XCOM 2
qUIck_FP3
5 Comments
MrShadow 3 Apr, 2016 @ 2:37pm 
Got it. Thanks for the explanation.
Zyxpsilon  [author] 3 Apr, 2016 @ 1:22pm 
-- Expanding any of the FP(x) for any reasons requires coping with three core system files; INI + INT + UC... each having their own particular languages and principles. Every country... multiplied by the various gameplay features (Races, UnitWeights, Voices, Name-Lists, etc) would eventually demand quick access or easy editing.

-- The upcoming KheOpps Mod (inspired by the GeoscApps project) will make all of that modular approach logical in terms of packaging objectives. THAT one will be built in a single UPK along with necessary unique files. Cuz, it makes senses... in terms of quantity (16 regions with 3-8 Nations each on average, only!) It *IS* still a coding mega-task.

Anyhow... sorry for the wall. Just wanted to make everything clear.
Zyxpsilon  [author] 3 Apr, 2016 @ 1:22pm 
The initial intention *WAS* indeed to put them all together in one big giga-sized file.

But lemme explain why i choose to split them in some small(er) individual (TO compile) files.

-- I have informal future plans to create an optional/configuration tool that would allow people to pick&select whichever items they'd prefer to activate at any given time. 165+ might feel appealing at first -- but once you have played a few games, you'll soon realize the RNG might not reflect that much variety every so often. Code-wise, it will MUCH easier to deal with the settings and file(s) tagging process in external functions that can handle array driven "chunks" rather than having to scan through a flip-flop stack of extensive data. It's technical -- so to speak.

-- The structure itself (i feel) can be referred to in a more intuitive manner.

(Cont..)
MrShadow 3 Apr, 2016 @ 11:32am 
Love these but any way to put them all in one mod together?
Zyxpsilon  [author] 3 Apr, 2016 @ 10:56am 
Flag Package #3 is here & up for grab.