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Agent menu: Unknowns 60 and 61 are actually a single signed short (2 bytes) that is the index into the inventory for the agent. -1 if the agent has no inventory assigned (such as Biochemists, Quantum Mechanics, and Engineers).

 

For my install, Agent information (180 206 byte records) starts at 206DAh; the inventory information being indexed starts at 2B0F0h. There are 150 158-byte inventory information records. The first two bytes are the index of the Agent whose inventory it is. -1 if the inventory record is not being used currently.

 

The map from the Agents with inventory into inventory slots, and the map from inventory into agents, had better be a perfect bijection. Otherwise, even if you equip the agents properly, not all of them will get equipment in the battlescape. As long as this is handled, it appears to be safe to swap X-COM Agents with other X-COM agents. [YES!!!]

 

Scientists with a reasonable inventory slot and matching back-pointer value can be equipped for base defense missions, but further research is needed to make true combat scientists.

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Very good to know it's safe to reorder agents! :)

I found out Unknown 64 in the Unit Stats section is an inventory true/false flag. Set to 1 and give the scientists an image set that has firing animations and you'll have permanent combat scientists it seems. Though if this would cause them to use up an inventory slot in the cityscape it would probably become problematic as the player reaches his soldier limit? (Also they would probably keep any equipped weapons they had at the end of the base mission and since you can't re-equip them those would be lost. Until next base assault that is :) )

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Very good to know it's safe to reorder agents! :)

I found out Unknown 64 in the Unit Stats section is an inventory true/false flag. Set to 1 and give the scientists an image set that has firing animations and you'll have permanent combat scientists it seems. Though if this would cause them to use up an inventory slot in the cityscape it would probably become problematic as the player reaches his soldier limit? (Also they would probably keep any equipped weapons they had at the end of the base mission and since you can't re-equip them those would be lost. Until next base assault that is :) )

 

Gives an image set with firing animations?

Scientist have a firing animation?!!???

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  • 1 month later...
Very good to know it's safe to reorder agents! :)
Did some more testing "this morning"; the current algorithm on my end was easily tweaked to allow swapping Agents/Biochemists/Engineers/Quantum Mechanics.

 

If I can work out how to detect that a tech-type is actually assigned to a project, perhaps some progress can be made (either to exclude such individuals from swapping, or swap them safely). [it should be decipherable, since Captain Midnight unassigns all Biochemists and Quantum Mechanics automatically on every edit.] The results were not what I expected (a plain swap) in Apoc'd when attempting to swap someone actually on a project.

Edited by zaimoni
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If I can work out how to detect that a tech-type is actually assigned to a project, perhaps some progress can be made (either to exclude such individuals from swapping, or swap them safely). [it should be decipherable, since Captain Midnight unassigns all Biochemists and Quantum Mechanics automatically on every edit.] The results were not what I expected (a plain swap) in Apoc'd when attempting to swap someone actually on a project.
Wrong. It is possible to swap with an empty slot (the proper agent name for such a slot is the empty string).
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  • 3 months later...

well this certainly took far longer than planned but it's nearly there now, and I decided to put a release candidate up to iron out those bugs that I'm sure are in there somewhere. :)

Currently missing is the Import/Export feature and most view functions (only manufacturing and vehicle equipment layouts are functional atm)

Currently known bugs:

Full restore is broken in Craft Equipment 3, agent equipment 2 and a few others.

Note: Misaligned Agent or Vehicle names are a byproduct of earlier apoc'd editing, where I implemented string editing rather crudely (though it's not entirely my fault, I can blame the language for that as well :) ) and not a bug. Probably.

 

This new version doesn't really have much new content, only new things are string editing, units section for tactical savegames (99% unknown, help is always appreciated) and agent inventories for cityscape savegames. All the work was under the hood (I can safely say I rather failed my original coding goal of simplifying the addition of new sections :) )

Other advantages are: reduced CPU usage (two instances of apoc'd won't kill your system anymore), memory usage and filesize! No need for directx, and some interface improvements. Oh and you can go fullscreen without the need of a seperate commandline switch! OMFG

This version also supports the Steam version of Apocalypse natively.

