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Reticulan Armor Issues


mockingbird

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Something like that. Basically, the Exp Rets won't wear Rebel suits and viceversa. Also, if you check closely, the basic suit for both factions is different too, not only graphically, but the Exp basic suit as slightly better protection against some damage types.
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That's weird. The AL Ufopaedia I just downloaded doesn't differentiate between two kinds of suits for Rets (and since it is based on raw game data I would actually believe it).

Also, the in game description identifies the armor as 'Reticulan,' and that reticulans can wear it. Just that.

And I can't seem to get any suits from the Expedition thru trade...may be just my luck.

 

Are you sure it is a feature and not a bug? I am having bad memories of base inventory in all the UFO: AfterXXXX series pulling all sorts of tricks on me /-:

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The following has been extrated from the equipment.txt file contained in gamedata.vfs

However, it doesn't seem to state what unit can wear what armour in this file, this is in another file that you can see further down.

;----------------------------------------------------
 ;15
SubItemTemplate RECORD
  id INT 15
  ismanufacturable BOOL F
  g_modelid STR ""
  g_ifacemodelid STR "Interface/Models/Items/r_rebels_no-armour.txt"
  startquantity INT 7
  weight FLT 4
  ifacepriority INT 22
  equipifacecategoryid INT 611
  isvisible BOOL T
  allowentityid STR "NoneEntity"
  equiphandlinggroupIndex INT 1
  typeIndex INT 1
;####################################################
  name STR "ReticulanPyjamas"
;####################################################
;weapon
  PTR 0
;ammo
  PTR 0
;armour
  PTR 1
  Armour Armour RECORD
	maxhostility INT 15
	selfrepaircoef INT 99
	showstatisticsid STR "T_ReticulanAutopsy"
	iswithhead BOOL F
	permanenteffectIndex INT 466
	headslotIndex INT 0
	handslotIndex INT 0
	additionalslotIndex INT 0
	ListOfProtection ARRAY 11
	;"None"
	  FLT 0
	;"Projectile"
	  FLT 0
	;"Fire"
	  FLT 0
	;"Cut"
	  FLT 0
	;"EM"
	  FLT 0.9
	;"Psi"
	  FLT 0
	;"Explosion"
	  FLT 0
	;"Laser"
	  FLT 0.5
	;"OrganicHeal"
	  FLT 0
	;"InorganicHeal"
	  FLT 1
	;"ArmourRepair"
	  FLT 1
	END_OF_ListOfProtection
	ListOfArmourNormalSlot ARRAY 5
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 0; "MainHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 1; "OffHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 2; "DoubleHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 4; "Bag2x4"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 19; "Bag4x2"
		count INT 1
	  END_OF_SubArmourNormalSlot
	END_OF_ListOfArmourNormalSlot
  END_OF_Armour
;addon
  PTR 0
;robotic
  PTR 0
;corpse
  PTR 0
;manufacturable
  PTR 0
END_OF_SubItemTemplate
;----------------------------------------------------
 ;16
SubItemTemplate RECORD
  id INT 16
  ismanufacturable BOOL F
  g_modelid STR ""
  g_ifacemodelid STR "Interface/Models/Items/r_rebels-heavy-armour.txt"
  startquantity INT 0
  weight FLT 15
  ifacepriority INT 3
  equipifacecategoryid INT 522
  isvisible BOOL T
  allowentityid STR "NoneEntity"
  equiphandlinggroupIndex INT 1
  typeIndex INT 1
;####################################################
  name STR "ReticulanArmour"
;####################################################
;weapon
  PTR 0
;ammo
  PTR 0
;armour
  PTR 1
  Armour Armour RECORD
	maxhostility INT 15
	selfrepaircoef INT 99
	showstatisticsid STR "T_ReticulanAutopsy"
	iswithhead BOOL F
	permanenteffectIndex INT 299
	headslotIndex INT 0
	handslotIndex INT 0
	additionalslotIndex INT 0
	ListOfProtection ARRAY 11
	;"None"
	  FLT 0
	;"Projectile"
	  FLT 0.4
	;"Fire"
	  FLT 0.2
	;"Cut"
	  FLT 0.4
	;"EM"
	  FLT 0.95
	;"Psi"
	  FLT 0.3
	;"Explosion"
	  FLT 0.15
	;"Laser"
	  FLT 0.85
	;"OrganicHeal"
	  FLT 0
	;"InorganicHeal"
