanced Radar tech added to 'already researched at start of game' list - does not affect existing savegames)
Hopefully someone other than me will get some use out of this. Enjoy!
Questions for more experienced coders / scripters:
- I've tried using the 'mandatory' flag to cause the game to build the radar and its prerequisites automatically when building a new base, but the game crashed on me when I selected 'Campaign' in the main menu when I did this. Can 'mandatory' be true for one building only?
- I'd like to make Advanced Radar available in the build list of any savegame that is loaded with this mod active, without messing with what is already researched and what is not. At the moment, a new game started with this mod has the tech unlocked, a change which persists even after the game is loaded without the mod.