UFO2: Extraterrestrials

UFO2: Extraterrestrials

scott2521 Jul 5, 2021 @ 3:08pm
[MOD] tywiggins-mods-and-bugfixes
https://www.dropbox.com/s/mwxa44un4n73aae/UFO2ET-tywiggins-mods-and-bugfixes.zip?dl=0 -- link to download my latest collection of mods and bugfixes

Release Notes:
added 2 new bugfixes to my mod package on July 26, 2021 1. Colonel fix -- Soldiers with Colonel rank would cause the game to crash at the end of a mission I fixed this. 2. Alien Position fix -- On missions, sometimes aliens would disappear or appear to change locations. I think I fixed this. --- It seems to work well on my save game where the error would occur almost every time I end the turn. --- On my initial playthrough, I grew to hate this bug. ----So, I would routinely save and then load the game at the beginning of each turn.

https://www.dropbox.com/s/qw8mq7rhs986k89/UFO2ET-ManufacturingFix_v2%2BShowCoordinate%2BSight%20Ranges.zip?dl=0 -- link to download the version with Manufacturing Fix v2 + Show Coordinates + Sight Range

Release Notes:
Manufacturing Fix v2- a mod for UFO2:ET by tywiggins This mod fixes some manufacturing bugs and recalculates the sell price of manufactured items. 1. The cost in the "Available Projects" list will now show the correct costs for the project. ----This is calculated based on the production time, hourly cost of labor, and production cost. 2. If you are building more than one of an item, after the first item finishes, ----the game was adding a new event for when the next item will finish. ----This was getting calculated in Hours, which was not working correctly for the items with low production times. ----I changed the calculation to Seconds, and it seems to work correctly for all items. 3. The game now keeps track of how many technicians have already been paid for the current day at each base. ----Before, you could get charged many times in a day. -------------------------------- 4. I changed how the item sell price is calculated (again). ----Now manufacturing is more profitable. The goal was roughly $100,000 profit per workshop after all related expenses. -For non-aircraft -- sell_price = (1.015 * production_cost) + (1.41 * production_time * (hourly_maintenance_cost + hourly_labor_cost)) -For aircraft -- sell_price = (1.005 * production_cost) + (1.41 * production_time * (hourly_maintenance_cost + hourly_labor_cost)) ----The sell price is rounded to the nearest 100 if it is a 4 or 5 digit number. ----The sell price is rounded to the nearest 1000 if it is a 6 digit number. ----The sell price is rounded to the nearest 10000 if it is a 7 digit number. 5. For aircraft that have been upgraded with "Advanced Ship Parts" ----The sell price is equivalent to the sell price of the non-upgraded aircraft + sell price for "Advanced Ship Parts" ------------------------------------------------------------- Note: The system.xbg in this mod is based on the 28 June 2021 – 20:18:44 UTC version of the game. Files modified in system.xbg: gui.xscr - Show Coordinates bmaneaseofuse.xscr - Sight Range turnmanager.xscr - Alien Position fix \scripts\proplist2.xsv - Manufacturing fix \Base\ObjectHandeling.xscr - Manufacturing fix \Base\SectionProduction.xscr - Manufacturing fix \Base\SectionBuySell.xscr - Manufacturing fix \globe\Mission.xscr - Colonel bugfix To install: replace the system.xbg in your game's data folder with this version ("C:\Program Files (x86)\Steam\steamapps\common\UFO2 Extraterrestrials\data" for me) To uninstall: Use Steam to "verify integrity of game files"
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Old
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https://www.dropbox.com/s/tada7o4wrsdu4hx/UFO2ET-ShowCoordinate%2BSight%20Ranges.zip?dl=0 -- link to download the version with both Show Coordinates + Sight Range

https://www.dropbox.com/s/m25unnuex9fp2pg/UFO2ET-ShowCoordinates.zip?dl=0 -- link to download the version with only Show Coordinates

https://www.dropbox.com/s/s4edg5ls563m8nk/ShowCoordinates%20screenshot.png?dl=0 -- screenshot