	  FLT 1
	;"ArmourRepair"
	  FLT 1
	END_OF_ListOfProtection
	ListOfArmourNormalSlot ARRAY 5
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 0; "MainHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 1; "OffHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 2; "DoubleHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 4; "Bag2x4"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 6; "Bag4x4"
		count INT 1
	  END_OF_SubArmourNormalSlot
	END_OF_ListOfArmourNormalSlot
  END_OF_Armour
;addon
  PTR 0
;robotic
  PTR 0
;corpse
  PTR 0
;manufacturable
  PTR 0
END_OF_SubItemTemplate
;----------------------------------------------------
 ;17
SubItemTemplate RECORD
  id INT 17
  ismanufacturable BOOL F
  g_modelid STR ""
  g_ifacemodelid STR "Interface/Models/Items/r_no-armour.txt"
  startquantity INT 7
  weight FLT 5
  ifacepriority INT 18
  equipifacecategoryid INT 611
  isvisible BOOL T
  allowentityid STR "NoneEntity"
  equiphandlinggroupIndex INT 1
  typeIndex INT 1
;####################################################
  name STR "ReticulanExpPyjamas"
;####################################################
;weapon
  PTR 0
;ammo
  PTR 0
;armour
  PTR 1
  Armour Armour RECORD
	maxhostility INT 15
	selfrepaircoef INT 99
	showstatisticsid STR "ExpeditionSoldierCaptive"
	iswithhead BOOL F
	permanenteffectIndex INT 466
	headslotIndex INT 0
	handslotIndex INT 0
	additionalslotIndex INT 0
	ListOfProtection ARRAY 11
	;"None"
	  FLT 0
	;"Projectile"
	  FLT 0.1
	;"Fire"
	  FLT 0.1
	;"Cut"
	  FLT 0.1
	;"EM"
	  FLT 0.9
	;"Psi"
	  FLT 0.1
	;"Explosion"
	  FLT 0.1
	;"Laser"
	  FLT 0.85
	;"OrganicHeal"
	  FLT 0
	;"InorganicHeal"
	  FLT 1
	;"ArmourRepair"
	  FLT 1
	END_OF_ListOfProtection
	ListOfArmourNormalSlot ARRAY 5
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 0; "MainHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 1; "OffHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 2; "DoubleHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 4; "Bag2x4"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 19; "Bag4x2"
		count INT 1
	  END_OF_SubArmourNormalSlot
	END_OF_ListOfArmourNormalSlot
  END_OF_Armour
;addon
  PTR 0
;robotic
  PTR 0
;corpse
  PTR 0
;manufacturable
  PTR 0
END_OF_SubItemTemplate
;----------------------------------------------------
 ;18
SubItemTemplate RECORD
  id INT 18
  ismanufacturable BOOL F
  g_modelid STR ""
  g_ifacemodelid STR "Interface/Models/Items/r_expedition-heavy-armour.txt"
  startquantity INT 0
  weight FLT 15
  ifacepriority INT 2
  equipifacecategoryid INT 522
  isvisible BOOL T
  allowentityid STR "NoneEntity"
  equiphandlinggroupIndex INT 1
  typeIndex INT 1
;####################################################
  name STR "ReticulanExpArmour"
;####################################################
;weapon
  PTR 0
;ammo
  PTR 0
;armour
  PTR 1
  Armour Armour RECORD
	maxhostility INT 15
	selfrepaircoef INT 99
	showstatisticsid STR "ExpeditionSoldierCaptive"
	iswithhead BOOL F
	permanenteffectIndex INT 299
	headslotIndex INT 0
	handslotIndex INT 0
	additionalslotIndex INT 0
	ListOfProtection ARRAY 11
	;"None"
	  FLT 0
	;"Projectile"
	  FLT 0.55
	;"Fire"
	  FLT 0.5
	;"Cut"
	  FLT 0.5
	;"EM"
	  FLT 0.95
	;"Psi"
	  FLT 0.6
	;"Explosion"
	  FLT 0.15
	;"Laser"
	  FLT 0.9
	;"OrganicHeal"
	  FLT 0
	;"InorganicHeal"
	  FLT 1
	;"ArmourRepair"
	  FLT 1
	END_OF_ListOfProtection
	ListOfArmourNormalSlot ARRAY 5
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 0; "MainHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 1; "OffHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 2; "DoubleHand"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 6; "Bag4x4"
		count INT 1
	  END_OF_SubArmourNormalSlot
	  SubArmourNormalSlot RECORD
		normalSlotIndex INT 14; "Bag4x4a"
		count INT 1
	  END_OF_SubArmourNormalSlot
	END_OF_ListOfArmourNormalSlot
  END_OF_Armour
;addon
  PTR 0
;robotic
  PTR 0
;corpse
  PTR 0
;manufacturable
  PTR 0
END_OF_SubItemTemplate

