Jump to content


Photo

Savedgame#2


  • Please log in to reply
133 replies to this topic

#51 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 08 February 2008 - 07:04 PM

oh geeze, seems like theyre pulling out ALL the stops to stomp the coppers xD
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#52 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 09 February 2008 - 11:22 AM

Well here it is, megapol mod v3. Hope it works to some extent :) As usual little to no playtesting has been done, consider yourself a beta tester if you try this :) (it means you have to report all bugs :sly: )
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#53 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 09 February 2008 - 09:34 PM

Immediatly I dove into the X-Com base to see if you implemented the graphical modifications I included, but it would seem you didnt D:

Why not? *shakes head*



Also, I crashed within 30 seconds of fighting them for some reason, I normally dont crash. xD
Ill keep testing and such, but I would like to know how you got the pheonix hover car inventory spots on the hovercars, although Im Guessing you simply swapped graphics.
If otherwise, Enlighten pleaseee xD

Nice little X-Com Icon you included as well.

Edit: Another crash, this time in a mission for aliens at the Marsec Arms factory.

I have to say, your choice in agent layouts is quite differant from the original xD
Those darn Mind Probes are driving me nuts already. ;-;..

But a question, why is X-Com unallied, and allied with the aliens? D:
I understand the plot line but I feel it just adds too much challenge to it.. xd

Edit: More crashing xd..
the Ufo mission for the hoverbike seemed to work for the most part, although I couldnt seem to find that Last alien, possible bug as I had no motion tracker on me at the time ]:
The Ufo mission for the Explorer caused a brief explosion in my computer ^^'.. so that doesnt work sadly.

Edited by NRN_R_Sumo1, 09 February 2008 - 10:53 PM.

Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#54 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 10 February 2008 - 10:22 AM

Yep I decided not to use the agent inventory images as the armor parts don't 'fit' on them so I just left it at the vehicle images&swapped agent gfx instead.
I had to swap the vehicle data to get Xcom to receive Explorers & stormdogs instead of police hovercars&police cars. The police hovercar replaces the old dimension probe, and then I replaced the top down dimension probe image with that of the phoenix. Still not possible to give other vehicles their own image.
The X-Com image is actually already in the game, but not used :)
Strange it crashes for you, since you're using the same exes after all. Not much I can do about that. Anyone else experiencing this?
IMO the city feels more alive when there are a bunch of stormdogs and explorers happily blasting your (and other) vehicles to bits :) . It's not too hard to deal with them though, but sometimes you'll have to skip some of the UFOs if there's an explorer in the way. Do NOT try to ignore them and continue to your target! Also the xcom agents are very deadly and if they decide to raid you early on it is possible you'll have to restart. (occured to me once, they just punched through my defences like nothing. Didn't have any stations yet though, they might've helped) They seem way stronger than your own units for some reason, possibly armor is calculated differently for other units? (the xcom agents are setup to use Marsec armor ratings&damage modifiers on normal difficulty)
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#55 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 10 February 2008 - 12:17 PM

hmm.. I see.. but another question

Why is Marsec allied to aliens? D:
thats just TEASING me with the equipment I'm not allowed to touch. ;-;..
Cant even bribe them up, tsk tsk. You sir Are evil.

Edit for Questions: ^^'
Why didnt you switch up the Biotrans with the rescue ship then too? ^^'..
and what is the blank ship entry that I can see with Apoc'd ?
When are "Police Cruisers" available. o:
What is the differance between Sandbox and Normal play?

Edited by NRN_R_Sumo1, 10 February 2008 - 12:23 PM.

Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#56 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 10 February 2008 - 12:47 PM

Yeah I mainly did that to Marsec so I wouldn't have to set all of their market's items, a lot easier :) plus the buy/sell wouldn't look so empty. If you're lucky with the overspawns they might come back to your side I suppose, but that'll be late game anyway.
The biotrans already has been replaced by the police transporter, and it is used by other corporations as well. Most of the time you'll only need one anyway :) . The blank ship is/was the retaliator, but I had to use up all it's characters because of the long names (police cruiser, police transporter). It's not used ingame anymore.
Police cruisers, well, if you really want to know you could check the research section in apoc'd I suppose :P Suffice to say you need to recover an explorer, and no UFO techs are required.
The three modes of gameplay are described in the about section. 'Sandbox' sets UFO growth rates to 0 so there won't be any UFO incursions anymore. in 'Cityscape only' mode UFOs still appear but won't deposit any troops. That way you only have to do a tactical battle when you want to. (though if you do no battles at all it'll be very difficult to maintain a positive score!)
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#57 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 10 February 2008 - 08:46 PM

You are such a pain xD
The explorer missions dont have levels assigned to them do they? because both times I managed to shoot one down it crashed :|

Edit: It seems that I cant shoot them down anymore, as when they start to "crash" they just putter back and forth in the air.
Freezing is starting to happen soon, and in a strange way, as it simply stops working. o:

the program ends and I press Esc without having a dosprompt come up :\

Edited by NRN_R_Sumo1, 10 February 2008 - 09:16 PM.

Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#58 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 11 February 2008 - 01:49 AM

They don't have any levels but the game defaults to the senate map. Their crash behaviour can be erratic sometimes, they continue chasing your vehicles instead of crashing most of the time. That can be fixed by telling the craft that is being chased to go to a map location that is 'crashable' (i.e. an empty spot) and switch to high altitude. If it's a road vehicle, tough luck, most of the time the downed vehicle will simply disappear. There are a few occasions where the downed vehicle completely refused to go down here too, only solution I found was to use manual control and blow it to bits (couldn't use the fastest speed setting as it was a hostile, armed vehicle). None of these occasions caused the game to crash though.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#59 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 11 February 2008 - 03:19 PM

Oh no, I mean when I Did manage to get the ship to crash, rather than going to the senate the game crashed.

Is it possible to change what level goes with what Ufo?
If So, it may also be possible to make our own Scenario's for the craft, or atleast have it make a LITTLE BIT more sense than going to the senate for a fight over a hoverbike ^^'
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#60 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 01 March 2008 - 08:01 AM

After installing don't forget to read the 'about' section, especially the known issues, before you start reporting countless problems and bugs


I have played few days before noticed it :) . What resolution is needed to read that 'about' section? I had to start a new game correctly.

The Mod is interesting =b

I here allow myself to rise up with some suggestions:

1. How about to increase a strength of road support tiles (Tiles 948-952)?
2. To allow groud vehicles to use a Plasma multisystem?

Issues:
1. One time I expirienced a crash while attemptig to board crashed vehicle (reload helped).
2. For unknown reason a constructing facility switched to an Advansed security station (not discovered yet) :huh?:
3. Something weird with production of small cost items (as pistol clips) - percents become to high (>200%), and production occurs at 55 min (usually).

In summary, Nice addition :)

#61 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 01 March 2008 - 06:03 PM

Thanks for the comments!
The installer runs at a resolution of 640x480 (windowed), are you unable to read it?

Inceasing the strength of the road support beams wouldn't be a problem, but I rarely seem to lose police cars that way. Figured it would add some risk when trying to gain a superior firing position :) I'll keep it in mind for the next update tho.
Ground plasma multi systems would be possible too. Though ofcourse you can't purchase any :) Explorers carry them but I intentionally made them carry weapons that are of no use to the player to limit 'farming' power :) (except on easy&hard difficulty levels IIRC). Then again, the multi system isn't that much of an upgrade for police cars (3x faster firing rate, slightly worse in all other aspects and more limited firing arc) I'd have to check how they fare against the stormdogs.

Guess the recovery of megaprime's vehicles isn't 100% fool proof :) can't give any solution other than to save always before attempting a recovery. NRN: currently no idea whatsoever on how to change/add maps for those vehicles :( .
The construction bug is a new one to me :) do you remember anything specific about the circumstances in which it occured?
Yep, production is calculated every hour. Some items are so easy to manufacture they're ready before that, but the game can't handle it. If possible produce more items, as you're wasting production time. If you already are at 50, well, too bad :) I fear most items will be ridiculously easy to build once you get advanced workshops. I'll probably have to lower the capacity to 5 engineers. (or better yet, even less :naughty: )
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#62 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 01 March 2008 - 07:36 PM

just have multiple engineering labs with less engineers.

For my ammo labs I have one high quality engineer in each, and when I dont need ammo I simply bunch them together to make vehicles ^^
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#63 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 04 March 2008 - 01:56 AM

I rarely seem to lose police cars that way.


After few skirmishes about third of highways was destroyed

Ground plasma multi systems would be possible too. Though ofcourse you can't purchase any


It is not impossible to "teach" Marsec to be friendly :) Not sure the Alien friend's flag will be removed. In one of previous game I equipped wolfgaund APC with a Plasma Multisystem (Thanks Apoc'd). It is cool weapon for ground vehicles :)
I think to make all weapon available to as ground so air vehicle (it may shift a game balance, though Retaliator with Rumble cannon would be cool :)

The construction bug is a new one to me do you remember anything specific about the circumstances in which it occured?