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Release notes:
Show Coordinates -- a mod for UFO2:ET by tywiggins This is a small mod. It shows you the coordinates for each tile whenever you move your mouse. Note: With the save file, and with this mod, the y coordinate increases by 1 for each whole level. The ingame console gives a y coordinate that increases by 2 as you move up a whole level. ----------------------- Sight Range -- a mod for UFO2:ET by tywiggins This is another small mod. It changes the Sight Range for units based on the following values from your bmaneaseofuse.ini file: xcomSightRange aiSightRange xcomSightRangeNight aiSightRangeNight Note: Don't use too large of a value. I tried 50 and it crashed the game when it tried to load a mission. 25 worked. ------------------------
Last edited by scott2521; Jul 25, 2021 @ 11:45pm
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Showing 1-15 of 21 comments
andychow1234 Jul 5, 2021 @ 4:12pm 
any other mods in the future?

Where do I go after getting the positronic tech? (ie, finish the game?)
scott2521 Jul 5, 2021 @ 4:46pm 
I don't have any mods planned. I may have one idea for xbigtool that I may try to do. Basically, allow it to be run from the command line, so that you can do something like:

xbigtool.exe "C:\Program Files (x86)\Steam\steamapps\common\UFO2 Extraterrestrials\data\system.xbg" "c:\ufo2\system"

and

xbigtool.exe "c:\ufo2\system" "C:\Program Files (x86)\Steam\steamapps\common\UFO2 Extraterrestrials\data\system.xbg"

The first command would extract the files from your system.xbg and put the files in c:\ufo2\system.

The second command would build a new system.xbg file from the contents of c:\ufo2\system.

When I was debugging this mod, I found the "Create .xbg File" somewhat annoying.

I don't see much new content after you get Positronic Armor and get to ERA 7. There's the Eternals and Raiders as new enemies, and the Alien Massive Patrol Vessel. For tech, you can get Passive Mind Shield and Positronic Defense, that's about it.

I'm about halfway through ERA 6's research.
Last edited by scott2521; Jul 5, 2021 @ 4:55pm
scott2521 Jul 7, 2021 @ 10:47am 
I added another small mod to it. https://www.dropbox.com/s/tada7o4wrsdu4hx/UFO2ET-ShowCoordinate%2BSight%20Ranges.zip?dl=0

Sight Range -- a mod for UFO2:ET by tywiggins This is another small mod. It changes the Sight Range for units based on the following values from your bmaneaseofuse.ini file: xcomSightRange aiSightRange xcomSightRangeNight aiSightRangeNight Note: Don't use too large of a value. I tried 50 and it crashed the game when it tried to load a mission. 25 worked.
Last edited by scott2521; Jul 7, 2021 @ 10:59am
Sheelin Jul 7, 2021 @ 11:22am 
tywiggins, did you find where the AP consumption is stored? 10 for backpack is too much imho. Yes, it's reasonable, while instead 6 for the belt is also unreasonable. I'd like to reduce them, but seems I can't find where the veriables are stored.
scott2521 Jul 7, 2021 @ 11:32am 
Originally posted by Sheelin:
tywiggins, did you find where the AP consumption is stored? 10 for backpack is too much imho. Yes, it's reasonable, while instead 6 for the belt is also unreasonable. I'd like to reduce them, but seems I can't find where the veriables are stored.

It looks like that you should be able to just edit those values in bmaneaseofuse.ini
inventorycost_hand=1
inventorycost_backpack=10
inventorycost_belt=6
inventorycost_shoulder=3
Last edited by scott2521; Jul 7, 2021 @ 11:32am
Sheelin Jul 7, 2021 @ 11:46am 
Originally posted by tywiggins:
It looks like that you should be able to just edit those values in bmaneaseofuse.ini
inventorycost_hand=1
inventorycost_backpack=10
inventorycost_belt=6
inventorycost_shoulder=3

I did, but they didn't work...
Now, I tried again, and they did work. Probably making the file read the bman with your mod made them work. :D
scott2521 Jul 7, 2021 @ 11:58am 
Originally posted by Sheelin:
Originally posted by tywiggins:
It looks like that you should be able to just edit those values in bmaneaseofuse.ini
inventorycost_hand=1
inventorycost_backpack=10
inventorycost_belt=6
inventorycost_shoulder=3

I did, but they didn't work...
Now, I tried again, and they did work. Probably making the file read the bman with your mod made them work. :D

No, the game was already reading the bman.ini file. My mod just made the game use the Sight Range from that file instead of from the consts.xscr.