 

Seems that I found where the game determines what race can wear what armour/suit in the subraces.txt file

	SubSubrace RECORD
  id INT 3
  name STR "ReticulanRebel"
  size FLT 0.9
  basehp INT 60
  basespeed FLT 0.9
  basefallresistence FLT 0.75
  stunrecovery FLT 0.05
  raceid STR "Reticulan"
  g_animationsid STR "Units/Anims/Reticulan/computed.txt"
  temprecovery FLT 0
  basecapacity FLT 30
  isresurrectable BOOL F
  baseexp FLT 0.7
  canmanipulate BOOL T
  snipertargetIndex INT 3
  SubCamera SubCamera RECORD
	camerafile STR "Game/Configs/Cameras/Equipment/camera_reticulan.TXT"
	lightfile STR "Game/Configs/Lights/Equipment/reticulanrebel.shl"
  END_OF_SubCamera
  ListOfDefaultAttribute ARRAY 5
	SubDefaultAttribute RECORD
	  attributeIndex INT 11; "RetStrength"
	  attributevalue INT 1
	END_OF_SubDefaultAttribute
	SubDefaultAttribute RECORD
	  attributeIndex INT 12; "RetAgility"
	  attributevalue INT 2
	END_OF_SubDefaultAttribute
	SubDefaultAttribute RECORD
	  attributeIndex INT 13; "RetDexterity"
	  attributevalue INT 2
	END_OF_SubDefaultAttribute
	SubDefaultAttribute RECORD
	  attributeIndex INT 14; "RetPsi"
	  attributevalue INT 1
	END_OF_SubDefaultAttribute
	SubDefaultAttribute RECORD
	  attributeIndex INT 15; "RetMental"
	  attributevalue INT 1
	END_OF_SubDefaultAttribute
  END_OF_ListOfDefaultAttribute
  ListOfArmour ARRAY 2
	SubArmour RECORD
	  armourStringId STR "ReticulanPyjamas"
	  g_modelid STR "Units/Models/Reticulans/reticulan_rebel_basic.TXT"
	  videodir STR "Interface\Models\Cinematics\enemy\reticulan"
	  sounddir STR "Sound\exclam\enemy\reticulan"
	  shapetype INT 2
	  s_movingid STR ""
	  onhitmaterialid STR "Bio"
	  corpseid STR "ReticulanCorpse"
	  ListOfMaterialSound ARRAY 13
		SubMaterialSound RECORD
		  materialid STR "None"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Sand"
		  s_stepid STR "sound/movement/Plastic_Sand1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Ice_Sand1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Rock"
		  s_stepid STR "sound/movement/Plastic_Rock1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Concrete_Rock1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Moss"
		  s_stepid STR "sound/movement/Plastic_Moss1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Moss1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Water"
		  s_stepid STR "sound/movement/Plast_Water1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Water1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Ice"
		  s_stepid STR "sound/movement/Plastic_Ice1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Ice_Sand1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Concrete"
		  s_stepid STR "sound/movement/Plastic_Concrete1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Concrete_Rock1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Metal"
		  s_stepid STR "sound/movement/Plastic_Metal1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Metal1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Plastic"
		  s_stepid STR "sound/movement/Plastic_Plastic1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_plastic1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Glass"
		  s_stepid STR "sound/movement/Plastic_Glass1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Glass1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Wood"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Bio"
		  s_stepid STR "sound/movement/Plastic_Plastic1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_plastic1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "ForceShield"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
	  END_OF_ListOfMaterialSound
	END_OF_SubArmour
	SubArmour RECORD
	  armourStringId STR "ReticulanArmour"
	  g_modelid STR "Units/Models/Reticulans/reticulan_rebel_battle.TXT"
