mockingbird Posted August 1, 2007 Share Posted August 1, 2007 Has anyone experienced something similar?I had the two Reticula Henchmen from the first reticulans, Link to comment Share on other sites More sharing options...
Kret Posted August 1, 2007 Share Posted August 1, 2007 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. Link to comment Share on other sites More sharing options...
Space Voyager Posted August 2, 2007 Share Posted August 2, 2007 It does feel odd though... A reticulan is a reticulan so IMO they should both be able to wear each other's armour. Link to comment Share on other sites More sharing options...
Kret Posted August 2, 2007 Share Posted August 2, 2007 Maybe it's not a matter of being able to wear them, but a matter of not wanting to wear them. Helps enphasize the unreconcilable hatred between the two factions. Link to comment Share on other sites More sharing options...
mockingbird Posted August 2, 2007 Author Share Posted August 2, 2007 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 /-: Link to comment Share on other sites More sharing options...
Kret Posted August 2, 2007 Share Posted August 2, 2007 The following has been extrated from the equipment.txt file contained in gamedata.vfsHowever, 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 Link to comment Share on other sites More sharing options...
wiequadrat Posted August 3, 2007 Share Posted August 3, 2007 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 1978SubArmour 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 Link to comment Share on other sites More sharing options...
Kret Posted August 3, 2007 Share Posted August 3, 2007 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. Link to comment Share on other sites More sharing options...
Knan Posted August 3, 2007 Share Posted August 3, 2007 "Commander, do you have any idea of the psionic stink left in those suits? No, we won't wear them." Link to comment Share on other sites More sharing options...
wiequadrat Posted August 6, 2007 Share Posted August 6, 2007 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 armor2. Ret able to use ExpBattle armor3. 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......  well have fun modding  download from Savefilesdownload from Filecloudinformation just remember to choose the mod that u want and please read me the readme.txt  PS:how come i cannot upload it to my geocities free account? so i hesitantly use savefiles @Kretwell fyi, at first my mod do nothing. the ret armor still there but it won't attach to an expeditionnow 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 Link to comment Share on other sites More sharing options...
MoonDragn Posted January 7, 2008 Share Posted January 7, 2008 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. Link to comment Share on other sites More sharing options...
bigbadfokker Posted January 20, 2008 Share Posted January 20, 2008 Getting armor for these guys is annoying... rets are so squishy Link to comment Share on other sites More sharing options...
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