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Misson Net Worth Requirement |
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I am modding the single player campaign and I wish to change the required net worth before you get the next storyline mission offer. I wish to extend the free-time between missions so the player can be properly equipped before the next storyline mission.
I must be blind, because I surely can not find this value. Does anyone know? A solution to this issue would be greatly appreciated. Thanks in advance!
Posted on: 2009/10/19 6:45
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Re: Misson Net Worth Requirement |
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It's hardcoded in content.dll. I wrote a patch for Hostile Universe that triples the requirement; find it attached (look at cashx3.c for instructions). I could write a customizable version, that reads values from an ini file.
Posted on: 2009/10/20 2:05
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Re: Misson Net Worth Requirement |
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I think we'll be able to figure it out with the source, thanks adoxa!
Posted on: 2009/10/20 2:09
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Misson Net Worth Requirement |
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Thank you sir! Hopefully we wont need an ini where we can get more specific.
In Hostile Universe what did you have to do to make it be more random in mission offerings? I'm trying to make it appeal to the maximum number of players possible. Some players can chew a lot, but others are a bit limited in the piloting skill department. I don't want to alienate them.
Posted on: 2009/10/20 2:16
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Re: Misson Net Worth Requirement |
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I did nothing - Hostile Universe is by Giskard; I've just fixed a few things. All I could tell you is what is in the ini files, and you probably know more about those than I do (I'm a hacker, not a modder).
Posted on: 2009/10/20 3:15
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Re: Misson Net Worth Requirement |
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As Xarian requested it in another topic, here's one that reads the money required from DATA\MISSIONS\storylvl.ini.
Posted on: 2010/1/6 19:59
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Re: Misson Net Worth Requirement |
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Nice one adoxa - how do we put it into use pls?
Posted on: 2010/1/6 23:20
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Re: Misson Net Worth Requirement |
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Look at the start of storylvl.cpp (mentioned that on the site, but neglected it here). However, if you want to include it as part of an FLMM mod, put it in EXE and add the path (..\..\EXE\storylvl.dll), since FLMM won't read it from DLLS.
Posted on: 2010/1/7 13:08
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