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XCOMUFO & Xenocide

Savedgame#1


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Well, I thought : this forum needs something too ^_^ so here's a savegame : here you actually don't have a base. It's based on the bugs I found in my 'alien-corpse-...' bug thread. Once you launch your aircraft they will just go to the area you told them to go (since you don't have a base you don't have radar detection either) until they have 0% fuel left. Again, you don't have a base so they won't return but keep flying. Once this has happened they will always go to the area the ufo (if there is one) is going to allowing you to shoot them. Equip your skyranger wisely as your men will never return and if you're playing CE every clip will disappear if it has shot 1 bullet. Basically you'll have to try survive as long as possible...

 

EDIT : I forgot, don't try to be smart and research laser weapons and stuff before launching the skyranger. For some reason manufacturing won't work, And building new facilities either. Not to mention buying new equipment :devillaugh:

 

rename 'game1.ex_' to 'game1.exe' and extract the files to one of your empty savegame folders.

 

update : now managed to get it to superhuman difficulty :D

update :

  • now you have 26 men available at your base. So you can equip the skyranger with 14 men, and (if you have xcomutil) you can equip the interceptors with 6 men each. Amount of equipment stays the same :naughty: . Note that, if you load men in the interceptor, they will ALWAYS be first at terror site/crash site/... and you MUST take the mission with those 6 men (you can click 'no' when it asks 'ready to begin mission?', but the window will keep reappearing (this way you're still able to switch between interceptor1&2, as they are almost always there at the same time :) ). Another thing to take into consideration : if you lose the mission, your interceptor is lost, just as with the skyranger, removing the ability to shoot down UFOs. If you abort, the mission will be gone.
  • I used xcomutil to add info about the soldier in the name. I'll post here what they all mean :
            x = Psi/MC Strength 0
            M = Firing Accuracy >= 70 (excellent marksman)
            m = Marksmanship    >= 60 (marksman)
            R = Reactions       >= 60
            r = Reactions       >= 50
            P = Psi/MC Strength >= 80 and Psi/MC Skill > 0
            p = Psi/MC Strength >= 60 and Psi/MC Skill > 0
            K = Psi/MC Skill    >= 60
            k = Psi/MC Skill    >= 30
            w = Strength                b = Bravery         >= 60
            c = Bravery        

    update : now you can have all the (human) weapons you want, well, there ARE limitations of course :naughty: : obviously, no alien/laser stuff, only a few autocannons/heavy cannons/rocket launchers. Don't forget the 80 items limit when choosing all the goods :) , you reach it faster than you might think and you can't dump items back in the base (the game thinks you don't HAVE general stores). Another thing is that the skyranger and interceptors are now equipped with laser cannons. More ammo, little better range than stingrays, helluva lot better than cannons anyway :D . (you're not supposed to down terror ships, so you won't get plasma stuff :P )

     

    =============

    highscores (for all your bragging needs :) )

    =============

    with 14 men :

    1. J'ordos : 3 completed missions

     

    with 8 men :

    1. Nyyperoid : 3 completed missions

    2. J'ordos : 1 completed mission

     

    on beginner mode (I wanna be first too :pink: )

    1. J'ordos : 8 completed missions

    GAME1.ex_

Edited by j'ordos
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Damn, since this was my mod forum I was going to try and post here first. My laptop with all my XCOM 1 games is currently non-functional, so I couldnt.

 

Since I am the mod here, i am going to deem this thread inappropriate and have to delete it. :naughty:

 

:D Only kidding, nice one j'ordos, sounds like fun! Will have a go once I get XCOM 1 up and running again.

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:devillaugh:

 

Well, to whoever might be using this : Once your aircraft have 0% fuel left you won't be able to give them any orders anymore except when contact with ufo is lost. If this happens ALWAYS tell him : return to base, NOT patrol or go to last known position. If you do so, the craft will just sit there doing nothing, it will no longer chase ufo's automatically and you can't give him orders so your craft is lost... this happened to me, I was losing badly (2 soldiers left :whatwhat: ) and was chasing a small scout. I told all my craft to go to the last known position and that was it, I couldn't do anything so I had to load...

Edited by j'ordos
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Hey great idea j'ordos to make the save game a self extracting exe.

 

Miceless and dipstick could pin a thread at the top of each of your save games forums asking people to convert their games into self extracting exe's.

 

Then they can use any archiver they feel like because then no one needs to have the same one.

 

Also ask them to change the ".exe" to ".ex_". Some enterprise network filters scan for .exe's coming in and kill them as probable viruses or trojan horses.

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The number of people who dont have Winzip is astonishing, let alone number who dont have WinRAR.

 

Good idea, will add that sticky...

 

EDIT: Out of curiosity jordos, what prog did you use to make that exe? Winzip?

Edited by miceless
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I used winrar 3.0

 

edit : Stewart or Micah : I noticed when editing my post the [ list=1 ] thing reverts back to [ list= ] which won't work... Maybe you can do something about it.

Edited by j'ordos
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  • 1 month later...
I used winrar 3.0

 

edit : Stewart or Micah : I noticed when editing my post the [ list=1 ] thing reverts back to [ list= ] which won't work... Maybe you can do something about it.

Well, this reply is a little old, but... that is a bug in the boards. We've been wrestling with it since day 1....

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  • 2 months later...

Is that savegame download file updated with that difficulty level change? I would like to try this and post my success here too.. I bet I can hang on longer than you! Or not..

 

edit

Oops you're telling that in first post.. I'll have a try for it..

Edited by Nyyperoid
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OMG :Blush:

 

This is embarrassing.. I can't seem to find how to change the .ex_ to .exe in winXP and I have forgot the command in dos!

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If you're lucky you might be able to do the missions in daylight, makes it a bit easier :) .

 

edit : you have 'hide known extensions' on? open up windows explorer, go to the tab 'extra'-> mapoptions->display->... Hide known extensions is somewhere over there (in winxp anyway :) )

Then just right click the item you wish to rename->rename

there you go :)

Edited by j'ordos
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Nope, but I just realised for some reason you're still able to buy new soldiers, so you can have more than the 8 you get at the beginning :Blush: . Buying more equipment is impossible tho. You can assign excess soldiers in interceptors if you have xcomutil (up to 6) but you'll have to split up the equipment then :) . Or just give em a few pistols+clips, hope they manage to gun down an alien and use the 'reaction fire with alien weapons' bug :devillaugh:

 

I'll update the savegame later, Good job nyyp on managing to complete so many missions :beer: , indeed quite weird that large scout only had 7 aliens... Oh well ^_^

Edited by j'ordos
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Is there anyway to edit the stores of a base that doesn't exist? :) . It'd be nice to have a little more equipment now you can have 14 men...

 

edit : nevermind, manual hex editing still does the job.

Edited by j'ordos
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Crap! seems like with the last update the interceptors are stuck with 0 ammo :cussing: . This happened because I changed them to have laser cannons and later manually altered their status from 'rearming' to 'ready' (thus not adding ammo anymore) :rolleyes:

Updated now (again! ^_^ )

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  • 1 month later...

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