Empty Recruit Pool

Paladin

First time out of the vault
Hi guys, new guy here but long time lurker of No Mutants Allowed.

I've been doing some tinkering with FOT and the Editor for quite some time now, mainly changing up portraits and adding a pre-fab character. Simple stuff. However, some time ago I edited an entity (Stitch and Farsights' entity) along with their portraits. I also edited some story texts and fixed some typos in the core/locale/game/characters.txt. When I started up a new game of FOT with my pre-fab character and newly edited Stitch and Farsight, I noticed that once I reach the Alpha Bunker, when I go to the Yeoman the recruit pool is empty. I figured it might have something to do with rank (even though there is supposed to be an initial pool of recruitables), so I played another mission, and after finishing it, I returned to find the recruit pool still empty. Any ideas which file controls this and how do I fix it?

So far what I've tried is reload the default .zar files and the entity files while also importing recruits to the bos.cam file (which produces some errors on some recruit files by the way). I started a new game to test and the edited characters are still the same (probably due to the .cam file). Only thing I need to try is beat the first mission again and check the recruit pool and see if its been filled. Other than that, any ideas?
 
A bug may happen if you edit BOS.cam with FT Improver. You must always use FT Tools for anything regarding BOS.cam. In my idea, there is no way BOS.cam can mess up with the recruit files, simply because theses files don't have to be there when you update the recruit pool list created in campaign.txt. I mean if they don't actually have to be in place, that must be because the program don't even try to play with them and don't create errors. I tested this only with QuarterMaster list and item files, updating the list time and time again whitout most of the .ent files in the list, and got no errors. I was planning to crate the items later on.

There is only three way to solve this problem. First update the list yess, second check if the recruit .ent files are at the right place (if .ent files are the game original ones, they will be loaded from .BOS files if the program don't find them anymore), and finally go check the triggers in the .mis files. The triggers will use a simple command like : Modify recruits tagged mission01 in the RecruitPool list. That means that it will check in the list, see the term "add" there, and simply add the .ent files to the RecruitPool list under the tag mission01. You could double check there is some errors happened.
 
Hi Hugo, thanks for the reply! I decided to start from a fresh install and make copies of each file I edit so if I mess something up, I can return it to the way it was. Thank you for the information as Im sure it will come in handy when I begin editing and working on my own ideas once again.

To answer your comment about FT Improver, I never used that one, just kept to the FT Tools.

Also I'd like to add, I saw your UI and Display work from your mod, excellent stuff! I've played with the idea of using FOT to make my own game concept through the editor and customize alot of things. From bringing in my own models to creating my own interface, etc.
 
Oh I strongly suggest you try FT Improver one day. For me, I used it at this time mainly to make my own armors and change the number of action points spend for some actions. you will need to launch the game with improver or it will not work. The main problem I have at the moment is that the refresh rate for tiles seems to bug. This and also something related to the frame rate I guess, moving an item away with the trigger "move unit" keeps the item in place for a moment (like the ground area didn't refresh). Maybe BOS.exe don't cause that problem.

And also, I suggest that instead of copying each file you work on (you can forget and it prevent you of working freely and directly on the game...), you make a complete backup of your game often on another drive like a portable drive, so that don't take any of your drive space and you can get any file messed up later on. Because you don't know when you will notice a very bad bug that needs to replace entirely a file. That happened to me some times already when I created a bug within BOS.cam and realised more than two months later... Needed a file to replace it, and luckily I had many backups!

AND thanks for you comments about my mod! Just feel free to ask any other questions regarding a thing or two you don't understand yet, I'll try to help, even if the question was already ask some months or year ago. I play with this mod since two years already, time go on so quickly! So I think I played with almost all aspects of the game, I sure can help a bit!
 
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