It should be a Training facility. One incursion in game data was changing road support tile's strength (not sure when a facility was being constructing). In a previous game changing data was accompanied by minor weird things.

For production issue I would prefer a tactical solution described by NRN_R_Sumo1

Edited by SSV, 04 March 2008 - 02:02 AM.


#64 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 28 March 2008 - 09:17 AM

Few more comments... :)

After ONE succesful raid on X-COM the most organisation become frendly. Even Cult of Sirius becomes neutral :jawdrop:

I encontered that humans effectively use stun grenade!

One time in alien search mission in evil infected organisation (not fallen yet) hunans use entropy launchers (!).

One time I received an alarm from Marsek that was uder alien control (never seen before).

And suggestions:

Lower a plasma pod cost in skill hours. It seems unbalanced in compare with lawpistol clip, that become most useble (comparasion in table below):

comparasion.PNG

#65 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 28 March 2008 - 01:28 PM

I must dissagree on the plasma pod skill hour reduction, as it is a much more complicated piece of technology, while the pistol is an old school metal hucker which can be assembled rather quickly as the safety precautions taken for this are nearly non-existant, while plasma has a reputation to burn nearly whatever touches it, and however the gun operates, is much more complicated than a simple hammer used in modern pistols.

I suppose an arguement could be main that the plasma gun bullets work much like White Phosperous rounds, which are not highly explosive but burn whatever it comes in contact with, but of course in X-Com plasma doesnt seem to cause alot of fire.. :|


Im just rambling now ^^'
Basically said, of course it seems unbalanced, as technology doesnt always improve at a steady rate.
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#66 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 31 March 2008 - 09:32 AM

Thanks for the continued input SSV&NRN,

Because Xcom is hostile to most organisations and the stormdogs blast their vehicles to bits they eventually will become hostile towards Xcom which in turn makes them friendly towards you if you harm them. But normally only the minor/useless ones will be affected (Xcom doesn't attack Transtellar for example). And Xcom starts out on neutral terms with the Cult (and vice versa), but ofcourse I can't predict what'll happen over the course of a game so relations may be rather shifty (even more so than in a standard game because of the hostile setting). Not that serious IMO :) Any comments on the strength of Xcom troops?

Hmm humans should not have access to entropy launchers... The only 'new' weapons I gave them are plasma swords (which they can't use), toxiguns (which are useless) and dimension destabilisers. Are you sure it was an entropy launcher?

Skill hour cost difference does seem a bit too high, cool table :) . Ofcourse on the battlefield that large clip makes a rather big difference. I'll probably raise the lawpistol clip's cost instead though.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#67 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 03 April 2008 - 05:46 AM

Any comments on the strength of Xcom troops?


Very hard to kill (Devastators are not yet researched)... Hard to stun by a stun grapple or stun gas. A some sort of assassination tactic helps ( :one_samuria: - :samurii: - :devillaugh: ) :D .
There is a little effort to raid X-COM - no much profit except high mission's score.

Are you sure it was an entropy launcher?


Sorry, I did not make a screenshot. It was a clearing mission on hostile Evonet infected to 60%.

Abut Plasma Pods. If no much missions per day then enough plasma pods can be produced.

And, last news from battlefield :)
8 medium UFOs emerged and in few second destroyed to ground a Grawball astrodrome building! I can not imagine if next time they will choose my base. :(

#68 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 03 April 2008 - 07:37 AM

There is a little effort to raid X-COM - no much profit except high mission's score.

Raiding Xcom will be your only source of Toxiguns in the later stages of the game though. :) (not very sure if it'll be practical)

It was a clearing mission on hostile Evonet infected to 60%.

Ah if there were aliens present it might be possible one of the security men picked up an entropy launcher from a dead alien?

I can not imagine if next time they will choose my base.

Yep you probably should try to get a second decent base up and running ASAP... Hmm perhaps I shouldn't have doubled building costs ^_^
Usually if there's a new 'escort' type UFO in the current week you can try to force the aliens to switch to a more 'low-profile' city incursion (i.e. no targetting of buildings) by systematically shooting down those UFOs instead of the transporters. The aliens won't have a large amount of the new UFOs available yet so downing two of them should do the trick most of the time. Naturally you'll need a decent fleet to shoot down those pesky escorts.

Edited by j'ordos, 03 April 2008 - 07:38 AM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#69 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 21 May 2008 - 09:09 AM

My expirience with Megapol Mod seems to be ended. The game freezes at 14.06.2084 00:00:00 :( The game screen do not respond to any command though mouse pointer can be moved. Reinstalling the Mod did not help.

