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Adding More Aliens?


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#1 Pocus

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Posted 16 November 2004 - 01:51 AM

which file should I mod to increase the numbers of aliens found on missions? I suppose it is possible??

#2 Pocus

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Posted 20 November 2004 - 04:35 AM

mfttt...

#3 j'ordos

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Posted 20 November 2004 - 01:07 PM

Yeah, sorry, but I currently wouldn't have a clue, perhaps NKF knows?
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#4 NKF

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Posted 20 November 2004 - 02:00 PM

Nope, I spend more time trying to undersand UFO/TFTD than Apocalypse.

But I might suggest looking at Apocutil (which can be found on the XComutil website). I seem to recall it might have something along the lines of increasing the number of aliens.

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#5 j'ordos

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Posted 04 December 2004 - 04:12 PM

well, it seems apocutil can actually do that for you : http://members.aol.c...jones/xcomutil/
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#6 alok

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Posted 04 December 2004 - 06:22 PM

And how can someone increase the number of hostile units in a raid? I make some tests with apocutil and it can't increase this number... It could save time when doing raids, more hostile units, more equipment, more cash...

Edited by alok, 04 December 2004 - 06:25 PM.


#7 NKF

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Posted 04 December 2004 - 06:28 PM

It's not really necessary, to tell the truth. The fact is, stun raids are endless. New guards and new equiment can be generated in each and every raid. All you need to do is stay there and just repeatedly raid the building over and over, and the effects will be the same. Only better because the haul from the previous raid will be in storage rather than out in the open for any old guard to pick up and escape with.

The only worry is that too much equipment will mean too large a score.

But I guess it would be fun to keep two or three score of guards stunned with a pair of stun grapples... ;)

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#8 alok

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Posted 04 December 2004 - 06:44 PM

The only worry is that too much equipment will mean too large a score.

But I want a big score, and with the less missions possible. The bigger the score the faster I can have my teleporters to start researching them. I usually start using teleporters when the third week is starting. What does a soldier need more than a teleporter, a toxigun and a shield to kill an entire alien squad? Only find the squad to kill...
There's no more worries on tactical combat when I start using teleporters. One turn is what I need to clear a mothership with let's say, 15 soldiers and some luck. ^_^

#9 j'ordos

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Posted 05 December 2004 - 07:27 AM

Well, I used the comparing prog again, but again, It's not a matter of a few values here and there, but lots of changes of which I don't get squat :)

Best would be to hope stjones spots your post and replies...
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#10 Jonaleth Irenicus

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Posted 05 December 2004 - 09:08 AM

I dunno if this helps any, but here it goes:

Edit: It appears the change in map size did not have anything to do with my score. It depends on the number of soldiers you take to the mission. I had started using crews larger than 12 after sometime and that's why I got bigger maps.

So if you have 12 soldiers, you'll get a normal map. If you even have 1 soldier more (13 and up), you'll get a double map. I'll try to see if there is another breakpoint at 24.

Edited by Jonaleth Irenicus, 05 December 2004 - 02:04 PM.

Passenger ship terror site, first turn, I open the door of my Triton, there is a Tasoth up on the next floor (his back is facing the screen so I don't know what weapon he has).

One of my guys fire at him, hit, he reaction fires with Thermal Shock Launcher. The whole crew stunned. Mission over.