UFO:Alien Invasion

General => User modifications => Topic started by: Valis on March 28, 2009, 01:23:46 am

Title: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
Post by: Valis on March 28, 2009, 01:23:46 am
Quote
Woo..
I'm ahead, I'm a man
I'm the first mammal to wear pants, yeah
I'm at peace with my lust
I can kill 'cause in God I trust, yeah
It's evolution, baby

[...]
Do The Evolution - Pearl Jam                             

My first port to 2.3-dev of the MOD for 2.2.1. This is a fan MOD and has nothing to do with plans/changes of the developer team. The dev team can but DOES NOT have to incorporate these changes into the main game as some changes are obviously unbalanced or just stupid ;). Use this mod at your own risk, usually there is no support for modified programs as no quality can be assured.

This file is a merge between my changes to v2.2.1 and the trunk version 23734 - it may not work correctly with later versions.

Install info: The attached file should be unzipped to the following directory:
<your game directory>\base\ufos
i.e.
E:\Games\UFOAI-2.3-dev\base\ufos

Change log:
Quote
v0.3
  • All changed weapons should be in the right category now

Quote
v0.2
  • Buildings changes discarded
  • All changed weapons are available under 'Misc' category

Quote
v0.1
  • Extracted all changes to a new file.
  • Added: New ammo for bolter rifle - Explosive rounds
  • Added: New base defense system after researching Alien Astrogation - longer range and slightly bigger accuracy than the Mk. I missiles
  • Change building: Laboratories does not need command center to work, they now need a power plant
  • Change building: Workshop also dependent on Power plant, not command Centre
  • Added: Sniper Rifle Mk II + ammo - available after researching kerrnblades
  • Added: Plasma Jet Flamethrower + ammo - available after researching any plasma weapon
  • Added: Multitarget Destroyer + Rocket Pack[ammo] - available from the start, only self produce, no buy option, 2 fire mode, Aimed shot with 2 rockets and 'Seek&Destroy' with 4 rackets
  • Added: Rapid Fire Machinegun + ammo - available from the start, only self produce, no buy option
  • Change weapon: Normal rocket launcher has now 8 ammo
  • Change weapon: Riot Shotgun ammo increased to 12
  • Change weapon: Sniper Rifle ammo increased to 9

Disclaimer: This is modified code from the game UFO:AI v.2.3-dev available un

der the GNU General Public License (GPL) and as the license states the MOD it self is also available under the same license.[/list]

[attachment deleted by admin]
Title: Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
Post by: Valis on March 28, 2009, 01:57:02 am
For now I deleted the attachment as there are some problems with the radar. Do not know why but the campaign crashes the game even that I did not touch the radar at all.
Title: Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
Post by: bayo on March 28, 2009, 03:15:06 pm
Hello. Without files it will be hard to debug. Can we please test it? or can you provide a backtrace of the crash? Thanks a lot.
Title: Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
Post by: Valis on March 28, 2009, 04:30:36 pm
First I will try to find the error my self. If I wont succeed I will post the file so maybe other can point my obvious mistake :)

For now you keep working on those regresions in the maps. :P

Edit: I have traced the error to the auto layout of the base when I try to touch the building requirements. I will make a version without any building changes and then another mod for the buildings alone.
Title: Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
Post by: Valis on March 30, 2009, 07:41:28 pm
File added. I had to discard all building changes, I will make a separate mod for it.

Question: How can I assign those weapons to categories? All were thrown to the 'Misc' category. Better, how can I add my own category?
Title: Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
Post by: geever on March 31, 2009, 12:59:52 am
from your MOD:
Code: [Select]
item machinegun2
{
....
is_misc true
}
^That's why they're misc.
There are other flags:
* is_primary
* is_heavy
* is_secondary

Adding a new category isn't that easy. It needs coding.

-geever
Title: Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
Post by: Valis on April 03, 2009, 11:16:29 pm
Thanks, new file uploaded in the first post.