 

Installation: drop it in your xcom apocalypse folder. Apoc'd.cfg is gone (well it's inside the exe to be specific).

This is a debug version of apoc'd so it should give some information before crashing. Please post that here when it happens.

Source code is also available in case you want to have a look at what changed :)

 

EDIT: since the newly added string editing has the potential to completely destroy your apocalypse exes it is extremely important to make a backup of them if you have a modded version that you'd like to keep! (otherwise the automatically generated backups will work fine)

edit2: uploaded new version fixing the following bugs; Restore function not working and agent equipment 3 not saving to both exe's.

edit3: new version, import/export function should be working now. Note for users upgrading from an older version of apoc'd: The backup system has been changed. If you are using modded files please download migrate.rar, extract it to your base apocalypse dir and run migrate.bat before running apoc'd.exe. This will copy your backups to the new location so apoc'd won't create new ones from your modded files. You are given the option to delete the old backups afterwards, though it is not recommended until I am sure the new backup system is working flawless.

 

edit: attachments removed, get the latest apoc'd instead.

Edited by j'ordos
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Hmm. Something's not working right, methinks. Despite being a .rar file, it's not something my computer can open. Soemthing to do with the fact that it's a 170K file while the older ones were ~750?

 

EDIT: Ignore me for I am stupid.

Edited by Steelion
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  • 1 month later...

Could you tell me specifically which section and what item you were editing? It seems to work fine here.

edit: I'm currently working for school, but I hope to finish the new apoc'd version by next month. Still not sure about the best way to implement Import&export...

Edited by j'ordos
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Could you tell me specifically which section and what item you were editing? It seems to work fine here.

edit: I'm currently working for school, but I hope to finish the new apoc'd version by next month. Still not sure about the best way to implement Import&export...

 

Apoc'd is working ok for me. Edits i made appeared in the game. I haven't had crashes or bugs. Its with the EU fixed/downloaded version though. I tried Apoc'd on Karadoc's mod though and Apoc'd couldn't make sense of it though it did load. I don't know why that is but read that Karadoc's was a steam version. I read about importing but didnt know it wasnt ready yet.

 

I made several edits to Battlescape Agent Equipment 3 with Apoc'd 2.34c. Seems to work, at least doesnt crash and reports saving the data.

 

 

downloaded version stuff:

I got that a few years ago when Apoc wasnt being sold. I realize there is a legal grey area about doing that but I couldn't get Apoc CD-ROM version to work in windows xp or dosbox. I really do own it, I bought it in 1997? or 1998 and still have it. Its got a 9-digit serial number on the CD and on the back cover of the jewel case.

Yes, i realize my saying that doesn't prove I own it, but it is true anyway. I also realize that my owning the cd-rom version doesn't entitle me to have downloaded the game. I am pretty sure i got it from abandonia also. They have some respect for copyright law at least. I don't do the torrent stuff but admit that i used to. That's the truth too, so i don't care if anyone believes me. Support your game developers because maybe piracy hurts them the most and not investors or businessmen. I don't believe what pirate groups say when they say to buy games that they crack, they are lying and just protect themselves and don't take responsibility for their internet-leaked cracks that cause games to be pirated.

 

I was going to type more about the topic, but man would that be long. Wish i had more hard data on that.

 

Moderators please don't shoot brimstone at me. The reason i'm saying this is to give feedback on apoc'd. Not to be inflammatory on the topic of copyrights. I may try to get the cd-rom one working again since i recall having done it before. I'll understand if some of this gets edited or moved or not changed.

Edited by localhosed
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Sorrow, can you tell me what size your exe's are (UFO2p and TACP)? They're still the same as when you were using the previous apoc'd which gave no error right? I'd guess it is a bug in that case though it is strange as I don't see any problems here.