	  videodir STR "Interface\Models\Cinematics\enemy\reticulan"
	  sounddir STR "Sound\exclam\enemy\reticulan"
	  shapetype INT 2
	  s_movingid STR "sound/body/PowerFieldSoft1.wav"
	  onhitmaterialid STR "Bio"
	  corpseid STR "ReticulanCorpse"
	  ListOfMaterialSound ARRAY 13
		SubMaterialSound RECORD
		  materialid STR "None"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Sand"
		  s_stepid STR "sound/movement/Bio_Sand1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Rock"
		  s_stepid STR "sound/movement/Bio_Rock1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Moss"
		  s_stepid STR "sound/movement/Bio_Moss1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Grass_Moss1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Water"
		  s_stepid STR "sound/movement/Bio_Water1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Water1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Ice"
		  s_stepid STR "sound/movement/Bio_Ice1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Concrete"
		  s_stepid STR "sound/movement/Bio_Concrete1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Metal"
		  s_stepid STR "sound/movement/Bio_Metal1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Metal1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Plastic"
		  s_stepid STR "sound/movement/Bio_Plastic1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Glass"
		  s_stepid STR "sound/movement/Bio_Glass1.wav"
		  s_bodyfallid STR "sound/movement/bio_soft_Glass1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Wood"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Bio"
		  s_stepid STR "sound/movement/Bio_Plastic1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "ForceShield"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
	  END_OF_ListOfMaterialSound
	END_OF_SubArmour
  END_OF_ListOfArmour
END_OF_SubSubrace
SubSubrace RECORD
  id INT 4
  name STR "ReticulanOriginal"
  size FLT 0.9
  basehp INT 60
  basespeed FLT 0.9
  basefallresistence FLT 0.75
  stunrecovery FLT 0.05
  raceid STR "Reticulan"
  g_animationsid STR "Units/Anims/Reticulan/computed.txt"
  temprecovery FLT 0
  basecapacity FLT 30
  isresurrectable BOOL F
  baseexp FLT 1.25
  canmanipulate BOOL T
  snipertargetIndex INT 3
  SubCamera SubCamera RECORD
	camerafile STR "Game/Configs/Cameras/Equipment/camera_reticulan.TXT"
	lightfile STR "Game/Configs/Lights/Equipment/reticulan.shl"
  END_OF_SubCamera
  ListOfDefaultAttribute ARRAY 5
	SubDefaultAttribute RECORD
	  attributeIndex INT 11; "RetStrength"
	  attributevalue INT 1
	END_OF_SubDefaultAttribute
	SubDefaultAttribute RECORD
	  attributeIndex INT 12; "RetAgility"
	  attributevalue INT 2
	END_OF_SubDefaultAttribute
	SubDefaultAttribute RECORD
	  attributeIndex INT 13; "RetDexterity"
	  attributevalue INT 2
	END_OF_SubDefaultAttribute
	SubDefaultAttribute RECORD
	  attributeIndex INT 14; "RetPsi"
	  attributevalue INT 3
	END_OF_SubDefaultAttribute
	SubDefaultAttribute RECORD
	  attributeIndex INT 15; "RetMental"
	  attributevalue INT 2
	END_OF_SubDefaultAttribute
  END_OF_ListOfDefaultAttribute
  ListOfArmour ARRAY 2
	SubArmour RECORD
	  armourStringId STR "ReticulanExpPyjamas"
	  g_modelid STR "Units/Models/Reticulans/reticulan_expedition_basic.TXT"
	  videodir STR "Interface\Models\Cinematics\enemy\reticulan"
	  sounddir STR "Sound\exclam\enemy\reticulan"
	  shapetype INT 2
	  s_movingid STR ""
	  onhitmaterialid STR "Bio"
	  corpseid STR "ReticulanExpeditionCorpse"
	  ListOfMaterialSound ARRAY 13
		SubMaterialSound RECORD
		  materialid STR "None"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Sand"
		  s_stepid STR "sound/movement/Plastic_Sand1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Ice_Sand1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Rock"
