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Question -- Redesigning Base Components


Zeno

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I have made several highly unsuccessful attempts to modify the various base components in XCOM:UFO. My motivating idea is to totally replace the missile, laser, plasma, and fusion defense with something else. This is a Geoscape logic/implementation change, not just a map or picture change.

 

I have identified the easily-identified series of hex strings that indicate each module's construction cost, days to build, maintenance cost, defence rating, accuracy, capacity, etc. It's in Geoscape, plain as day. Unfortunately, changes to this do nothing in the game (it's dead data). The actual base module information is buried somewhere, and I can't find it. I think I've manipulated every "F4 01" in both executables just trying to identify the missile defense rating...

 

I'm not a map editor, but this seems to be the place to go for all types of modding help, so...

 

Any input would be much appreciated!

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Overhead base view is in a .pck file.

Maps are in .map files.

Names can be changed in one of the .dat files (two for each language in Geodata).

Saw a way to edit cost and build time with an editor (CWE I think).

 

Edit: Checked the thing with CWE and it only works with the saved game and not with the geoscape file.

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Apparently, the data for the base module defences, costs, etc are stored in the individual savegame directories. I'm guessing that other one is just a template file for the game to reference when creating new games.

 

The CWE editor suit can edit the module information for the individual saves.

 

- NKF

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Jman, yes, I know about the PCK, MAP, and DAT files. That's all cosmetic. I'm not saying those aspects are unimportant--but they're things that aren't overly difficult. Same with research costs.

 

I also know how to hex edit an existing base.dat file.

 

NKF, the "dead data" I referred to seems to have no effect. I modified it, then created a new game, and still had no change. In addition, the values for some base modules are slightly different from in the game--for example, living quarters have a capacity of 30 instead of 50, and a few components are off by 1 or 2 days to build (I think the Fusion Launchers were 36 instead of 38, or vice versa).

 

Regardless, I manipulated the Geoscape and Tactical executables enough to determine that the base module information is not a straightforward, tabular data dump.

 

Let me stress that I'm not looking for a cosmetic change. I want to totally convert the four defense systems into something with an entirely different implementation. My first idea is a series of "training rooms". They will be implemented with nearly identical code as the Psi Lab. The only differences are which stat will increase (like Psi Skill), and which stat will determine the increase (like Psi Strength).

 

The only thing preventing me from assessing the viability of this change is identifying where the IMPLEMENTATION information is located. I don't care about the maps, descriptions, and images at this stage.

 

The save game base data comes from somewhere. I want to find where it comes from. I can already perform a purely manual process/solution (I could batch-file automate it if I was really motivated).

 

My idea might not be possible at all. However, I was hoping someone with modding experience had either accidently or purposefully "found" the source information for base module implementation.

 

I hit a wall and gave up looking. If no one can help, I'll eventually get back to it on my own. I've temporarily changed direction, and I'm playtest-evaluating my four "training room" ideas using manual editing.

 

As long as I'm on the topic, does anyone have the specific equation that determines Psi Skill increase, based on the soldier's Psi Strength? If it's in the Official Strategy Guide, I apologize; I do not have a copy of it.

 

Thanks--

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Well, there were a number of files the programmers left behind that do not have any particular function (like those 0 byte executables? The heck? And those unused UFOs(incomplete) and sound clips). That might be one of them.

 

What you intend to do may require that the geoscape executable be reworked somewhat -- something that's not possible at the moment until they release the source code. Oh if only they released it... the mods, the mods!

 

Also, regarding psionics: No, psi-strength does not influence psi-skill increase. I just went and ran a few tests with soldiers with 100 PSt, 50 PSt, and 0 PSt, respectively. I kept ending the same month over and over with the aide of a Time Machine™ to see what sort of improvements they got. They all got random values between 16 and 24. In fact, all the other soldiers got the same range of skill bonuses.

 

I don't know if the amount of existing psi-skill affects the bonuses in any way, as the soldiers I used in my test all began with 0 PSk.

 

If it does influence the gains, then I'm guessing the skill gain will be influenced by a percentage of the soldier's current Psi Skill. Methinks the formula may be:

 

PSk bonus * (1 - (Current PSk / 100) )

 

Where the PSk bonus is a value from 16 and 24, and Current PSk is the soldier's current psi skill value.

 

With this hypothetical formula, the gains drop as you improve, and you shouldn't be able to go beyond 100 skill points.

 

But don't quote me on that. I'm sure someone out there may have more reliable information.

 

- NKF

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NKF, I might have to quote you on that. No one else is giving more reliable information.

 

As for the base module information, my tests have remained ineffective.

 

I had another idea. If we could change the base module implementation, we could create something totally unique. We can already change the graphics, and make the base look like an alien base (for example).

 

If we could change the implementation and functionality for each component, even just slight modifications, then we could approach the "play the game as the aliens" mod everyone has thought about and dismissed as impossible.

 

Regardless, if anyone has any information related to base module implementation (again, this is programmatic/functionality information, not cosmetics) I'm interested in hearing it.

 

--Zeno

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