
Anyone Interested In Making X-com Way Better?
#1
Posted 14 July 2006 - 01:35 PM
*Make the Flying suit lighter armor then the Power suit, so you have two different armors which different uses.
*Do something to make the laser weapons a viable choice compared to the plasma weapons.
*Do something to the plasma weapons so that the Heavy Plasma isn't the only choice.
Basically, what I want to do is modify the stats on the weapons,armors and hwps to make most of them worth using. Imagine having a squad all equipped with different weapons, some with different armors who can specialize in certain tasks. I'm tired of having a crew full of clones. I want more tactics!!!
If anyone is interested in helping me do this, email me at x60mmx@gmail.com Please!!!
If we could do this, maybe we could do more interesting things that I think should have been in the game, lika a Laser/Hover Tank ora Stun Launcher/Tanks
#2
Posted 14 July 2006 - 05:28 PM
ACCURACY........Aimed...Snap....Auto
Pistol.................100.......70........n/a
Rifle..................120.......70........30
Auto Cannon......n/a........50........25
Heavy Cannon....110.......60........n/a
Laser Pistol.........90........60.......n/a
Laser Rifle..........110.......60.......20
Heavy Laser.......n/a........50.......25
Plasma Pistol.......80........50.......n/a
Plasma Rifle........100.......50........15
Heavy Plasma.....n/a........40........20
Small Launcher...110........65.......n/a
Rocket...............120........60.......n/a
Blaster...............n/a........n/a......n/a
SPEED................Aimed......Snap.....Auto
Pistol..................25............20........n/a
Rifle...................40............25........40
Auto Cannon.......n/a...........40........40
Heavy Cannon....70............40........n/a
Laser Pistol.........25............20........n/a
Laser Rifle...........40...........30........35
Heavy Laser........n/a..........40........40
Plasma Pistol.......30...........25........n/a
Plasma Rifle........40............30........40
Heavy Plasma......n/a..........40........40
Small Launcher....70............40........n/a
Rocket................70............40........n/a
Blaster................80...........n/a.......n/a
Stun Rod.............30...........n/a.......n/a
DAMAGE/SHOT.....Type 1...Type 2..Type 3
Pistol....................20AP
Rifle.....................40AP
Auto Cannon.........80AP....50HE....50I
Heavy Cannon.......120AP..75HE....75 INC
Laser Pistol............40L
Laser Rifle.............60L
Heavy Laser..........120L
Plasma Pistol.........50P
Plasma Rifle...........80P
Heavy Plasma........115P
Small Launcher.......90 Stun
Rocket..................120HE..160HE...100 INC
Blaster..................200HE
Stun Rod...............100Stun
Grenade................60HE
Smoke Grenade.....60HE
Proxy Grenade.......70INC
Alien Grenade........90HE
High Explosive........210HE
Edited by Empyrean, 14 July 2006 - 05:56 PM.
#3
Posted 14 July 2006 - 06:31 PM
#4
Posted 14 July 2006 - 06:40 PM
Info on using edit: http://www.ufopaedia...tle=HackerTools
Info on OBDATA.DAT: http://www.ufopaedia...itle=OBDATA.DAT
If you have any questions or problems, feel free to ask and I'll help if I can. I hadn't done any editing in binary until about a week ago, but I picked it up pretty quickly thanks to the info on the links I provided. I'm sure you won't have any trouble, but it's a good idea to make a backup of your files before editing them just in case.
#5
Posted 14 July 2006 - 08:29 PM
#6
Posted 14 July 2006 - 11:16 PM
Whats the line width on OBdata?
Edited by 60mm, 14 July 2006 - 11:30 PM.
#7
Posted 14 July 2006 - 11:25 PM
#8
Posted 14 July 2006 - 11:40 PM
Ha!!! 54, nm
Edited by 60mm, 14 July 2006 - 11:42 PM.
#9
Posted 15 July 2006 - 12:06 AM
Just a side note, after I figure more out I plan on making a Laser Hover tank
Also, I'm probably getting aheads of myself, but for future use; does anyone know how to create a mini-patch that would patch my changes into someones files without out-right replacing files?