Any Advice?

And few comments on gameplay :) A weird base defence mission occured few game days before. My base was raided by neutral gang (Probably Diablo?). They did not attack, base defense do not attack too. I was waiting about 10 minuts to watch what will be happened but they only quickly run anywhere. Then I frag a stun grenade, the game said what one my soldier become uncontiniuos, and game ended with zero score ...
The gangs left some equipment so it was some sort antistun raid :)

Edited by SSV, 21 May 2008 - 09:12 AM.


#70 NKF

NKF

    Commander

  • [Global Moderators]
  • PipPipPipPipPipPip
  • 4,798 posts

Posted 22 May 2008 - 12:42 AM

I've seen that happen when I was fiddling with the hostility settings in XED a long time ago. I set the aliens to allied, and then went on a standard alien drop mission to test it. I entered the mission and found that the aliens were behaving like civilians.

There are two relation settings, and I only remember setting one of them. I used to believe that one was for the cityscape and the other for the battlescape (explaining why they can still raid you), but I was told that this was certainly not the case (by one of the team members who worked on XED). I'm still not sure on that. But this was ages ago, has anyone done any further research on this since?

- NKF
Lord High Generalissimo Ruler Supreme of Norm's Anti Pedant Society (NAPS).

Number of members: 1

#71 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 22 May 2008 - 02:51 PM

I think one is for the actual rating, then the second is for the hostileness of the rating.
I havent done much into it, just looked at it and played with midnight editor, nothing scientific.
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#72 Steelion

Steelion

    Captain

  • Forum Members
  • PipPipPipPip
  • 149 posts

Posted 22 May 2008 - 08:52 PM

So one is saying "We (don't) hate you" the other is saying "We (don't) intend to raid you"?
What is a drop of rain, compared to the storm?
What is a thought, compared to the mind?
--
I R A SILLY GOOSE, apparently. Go figure.
--

I'm not dead! Really!

#73 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 23 May 2008 - 01:17 PM

My expirience with Megapol Mod seems to be ended. The game freezes at 14.06.2084 00:00:00 The game screen do not respond to any command though mouse pointer can be moved. Reinstalling the Mod did not help.

Does altering the game date&time help? Post the savegame so I can test it here.

I did fiddle with the relations but I think I usually put both sliders to the same value more or less. There's always the possibility I missed some ofcourse.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#74 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 26 May 2008 - 04:49 AM

Savegame is here

Attached File  SAVEGAME.rar   440.66K   42 downloads
Packed with WinRar 3.41

Does altering the game date&time help?


No. I do not figured out what editor can do it?

#75 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 27 May 2008 - 06:16 AM

The Midnight Editor can alter savegame date&time, but it didn't help. The crash occurs on this pc as well, even on an unaltered version of xcom apocalypse. So far no luck on getting it back to work... Hope you got a backup save :(
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#76 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 27 May 2008 - 01:41 PM

thats quite unfortunate I must say :(

..Wait, have you tried Without the mod?
as items in this mod are edited not added (as all can be done in Xcom)
there should not be any horribly game altering defects, and if it works just play like that until you are past the date, and then re-enable the mod.
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#77 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 28 May 2008 - 05:51 AM

Yes, I have tried. The same effect :(

One hypothesis. The file was damaged while a power failure (not intended to the game. I encountered spontaneous shutdowns while playing X-COM3). But game was playable up to midnight and has extended to all save slots. The Midnight Editor say that file is corrupted but normally loads and saves.

Another hypothesis. The game is waiting for a message but cannot show it and thus hangs.

In summary - Very Sadly :( .


But. Show must go on :) . I am thinking about another game. But I want to make minor corrections before playing.
1. Plasma Multisystem, 40 mm and 52 mm turrets useable by all Vehicles.
2. 40-mm turret and 40 mm autocannon use the same ammunition.
3. Rumble cannon needs ammunition (Elerium or to include a new ammunition one says 76 mm (I do not know how to edit name of entry?) Not sure that this cannon really may be used)
And ammunition consumption (as in original game). This works? In lineage plasma cannon was 3 elerium per shot?

#78 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 28 May 2008 - 05:18 PM

I'll try to do a quick run through the game to make sure it's not a problem in the original savegame. edit: it seems fine. Best to keep a lot of backup saves tho.

