Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » EnemyNames.xml
EnemyNames.xml[message #352183] Sat, 27 January 2018 13:54 Go to next message
Shadow

 
Messages:39
Registered:December 2008
Location: Argentina
According to the INI Editor description, this file is supposed to enable individual enemy names in tactical, yet if I'm interpreting it correctly, it appears to give a general name to all soldiers encountered in a given sector.

Is there any way to simply create a list of random names for the game to use for soldiers? Something akin to the elaborate militia profiles, if only just for names. Enemies do seem to have another kind of profile, but that system seems rather cumbersome for just random naming, considering each entry necessarily specifies physical appearance and traits.

Would those profiles work without such specificity, letting the game take care of the rest? For instance:

<PROFILE>
   <uiIndex>1</uiIndex>
   <szName>R. Estevez</szName>
</PROFILE>
<PROFILE>
   <uiIndex>2</uiIndex>
   <szName>M. Guerrero</szName>
</PROFILE>
<PROFILE>
   <uiIndex>3</uiIndex>
   <szName>P. Montoya</szName>
</PROFILE>

[Updated on: Sat, 27 January 2018 14:00]




Shadow's Enemy Profiles
Re: EnemyNames.xml[message #352185 is a reply to message #352183] Sat, 27 January 2018 17:36 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
The xml does just that, it enforces the same name for every soldier in that sector. Personally I am rather sceptical of the value of this.

In the Profiles/SoldierProfilesxxxxxx.xmls, <uiBodyType>, <uiHair>, <uiSkin> and trait values are only used on a soldier if set to a value > 0 (see xml comments on what means what. If you leave all those at 0, the game will decide upon them the usual way.

Of course, as gender depends on Bodytype, not setting that will cause a name to be used by both genders, which might be odd for David Knudsen but not odd for R. Estevez as you propose.

I'm not particularly set on the existing names, improvement is always welcome (by that I mean a filled out xml, not a lit of x names from googling).

[Updated on: Sat, 27 January 2018 17:38]




"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: EnemyNames.xml[message #352186 is a reply to message #352185] Sat, 27 January 2018 21:15 Go to previous messageGo to next message
Shadow

 
Messages:39
Registered:December 2008
Location: Argentina
Flugente wrote on Sat, 27 January 2018 12:36
In the Profiles/SoldierProfilesxxxxxx.xmls, <uiBodyType>, <uiHair>, <uiSkin> and trait values are only used on a soldier if set to a value > 0 (see xml comments on what means what. If you leave all those at 0, the game will decide upon them the usual way.

Ideally, the whole name generation system implemented for individual militia profiles (the one that uses MilitiaIndividual.xml) should be adapted to enemies as well, from my point of view.

However, what you're saying is interesting. I might cook up a hybrid, gathering from the militia name lists. Something like 100% Arulcans for admin, a vast Arulcan majority but a few foreign names for the army, and mostly foreign names for the blackshirts. It'd be more primitive than the name + surname generation and customizable parameters of the other system, but it's something.

As for the fields which are randomized if > 0, does non-definition (like in my previous example) equal 0 or do I need to explicity state each property as 0?



Shadow's Enemy Profiles
Re: EnemyNames.xml[message #352187 is a reply to message #352186] Sat, 27 January 2018 21:27 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Applying the naming conventions (or even the bodytype/gender restrictions) from the individual militia profiles to the enemy is possible.

Note that storing them as profiles, like we do for militia, would be rather bad idea though. Not only is it rare for us to meet an enemy twice, as we immediately murder them in >99% of all encounters (regardless of a certain feature I'm currently creating where we might meet some guys several times without killing them), but we would then have to also store all these profiles... for every soldier on the map... and update their positions... all the time. Granted, we already do that for militia, but... the enemy has a lot more people.

When reading in the xml data, values are always initialized with 0, so you don't need to set tag with 0.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: EnemyNames.xml[message #352188 is a reply to message #352187] Sat, 27 January 2018 21:53 Go to previous messageGo to next message
Shadow

 
Messages:39
Registered:December 2008
Location: Argentina
Oh, I just meant for the whole origins part of the system, to generate their names and appearance.

I don't think there's any real need to actually track each soldier. As you said, once encountered, they tend to have rather short lifespans...

No point in creating unnecessary overhead.



Shadow's Enemy Profiles
Re: EnemyNames.xml[message #352203 is a reply to message #352188] Sun, 28 January 2018 23:33 Go to previous messageGo to next message
Shadow

 
Messages:39
Registered:December 2008
Location: Argentina
So I went and did it. Leaving the Google Drive link here for everyone's perusal:

https://drive.google.com/drive/folders/15hXKHGSuf9tCIP9DI-affwvd-00_5bO4?usp=sharing

I've redone the enemy side of TableData\Profiles, wiping much of the default profiles to provide a list of initials and surnames in the aforementioned fashion, without physical definitions, meaning they can be any body type, ethnicity and gender. The result is a couple of fairly long lists, with 250 mostly Spanish-themed "Arulcan" names for Admin and Regular goons, and 200 predominantly foreign names for Elites, many English, some Russian and German and a small portion of French ones. For the blackshirts, in many cases I reformatted the default names which I found appropriate (eg. D. Knudsen).

Comments welcome!



Shadow's Enemy Profiles
Re: EnemyNames.xml[message #352209 is a reply to message #352203] Mon, 29 January 2018 04:50 Go to previous message
AllisonIsLivid

 
Messages:12
Registered:January 2018
Location: New England
Need some Romanians in that Elite list! I was actually thinking about doing this myself, but kept deciding it was too much work... so I went and rewrote all the seven-million taunts into battle chatter instead? I guess what I'm saying is, I will be using these, and appreciate the effort.
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