Edited by 60mm, 15 July 2006 - 12:17 AM.
#10
Posted 15 July 2006 - 01:15 AM
As an afterthought, I'm going to make Blaster Bombs an unguided weapon. They're just way too powerful as they are. Maybe I'm crazy, but the whole "guaranteed instant kill against any target from anywhere on the map" thing doesn't seem right to me. Blowing away just about everything in a 15 yard radius is ok I guess, but you should at least need line of sight to do it.
Way I see it, since this is sorta aquired later in the game and seeing as how you have to spend most of the game getting kicked around by the aliens, it's sorta poetic justice to get something like this. It's kinda like earning rewards for all your hard work.
#11
Posted 15 July 2006 - 01:46 AM
As an afterthought, I'm going to make Blaster Bombs an unguided weapon. They're just way too powerful as they are. Maybe I'm crazy, but the whole "guaranteed instant kill against any target from anywhere on the map" thing doesn't seem right to me. Blowing away just about everything in a 15 yard radius is ok I guess, but you should at least need line of sight to do it.
Way I see it, since this is sorta aquired later in the game and seeing as how you have to spend most of the game getting kicked around by the aliens, it's sorta poetic justice to get something like this. It's kinda like earning rewards for all your hard work.
I don't think the waypoints should be removed outright. Why? Think about it, you'd almost never bea able to use it. You'd only be able to use it if you found an alien in a clearing a good distance from you with no obstructions. AKA, down a street in a Terror mission and that'd be it. If you want to balance it more, how about fewer waypoints, like 3?
#12
Posted 15 July 2006 - 02:25 AM
Psionic attacks are another feature that I don't like. Anything that lets you win without leaving the Skyranger is a bad thing in a tactical infantry game. It's ruins the game when you can just mind control everybody, and defending against it is as simple as bringing along a couple of unarmed psi-puppet rookies in t-shirts and leaving them in the skyranger to hallucinate and think angry thoughts about the other soldiers. It's just a bad game mechanic all around.
I don't think the waypoints should be removed outright. Why? Think about it, you'd almost never bea able to use it. You'd only be able to use it if you found an alien in a clearing a good distance from you with no obstructions. AKA, down a street in a Terror mission and that'd be it. If you want to balance it more, how about fewer waypoints, like 3?
I don't think we can edit the number of waypoints. It's either all or nothing as far as I can tell. That said, I don't think they'd be useless. I find uses for rocket launchers all the time. Blaster launchers are about the same thing, they'd have the same sized blast radius except they deal more damage. I'd probably have to find a way to make rocket launchers useful even after you get them though... maybe weaken the human rockets a bit but make it so the launcher could hold two at a time, or do a similar change with the blaster launcher. I'll think about it.
Edited by Empyrean, 15 July 2006 - 02:28 AM.
#13
Posted 15 July 2006 - 03:36 AM
Actually I think XComUtil does this but haven't quite gotten around to playing with it yet.
#14
Posted 15 July 2006 - 03:37 AM
I think the main thing hurting the no waypoint idea is because it's no longer a cool, ew weapon. It's basically the extra big rocket. I say it needs waypoints. Atleast 2. 2 isn't crazy.
P.S. I'm currently redoing the weapons and will make some new ones with new graphics (hopefully)
Including an Auto Laser, Auto Plasma and Laser Tank. Maybe even Incendiary Grenades.
My goal is to make all of the laser/plasma wepaons useful.
Edited by 60mm, 15 July 2006 - 03:39 AM.
#15
Posted 15 July 2006 - 03:56 AM
Editing OBDATA.DAT and changing the value in the 49th column from one to zero takes away the waypoint capability. I've also edited High Explosives to be strong enough to breach the outer hull of a UFO. Currently I have them opening a 3x3 hole, although I could reduce the damage ten points and just have them take out a single tile. I like the bigger hole though, it gives more room for interesting firefights from the roof down into the ufo.If someone got it to work, I think I wouldn't mind having that blaster launcher that fired like a regular rocket launcher. I think its still a cruicial tool for opening up other holes in UFO walls. Either that, or if someone did something with the high explosive to do that.