Editing the name of an entry is not yet supported in apoc'd, the only way to do it ATM is to use a hex editor (you can search for the text you wish to edit). You could also disable the rumble cannon and stick to the plasma tank cannon or the missile launcher.

Ammo consumption doesn't work, every weapon always uses only 1 round of ammo per shot (unless it doesn't use ammo ofcourse :) ).

Edited by j'ordos, 29 May 2008 - 01:29 PM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#79 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 30 May 2008 - 02:50 PM

What about the rendor cannon J'ordos? Doesnt it take .5 of one ammo? I heard it does from NKF.
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#80 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 31 May 2008 - 07:47 AM

I think what NKF meant was that the rendor appears to use 2 units of elerium each shot (as it takes out 140 (IIRC) elerium from your base stocks but only shows a max ammo count of 70) but in practise still only uses one round per shot, so after 2 shots you'd have 138 rounds left out of 140, which in the equipment screen is shown as 69/70, making it look like it uses .5 units of elerium but it really uses just 1.
Thus the ammo consumption field doesn't really have an effect except for making a weapon look worse than it actually is.

Edited by j'ordos, 31 May 2008 - 07:50 AM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#81 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 01 June 2008 - 06:21 PM

just another feature never attached to anything?
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#82 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 02 June 2008 - 07:09 AM

Yep :) or rather, another feature that was only partially implemented, like the cargo modules.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#83 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 02 June 2008 - 04:35 PM

The cargo modules are only Partially implemented?

I noticed that you can carry more than 50 but why would they not finish something so crucial? XD
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#84 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 10 June 2008 - 04:06 AM

Since previous game ended without glory :( I have started another one.

But I made minor personal changes in Vehicle equipment, I think this does not break an integrity of Mod :wink1: (plasma multisystem, 40-mm turret, 52-turret are useable by all; 40-mm autocannon and 40-mm turret use same ammo; rumble cannon use 76-mm shell (HEX editing of name of 40-mm turret shells); laser weapon speed increased to 300 (it looks more really but seems to shift game balans - two hovercars with lasers take out Explorer)

I think these changes will affect only cityscape combat (?)

Few reports about the game :)

In few first day I might not buy bikes - there was no licenses in the city . But X-COM too :) . There were no patrolling stormgogs (after I destroyed originals) before next skirmish.

So it will be question: whether exist a way to change maximum vehicles allowed in city?

Another observation: game condition is the same but in previous game at 30th day were 5 patrolling stormdogs, in current game at 10th day - 7 (?)

#85 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 11 June 2008 - 04:24 PM

I believe there is a maximum number of vehicles although I would not know what the number would be.
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#86 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 22 August 2008 - 10:29 AM

Whoops late reply!
Unfortunately I don't know of any way to raise the limit of vehicles present in the city. I think it was 71 or so, but it's quite an odd number so I may not be entirely correct (I assume there are slots reserved for the UFOs/illegal vehicle actions) Only way to fix that is to limit your fleet size :) Phase out your ground bikes perhaps?
Anyway I have been working on a small update mainly to overhaul the manufacturing data and the UFO missions. I might add the plasma multisystem for ground vehicles on the 'easy' difficulty level (and maybe the 'normal' level too) and I decided to add an option to reinforce highway supports to the next version of roadwar instead.
Note that a speed of 300 for the lasers may cause them to fly 'through' their targets. And it dramatically increases their accuracy against fast targets.
You do not have to join the two 40mm ammo classes, instead you could replace the unused Zorium fuel.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#87 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 22 August 2008 - 10:56 AM

if you increase the speed of the laser shouldnt the damage be lowered?

by slowing down the light(a heat source) it has more exposure time, so in theory the slower the light the more it sets on fire. o:
using the same logic on a higher speed burst of light, it would not do as much damage compared to the slow burn.

Lasers are the opposite of projectile weapons because of these factors.
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#88 SSV

SSV

    Squaddie

  • Forum Members
  • PipPip
  • 7 posts

Posted 03 October 2008 - 07:49 AM

About my expirience on recent game...

In some point Aliens stop any activity - no ufos, no infiltration. For two weeks only one ocasional X-COM raid (enjoing, it take some time to base defense to destroy X-COM troop. But it seems AI cannot handle base defense)
The Victory is a technical matter, I stop playing . :(

Some time before.
In some point Marsec became not hostile. I was able to buy Valkiries, bykes and foenixes. But they can be landed and I needed to raid those vehicles to regain weapon. I even thought to make own vehicles landable but have refused it.