 

Thanks for telling me which section, you're indeed right, I spotted a bug that prevented correct writing to the other exe. In fact it looks like it would write to a wrong offset in the other exe again, so I recommend restoring backups. Sorry about that! (well you'll be fine by just restoring the Tacp.exe backup, the problem is pretty similar to the one I described here: http://www.xcomufo.com/forums/index.php?sh...st&p=166021. Guess I don't learn from previous mistakes)

 

localhosed: it seems you're talking about the old apoc'd 2.x? That one does not support the steam version (there is a modded cfg available to fix that though) but does have some basic importing functionality.

Edited by j'ordos
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localhosed: it seems you're talking about the old apoc'd 2.x? That one does not support the steam version (there is a modded cfg available to fix that though) but does have some basic importing functionality.

 

I'm using 2.34c now for sure but was confused about when you made the import function.

 

I posted a few more times here and karadoc replied too : http://www.strategycore.co.uk/forums/Rebal...0122#entry90122 if the link doesn't work, its strategycore forums rebalancing mod thread under apocalypse.

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I think it was caused by apoc'd, because the version from before editing with latest apoc'd had normal size.

Hmm I assume it's a side-effect caused by that offset bug... Guess that means you'll have to restore the UFO2P.EXE backup too :( I'll release a fixed version shortly.

 

localhosed: I posted a reply, sorry completely missed that thread. Let me know how it fares!

 

edit: okay I released a bugfix version, you can find it at the post where I uploaded the previous 3.0 beta. Let me know if any other problems arise!

Edited by j'ordos
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  • 2 months later...

Hey j'ordos, I've restarted playing Apoc and I'm using both roadwar and apoc'd (last one helped a lot to create Apoc content to the UFOPaedia. =b

 

Something I've been wondering is to create the city layout or at least to be able to play all the 5 layouts on the Superhuman level. Any chance apoc'd might do that trick?

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A map editor is pretty low on my to do list for now, sorry. Anyway I have uploaded a new RC of apoc'd, importing and exporting should be working now. Read apoc'd.txt for information on how to use it. A few bugs have been fixed and a few more view functions are up and running. (and they are interactive now :) )
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A map editor is pretty low on my to do list for now, sorry. Anyway I have uploaded a new RC of apoc'd, importing and exporting should be working now. Read apoc'd.txt for information on how to use it. A few bugs have been fixed and a few more view functions are up and running. (and they are interactive now :) )

 

Is it the link on the Pinned thread?

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Nono, it's still in this post: http://www.xcomufo.com/forums/index.php?sh...st&p=180228. Read edit3!

 

Might be better to put the upgrades where they are more easily found ;)

 

If you want the correct names for the alien buildings check the UFOPedia, I fixed the order a few days ago. And you might find this, this and this interesting ;)

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Most impressive! (though less if I were on a dial-up connection :) )

Good point about moving the archive, but it IS a beta version, it's supposed to be hard to find :P

I think I fixed the alien building order in this beta btw (just linked it to the building function, not sure what the 'building name' field is used for in this case) forgot to update the bug list.

 

Dwarf fortress is a good game though, very ambitious. :)

Edited by j'ordos
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  • 1 month later...

Hello j'ordos,

 

I've been using the latest beta of apoc'd to gather information regarding the ufo incursions (namely the number of craft and their specific roles) and presenting it on a way that can be used during fighting. (You can have a look at it here).

 

I just saw an incursion made by 2 Bombers and 2 Destroyers, and according to the data I gathered from apoc'd it should be the Micronoid Rain Mission 8 since there is no other mission that matches the number and type of UFOs.

 

The thing is that only 1 of the Bombers conducted a Micronoid Rain. The other 3 UFOs went straight to one of X-COM bases and dropped live aliens there resulting into 3 base defense missions.

 

Anyway you can explain that from the save game data?

 

EDIT: Just had a look at the Rules of Engagement field and Target Buildings for the 3 UFOs. It seems possible that since the building was X-COM owned the UFOs switch instead to a classic Infiltration mission instead of the blue rain (which wouldn't produce any effect on X-COM).

