NRN_R_Sumo1 Posted January 30, 2008 Report Share Posted January 30, 2008 Yeah it crashed for me too, and my backups didnt seem to matter, I cant start the game anymore t-t.. Good thing Im one of them evil torrent hosters, so I can just reinstall willy-nilly. Link to comment Share on other sites More sharing options...
Sorrow Posted January 30, 2008 Author Report Share Posted January 30, 2008 (edited) Didn't work either... Don't really know what other problem there could be, perhaps one of the smallfont/bigfont files in the ufodata folder?That's weird. I'll upload the smallfont/bigfont files too...What version do you use?Mine is Version 1.00 11th June 1997. I'll try to add a 'Fill' function to the next version of Apoc'd, that should be able to do what you describe.Cool . edit by j'ordos: attachment removed Edited February 3, 2008 by j'ordos Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted January 30, 2008 Report Share Posted January 30, 2008 X-COM ® Apocalypse Version 1.00 11th June 1997 Link to comment Share on other sites More sharing options...
Sorrow Posted January 30, 2008 Author Report Share Posted January 30, 2008 Hmm...I appears to be the same version... Is it possible that some other files got changed? Link to comment Share on other sites More sharing options...
j'ordos Posted January 30, 2008 Report Share Posted January 30, 2008 According to the readme I have the same version too. Don't have the CD tho.Did you apply any fixes to the exes? (crack, SVGA patch, ...) ? Font files didn't work either Link to comment Share on other sites More sharing options...
Sorrow Posted January 31, 2008 Author Report Share Posted January 31, 2008 Probably not - I installed it from a CD image of original disc. Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted February 2, 2008 Report Share Posted February 2, 2008 Well this is a shame now, I cant seem to reinstall Xcom as of now. D: Oh Well, Ill end up fixing it eventually xD Link to comment Share on other sites More sharing options...
j'ordos Posted February 3, 2008 Report Share Posted February 3, 2008 (edited) Do the megapol mod exes work for you Sorrow&NRN? If they do it's probably a problem with your exes sorrow. No one ever posted my mod actually worked though Edited February 3, 2008 by j'ordos Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted February 3, 2008 Report Share Posted February 3, 2008 (edited) Ive always loved your mod J'ordos xDI shall replace my current ones with those and see what happens ^^ Edit: Ahahah go figure, it fixed it so I can play again. Well its official J'ordos, it works, and works better than the original xD Edited February 3, 2008 by NRN_R_Sumo1 Link to comment Share on other sites More sharing options...
Sorrow Posted February 4, 2008 Author Report Share Posted February 4, 2008 Do the megapol mod exes work for you Sorrow&NRN? If they do it's probably a problem with your exes sorrow. No one ever posted my mod actually worked though It worked. Damn, I don't know what may be wrong with them. They work on my computer . Link to comment Share on other sites More sharing options...
j'ordos Posted February 5, 2008 Report Share Posted February 5, 2008 i guess it probably doesn't work because you have an original exe sorrow, while me and NRN use a dl'ed one. Though I did also try to apply the crack, and it still didn't work. Oh well, I'll just keep working on the import/export feature for apoc'd then Link to comment Share on other sites More sharing options...
Sorrow Posted February 5, 2008 Author Report Share Posted February 5, 2008 So, it's probably some kind of copy protection XD ? I'll have to wait for the import/export feature then . In meanwhile I've done some experimenting with organisations.I'm going to tone down their weapons to make them more rational and less farmable. Generally, only Megapol will use Heavy Launchers, because they are too expensive for other organisations.M4000 Machine Guns will be main weapons with Autocannons as support weapons. Energy weapons will be present in small amounts as they are expensive.I'm going to try to increase the alien activity too. Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted February 6, 2008 Report Share Posted February 6, 2008 I sure hope J'ordos works hard on that export feature xD Because, I just found out a huge dirty Bug in his own little mod. Megapol armour makes my men invulnerable? THATS JUST SILLY. xd the resistances seem to all screwed up as all are set to 0 damage except for explosive and stun and a couple others. Marsec armour's values are also all at 0 damage, and so are Dimension armour's D: Luckily your mod wouldnt be causing such lulz chaos. I never noticed that bug though before because I was playing it in my no armour campaign where I was crazily dodging bullets like neo o: Link to comment Share on other sites More sharing options...