There's no way to do that. A weapon either has full waypoints or it doesn't have any.I think the main thing hurting the no waypoint idea is because it's no longer a cool, ew weapon. It's basically the extra big rocket. I say it needs waypoints. Atleast 2. 2 isn't crazy.
You can't add new weapons, but you can tweak existing objects to function differently. Basically, everything that you add needs to have something else removed to take its place. Oh, and we're having some trouble getting incendiary grenades to work properly. It seems that no matter what damage type you select, they always blow up as HE. Also, there is already a laser tank. I like it quite a lot because I don't have to buy ammo and it's way cheaper than the plasma hovertank.Including an Auto Laser, Auto Plasma and Laser Tank. Maybe even Incendiary Grenades.
Definitely a worthwhile goal. When you've made some more hard numbers for weapons, we can compare notes. In my own efforts, I've tried to make the different firing options all useful as well, instead of having autofire > everything.My goal is to make all of the laser/plasma wepaons useful.
#16
Posted 15 July 2006 - 04:47 AM

#17
Posted 15 July 2006 - 10:16 AM

Also, by laser tank I meant laser hover tank.
Edited by 60mm, 15 July 2006 - 10:53 AM.
#18
Posted 15 July 2006 - 10:55 AM
While you guys are at it, do something with the standard pistol and rifle if you can. I'd carry those things around longer too if they were improved. I saw NKF's idea about altering the electroflare to act as a grenade, that's some awesome tweaking
There'd be a problem with that though. Balancing, say, the plasma and laser rifles to make either good depending on the circumstances without being flat-out better than the other is going to be difficult as-is. Trying to balance three would start to make the wepaons more bland.
#19
Posted 15 July 2006 - 02:43 PM
#20
Posted 15 July 2006 - 02:51 PM
Your slots are limited to already existing objects in OBDATA.DAT. Although if I were you, I wouldn't get rid of stun rods. They're really important early in the game, but they could use a boost later on. In my game I increased the damage to 100 stun instead of 70, so they actually make a pretty good melee weapon.Is this not being able to add weapons due to a limit in spaces or what? Can you remove other items in the game to make space for more? If so, bye-bye craft cannon. There's some space . . . Or is it obdata itself that is limited? Meaning weapons have to be replaced by weapons . . . sad.gif Oh well, I can still weed out a couple I don't intend to use. Like the stun rod. Once you're all wearing flying suits and don't need to capure anybody else, they become quite pointless . . .
It's pretty hard to make them really worthwhile without stepping on the toes of laser weapons. In my game, I increased their accuracy (Rifle is 120/70 and Pistol is 100/70) and increased the Rifle's damage to 40. I reduced the Pistol's damage to 20 and gave it the ability to fire incendiary flare rounds in addition to the regular AP ammunition. The Pistol is better for training now and makes illumination more convenient, and the Rifle is a really good weapon for sniping Sectoids and Floaters. I still switch over to the Laser Rifle early on though, so maybe it could use a boost somewhere. Perhaps another ammunition type that is explosive, sort of like an underslung grenade launcher. I'll think about it.While you guys are at it, do something with the standard pistol and rifle if you can. I'd carry those things around longer too if they were improved. I saw NKF's idea about altering the electroflare to act as a grenade, that's some awesome tweaking smile.gif
As for modifying electroflares to act as grenades, it seems to be a fairly common idea. I suggested it recently, but I'm certainly not going to pretend that I'm the first one to think of it.
#21
Posted 15 July 2006 - 05:33 PM
You can even make some multiple weapons share the same ammo. For example, the auto and heavy cannon could share the same ammo belts. Leaving you with 3 unused ammo types.
The pistol and rifle could also share ammo as well. Or, give them the ability to load both types of ammo. For example, you could make the pistol bullets high powered but lower in quantity. While the rifle clip could be turned into an expanded-mag with hundreds of rounds, but does less damage (blunt, lower quality, rounds).