You do not have to join the two 40mm ammo classes, instead you could replace the unused Zorium fuel


Why? It is so attractive :)

I might add the plasma multisystem for ground vehicles on the 'easy' difficulty level (and maybe the 'normal' level too)


I would suggest to change patroling stormdogs to APCs on higher difficulties. And arm its with Marsec 52-mm turret, it seems to have higher fire rate.

#89 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 03 October 2008 - 09:59 AM

Mind telling me what week alien activity stopped? Did you destroy that alien building that creates the UFOs every week (can't remember the name)? It's possible I made a mistake in the UFO missions and their weekly growth numbers causing them to stop functioning. These have been overhauled in the next version though.

Yeah a minor problem when you manage to get Marsec friendly again, and quite odd when even your own vehicles appear to be infested with aliens. Also note it seems to be impossible to recover any agents the downed vehicle was carrying. They don't appear in tactical combat and when the vehicle is recoverd you get the 'Unit killed: ' messages.

APC have a lot of armor so it'd get pretty annoying unless you have disruptor weapons. Though still a good idea for the highest difficulty level.
The stats of the two ground cannons depend on the difficulty. on Easy they are as normal but on the other levels their stats are swapped, because the MarSec version seems to perform worse than the police one.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#90 NRN_R_Sumo1

NRN_R_Sumo1

    Captain

  • Forum Members
  • PipPipPipPip
  • 464 posts

Posted 02 January 2009 - 03:08 PM

on the thought of downed vehicles, Why dont you just set them up like the scout or probe? No missions no crazy bugs involving fighting at the senate to recover a hovercar.
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!

#91 KayDat

KayDat

    Rookie

  • New Forum Members
  • Pip
  • 0 posts

Posted 06 March 2010 - 08:45 AM

Well, super late to the party, but better late than never huh? ;) Modified the inventory background images to have a black top and blue pants. Originally had all blue, but realised that the actual Police uniform had a black torso :( Replaced the silly beanie with a black beret, looks awesome, if I do say so myself. :D Considering converting my proper Apoc inventory screen to have the same.
Comes as two files, XCOM.PCX which is for Battlescape, and AGENTEQP.PCX which is for Cityscape. I gave it the name with mk1 because I'm intending to go and remove the X belt buckle along with the X-Com logos, possibly replacing them with Megapol. I'll see how things go. =)
XCOM.png
Attached File  MPOL_EQUIP_MK1.rar   92.78K   20 downloads
Edit: While you can't see in the preview image I just uploaded (direct export from Photoshop), the blue of the pants actually have red specks; this can't be helped, since I can't change the palette of the image. It seems that the inventory screen draws its palette from the background image it uses. Found out the hard way when all the items/stat bars/agent photos looked completely out of whack.

Edit2: Well I removed the belt buckle easily enough...but I can't say I'm happy with the Megapol logo. Just grabbed the one from the Relations logo. It's too flat compared to the X-COM logo it replaces, but I haven't had any luck getting the UFOpaedia one to look any good either.
Attached File  MPOL_EQUIP_MK2.rar   93.03K   21 downloads

Edited by KayDat, 06 March 2010 - 10:01 AM.


#92 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 06 March 2010 - 01:44 PM

Thanks, these will be useful. I've been working on an update off and on for a while but it's currently stalled because of problems with converting the retaliator colours from red-white to a policey blue-white. That'd look great on it! :)
The new version will finally allow players to buy stuff from MarSec, as normal. Only X-com will be hostile.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#93 KayDat

KayDat

    Rookie

  • New Forum Members
  • Pip
  • 0 posts

Posted 06 March 2010 - 03:42 PM

It occurred to me: while we can change our own inventory screen to have police uniform, since the game maps all units that aren't image 0, 27 or alien to inventory screen generic.pcx, it probably isn't possible to get X-Com to use the original red uniform. Or is it? You wouldn't happen to know if it's possible to have different unit stat image numbers to correspond to different TACDATA\EQUIPPIC images, would you? :)

Edit: Another idea: is it possible for X-Com to sell off some advanced tech some time later in the game? Maybe week 5 or 6. I guess the market place engine isn't smart enough to react to outside conditions, but storywise anyway, it would make sense that X-Com would start selling off some of their advanced tech when they're in dire straits in terms of cash; think about it, that's what we do when we're playing as X-Com commander. After all, they're simply allied to aliens, not infiltrated/controlled. So perhaps you could start buying some advanced tech mid game (for a premium) if you're behind, and then research it to use. It also works with both Megapol and X-Com fuelling market supply of advanced tech in the late game, prices will plummet, meaning less profit from selling tech.

