General Category > AI War Classic - Mods & Modding
[MOD] [DLL] Red.Queen's "Not So Assault Transports"
Red.Queen:
[Title:] Not So Assault Transports
[Date:] 2015/05/17
[Author:] Red.Queen
[Get The Mod:]
(On Mega) Version 20150517
Or scroll to the bottom of this post to the copy hosted here on the Arcen boards. Zip is small enough to be attached here.
[Problem:] Assault Transports are a little *too* much assault.
[Solution:] There are several choices in this package to try to tame the beast. All damage-dealing versions include the bugfix for the update issue listed above.
1.Assembly-CSharp.ATUpdateFixed.dll -- No change to damage dealt by the ATs, purely a bugfix for the issue where the AT fails to update its damage once it's been unloaded (thus effectively doubling your fleet).
2.Assembly-CSharp.HalfNumShots.dll -- The number of shots formula divides ContainedStrength by 20 instead of 10, effectively halving the number of shots the AT will fire.
3.Assembly-CSharp.HardCapped.dll -- Each AT is capped at using a maximum of 500 points of ContainedStrength for calculating the number of shots it can fire.
4.Assembly-CSharp.Knockback.dll -- Each AT is capped at using a maximum of 100 points of ContainedStrength for calculating the number of shots it can fire, and each shot has the Knockback effect like the Military Command Stations. Pew pew!
5.Assembly-CSharp.Gunless.dll -- Assault Transports are now "Stealth" Transports (if you want the name changed, you'll need to update ships.xml). No guns at all. Bugfix not included because it's irrelevant.
[Notes On Using:]
Nothing contained in these patches bakes itself into your savegame. You can swap among them freely in an existing game without causing any trouble (or remove them completely and go back to using the unmodded .dll)! Just exit out of the game completely before you change which file you want to try out and then follow the Installation instructions below.
By the way, you can use only *one* modded .dll at a time since it has to replace the original .dll. Trying to jury-rig some kind of a mod loader/modding API is a can of worms I think I will leave unopened. :)
These patches are compatible with Windows, Mac, and Linux versions of AI War. Portability is nice.
[Installation:]
1. Go to \Arcen\AI War Fleet Command\AIWarGame\
2. If you are on Windows, go to AIWar_Data\Managed. If you are on a Mac, go to AIWar.app\Managed instead. If you are on Linux, go to AIWarLinux_Data\Managed.
3. Back up your Assembly-CSharp.dll. DO NOT SKIP DOING THIS OR YOU CANNOT RECOVER YOUR ORIGINAL GAME BEHAVIOR WITHOUT VERIFYING GAME DATA (Steam) OR REINSTALLING (standalone)!
4. Copy the modded Assembly-CSharp.<name>.dll of your choice from this .zip into this \Managed folder and then rename it to Assembly-CSharp.dll.
5. Play and admire how much better behaved your Assault Transports are now.
Additional Mac and Linux install notes from Chris:
--- Quote ---The respective locations are:
Windows: {AIWarInstallFolder}/AIWar_Data/Managed/
OSX: {AIWarInstallFolder}/AIWar.app/Contents/Data/Managed/
Windows: {AIWarInstallFolder}/AIWarLinux_Data/Managed/
On OSX, to get inside AIWar.app you have to right-click it and choose the option "show app bundle contents" or something along those lines.
--- End quote ---
[Mod Source Code Availability:]
Still deciding where/how to host that. TBA.
[Obligatory Disclaimers:] No warranties express or implied are anywhere within the same galaxy as this mod. The programming in this mod is probably terrible and not at all of workmanship-like quality. If your machine catches fire, installs Windows ME, or decides to join the AIs and exterminate humanity, it's not my legal or financial problem.
[Notice Of No Official Support:]
Arcen cannot provide support if you experience a bug while running a modded .DLL -- it's neither possible nor fair to expect them to deal with problems that could be caused by other peoples' code. If you want official support for a problem, you'll need to be running an unmodified game.
***Chris/Keith -- If at any point you guys object to me hacking at your game, I'll pull anything/everything down immediately. This is your baby and I don't want to do anything you're not ok with.***
Please don't send Hunter/Killers after me.
Pumpkin:
Wohoo!
Oh, wait... I'm using Linux and I never use transports (even vanilla non-assault ones). I don't care. :P
However, good job, I know it's not something easy. I bet the AT would be better this way, I don't need to test it. It's a question of taste, however.
x4000:
All good! We don't object to the hacking of it at all.
And for those on non-windows platforms, you can use this as well! Those dlls are not windows dlls, they are mono dlls, so they are literally identical on every platform. Mono is embedded inside the unity 3D engine runtime, so these dlls are loaded in that virtualized space, which runs inside the platform-native executable program that is on each OS. The cool thing is that _literally_ all our game code is in Assembly-CSharp.dll, so it's super portable.
The respective locations are:
Windows: {AIWarInstallFolder}/AIWar_Data/Managed/
OSX: {AIWarInstallFolder}/AIWar.app/Contents/Data/Managed/
Windows: {AIWarInstallFolder}/AIWarLinux_Data/Managed/
On OSX, to get inside AIWar.app you have to right-click it and choose the option "show app bundle contents" or something along those lines.
Anyway, the same modded Assembly-CSharp.dll can be used in that same folder in all cases. Unless you do something super-platform specific, which is highly unlikely, then it will work on all platforms equally. If you're adjusting game logic and data and whatnot, you're in the clear in terms of not accidentally borking one platform or something.
Aklyon:
I still think they'd be better with guns, but stealth transports could be neat.
Red.Queen:
Chris -- Thanks very, very, very much for the greenlight, you just made my day. :D I was uneasy about stepping on your toes, which was the last thing I wanted to do, you gents are splendid as is your game, and there is such a lovely relationship between you and the fanbase. The last thing I wanted to do was risk putting a dent in that in any way.
And thank you also for the extra info on the cross-platform compatibility, that's a huge help and I'll be rolling that into future readmes so the non-Windows gang knows they can join the party. I'll just be careful to avoid stepping on anything that looks like it'd be a compatibility problem.
It's official then everyone -- tinkering with AI War is now officially my primary modding project. 8) I've been looking for a long-term home in that regards for a couple years, and it looks like it's going to be here. Given my idea of a short-term project is 6 months, and have spent up to 6 years working on stuff before... expect me to be here for a long, long time. :)
Pumpkin -- Haha true, but now if you *do* decide to give them a shot, you can do so with a clear conscience and no temptation to exploit their attack power. :)
Aklyon -- I'm sure quite a few people have a similar preference. So....
Everyone who would prefer ATs to still shoot, speak up and tell me what percentage of the existing max damage you think they should be doing is! :D If I get a few votes clustered around a similar range, I will make it.
I actually posted a call for that in the other AT thread but either people are shy, or they didn't pick up on the hint that I was fishing for data to use in game tweaking. Note to self -- don't be subtle now that I know that I'm not going to have H/Ks sent after me. Mod like it's a "What memo?" game. ;)
It'll be affected by the shot count bug I'm trying to trace until I can find it and squash it, but eh. It's not really a huge issue unless you deliberately take advantage of it, IMO.
Huh that's a lot of smileys. I better go eat dinner before I use any more.
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