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> Characters_mod 0.8, Ute is now Technician/scientist, rita and olga available from the begi
Tenchi
post Feb 20 2007, 11:00 PM
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Hallo!
Here is a little mod i created:

to install the mod please unpack it in the main directory.
It is required to start new game to apply the changes.
file structure: gamedata\units\configs\character.txt
gamedata\game\configs\strategic\events\meeting.txt

version 0.8

changes:
added Characters: Rita and Olga are available from the beginning.

Tadeusz soldier/scientist/technician 2/2/2
Rita: soldier/Scientist 2/2
Olga: soldier/Scientist 2/2
Samantha: soldier/technician 2/2
Harald: soldier/technician 3/1
Diego: soldier/scientist 3/1
Ute: technician/scientist 1/1

Changes in version 0.8:

fixed: all starting attributes are correct now

removed all perks from everyone, even from Tadeusz at the moment,
since some people commented on the levels of the enemies being calculated from the level of the
highest character on the team.
Can someone confirm this?

Ute is technician/scientist now. Please remove her from the alpha squad before the first mission,
she will _not_ get any levels as a soldier.

Harald Zamyatin should not ever retire from your squad. (should work even without starting new game)

this is the basic version of the mod without a modification to descriptions and so without any modifications to
LocalizationPack.vfs file. The merit being: it should be compatible with most other mods, but not with ShadoWarrior's Clean Slate mod.
But it is compatible with ShadoWarrior's Weapon Rebalance mod.

I still plan to release another version of this mod where i will modify the descriptions to clean up logic mistakes and add a bit fluff of my own, but since ShadoWarriors TotalRebalance mod is turning out as great as i was sure it was going to be i am more than a bit hesitant to do something that will make my mod incompatible to it. But if he is interested in my mod or some parts of it he is more than welcome - i will gladly write the whole descriptions and fluff and send or incorporate it as required.

On further notice: This mod will make the game easier since now you have more people and more specialists from the beginning - my reasoning behind it being that 20 handpicked men should be very good and i do not think the soldiers were staring at the wall during the whole peaceful time on Mars. And the youngsters should also be quite capable on their own since there are so many excellent specialists available to teach them.
Tadeusz is a special case - i intend to elaborate on him in further releases. (and his name is going to change).

I want to thank ralfsolo for his no ute mod and his kind consent for my modification of it. His mod was the base for this one.

Anyone who does want to modify and/or include this mod in their own are welcome to do it.

I hope you will find the mod fun and eagerly await your comments and suggestions.

I thank everyone who posted suggestions and feedback and want to encourage you to continue.
I will try to incorporate your wishes and answer your questions.
Thanks and have fun with the mod!

here is the link at savefile: http://savefile.com/files/534708
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Slaughter
post Feb 20 2007, 11:31 PM
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Good stuff! I'll add this one to SC once you've released the next version. Keep it up!


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BulletSix
post Feb 20 2007, 11:47 PM
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interesting ...

Am i right, that you gave Rita and Olga

showtriggerid STR "StartEvent"

instead of

showtriggerid STR "UnreachableTrigger"

to make them available from the start?
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Tenchi
post Feb 20 2007, 11:50 PM
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Yes, you are exactly right. smile.gif
and again any suggestions (especially) and questions are welcome.
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woflborg
post Feb 21 2007, 08:32 PM
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This might be straying a bit, but I think its a real shame that the scientist\soldiers and technician\soldiers have so nice soundsets, but generally do not see any action.

So why not add some basic scientists and technicians, that could fill the scientific and technical vehicles, freeing the dualclassed ones for active duty tongue.gif

I allways found a bit daft that there was "just the right amount" of personnel to start with (while it makes sense storyline wise). IF there werent, it would mean there would have to be some hard decisions, but when everything fits from the start it kinda takes away some of the depth.

Also it somehow doesnt make sense that they wouldnt take more people from the mausoleum to fill in the roles of the dead ones. Some people would like to play this game the "Ironman" style (accepting all losses), and this is just not possible with the current way it works.

Anyway, ill stop ranting here.
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Slaughter
post Feb 21 2007, 09:32 PM
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Added to StrategyCore.co.uk


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Greetings from Olav (Staff at StrategyCore.co.uk, Slaughter)
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Tenchi
post Feb 21 2007, 11:32 PM
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I may add some single class technicians and scientists if there is demand for them - so please post here if you want have them. I am a bit reluctant to do so - the game is quite easy at the moment as is and even easier with my mod - if i would add let's say 2 more technicians and scientists it would get easier still... i wouldn't want to play it like that, but if there is some demand i may make another version of this mod with more people.
Another problem being: we get a lot of twins and triplets this way since there are only so many portraits to go with and i am not sure how many people the program can handle at the moment. I may add reticulans though since they all look pretty much the same...

Regarding waking people up to recuperate losses: as stated in the ufopedia the process of waking up someone lasts an year - too long to replace someone in a hurry. This is why i wanted to give nearly everyone a second specialisation - if you have so many people to choose from but can have only so few
people active you will be in great need for redundance but also will be able to find these capable people.

@ Slaughter
Thank you for your support! I will look into the mod and most probably post a new version at weekend.

So any suggestions and wishes i get until then have good chances to be considered and incorporated.wink.gif
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woflborg
post Feb 22 2007, 12:04 AM
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QUOTE (Tenchi @ Feb 22 2007, 01:32 AM) *
I may add reticulans though since they all look pretty much the same...



Reticulans were my thoughts as well. But it might also be pretty easy to just make couple new human faces smile.gif

Im just guessing, but there probably is some variable in some difficulty setting file that manipulates the speed of research and such. Wouldnt it be easy just to lower this a bit if you are afraid the game gets too easy ?
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TVJunkie
post Feb 22 2007, 02:45 AM
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Hi, I need some help here. When I install this mod and start a new game, it crashed whenever I go to the Squad or Equipment Screen. Everything is fine when I remove this mod and start a new game. Any idea how to make this mod work without crashing the game?
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Tenchi
post Feb 22 2007, 03:25 AM
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Sorry it was the last thing i changed and i did not test it properly.
Here comes the hotfix - now ute is soldier and still scientist and technician again.
she will be changed properly back to less military active role this weekend.
Enjoy!

http://savefile.com/files/509369
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TVJunkie
post Feb 22 2007, 09:38 AM
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Thanks a lot! biggrin.gif biggrin.gif
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Sturmlied
post Feb 22 2007, 10:39 AM
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Great Thanks.

I had the same Problem that the game crashed after switching to the Squad / Equip Screen. Will test it tonight with the hotfix.


I would also like 1-2 more scientists and 1-2 more technicans (can bet reticulans) to free up some of the great mutliclass chars.
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Alexandra
post Feb 22 2007, 01:16 PM
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QUOTE (Tenchi @ Feb 20 2007, 11:00 PM) *
it should be compatible with most other mods - but not with ShadoWarrior's Clean Slate mod and/or No Trainings mod.
Any chance of one of you combining the two mods into one? A no-Ute start-with-Rita clean-slate mod would be lovely. smile.gif
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Slaughter
post Feb 22 2007, 08:37 PM
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Updated SC mirror.


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Eden
post Feb 23 2007, 01:20 AM
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Seems its also a bug when you get the robots, about 40k before the game crash tongue.gif

It should be that the mod let the game add as many robots hes willing to ?

Anyway its a critical bug :/
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