Edit2: D'oh, how stupid of me. We're hostile to X-Com <_<

Edit3: Wait...if we keep item manufacturer as 0 (Or "Megapol"), it would appear as a blank manufacturer. Maybe storywise it could be black market? Who knows. But w/e, I'm just rambling here.

Edit4: Here's mk3 of equip images. Removed the thigh plates, and made them shiny knee pads instead. The bad blue is more noticable in this version though since there's more of it. Also made the black top into more of a coat.
mgpol.png
Attached File  MPOL_EQUIP_MK3.rar   93.91K   18 downloads

Edit5: You mentioned blue/white retaliator, you mean something like this?
retal_blue.png

Edited by KayDat, 07 March 2010 - 09:00 PM.


#94 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 08 March 2010 - 08:23 AM

It occurred to me: while we can change our own inventory screen to have police uniform, since the game maps all units that aren't image 0, 27 or alien to inventory screen generic.pcx, it probably isn't possible to get X-Com to use the original red uniform. Or is it? You wouldn't happen to know if it's possible to have different unit stat image numbers to correspond to different TACDATA\EQUIPPIC images, would you? :)


No idea at the moment, sorry.

Edit: Another idea: is it possible for X-Com to sell off some advanced tech some time later in the game? Maybe week 5 or 6. I guess the market place engine isn't smart enough to react to outside conditions, but storywise anyway, it would make sense that X-Com would start selling off some of their advanced tech when they're in dire straits in terms of cash; think about it, that's what we do when we're playing as X-Com commander. After all, they're simply allied to aliens, not infiltrated/controlled. So perhaps you could start buying some advanced tech mid game (for a premium) if you're behind, and then research it to use. It also works with both Megapol and X-Com fuelling market supply of advanced tech in the late game, prices will plummet, meaning less profit from selling tech.

Edit2: D'oh, how stupid of me. We're hostile to X-Com <_<

Edit3: Wait...if we keep item manufacturer as 0 (Or "Megapol"), it would appear as a blank manufacturer. Maybe storywise it could be black market? Who knows. But w/e, I'm just rambling here.


Xcom already releases it's own and alien items on the market, although you can't buy them as xcom is hostile. Apparently it is possible to get Xcom to like you again though, not sure yet if I'm going to set them as infiltrated instead for the next version. There is a small problem with alien equipment released on the market: if it's not yet researched it will be for sale as an 'Alien Artifact' and cost $0, so it's pretty important to make sure this cannot be exploited.

Edit4: Here's mk3 of equip images. Removed the thigh plates, and made them shiny knee pads instead. The bad blue is more noticable in this version though since there's more of it. Also made the black top into more of a coat.

I have to say I liked mk2 better, the blue is a bit too childish.

Edit5: You mentioned blue/white retaliator, you mean something like this?
retal_blue.png


that's exactly what I mean! The main work will be all the cityscape frames though. (By the way, there are some unused frames for flying vehicles: climbing&falling) Xed also seems to add a black border to each frame for some reason, which makes the selection rectangle look bigger ingame.

Edited by j'ordos, 08 March 2010 - 08:39 AM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#95 KayDat

KayDat

    Rookie

  • New Forum Members
  • Pip
  • 0 posts

Posted 08 March 2010 - 10:27 AM

Is it just the blue of the pants, or would you just prefer the original leg plates? I tried to copy the in battle sprite of the police uniform, but I can try to do whatever you feel suits the mod. I can also pass you the equippics without the Megapol logos as well, or would you like me to convert every PCX file to have Megapol logo instead? Not too hard a task, I can just set Photoshop to batch automate.

Which leads me to the cityscape images for vehicles: I can convert colours (as long as they're full conversions) fairly easily, doing all of them wouldn't take much longer than just doing one, once I get the automation running smoothly. Only problem is that there are ~50 images in total, including the unused ones. While I can get a reasonable result out of automated conversions, it won't be as nice as a conversion done by hand, for example for equip images. How about I do a set, and you let me know what you think? I'll put up the Retaliator .bmp for you to reimport as well; as for the Hover car, I was hoping to actually convert the Pheonix to look more like a Police car. I'll pass the blue Pheonix file to you first anyway.

Edit: BTW, even though XED_PCK.INI file mentions that the Cityscape vehicle frames use PAL_01.DAT as the palette, I found that it turns out quite dark. I've made a modified version, which while doesn't match up 100%, it's close enough to allow fairly accurate image modifications. I'll post it in the Apoc'd thread, since it seems more appropriate there.