j'ordos Posted February 6, 2008 Report Share Posted February 6, 2008 (edited) Hmm could be, it's a long time ago I remember accidentially causing that one time, while I was searching for more agent equipment data (in a rather agressive manner i.e. blanking an entire section of data ) Didn't know I used that exe for the megapol mod tho... I take it I only did that to the TACP exe file though, so if you save the damage resistances part in the cityscape menu with apoc'd it should be fixed. Edit: nope, did it to both files. At least I was thorough Guess I shouldn't both create a mod and try to uncover more data at the same time, earlier versions of the megapol mod suffered from the very same flaws. Currently adding string editing support for apoc'd, after that's done I'll add import/export hopefully. Mostly working on the new megapol mod version though edit: seems I also found a bug in the savegames->market section of apoc'd. Edited February 6, 2008 by j'ordos Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted February 7, 2008 Report Share Posted February 7, 2008 , oh noes more bugs!I managed to find the data from my own mod which I had saved to notepad involving armour resistance changes and Im using those again xD Might as well get back to work on it as Ive really been hardcore neglecting it. Link to comment Share on other sites More sharing options...
Sorrow Posted March 25, 2008 Author Report Share Posted March 25, 2008 I played UFO today and noticed some more differences and some wrong data in my mod, especially wrong accuracy values.I brought character stats back to the UFO values. It made agents more accurate and with more reflex, but more fragile. Link to comment Share on other sites More sharing options...
Grey Posted August 15, 2009 Report Share Posted August 15, 2009 That?s all?Where s my mod? No seriously, what append? Link to comment Share on other sites More sharing options...
Sorrow Posted August 16, 2009 Author Report Share Posted August 16, 2009 It was deleted because it turned out that game exes can't be exchanged between game versions. Anyway, I'm working on a new version, this time optimized for RT. Link to comment Share on other sites More sharing options...
j'ordos Posted August 16, 2009 Report Share Posted August 16, 2009 It's still available in this post: http://www.xcomufo.com/forums/index.php?sh...st&p=174537 Link to comment Share on other sites More sharing options...
Sorrow Posted March 10, 2011 Author Report Share Posted March 10, 2011 I'm reconsidering the turn-based mode. The problem is that the AI is really horrible. Usually enemy units just run around like headless chickens and get killed. Is there any way to make them behave more sensibly? Link to comment Share on other sites More sharing options...
Sorrow Posted August 4, 2011 Author Report Share Posted August 4, 2011 I returned to work on the mod. When reading the Aliens 250 thread, I have realised that I broke the game by adding too much aliens to UFO crews and drops which made them spread around and generally make too much and too long ground missions. After playing UFO:Enemy Unknown, I have noticed one more thing that I don't like. With the new running mechanic, characters in Apocalypse have so much action points that they can cross half of a map in one turn. It makes enemy/civilian turns much longer.I cut down the speed of all units except brainsuckers, hyperworms and poppers to 1/2 of the normal amount. Link to comment Share on other sites More sharing options...
Grey Posted September 10, 2011 Report Share Posted September 10, 2011 Take your time. No really, I admire your persistence.Sorry my english. Link to comment Share on other sites More sharing options...
Sorrow Posted October 15, 2011 Author Report Share Posted October 15, 2011 (edited) Hah... I tend to have these cycles of interest-disinterest towards modding X-Com3. Right now I'm probably in the middle of the disinterest part. Judging by the lack of activity on the forums, other people too. Edited October 15, 2011 by Sorrow Link to comment Share on other sites More sharing options...
Grey Posted October 16, 2011 Report Share Posted October 16, 2011 Yup, and the are lots of clones to play, some very easy to mod.Anyway while I m still alive I check projects that say "in development". Link to comment Share on other sites More sharing options...
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