		  s_stepid STR "sound/movement/Plastic_Rock1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Concrete_Rock1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Moss"
		  s_stepid STR "sound/movement/Plastic_Moss1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Moss1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Water"
		  s_stepid STR "sound/movement/Plast_Water1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Water1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Ice"
		  s_stepid STR "sound/movement/Plastic_Ice1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Ice_Sand1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Concrete"
		  s_stepid STR "sound/movement/Plastic_Concrete1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Concrete_Rock1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Metal"
		  s_stepid STR "sound/movement/Plastic_Metal1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Metal1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Plastic"
		  s_stepid STR "sound/movement/Plastic_Plastic1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_plastic1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Glass"
		  s_stepid STR "sound/movement/Plastic_Glass1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_Glass1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Wood"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Bio"
		  s_stepid STR "sound/movement/Plastic_Plastic1.wav"
		  s_bodyfallid STR "sound/movement/PlasticBody_plastic1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "ForceShield"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
	  END_OF_ListOfMaterialSound
	END_OF_SubArmour
	SubArmour RECORD
	  armourStringId STR "ReticulanExpArmour"
	  g_modelid STR "Units/Models/Reticulans/reticulan_expedition_battle.TXT"
	  videodir STR "Interface\Models\Cinematics\enemy\reticulan"
	  sounddir STR "Sound\exclam\enemy\reticulan"
	  shapetype INT 2
	  s_movingid STR "sound/body/PowerFieldSoft1.wav"
	  onhitmaterialid STR "Bio"
	  corpseid STR "ReticulanExpeditionCorpse"
	  ListOfMaterialSound ARRAY 13
		SubMaterialSound RECORD
		  materialid STR "None"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Sand"
		  s_stepid STR "sound/movement/Bio_Sand1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Rock"
		  s_stepid STR "sound/movement/Bio_Rock1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Moss"
		  s_stepid STR "sound/movement/Bio_Moss1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Grass_Moss1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Water"
		  s_stepid STR "sound/movement/Bio_Water1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Water1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Ice"
		  s_stepid STR "sound/movement/Bio_Ice1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Concrete"
		  s_stepid STR "sound/movement/Bio_Concrete1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Metal"
		  s_stepid STR "sound/movement/Bio_Metal1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Metal1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Plastic"
		  s_stepid STR "sound/movement/Bio_Plastic1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Glass"
		  s_stepid STR "sound/movement/Bio_Glass1.wav"
		  s_bodyfallid STR "sound/movement/bio_soft_Glass1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Wood"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "Bio"
		  s_stepid STR "sound/movement/Bio_Plastic1.wav"
		  s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav"
		END_OF_SubMaterialSound
		SubMaterialSound RECORD
		  materialid STR "ForceShield"
		  s_stepid STR ""
		  s_bodyfallid STR ""
		END_OF_SubMaterialSound
	  END_OF_ListOfMaterialSound
	END_OF_SubArmour
  END_OF_ListOfArmour
END_OF_SubSubrace