Edited by Hobbes
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Hey j'ordos

 

I've been using Apoc'd again to research for a wiki page concerning the difficulty and equipment levels. Regarding UFOs it seems clear enough, specially now that you've added the UFO equipment available for each score requirements - I've noticed that you added the Dimension Shifter but I believe that the equipment is not recoverable (you'll need to edit the game to get 1) and I'm not sure you can use it.

 

Regarding the UFO Weekly Grow Rates - does the number for each UFO type on each week reflects how many UFOs of that type will be built? Or is it a probability figure? Any ideas?

Another interesting thing would be to cross this information with the UFO incursion fleets. I am assuming that the numbers for each Mission type (like Apocalypse Mission 1, 2, 3...) are completely arbitrary and are only used to differenciate between the missions (without having being related with the week or score requirements). Which would mean that the game determines the composition of each fleet depending on the UFOs available on the Alien Dimension.

 

Another thing I was considering regarding UFO missions is the fields you labelled as Unknowns 4-6. Your comment there is 'Affects number of targetted buildings (by Type 1?) if on attack mission'.

When I started looking at those I remembered that in the previous version of apoc'd you kept the original values for the fields "UFO Type X Mission" and the numbers were:

5 - Apocalypse

7 - Infiltration

8 - Micronoid Rain

10 - Overspawn

11 - Escort

Plenty of those numbers appear repeated on Unknowns 4-6 which might mean that it's not a coincidence. I'm not sure of what it might mean but I'll make a few tests.

 

Finally concerning the Agent Equipment sets, regarding the Human sets, I think set A is for Security Guards, set B is for Megapol, set C for Cult and set D for gang members. I'm not sure about sets C/D but overall it fits with the different human enemies you may encounter.

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Finally got the Steam'ed DOSBox working on Windows 7. On Battlescape edit agents, the following seem to work:

 

In the current notation:

edit: Unknown 16: total encumbrance (edits to this do survive load/save cycling)

Unknown 37: Max HP

Unknown 38: Cur HP

edit: Unknown 107: Facing (edits lost on load-save)

edit: Unknown 109: Facing (editing this changes display)

edit: Unknown 261: Aggressiveness; 0 - Safe, 1 - Cautious, 2 - Aggressive

 

Unknown: reference stat from cityscape copied

568: Max Speed

569: Max Health

570: 2x Stamina

571: Reactions

572: Strength

573: Bravery/10

574: 100-Displayed Accuracy

575: Psi Energy

576: Psi Attack

577: Psi Def

 

The following unknowns are easier to read as bytes:

Unknown 32: 256*(max TU after encumbrance)+(Max Speed)

Unknown 33: Current TU remaining.

Unknown 42: this is two copies of reactions; further testing needed

Unknown 44: this is two copies of strength; further testing needed

Unknown 45: 256*(bravery/10)+current morale

Unknown 46: this is two copies of psi energy; further testing needed

Edited by zaimoni
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Hello j'ordos,

 

I've been using the latest beta of apoc'd to gather information regarding the ufo incursions (namely the number of craft and their specific roles) and presenting it on a way that can be used during fighting. (You can have a look at it here).

 

I just saw an incursion made by 2 Bombers and 2 Destroyers, and according to the data I gathered from apoc'd it should be the Micronoid Rain Mission 8 since there is no other mission that matches the number and type of UFOs.

 

The thing is that only 1 of the Bombers conducted a Micronoid Rain. The other 3 UFOs went straight to one of X-COM bases and dropped live aliens there resulting into 3 base defense missions.

 

Anyway you can explain that from the save game data?

 

EDIT: Just had a look at the Rules of Engagement field and Target Buildings for the 3 UFOs. It seems possible that since the building was X-COM owned the UFOs switch instead to a classic Infiltration mission instead of the blue rain (which wouldn't produce any effect on X-COM).