Speaking of exploding flares: Consider: elerium pods, 255 HE grenade. Massive dilemma right there.
It's pretty obvious, but turning any battlescape object into a grenade is easy.

Turning any object into a new weapon on the other hand is a little trickier - as long as you can live with the weapon firing tank/cannon shells. I'm sure this can be changed in the executable.
The six unused slots in the game can be utilised. The problem is that you cannot get them to appear in the inventory screens in-game, so you can't buy, transfer or build them. Adding them into the Skyranger's stores with an editor works, but that's not a reasonable solution to this problem.
- NKF
Number of members: 1
#22
Posted 15 July 2006 - 08:50 PM
Im definitely interested in changing some of the graphics.
#23
Posted 15 July 2006 - 08:52 PM

#24
Posted 16 July 2006 - 02:35 AM
I've heard that the best program for doing that is PCK Manipulator, but I can't get it to work on my computer. It loads fine, but when I try to open one of the files in a .pck library the screen just goes black. I can't edit anything.
http://www.daishiva..../PckView141.zip
worked for me
#25
Posted 16 July 2006 - 11:17 AM
you could make all the plasma weapons take the same ammo. and you could make heavy cannon and auto cannon use the same ammo. then make pistol and rifle use the same ammo. and viola! 6 new slots.
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#26
Posted 16 July 2006 - 02:25 PM
Works for me, too. Thanks! Looks way more user friendly too, since it's not a program designed for DOS. Mouse based user interface for the win.http://www.daishiva..../PckView141.zip
worked for me
#27
Posted 16 July 2006 - 08:50 PM
In stock x-com I always use fly suits and laser rifles.... even to attack cydonia.
you could make all the plasma weapons take the same ammo. and you could make heavy cannon and auto cannon use the same ammo. then make pistol and rifle use the same ammo. and viola! 6 new slots.
hmmm . . . not a bad idea. Has anyone tried this before?
#28
Posted 16 July 2006 - 09:01 PM
#29
Posted 16 July 2006 - 09:07 PM
heavy cannon is supposed to be a more powerful and larger caliber bullet than the autocannon as well, so those wouldn't really be interchangeable, and the same is true for plasma weapons
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#30
Posted 16 July 2006 - 11:35 PM
#31
Posted 17 July 2006 - 12:01 AM
I would highly advise against having the plasma weapons share ammo. The aliens don't know this and will attempt to arm themselves with the original ammo. Once they use up what's in the gun, they'll not be able ot reload their spares.
As for the pistol/rifle ammo sharing -- is a 9mm rifle conceivable? Or a .556 pistol?
- NKF
Number of members: 1
#32
Posted 17 July 2006 - 04:10 AM
You are completely missing the point. We all know that the in-game description of the Heavy Cannon and Autocannon say they fire different ammunition, but that's not what we're debating. The point is whether or not we could free up some weapon slots by sharing ammunition without producing really weird side effects and without significantly hurting the variety of the current weapons. Making the rifle/pistol and Heavy Cannon/Autocannon share ammo accomplishes that.well, it wouldn't work with pistol rifle because pistols use much larger caliber bullets than rifles, so a pistol bullet just wouldn't fit into a rifle...
heavy cannon is supposed to be a more powerful and larger caliber bullet than the autocannon as well, so those wouldn't really be interchangeable, and the same is true for plasma weapons
#33
Posted 17 July 2006 - 10:31 AM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#34
Posted 17 July 2006 - 12:52 PM
then it comes down to how much damage they do. do you really think a pistol that does as much damage as a rifle, or visa versa, is very balanced, or at least fair? and in plasma weapons, will the heavy plasma do as much damage as the plasma rifle? In that case the heavy plasma is worthless, and the rifle and pistol become the only ones worth having
As far as damage goes for the pistol and rifle, I wouldn'ty mind them being the same. In real life, getting shot by a 9mm pistol in close range is more deadly then a rifle is. The pistol is just a helluva lot less accurate. Rifle pass clean through for the most part, especially up close. Pistols make nasty exits. I think the pistols shouldn't have an auto, just snap and aim. both of which should not be particularly accurate. If you look at weapons used for tight quarters, like the mp5, most of them utilize pistol rounds.
