UFO:Alien Invasion

General => User modifications => Topic started by: Wiz33 on August 28, 2012, 07:34:52 pm

Title: Mod affect savegames?
Post by: Wiz33 on August 28, 2012, 07:34:52 pm
After unpacking the 0ufoz.pk3 some of the file have warning that changing them can break savegames and some do not. But do they take effect when you load a save? I recently made changes to the research file to lower the amount of alien material needed to build advance aircraft but I don't see the changes in game. Did I miss another file that also needs to be changed or changes to the research file will not take effect unless you start a new game? Thanks.
Title: Re: Mod affect savegames?
Post by: Mattn on August 28, 2012, 08:31:00 pm
that really depends on your changes, so please tell us more.
Title: Re: Mod affect savegames?
Post by: Wiz33 on August 28, 2012, 11:55:06 pm
This is what I changed in research.ufo

tech rs_craft_drop_herakles
      tech rs_craft_inter_stingray
   }

   require_for_production
   {
       item alienmaterials 1200      item   craft_alien_propulsion   4
      item   craft_alien_astrogation   1
      item   craft_alien_detection   1
   }

   provides   craft_drop_raptor
   time   13000
   producetime   320




I did the same on the Dragon, Starchaser and Stingray. Reduce the alien material cost and production time. Should this changes be reflected when loading a savegame or will only affect new game?

Thanks.
Title: Re: Mod affect savegames?
Post by: Kildor on August 29, 2012, 06:30:43 am
This changes should not have any effects for the savegame compatibility and should be reflected instantly.
Title: Re: Mod affect savegames?
Post by: geever on August 29, 2012, 07:17:07 pm
This changes should not have any effects for the savegame compatibility and should be reflected instantly.

For new productions, not sure if it instantly changes for productions in progress..

-geever