Edit2: As promised, the raw .BMP files for the police Retaliator and Pheonix. You should be able to import straight in from XeD and it should look exactly the same as the BMP. As a matter of fact, if you applied the correct palette file to all the respective .BMP exports from XeD, it will look correct in both Windows/manipulation programs, and in game.
Attached File  retal.rar   2.45K   18 downloads
Attached File  bluebird.rar   1.46K   20 downloads

Edit3: So here is the full Retaliator set, converted to blue. Again, con is that colours aren't that great because it was a batch job. Pro is that it only took a couple of minutes to do the whole thing.
FLY_814.png
Attached File  Retaliator_cityscape.rar   57.3K   19 downloads

Edited by KayDat, 08 March 2010 - 11:24 AM.


#96 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 08 March 2010 - 11:39 AM

It's mainly the blue that looks wrong, don't really care for the leg protectors. Since I can't edit Xcom text references in all places anyway, there's little point in changing the icon everywhere. Keeping it for the images we already edit is fine though!
Thanks for the images, they're working great. You should also include the SMALVEH icons though. A 'real' police hovercar icon would be even better of-course, depends on how much work you want to put in it. A modified police car icon would be nice too, and a police transporter (blue biotrans?). Those two are less important though.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#97 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 08 March 2010 - 12:15 PM

The retaliator cityscape images aren't looking right unfortunately. The white stays too bright during the night and some blue colors also seem to remain fully lit. The exhaust should probably keep it's red color and the navigation lights don't work. I think the best way to fix these is to write a custom tool to remap the palette references of the bmp/pcx files
edit: deciphering the bmp format was easy enough (it was on the wikipedia :) ) so I made that tool to swap the palette references. The end result looks pretty good, even at night. As you can see, XED still adds that border though. Is there a program that allows me to quickly remove those borders? (Irfanview's batch conversion style)

Attached Thumbnails

  • XCOM6.png

Edited by j'ordos, 08 March 2010 - 03:40 PM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#98 KayDat

KayDat

    Rookie

  • New Forum Members
  • Pip
  • 0 posts

Posted 08 March 2010 - 09:00 PM

It's mainly the blue that looks wrong, don't really care for the leg protectors. Since I can't edit Xcom text references in all places anyway, there's little point in changing the icon everywhere. Keeping it for the images we already edit is fine though!
Thanks for the images, they're working great. You should also include the SMALVEH icons though. A 'real' police hovercar icon would be even better of-course, depends on how much work you want to put in it. A modified police car icon would be nice too, and a police transporter (blue biotrans?). Those two are less important though.

Whoops, forgot about SMALVEH. :P I'll pass you a blue retaliator smalveh and a blue biotrans bigveh/smallveh for now, police car and police hovercar will take a while. I'll leave the cityscape frames in your capable hands. :)

The retaliator cityscape images aren't looking right unfortunately. The white stays too bright during the night and some blue colors also seem to remain fully lit. The exhaust should probably keep it's red color and the navigation lights don't work.

Yeah, I didn't take a real good look at the output images before I went to bed. I basically shifted the hue to make everything blueish, forgetting about the exhaust.

I think the best way to fix these is to write a custom tool to remap the palette references of the bmp/pcx files
edit: deciphering the bmp format was easy enough (it was on the wikipedia :) ) so I made that tool to swap the palette references. The end result looks pretty good, even at night. As you can see, XED still adds that border though. Is there a program that allows me to quickly remove those borders? (Irfanview's batch conversion style)

Ah, you see, I was thinking just that: swapping the BMP palette references would be the best. Unfortunately, I'm not skilled enough in programming to make such a tool, it's a good thing you are :D It's basically what I did for the blue Retaliator and Pheonix equip images, just by hand though.

As for the border, I just took a look at Irfanview's batch conversion tools (didn't even know it had 'em, just been using it as a PCX viewer so far), I don't think it's flexible enough. I do have a good idea on how to do it in Photoshop batch automation though. You can pass me you files, or if you have Photoshop, I can pass you the automation script.

Edit: Well, I just cropped all the SAUCER.PCK BMP exports, you can just work with these. :)

Edited by KayDat, 08 March 2010 - 10:34 PM.


#99 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 09 March 2010 - 02:00 AM

Great, Load 'em up!
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#100 KayDat

KayDat

    Rookie

  • New Forum Members
  • Pip
  • 0 posts

Posted 09 March 2010 - 04:56 AM

Ah hahaha, whoops, why didn't I put the link up? :P
http://www.mediafire.com/?0jymrjttyzg