Nice work on the UFOPaedia again Hobbes! I suppose it's possible UFOs switch from micronoid rain to infiltration if the target building is an X-COM base, though what when it's a UFO that doesn't carry any troops like the Probe? (switches to attack maybe?) Also three! buildings all owned by X-Com targeted in a single run seems unlikely (but not impossible), perhaps there is some code that forces micronoid rain missions to specifically target xcom bases every once in a while?

 

Hey j'ordos

 

I've been using Apoc'd again to research for a wiki page concerning the difficulty and equipment levels. Regarding UFOs it seems clear enough, specially now that you've added the UFO equipment available for each score requirements - I've noticed that you added the Dimension Shifter but I believe that the equipment is not recoverable (you'll need to edit the game to get 1) and I'm not sure you can use it.

Regarding score and agent equipment, feel free to copy this post I made about it: http://www.xcomufo.com/forums/index.php?sh...st&p=177409. AFAIK it checks your score each time you enter a battle.

Haven't tested it but I see no reason why the Dimension Shifter would not be recoverable, unless the developers specifically coded it that way (like with the Dimension Destabilizer). It's just not equipped on any ship by default. Unfortunately it's not usable no.

 

Regarding the UFO Weekly Grow Rates - does the number for each UFO type on each week reflects how many UFOs of that type will be built? Or is it a probability figure? Any ideas?

Another interesting thing would be to cross this information with the UFO incursion fleets. I am assuming that the numbers for each Mission type (like Apocalypse Mission 1, 2, 3...) are completely arbitrary and are only used to differenciate between the missions (without having being related with the week or score requirements). Which would mean that the game determines the composition of each fleet depending on the UFOs available on the Alien Dimension.

The growth numbers are a constant, no randomness involved. I'm not sure about week16+, perhaps it stops growing UFOs after week 16, or uses a different set of numbers after that. If someone could verify that, I'd appreciate it.

The numbers are, as you assumed, completely arbitrary. You can get a mothership in the first week if you edit the save game's [uFOs in Alien Dimension] section, no minimum score is needed. The type of mission it performs (micronoid/overspawn) does depend on score or week though. I think it was possible to get one after week 4, not sure anymore though.

 

Another thing I was considering regarding UFO missions is the fields you labelled as Unknowns 4-6. Your comment there is 'Affects number of targetted buildings (by Type 1?) if on attack mission'.

When I started looking at those I remembered that in the previous version of apoc'd you kept the original values for the fields "UFO Type X Mission" and the numbers were:

5 - Apocalypse

7 - Infiltration

8 - Micronoid Rain

10 - Overspawn

11 - Escort

Plenty of those numbers appear repeated on Unknowns 4-6 which might mean that it's not a coincidence. I'm not sure of what it might mean but I'll make a few tests.

I haven't had much success editing those unknowns, the only change I noticed so far is when I set unknown 4 to 0, it will make the (first?) UFO group target an unlimited amount of buildings, but only when it's mission is to attack. After destroying the building it moves on to another random building indefinitely until the UFO is destroyed. Didn't work that way for other mission types, unfortunately. I was hoping I could make motherships drop two or three overspawn before returning instead of the boring old one. I assumed the other unknowns would have something to do with target selection (range, target friendly/hostile org, building type priority, ...)

Didn't notice the numbers matched the mission types though, an interesting alternative would be if it was some kind of secondary mission type, in case the first one wouldn't work (like the micronoid rain on an Xcom base for example). Also I've seen UFOs on an infiltration mission sometimes skipping their usual alien drop and do nothing instead. Perhaps they had a destroyed building as target and reverted to the escort mission instead? Worth looking into!

 

Finally concerning the Agent Equipment sets, regarding the Human sets, I think set A is for Security Guards, set B is for Megapol, set C for Cult and set D for gang members. I'm not sure about sets C/D but overall it fits with the different human enemies you may encounter.

I think the government also got C and Marsec even got D, though I'm not sure anymore.

