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how difficult or long would this mini mod be?

Posted: Thu Jan 19, 2017 11:17 am
by hugh2711
How easy/hard would it be to have rate of fire in the details for every equipment type when you want to purchase something. I know you can look it up by loading (is it?) the equipment file? into a spreadsheet or something and looking through a long string of numbers but that takes ages and interrrupts your playing and it would be really useful info when purchasing it certainly affects.

Is it alot of work?, how complex is it to redo the purchase screen for every unit or even JUST the ones where the rate of fire is not 100%? what program do you use to redo the purchase screen? is it suitable for a standalone mini-mod?

what do you think. Thanks for info.

Re: how difficult or long would this mini mod be?

Posted: Mon Jan 23, 2017 10:51 pm
by BiteNibbleChomp
It would be a case of editing a html-like file, to include a section for RoF. Of course, the game has to already have a defined tag for RoF, which presumably would be located somewhere else (don't know the location). I tried adding a 6th digit to the Prestige section once (using the same method), but that didn't work very well, so I can't guarantee anything.

- BNC

Re: how difficult or long would this mini mod be?

Posted: Tue Jan 24, 2017 12:02 am
by hugh2711
Many thanks for your info/answer

That doesnt sound too bad, I am used to editing html/css (albeit quite a while ago :-)
I dont know which actual file i would be editing - I presume there is one for each item purchasing screen? and its just the (right section) where it lists the details I would just bung in an extra line <?> ROF = 999% <?> probably after the price and without breaking the page.
BUT I dont see how I would do 'upgrade' screens, I assume that would involve understanding the structure of the whole program/game? The last time i did any programming was when 'PASCAL' was all the rage about 30 years ago :-) .
By 'defined tag' do you mean named variable!!!