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XCOMUFO & Xenocide

Ufo Editing


Ambegen

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Try the CWE software package (Clarkwehyr Editor). Though I don't use it myself, and therefore have no clue what it's capable of, the general consensus seems to be that it's a nifty editor. If you're not afraid to cheat or otherwise screw everything up, that is.
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[quote name='The Master Maniac' date='Sep 9 2004, 01:54 PM']Try the CWE software package (Clarkwehyr Editor). Though I don't use it myself, and therefore have no clue what it's capable of, the general consensus seems to be that it's a nifty editor. If you're not afraid to cheat or otherwise screw everything up, that is.
[right][post="93666"]<{POST_SNAPBACK}>[/post][/right][/quote]
I think it's for editing savegame only , besides it don't work for me ( i have a dos version ). I want to hack into the game and change stats for x-com and ufo crafts, parameters of aliens, weapons, armors strenghts, tech tree.
Sorry if my first post doesn't clearly says that.
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That's why you use Dosbox to get it to work. :wink: That's the way I do it, anyway.

Hmm, as far as you want to go, you may want to speak to someone like, say, NKF. There are tons of editing utilities out there, I'm sure. Did you try checking www.xcomufo.com yet? Great site to find anything X-Com. Unfortunately, I don't know of any incredibly potent editors out there, yet.

Guess you can try to learn hex code, if all else fails. :)
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I can't point you to any editors (I use MS-Edit's binary mode, mostly), but if you want to get to know how some of the savegame files work and want to slap together an editor of your own, check hatfarm's little project over at [url="http://www.stonepool.com/xcom/"]http://www.stonepool.com/xcom/[/url]

- NKF Edited by NKF
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No, not exactly. X-Comutil "modifies" (just a prettier word, actually) the game to make it not only more accessable, but, if you'd like, harder as well. To the best of my knowledge, Util doesn't seem to be capable of editing anything on it's own--rather, it's a dependable "patch," if you will. There are also a ton of bugfixes, too. Which is good.
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Just enables the harder difficulties that an old bug mysteriously disables, and there are a couple other optional modifications that you can make to enhance the game's challenge or make it easier, respectively. It's mostly a matter of preference. Also, it allows you to decide of you want to un-useless-ify laser weapons from the start, too. Which is nice.
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it fix difficulty levels bug in UFO Defence, it also has some nice features like improved weapons ( pistol and heavy laser ), tanks, crafts ( you can load soldiers on interceptors/firestorms ). It has many options that can make game easier or harder.
I found alien stats and craft stats inside configuration file, so i probably can change them there and it will hopefully work.
Didn't find alien craft stats and armor stats and i dunno if it's possible to mess with research tree.
bah...i schould write faster :boohoo: Edited by Ambegen
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Said it right, anyway. I did miss the improved tanks/crafts bit, which is probably the most important part. With util, you can realistically mount at a single weapon on the Skyranger for air-to-air skirmishes (very useful just in case a landed ship dusts off just when you manage to arrive, giving you a chance to attack it rather than making the deployment all for nothing). Also, interceptors and firestorms can carry a very limited amount of troops and supplies, which is pretty cool if you want a smaller squad to attack a downed small UFO or something that you don't want your larger unit bothered with. Good patch.
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[quote name='Paladin' date='Sep 10 2004, 08:45 PM']Ah, the ET version also fixes most bugs, including the diff. level, and it fixes the Geoscape times too :D

Bringing troops on interceptors?? Weird...
Perfectly logical on the skyranger though, but it's so slow it's rarely usefull... ^_^
[right][post="93830"]<{POST_SNAPBACK}>[/post][/right][/quote]

ET version only works for CE, which already fixes difficulty bugs.

About the editor, There's UFOED, which can edit alien stats including armor, but it only works for the DOS version :(
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  • 4 weeks later...
I found how to edit most things but there are still some mysteries.
Any one know where are store armor values for x-com armors ? Or where can i edit alien natural weapons ( like cyberdisc, sectopod, chrysalis )?. And probably hardest thing - durability for items/buildings/terain.
Any help greatly apreciated.

