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XCOMUFO & Xenocide

Exo2000

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    England
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    X-COM: TFTD, UFO: Aftermath, UFO2000, all things X-COM

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  1. You don't say. It's a long story as to why I've started using X-Corps for this run through. Fully infiltrated as far as I know (it shows 100%, and there were takeover messages). Psyke are neutral, Sensovision are allied... it's quite confusing. I guess I've managed to confuse the game by blowing a pair of Diablo slums to smithereens. heck, I was losing a bit of rep with the government as well, but I guess they like that X-COM is taking a hard stance on illegal activity when they're not exterminating alien invaders. My wallet is not bottomless, sadly, and there are just not enough Hawks on market to do that. The Valks are armed with plasma cannons and prophet missiles, and I've also considered experimenting with the larger tacnuke warheaded missiles for large ship killing, but that's a moot point seeing as we already killed them all so far. Besides, it beats using those pansy-donkey laser guns which are only good for killing their shields.
  2. Topic says it all. I've been doing another Apocalypse runthrough on Hard and I learnt a few new things; (so far we're on Week 10) And there you have it!
  3. The medals are based on a hidden "Victory Point" score. Medals are awarded at 200, 400, 700, 1000 and 1500 VPs respectively. See here for specific numbers related to VP scoring. Without farming/raiding for kills and no missions to the alien dimension or modifications of agent stats, one of my best android agents has two dozen kills (or more) under his belt having been on nearly as many missions and serving for 16 days, now on the fourth week on the Hard Difficulty Level.
  4. I just remembered this old trick I used to know that allowed me to play different city maps on difficulty levels, so I'll post it here for reference (as if anyone still plays Apoc ) -- In your X-COM Apocalypse folder, there will be a folder named "Ufodata". Open up this folder and scroll down until you see a series of files named "Citymap#" and "Citymap#.bld". Citymap1 is Rookie Citymap2 is Easy Citymap3 is Normal Citymap4 is Hard Citymap5 is Superhuman The next step is easy; Take the original difficulty map file (say, Citymap3 and Citymap3.bld) and rename them to something else (like CitymapNormal & CitymapNormal.bld) and then rename the version you want to take it's place (say, Citymap 5 and Citymap5.bld) to their name. So in this case; Citymap3 becomes CitymapNormal Citymap3.bld becomes CitymapNormal.bld Citymap5 becomes Citymap3 Citymap5.bld becomes Citymap3.bld Et voila, you should now be presented with the Superhuman map when you try to play Normal mode. Take in mind that Apocalypse will probably crash if you try to run Superhuman after that, because it'll have no corresponding map files unless you renamed the original Citymap3 to Citymap5 after replacing it. It is also important to rename the corresponding .bld file, as I believe this tells the game which buildings belong to who, and so on and so forth. Note that this will not change the difficulty level - just the map you play on. The game should work fine after this assuming you did it right, and it's nice for a change of scenery. If you're feeling adventurous you can also edit the maps using XME although this isn't adviseable and may cause errors. EDIT by j'ordos: XME cannot save changes. There is an option for it in the program but it doesn't work! Best to know that before wasting hours on a new map.
  5. Can you remember how you combined them? I once had Apoc running on XP flawlessly, but now it's not working again; if you can remember and reproduce the order you did it in, along with your system specs (ie, are you using XP with or without SP2, etc.) then we might be able to get somewhere.
  6. It's an excellent city replacement. The roads and road crossings are a bit wide at the moment, I think (maybe I'm just used to fairly wide sidewalks here in the UK ) but the residential structures seem a bit... unnecessarily complex? They also have that unused ground floor level. It should either have outside access or building access that doesn't involve breaking down the walls. Also needs more cars (make them explosive - but extremely tough) and more 10x10s wouldn't go amiss. Right now maps are either all residential, all storage, or half/half. Perhaps some small convenience stores (10x10 or 20x10/10x20) or other shops (tool shops? computer shops? food shops? coffee shops? book shops? the list is endless) and maybe a few more 20x20s. A great pair of examples are a gas station or a car dealership. Also if the area is abandoned or otherwise having problems with panicking civilians, it really should look a little messier. Right now it seems far too serene, as if the place got neutron bombed. I'm not saying lots of mess, but papers and books on the floor, doors left open, cars stopped in the middle of the streets at odd angles, chairs knocked over... etc. :wink1:
  7. I have to agree with Kratos. Plus I can't say I'm fond of the lunarsuit sprites. The animation seems really off. The feet just kinda... slide over the ground like soapy rubber boots.
  8. So far so good, but I'm still noticing (this has been around for a while for me) extreme FPS slowdown when playing with both conventional and remade smoke/explosion graphics. The game actually pauses and by the time it's caught up, the only way I know a grenade has gone off is the explosion sound and the fact there's now smoke and terrain damage. Large amounts of smoke also cause serious slowdown or cause the game to ignore commands to the point where the game over-scrolls when scrolling with the keyboard.
  9. I like the backfire idea, actually. That would add another element to the psionic warfare that wasn't in "Stock" X-COM. The calculation should be kept simple, though.
  10. I agree that mindcontrol for psiamps would be bad for multiplayer, so my suggestions for the modes are; Probe - Self explanatory. Stun - Strikes one target for high (but not irresistable) stun damage. Panic (Single) - Strikes one target for high morale damage. Panic (Multiple) - Strikes an area for moderate morale damage. All modes except Probe use a high TU percent (ideally above 50%, so they cannot be used twice in a turn) to prevent spamming on a single turn from a single psi user. Also making the probe high weight and high cost would hopefully cut down on 'exploitation' of it. Nice to see someone actually finding something to do with it.
  11. Ahhh, I get it. So it's "because it takes a lot of materials to make a Sectopod, we decided to make this replication smaller to avoid using such a large amount of materials"? That makes a lot more sense.
  12. So wait. How does a lot of materials equate to a small end product? That's gonna be a pretty dense little thing if it's that small (it can't be much bigger than a TV going by that picture) and yet used a lot of materials. Unless most of it was wasted. In which case that's kinda inefficient production processes.
  13. Well generally yes - a missile is a projectile and vice versa; any projectile is, by dictionary standards, a missile - but, when one gets picky about the specifics and the differences between guided and unguided self-propelled explosive projectiles, missiles are guided, rockets are not.
  14. Hey, if we're going to get onto mistakes, currently they're actually rockets, because they don't have any guidance systems. :wink1:
  15. Agreed. I'd suggest bumping the font size up a few pts too, so that it isn't tiny for people with large resolutions, but isn't lolhuge for people with low resolutions.
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