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Author Topic: Mod affect savegames?  (Read 3337 times)

Offline Wiz33

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Mod affect savegames?
« 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.

Offline Mattn

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Re: Mod affect savegames?
« Reply #1 on: August 28, 2012, 08:31:00 pm »
that really depends on your changes, so please tell us more.

Offline Wiz33

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Re: Mod affect savegames?
« Reply #2 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.

Offline Kildor

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Re: Mod affect savegames?
« Reply #3 on: August 29, 2012, 06:30:43 am »
This changes should not have any effects for the savegame compatibility and should be reflected instantly.

Offline geever

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Re: Mod affect savegames?
« Reply #4 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