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;)
- Soldier scale mod will mess with the physics.
- Flag mods may overwrite the flags I have put in the mod.
First; The usual Flags placeholder is post-rendered within a tricky kismet hook that can fail if relative location isn't calibrated to formal (physics) standards.
Second; Archetypes (of any sources) are also dependant on declared properties. He speaks of mis-matched values i suppose or that his params status should "override" texturing steps such as scaling calibration for example.
I suggest contacting the author of *these* Mods to verify the inherent principles involved when rendering such hybrid 3D models - specially in terms of valid Archetype declarations.
No idea.. but my Flags are simply replacing Defaults (36 Vanilla rectangulars 128x64 to "Buttonized" GFX shaping) and adding more of them with four new FP# packs.
So, there no specific code tricks to make other assets compatible.
Try it, maybe it does work on such custom Armor styles. You'll immediately know since mine are shown as elongated Ovals rather than plain flat rectangles.
Extremely simple == If it ain't broke, don't fix it !! :)
Once i can confirm anything.. i'll share my official decision; new version(s) or keeping these as is.
Sorry!
In fact, there are two sets of Flags (Strategy layer lists & Tactical Armor placeholders).. both of which are defined by unique or at times shared "archetypes" filing devices (used mostly as path referencing for the multiple UI destinations) that hook to the Texture-2D "images" assembled into the UPK files.
Actually, the HUD calls are semi-autonomous and driven by GFX/Flash scripting (placement, etc).. we only supply our own custom resources to that (native code) ingame/engine infra-structure. Which is exactly why my smaller pseudo-buttons aren't fitted automatically into the sprite area declared by these scripted --default-- parameters.
Certainly.. but you'd have to re-create each UPK archives (from FP1 to FP5) with all new rectangular (supposedly -- that's what you'd prefer) images to replace my Elliptic versions. I'm not really interested in doing that extensive editing "task".. but nothing should stop anyone (knowledgeable enough with the SDK processing steps involved) from attempting this kind of customization and then, simply dropping those UPK files in place of the originals directly into the corresponding Mod structure(s).
Thus -- good luck. :)
But that weird stuff isn't caused by my mod.. i've already asked for a Firaxis fix to the delegated functions responsible for their "Proximity Parser" methods.. no luck yet!
I'll be adding some more in each of the other FP(!) packages.. the plan is mostly to provide every Capitals of the extra countries and possibly a few more wacky locations -- just for fun! ;)
Hopefully, that new bunch of code functions could also be used to design a better List Parser routine to create some kind of proper Grouping method to make it all more controllable & obvious when scanning through pages worth of Nations (200 in total !)
2a) ääähm, i mean, well u answerd my question with 2b and 2c :D
ah, i'll look into the UnitWeight and bonusflags! thx 4 the headsup!
I think it may be possible to add or reduce chances anything might show up simply by editing any of the XComGameBoard.ini file(s) and the corresponding UnitWeight values.
The files are the "Config" folders.
So, if you'd want some Batman "characters or recruits"...
1) Go into the FP3 mod structure (underneath Steam/Workshop.. #658799732)
2) Find this parameters set of instructions...
[Country_FP3Batman X2CountryTemplate]
FlagArchetype=qUIF3_UILibrary_Common.FA3_110-Batman
FlagImage=img:///qUIF3_UILibrary_Common.CountryFlags.FB3_110-Batman
Races=(iCaucasian=1, iAfrican=0, iHispanic=1, iAsian=1)
Language=english
UnitWeight= 0
3) Change that Zero for whatever number you'd prefer. I rely on a 25 (maximum) to 0 range.
1) Not exactly, but i might add new ones in a theory FP6 later. Although in the far future, the need may arise for such a "compilation" of only Bonus items.
2a) Incorporated??
2b) While you can customize any troopers' nationality, the game distributes them all automatically and also straight from the start. So no manual interventions are necessary unless you specifically want to change something.
2c) Some are already possible since the UnitWeight values for them are defined high enough for the code functions to put them into the dice/roll process; Rebels, Jedi Order, XCom, United Nations, Star Trek, SkyNet, Transformers, Shado, X-Files, Imperial Navy & A-nonymous. Technically none of those are "Countries".. more like a storyline twist. The others aren't included (UW=0) cuz it didn't make sense to have random names for their types (but are still Character pool ready).
- are u planning a pack with only bonus flags? would really love a Bonus FP!
- how is your mod incorporated? do i have toi manually pick the flag? will RNG rookies have bonusflags as countrys?