Maybe you had the game open when you initially made your changes to the .ini file. I think it only reads the .ini when you start the game.
Sheelin Jul 7, 2021 @ 12:01pm 
Originally posted by tywiggins:

Maybe you had the game open when you initially made your changes to the .ini file. I think it only reads the .ini when you start the game.

I usually restart it, but maybe you are right... can't remember, really. Anyway, it works now and it's ok :D
TimberWolf Jul 9, 2021 @ 3:47am 
Is it possible to edit the values of the photon beamer's weight/accuracy penalty etc via the bmaneaseofuse.ini?
Sheelin Jul 9, 2021 @ 6:55am 
Originally posted by TimberWolf:
Is it possible to edit the values of the photon beamer's weight/accuracy penalty etc via the bmaneaseofuse.ini?
Not via the bman... I think you must find the file that holds the weapons' values and modify them there.
scott2521 Jul 20, 2021 @ 10:47pm 
I added a new mod to this. The download link is at the top of the first post.

Manufacturing Fix - a mod for UFO2:ET by tywiggins
This mod fixes some manufacturing bugs and recalculates the sell price of manufactured items.
1. The cost in the "Available Projects" list will now show the correct costs for the project.
----This is calculated based on the production time, hourly cost of labor, and production cost.
2. I changed how the item sell price is calculated. Now the sale price is 1.05 * (labor cost + production cost)
3. If you are building more than one of an item, after the first item finishes,
----the game was adding a new event for when the next item will finish.
----This was getting calculated in Hours, which was not working correctly for the items with low production times.
----I changed the calculation to Seconds, and it seems to work correctly for all items.
4. The game now keeps track of how many technicians have already been paid for the current day at each base.
----Before, you could get charged many times in a day.
andychow1234 Jul 21, 2021 @ 5:45am 
so which manufactured items generate the most profit?
scott2521 Jul 21, 2021 @ 7:20am 
Originally posted by andychow1234:
so which manufactured items generate the most profit?

You should get a 5% profit when considering the total of the labor cost and production cost.

I would think that items that have the higher "production cost to production time" ratio will be more profitable over time.
Last edited by scott2521; Jul 21, 2021 @ 7:21am
scott2521 Jul 21, 2021 @ 9:23am 
I may have to rework the sell price calculation.

Right now, the most profitable item is the "Night Hunter" helicopter. With it, you get $16042 profit. It takes 1000 worker hours to manufacture. So that's over $16 of profit per worker hour.

Right now, the least profitable item is the Mortar. With it, you get $120 profit per item. It takes 100 worker hours to manufacture. So that's only $1.20 profit per worker hour.

I don't like that the most profitable item and the least profitable item are available right from the start, and that there is a large difference between the two.

Edit: Actually, the Pegasus is more profitable than the Helicopter. $26.76 of profit per worker hour.
Last edited by scott2521; Jul 21, 2021 @ 11:34am
scott2521 Jul 21, 2021 @ 9:39am 
If I change the calcuation to sellpirce = productioncost + (1.05 * laborcost)
that would put profit per worker hour at close to $1.05 per worker hour. (for every item)

i don't think that's enough profit. $11 profit per worker hour is actually the break even point if you consider the $80,000 a month for workshop maintenance.

I am still testing out different formulas to see which I like better.

I'm thinking along the lines of:
sell_price = (factor_a * production_cost) + (factor_b * production_time * (hourly_maintenance_cost + hourly_labor_cost))

factor_a would be the markup for the materials
factor_b would be the markup for the workshop maintenance and labor costs.
Last edited by scott2521; Jul 21, 2021 @ 11:49am
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