Actually i found armor values - it was stupidly easy ^_^

Btw. Has anyone documentation for Sdump? Link on Scott page isn't working :( Edited by Ambegen
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I believe the durability for the scenery is stored in the mcd files for each terrain set.

As for the 'turret' weapons, well, I imagine they'd be in one of the .exe files. Do you know the damage levels of each weapon? The accuracy levels and TU consumption percentage may even be of some assistance.

- NKF
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Btw, I noticed there seemed to ba a huge difference in scenery toughness between the diff levels... On Easy an Autocannon wracks a barn by itself, but on Superhuman it does'nt even scratch the surface... :huh?:
Or is it becasue the weapon's power is reduced?
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dunno about damage but acc and tu can be acuired by simply MC them and check shooting, now i just need to wait for sectoid/etheral terror ship.

Probably terain durability is affected by superhuman level modifier same way as alien stats/armor.

Also question about research tree, is it possible to mess with it?
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Well, if you're going to look for the turrets that go on HWPs and terror units, you might want to temporarily edit their accuracy levels to 100% as the turrets do get influenced by the unit's accuracy.

For example, a rocket tank's real accuracy for snapshots and aimed shots are: 115% and 55%, and cost 75% and 45% of your TUs.

I actually worked out the damage levels for the sectopod, cyberdisc and celatid turrets at one time. I don't have the exact values on me at the moment, but the values were something like Sectopod: 90, Cyberdisc: 130, Celatid: 160.

At least, I've got the progression of damage right. But the exact values are probably wrong. I think the official strategy guide has the exact damage levels. If anyone has the book, could you look it up, please?

- NKF
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[quote name='NKF' date='Oct 5 2004, 12:13 AM']Well, if you're going to look for the turrets that go on HWPs and terror units, you might want to temporarily edit their accuracy levels to 100% as the turrets do get influenced by the unit's accuracy.

For example, a rocket tank's real accuracy for snapshots and aimed shots are: 115% and 55%, and cost 75% and 45% of your TUs.

- NKF
[right][post="96999"]<{POST_SNAPBACK}>[/post][/right][/quote]

hmmm... shot_accuracy = unit_accuracy * weapon_accuracy
so weapon_accuracy = shot_accuracy / unit_accuracy
not that hard to do, i think much easier that editing :naughty:
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Paladin: I guess it might be a bit confusing. I refer to all 'natural' weapons (the ones that are built into a unit) as turret weapons, that's because they're all implemented in the same way as the tank turrets (X-Com tanks get swivelling turrets).

Accuracy for turrets are =

Unit health% * Accuracy% * Weapon shot accuracy*

Unit health% is the unit's current health / max health.

Wounds will also affect accuracy. -10% for every wound up to a maximum of 90% for wounds 9 and above. However, I don't think tanks ever get any wounds.

Turret weapons also do not get influenced by the 15% kneeling modifier bonus (i.e. multiply accuracy by 1.15).

Turrets do not get affected by the weapon grip - mainly because they override both 'hands' of any given unit.

So, basically, the only difference between a terror unit/tank 'turret' weapon and a normal weapon when it comes to determining accuracy are that the kneeling and weapon grip modifiers don't come into play. Wounds do, but I've never seen tanks get critical wounds before.

- NKF Edited by NKF
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[quote name='NKF' date='Oct 5 2004, 12:13 AM']I actually worked out the damage levels for the sectopod, cyberdisc and celatid turrets at one time. I don't have the exact values on me at the moment, but the values were something like Sectopod: 90, Cyberdisc: 130, Celatid: 160.

- NKF
[right][post="96999"]<{POST_SNAPBACK}>[/post][/right][/quote]

i found it in tactical.exe, it's 100, 130, 140
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You mean that the Celatid is the most powerfull of the three?? :o
Well, it IS the softest of the 3, but it's harder to hit.
Then again, considering the Heavy plasma is 115, it's not so different.
Plus, it does not makes that big of a difference when the damage our guys receive is doubled... one shot can still kill a flying armor most of the times, let alone two...
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  • 4 years later...

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