In summary, the heavy weapons definitley need to be seperated from the rifleand pistols. The pistols and rifles however, I think can safely be distinguished with large differences in firing modes and accuracies. Pistols in most circumstances are desgined to be fallnack weaponry anyways. The laser "pistol" should not be a pistol ,but an uzi.
Edited by 60mm, 17 July 2006 - 12:54 PM.
#35
Posted 17 July 2006 - 03:08 PM
There's a lot more you can change to differentiate different weapons, even if they deal the same damage. Making pistols less accurate but faster firing is more than enough to distinguish the two.then it comes down to how much damage they do. do you really think a pistol that does as much damage as a rifle, or visa versa, is very balanced, or at least fair?
Making plasma weapons share ammo is a bad idea. But even if we were going to have three weapons that use the same ammo, it's still possible to balance them. For example, make the heavy plasma the only one with autofire but make it rather inaccurate and take away the ability to make aimed shots, give the pistol a faster firing rate and lower accuracy than the rifle, and use the rifle as more of a sniper weapon. Then the "best" weapon depends on your distance from the target and the size of what you're shooting at. The rifle would be best for long range, the pistol would do well at medium range, and the heavy would be best against large targets, groups of enemies, and close range fighting. TU usage for different firing modes can also make some weapons better for reaction fire than others, balancing them that way. Still, because nobody's going to replace all the plasma ammo with a single ammo type, that style of balance job isn't necessary. Point is, there's a lot more to balance than just how much damage a particular weapon does.and in plasma weapons, will the heavy plasma do as much damage as the plasma rifle? In that case the heavy plasma is worthless, and the rifle and pistol become the only ones worth having
#36
Posted 17 July 2006 - 03:08 PM
The laser pistols is already a sub-machine gun. Were I to change it, I'd probably remove its aimed mode, or improve the aimed mode so that it's worth using.
- NKF
Edited by NKF, 17 July 2006 - 03:12 PM.
Number of members: 1
#37
Posted 17 July 2006 - 04:46 PM
Also, would test this myself but I'm at work. Anyone know if the listed weight for suits of armor contributes to the overall weight your character is carrying? If so I want to make the Power Suit more armored, but heavy enough to keep a playe from sprinting all over the map. Enhance the personal armor a bit and keep it real light. Also drop the armor on the Flying suit. Make them all good choices for different specialty troops.
Edited by 60mm, 17 July 2006 - 04:49 PM.
#38
Posted 17 July 2006 - 04:55 PM
#39
Posted 17 July 2006 - 07:36 PM
Armor that you're wearing doesn't contribute to your weight limit. The listed weights are for corpses with different suits, but the suit itself is not an object and has no weight. Also, I'd recommend keeping a snap shot available for every weapon that you want to be able to use for reaction fire.
Yeah, the snapshot should be kept.
As for the armor, if anyone can think up a way to give armor the abiliity to encumber thatd be great. Differences in armor rating would suit fine, but being encumbered by the power suit would be awesome. You could really have lumbering heavy weapons specialists then.
#40
Posted 17 July 2006 - 07:50 PM
#41
Posted 17 July 2006 - 08:21 PM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#42
Posted 18 July 2006 - 06:36 PM
#43
Posted 21 September 2006 - 10:32 AM
But the Power Armor is an armored mechanical exoskeloton, and therefore carries it's own weight, making encumbrence a non-issue. You could even argue that it makes the troop move faster.
#44
Posted 29 September 2006 - 05:07 AM
But the Power Armor is an armored mechanical exoskeloton, and therefore carries it's own weight, making encumbrence a non-issue. You could even argue that it makes the troop move faster.
Well just because it "carries it's own weight" doesnt mean it wouldn't change a person's speed or increase it. Maybe it has enough power to carry it self but it's not lightning quick. Maybe the limbs are hydraulic which are not known for speed. The suit maybe very strong but not extremely speedy in the responsiveness department. So says currently drunk me!