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Author Topic: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II  (Read 7930 times)

Offline Valis

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[UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
« 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]
    « Last Edit: April 03, 2009, 11:16:00 pm by Valis »

    Offline Valis

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    Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
    « Reply #1 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.

    Offline bayo

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    Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
    « Reply #2 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.

    Offline Valis

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    Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
    « Reply #3 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.
    « Last Edit: March 29, 2009, 03:21:49 am by Valis »

    Offline Valis

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    Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
    « Reply #4 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?

    Offline geever

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    Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
    « Reply #5 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

    Offline Valis

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    Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
    « Reply #6 on: April 03, 2009, 11:16:29 pm »
    Thanks, new file uploaded in the first post.