 

Finally got the Steam'ed DOSBox working on Windows 7. On Battlescape edit agents, the following seem to work:

 

In the current notation:

edit: Unknown 16: total encumbrance (edits to this do survive load/save cycling)

Unknown 37: Max HP

Unknown 38: Cur HP

edit: Unknown 107: Facing (edits lost on load-save)

edit: Unknown 109: Facing (editing this changes display)

edit: Unknown 261: Aggressiveness; 0 - Safe, 1 - Cautious, 2 - Aggressive

 

Unknown: reference stat from cityscape copied

568: Max Speed

569: Max Health

570: 2x Stamina

571: Reactions

572: Strength

573: Bravery/10

574: 100-Displayed Accuracy

575: Psi Energy

576: Psi Attack

577: Psi Def

 

The following unknowns are easier to read as bytes:

Unknown 32: 256*(max TU after encumbrance)+(Max Speed)

Unknown 33: Current TU remaining.

Unknown 42: this is two copies of reactions; further testing needed

Unknown 44: this is two copies of strength; further testing needed

Unknown 45: 256*(bravery/10)+current morale

Unknown 46: this is two copies of psi energy; further testing needed

Thanks for the info Zaimoni, the battlescape agents section is a complete mess ATM, this is very useful! I'll incorporate it in the next (final) version. It's pretty much done, just need to code in a few exceptions for the savegame vehicles view function and it's ready.

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Thanks for the info Zaimoni, the battlescape agents section is a complete mess ATM, this is very useful! I'll incorporate it in the next (final) version. It's pretty much done, just need to code in a few exceptions for the savegame vehicles view function and it's ready.
You're welcome.

 

I have confirmed that, aside from questions of stamina, the side, AI, and TU fields are enough to implement full turn-swapping against Cult of Sirius.

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More observations for tonight (turn-based mode):

 

The game updates Unknown 259 and Unknown 262 in parallel for the running/walking/crawling control

* Running: 2, Walking: 1, Crawling 0

* 259 controls the physical run speed (and TU costs if edited in isolation).

* 262 controls the graphical run speed panel

* Crawling involves other changes not documented here. While merely editing at least 259 or 262 to Crawling gets you the visual display for kneeling, the rendering will be completely fixed up by actually trying to move.

* 259 is also affected by changing aim mode (changes to 0). Further research is needed as that doesn't affect TU costs.

 

The kneeling button updates Unknowns 258, 264, and 265 at once

* standing is 0, kneeling is 1

* 258: further research needed. If this is 1 but the other 2 are zero, loading the game will immediately trigger standing with time cost, and this will be 0.

* 264: visual standing vs. kneeling; confers accuracy bonus and actual time cost on moving

* 265: gui panel standing vs. kneeling.

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Ok I released the new version, get it from the usual apoc'd thread, this one's official :) I added your observations and added a few of my own. Without testing as usual.

http://www.xcomufo.com/forums/index.php?showtopic=242028524

Enjoy!

Edited by j'ordos
added link for lazy types
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It looks like there are some small differences between versions of xcom apocalypse. Since I had to reinstall xcom apoc and abandonia no longer hosts it, I used an old archive I still had on my HD instead. It has the same offsets as the english version, but this one allows all vehicles to fly without an engine if they have their built-in speed&acceleration set, whereas the one from abandonia didn't IIRC, only the alien ships and xcom craft. Can anyone confirm this?

There were other small differences but can't remember any for now.

edit: abandonia version was the EU version (red background), while this old one is the US version (blue background)

Edited by j'ordos
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Incredible news! (lucky it's not april) it looks like there is a fully functional map editor already in the game itself! I'll have to do some more checking first as it seems too good to be true (in which case I screwed you all over good :) ) but here's hoping!

 

ufo2p_000.png

 

edit: it works fine so far :) Slight annoyance: scrolling through the tiles is slooow.