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i copy paste the reticulan armor info from Reticulan Rebel armor. i try this and it's not working.... anyone care to shed some light to me?

 

steps that i do:

 

i modify this part in subrace.txt in "Data\units\configs"

 

================line 1859 (no changes)

SubSubrace RECORD
id INT 4
name STR "ReticulanOriginal"

{bla bla bla}

================line 1901 (change)

ListOfArmour ARRAY 2

>> into >>

ListOfArmour ARRAY 3

 

================copy paste this AFTER line 1978

SubArmour RECORD
armourStringId STR "ReticulanArmour"
g_modelid STR "Units/Models/Reticulans/reticulan_rebel_battle.TXT"
videodir STR "Interface\Models\Cinematics\enemy\reticulan"
sounddir STR "Sound\exclam\enemy\reticulan"
shapetype INT 2
s_movingid STR "sound/body/PowerFieldSoft1.wav"
onhitmaterialid STR "Bio"
corpseid STR "ReticulanCorpse"
ListOfMaterialSound ARRAY 13
SubMaterialSound RECORD
materialid STR "None"
s_stepid STR ""
s_bodyfallid STR ""
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Sand"
s_stepid STR "sound/movement/Bio_Sand1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Rock"
s_stepid STR "sound/movement/Bio_Rock1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Moss"
s_stepid STR "sound/movement/Bio_Moss1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Grass_Moss1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Water"
s_stepid STR "sound/movement/Bio_Water1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Water1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Ice"
s_stepid STR "sound/movement/Bio_Ice1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Grit_SandIce1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Concrete"
s_stepid STR "sound/movement/Bio_Concrete1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Concrete_rock1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Metal"
s_stepid STR "sound/movement/Bio_Metal1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Metal1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Plastic"
s_stepid STR "sound/movement/Bio_Plastic1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Glass"
s_stepid STR "sound/movement/Bio_Glass1.wav"
s_bodyfallid STR "sound/movement/bio_soft_Glass1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Wood"
s_stepid STR ""
s_bodyfallid STR ""
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "Bio"
s_stepid STR "sound/movement/Bio_Plastic1.wav"
s_bodyfallid STR "sound/movement/Body_Soft_Loam_Plastic1.wav"
END_OF_SubMaterialSound
SubMaterialSound RECORD
materialid STR "ForceShield"
s_stepid STR ""
s_bodyfallid STR ""
END_OF_SubMaterialSound
END_OF_ListOfMaterialSound
END_OF_SubArmour

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Can you specify what's not working? Does the armour appear in the list or not at all? If it appears, does it allow placing the armour on a Expedition Ret? There's probably some other file that needs modifying before it works.
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i finally succeeded in making reticulan expedition to use reticulan battle armor,

 

in fact i also create 3 mods :

 

1. Exp able to use RetBattle armor

2. Ret able to use ExpBattle armor

3. All Ret can use any armor

 

since i haven't got any ExpBattle armor then i haven't test no 2 and partial no 3...... :no2:

 

well have fun modding :)

 

download from Savefiles

download from Filecloud

information

 

just remember to choose the mod that u want and please read me the readme.txt :blush::wub:

 

PS:how come i cannot upload it to my geocities free account? so i hesitantly use savefiles

 

@Kret

well fyi, at first my mod do nothing. the ret armor still there but it won't attach to an expedition

now i know the problem, i created a wrong folder to put the subrace.txt. so i put the subrace.txt in the right folder and voila... new mod is coming to town.. erm i mean forum.

 

EDIT in 30 okt 2009 :

 

NEW hosting for the mod

 

* download from UFO AL folder in box.net

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  • 5 months later...

Is there any way to make reticulan battle armor during the game? The expedition has never offered me that trade even though I am allied with them. My Rets are still running around with basic armor.

 

At least I got to keep one of my rebel rets and he can wear the battlesuit. The problem is those battle suits are still pretty weak against projectiles and no help against the beastmen. However they are great against martians and matriarchs with plasma weapons.

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  • 2 weeks later...

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