Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Various Questions (SOLVED. Wip, of course) ((Also, I've just been promoted to Corporal, YAY ))
Various Questions (SOLVED. Wip, of course)[message #365953]
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Sun, 17 March 2024 15:27
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Marcus |
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Messages:110
Registered:November 2014 |
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Ok, setting the mines was easy. Now, next on the menu is coolness factor by sector, but:
A: Capturing the central SAM triggers a cutscene. Can I give for granted that SAM sites are numbered as Chitsina=1, Drassen=2 and Central=3?
B: I managed to move Omerta, but I find no way to move the starting location: Is it hard coded? No prob in this case, I'll edit my strategic map accordingly.
C: Is there a way to rise the number of soldiers in garrinsons apart from difficulty level/creature per sector/risen garrison percentage? Long story short: if I want 20 enemys in a sector, can I set it somehow?
D: In the data/interface folder there are numbered MINE images showing underground areas. They don't feel complete areas to me. Anyway, since I moved mines can I give for granted I need to edit those? Just thinking out loud.
E: I want to use Crepiti as guardians for special gear caches, but I don't want them to attack players positions. Would it be enough NOT to set a nest with a Crepitus Queen? Also, I'd need to edit the MINE images, right?
F: My strategic map is basically an island. Is it better to add generic water maps around the island? Would I need to set 32 soldiers, a radar map and an entrance point anyway? Thinking out loud again..
Thanks in advance.
[Updated on: Sun, 17 March 2024 18:58] Report message to a moderator
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Sergeant
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Re: Various Questions[message #365955 is a reply to message #365953]
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Sun, 17 March 2024 17:20
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Kitty |
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Messages:473
Registered:October 2017 Location: Germany |
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At ease Corporal Marcus,
A: SAM see SamSites.xml
Quote from comment in there
samIndex 1, 2, 3 hardcoded for 'Meanwhile' scene and will trigger retaliatory enemy attack on sam site
So name doesn't realy matter, wherever your new SAM-sites are on your new map, the deciding factor for cutscenes is the index in SamSites.xml
B:
Starting Sector see modsettings.ini
A great source for research how things are done are other mods, i.e mods like TypeO or DSM/KSM do have different starting sectors, might be worth to take a look into their files for research
C:
In TableData/Army are relevant xml for that
army composition for percentage of what class and overall desired amount
and those compositions then are used in garrisonGroups.xml
for patrolGroups.xml, numbers are set there (but see comment about other relevant settings)
in ja2options.ini are also settings about max enmies at tactical and stratetic
and difficultySettings.xml plays in that as well, i.e. based on difficulty the percentage of initial garrison troops will differ, etc
also, for patrol movement, you have take MoVementCosts.xml into account as well
when you set waypoints in patrols.xml, check wether they actually can take this way in Movement.xml (is the area traversable at all, is it maybe any reachable from a certain direction, etc)
for populating underground levels (basements, etc), that's in initunderground.lua
D:
The Mine1-3 sti serve as stratetic map for underground levels of mines, when we entered a mine and revealed all sectors in there (have been there once), it will be shown if we look at it in stratetic map view (top level groundlevel, view can be switched at UI to level 1-3 of underground)
those sti basically only show outlines of the mines
so, if your underground of mines is not all default location (sector), you'd need to change those sti as well to match what we see with what is there
E:
I think the nest-sector is needed for the related quest to be functional
if they shouldn't come to cities, that's a setting in ja2options.ini, iirc
you could edit those caches into existing creature sectors (i.e., add a few crates with goodies in there with mapeditor)
and it's probably also possible to add more creature sectors, but as I understand, those are allways underground
not sure what happens when you just add creatures into map with mapeditor, maybe that would work, but since they are creatures they are allways hostile towards anyone (enemy, civilian, player), if they see some, they'll try to attack
a vague idea is maybe that you could create a new civ-group, only use creatures for that one and use the behaviour tags in civgroups.xml, but yeah, just an idea, never tried that
E:
In movementcost.xml, define the unreachable border sectors as such, that's probably the easiest way
no one can go there, so likely no placement needed, but better check existing unreachable border sectors in standard 1.13 first to see how it's done in there
[Updated on: Sun, 17 March 2024 17:26]
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