So, how do you do it? First, open up UFO2P.EXE in your trusty hex editor. Then search for

40 01 80 3D 24 13

It should be followed by 0X 00 00 74 1B (0X was 01 in my US version and 0E in my EU version). Anyway you just gotta replace the 74 1B with 90 90. If you try to fire up xcom apoc at that point it'll just ask for the cd in a messed up palette. It's actually looking for a file in the ufodata folder called citydemo. (without extension) So, just copy one of the other citymapX files and rename it to citydemo. I also copied&renamed the corresponding .BLD file though I'm not sure it's necessary (edit: probably is, because there's also a building editor integrated. edit2: no it isn't, in fact, just a blank file called citydemo is enough). At that point you're ready! Just launch apocalypse and instead of the main menu you'll get the map editor. There's also a bunch of other tools there I haven't tried yet, but beware of that 'Grabber' button, it allows you to import graphics I guess (from a folder called newgrf by default) but if you enter an invalid file (and I haven't been able to find a valid file yet) your PCK image files are overwritten anyhow! Reinstalling the game is the only option left at that point, unless you were smart enough to back up those PCK files.

To restore xcom back to normal replace the 90 90 again with 74 1B. There's no harm in keeping the extra city files in the ufodata folder.

edit: never mind with this, roadwar 1.06 provides an automatic switch for the apocalypse designer mode

XCOM3.png

XCOM4.png

Edited by j'ordos
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Amazing stuff j'ordos! I'll have to take a look at this soon! :)

 

- Zombie

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I'm updating roadwar to provide an automatic switch for this thing, but it's being a bit difficult (for some reason it won't write any data to ufo2p.exe anymore, not even the old mods). As a small update, it's not possible to edit the AD map with this. Well it's possible but it uses the megaprime tiles instead, which is pretty messed up.

edit: pressing A (qwerty) will activate the alien tileset. P seems to autogenerate an underground with random hills and stuff. Or it is just a shortcut for Paste and it does weird stuff when you haven't copied anything yet.

edit2: regarding the guard sets: might be worth checking out Unknown 4 in the Funding section of apoc'd (cityscape). It looks like it might be the security level of the org.

edit3: yup, unknown 4 is the security level (0=A, 1=B, 2=C and 3=D, higher will probably give them level two equipment right at the beginning, but will most likely mess up pretty bad once it levels up one or two times)

Edited by j'ordos
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  • 2 weeks later...

Another new version (3.01a) which adds the equipment sets for units with 'built-in' weapons, such as spitters, hyperworms etc... It exposed a limitation in apoc'd though, so there are a few small problems with the new section. Nothing very serious but still something I'd like to fix soon.

 

edit:

edit3: yup, unknown 4 is the security level (0=A, 1=B, 2=C and 3=D, higher will probably give them level two equipment right at the beginning, but will most likely mess up pretty bad once it levels up one or two times)

Looks like guard equipment sets function a bit differently from what I imagined: Each organization advances one level each week, score is totally irrelevant here. There are no 'classes', their tree advances in a linear manner from the first one to the twelfth, at which point it is capped. The security level gives some orgs a head start, but in the end every organization will get the best level.

Edited by j'ordos
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And another version which adds UFO Mission Patterns (a fancy name for the possible missions it selects each week, from infiltrations to overspawn drops)

 

Hey j'ordos I'm updating the wiki pages about the Alien Dimension and Alien Incursions with all this information. Thanks for all the work :)

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What do you mean with alien outfit? Vehicle Equipment Layouts already has a GUI using the View function.

 

edit: btw, you can't just change items in the Agent Inventories (savegames), or, you can, but they keep their old properties. I just changed a laser gun into a Dimension Destabiliser, but in combat the weapon had no\unlimited ammo and fired standard laser beams.

edit2: spoke too soon, it is possible but you have to edit a few unknowns in there too. I'll update them for the next version.

Edited by j'ordos
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I need help. I made an edit to the Griffon Tank. In entry 5, i edited the slot lenghts to 4x1 instead of 2x1.

But now i cant start a new game anymore. Whenever i try to make a new campaign, i get a blank screen w/ mouse cursor after choosing the difficulity.

 

How can i fix this or revert it ? I already tried editing it back to 2x1, didnt help.

Can someone post the stock files so i can paste them into my folder ?

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