OpenXcom Forum
Modding => Help => Topic started by: zaibakk on March 22, 2018, 02:59:13 pm
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Hi guys,
me and my friend want to play to openxcom together. We think it would be very cool to play a co-op hot seat session of xcom.
The QUESTION is: with the minimum possible of modding, it's possible to make a mod that allow the game starts with 2 starting base instead of 1? If the answer is yes, can you easily explain how to make this?
With this simple modification we can play together, each one managing a base. Hurray! ;D
Thanks guys, see ya! :D
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The easiest way would be by editing save files so that you have two bases - one possible way of doing this would be to immediately build a base at the start of a game, make a save, then edit it to set the facility build time to 0 (completed facilities) and your cash/time in-game back to the starting values.
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The QUESTION is: with the minimum possible of modding, it's possible to make a mod that allow the game starts with 2 starting base instead of 1?
No, it's not possible.
But if you want, you can just:
1. cheat in some money into the save file
2. build the second base manually
3. change the time to complete the facilities in the save file to zero
4. load the save and voila, you have two bases
PS: ninja'd by ohartenstein23
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That works! Fantastic!
Thank you guys! :)
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If you increase the starting funds, it also increases your income each month. Maybe you want to do this, so you have more money. But if you don't, you can instead add an item with a sell value of however much money you want, and put one in the starting base.
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If you increase the starting funds, it also increases your income each month. Maybe you want to do this, so you have more money. But if you don't, you can instead add an item with a sell value of however much money you want, and put one in the starting base.
We're not talking about changing the initial funding by a mod, but just editing the amount of cash in the save file.
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Yeah I just changed the "funds" reference in the save file.
For the second base custom layout, i just make the elevator, then saved and copied all the stuff inside "facilities" of the first base into the second:
facilities:
- x: 2
y: 2
type: STR_ACCESS_LIFT
- x: 2
y: 0
type: STR_HANGAR
- x: 0
type: STR_HANGAR
y: 0
- y: 2
type: STR_HANGAR
x: 0
- type: STR_SMALL_RADAR_SYSTEM
x: 4
y: 0
- type: STR_WORKSHOP
y: 0
x: 5
- x: 5
y: 1
type: STR_LABORATORY
- type: STR_LIVING_QUARTERS
x: 5
y: 2
- y: 3
x: 5
type: STR_GENERAL_STORES
Anyway, this is my super defensive layout ;) I studied it to waste the minimum possible of cells with the maximum defensive capabitities! ;D (in the end you waste only 5 cells, and the elevator is far from your defensive soldier line -> yellow arrows; top right circles -> proximity mines)
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I use the same layout, but with one important difference: the three 1x1 facilities in the upper-right choke point must be general stores, and they're connected to the base by a living quarters; these facilities can't be destroyed in a base defense mission. In your layout, if the radar, lab, or workshop are destroyed, you lose pretty much everything in the base except your hangars and craft. Be very careful with large explosives!