- How does a code looks like what give weapons to specific alien races exclusively (instead of plasma to use)?
You can't, unless you use built-in weapons. That is, you need to create new mission types, new UFOs and new alien deployments. And you only let say new race X appear in NewMissionX. Trouble is, the mission might come up even in January, so you might have to let e.g. Floaters take race X's place for the first few months and use vanilla weapons on the first itemlevel. Not a perfect solution, though, as some floaters will be seen with the new weapons too. Or you might create the first itemlevel and the new race as a whole weak enough to remain reasonably beatable with human weapons.
- Where need to put the descriptive codes of the second terror races? Afterall, there is need some order in the ruleset to keep or the game could handle no matter how mixed the code is (I mean some codes for research is in the end while a few other entries in the beginning and such)? I saw that different mods' rulesets use different shorting methods for the codes...
Does this help?
alienRaces:
- id: STR_NEWRACE
members:
- STR_NEWRACE_COMMANDER
- STR_NEWRACE_LEADER
- STR_NEWRACE_ENGINEER
- STR_NEWRACE_MEDIC
- STR_NEWRACE_NAVIGATOR
- STR_NEWRACE_SOLDIER
- STR_TERRORIST1
- STR_TERRORIST2
This is where you define what string ID/unit name fills which role. Say you create a unit named STR_Galaxy_Overlord. You use this name instead of the STR_NEWRACE_COMMANDER in the example above and the Galaxy Overlord will serve as that race's commander.
There's no set order for the various sections in a ruleset file. You can use IDs in a rulefile even if you define them fifty lines later. Just make sure you never define a section twice in one file, i.e. you should never put say two "regions:" into one rulefile.