j'ordos Posted June 16, 2010 Report Share Posted June 16, 2010 That is definitely on the to-do list! Link to comment Share on other sites More sharing options...
Ringo Posted June 19, 2010 Report Share Posted June 19, 2010 That is definitely on the to-do list!Thanks! (: Link to comment Share on other sites More sharing options...
localhosed Posted July 20, 2010 Report Share Posted July 20, 2010 Thanks j'ordos. I have been using apoc'd for nearly several years on and off. Apocalypse wouldn't be the same without it. I had some particularly bad times, but apocalypse was fun even then, especially with apoc'd and roadwar. I'll probably try it again soon. Do you think it would be possible to edit alien sight range and hack palettes in tactical, or use a similar system that cityscape uses to cycle day brightness, during tactical runtime to simulate darker lighting? I have a feeling that may have been asked before. Anyway I'll probably try the new apoc'd soon to check out the newer features. I was modding in August 2009 but may have misplaced the files due to my absentmindedness..but good reason for a fresh look. Link to comment Share on other sites More sharing options...
j'ordos Posted July 23, 2010 Report Share Posted July 23, 2010 Sight ranges might be findable, though I don't see myself finding them anytime soon (currently not interested in apoc modding). Palette shifting in tactical probably won't be possible though, sorry. Link to comment Share on other sites More sharing options...
localhosed Posted July 24, 2010 Report Share Posted July 24, 2010 Thanks for the fast reply. Link to comment Share on other sites More sharing options...
j'ordos Posted September 6, 2010 Report Share Posted September 6, 2010 I uploaded a small update which fixes a few problems with the import&export feature. Sound FX and UFOPaedia entries are now fully textified instead of displaying numbers.http://www.xcomufo.com/forums/index.php?showtopic=242028524 Link to comment Share on other sites More sharing options...
localhosed Posted September 6, 2010 Report Share Posted September 6, 2010 Glad to see a new version. I swapped sound effects on some weapons a while ago so this will make it easier for me to change those, I think. Link to comment Share on other sites More sharing options...
j'ordos Posted September 7, 2010 Report Share Posted September 7, 2010 (edited) By the way if anyone happens to know what settings the RAW sfx files are in (bitrate, mono/stereo and whatnot) please let me know so I can add them to the comments in apoc'd!edit: and sorry, no progress on alien sight range or pck handling . I did find the brainsucker launcher exception in TACP.EXE, but the weapon seems to be completely hardcoded: I replaced the check for the laser gun instead after which the brainsucker launcher fired a spitter-like projectile that did no damage ingame and the laser fired arcing brainsucker pods that hatched as normal. Edited September 7, 2010 by j'ordos Link to comment Share on other sites More sharing options...
j'ordos Posted September 12, 2010 Report Share Posted September 12, 2010 I released yet another tiny update fixing a few more problems with importing and exporting (can you tell I'm almost ready to release the megapol mod? ) Link to comment Share on other sites More sharing options...
localhosed Posted September 12, 2010 Report Share Posted September 12, 2010 I released yet another tiny update fixing a few more problems with importing and exporting (can you tell I'm almost ready to release the megapol mod? )  A new version of the megapol mod!? Hooray! Un spesie nova de la altera megapol?! Ura! Link to comment Share on other sites More sharing options...
j'ordos Posted September 13, 2010 Report Share Posted September 13, 2010 practicing your spanish? Link to comment Share on other sites More sharing options...
localhosed Posted September 13, 2010 Report Share Posted September 13, 2010 practicing your spanish?  New hobby of mine is constructed international auxiliary languages. Maybe you've heard of Esperanto. I was speaking Lingua Franca Nova though : http://webspace.ship.edu/cgboer/lfn/ "LFN is based on French, Italian, Portuguese, Spanish, and Catalan", but the idea of it is very different. I like some more artificial ones too, like Ygyde : http://www.ygyde.neostrada.pl/index.htmIt has glyphs that are a good candidate for Sectoid/Cydonian writing, I think.  I'm going to play the new Megapol mod, that looks fun. Link to comment Share on other sites More sharing options...
j'ordos Posted September 14, 2010 Report Share Posted September 14, 2010 I like some more artificial ones too, like Ygyde : http://www.ygyde.neostrada.pl/index.htmIt has glyphs that are a good candidate for Sectoid/Cydonian writing, I think. Standard Galactic Alphabet! Link to comment Share on other sites More sharing options...
localhosed Posted September 16, 2010 Report Share Posted September 16, 2010 I like some more artificial ones too, like Ygyde : http://www.ygyde.neostrada.pl/index.htmIt has glyphs that are a good candidate for Sectoid/Cydonian writing, I think. Standard Galactic Alphabet! Actually that might be easier to understand, so yeah. Awesome work on the Megapol mod, I didn't think that stuff would be possible. The alien probes seemed to be faster and fire more, that was a pleasant surprise. Is it my imagination? X-COM seems to be shooting at many different corporations throughout the day and night with their road vehicles. I was surprised when they blew up two of my police cars, I guess I was expecting Cult of Sirius behavior. I'm confused about the Explorers, when do they show up, or is it a surprise? I'm playing on the beginner map and only see the road vehicles right now, day 1 or 2 or 3 or something. Link to comment Share on other sites More sharing options...
j'ordos Posted September 16, 2010 Report Share Posted September 16, 2010 No I haven't altered the stats of the Alien Probe, I only gave them a teleporter so they might actually survive sometimes. (score requirement for teleporters is also set to 0)Ack a bug already! I forgot to add an engine to the explorer (it needs one now) . You can edit it in apoc'd, just give it a SD special in one of it's free equipment slots. I'll update the mod ASAP. Thanks for the comments! Link to comment Share on other sites More sharing options...
localhosed Posted September 16, 2010 Report Share Posted September 16, 2010 No I haven't altered the stats of the Alien Probe, I only gave them a teleporter so they might actually survive sometimes. (score requirement for teleporters is also set to 0)Ack a bug already! I forgot to add an engine to the explorer (it needs one now) . You can edit it in apoc'd, just give it a SD special in one of it's free equipment slots. I'll update the mod ASAP. Thanks for the comments!   I put an SD special on the explorers and will try it out today. I was editing some other stuff in Apoc'd, and couldn't figure something out. Under damage modifiers, for armors specifically, why are there two entries for Explosive damage? Link to comment Share on other sites More sharing options...
j'ordos Posted September 16, 2010 Report Share Posted September 16, 2010 Because, for some reason, the developers added th explosive damage type twice. Only the first one is ever used. Link to comment Share on other sites More sharing options...
Sorrow Posted April 24, 2011 Report Share Posted April 24, 2011 Any chances for an Ufopedia entry/item name editor in Apoc'd? Link to comment Share on other sites More sharing options...
j'ordos Posted June 25, 2011 Report Share Posted June 25, 2011 (edited) It's also on a to do list somewhere Haven't worked on apoc'd for quite some time now though, not sure when/if I'll get back on it! For now you can edit the UFOpaedia only with this utility I made, in combination with a hex editor: http://www.xcomufo.com/forums/index.php?sh...st&p=184711. Edited June 25, 2011 by j'ordos Link to comment Share on other sites More sharing options...
Windwalker Posted April 9, 2012 Report Share Posted April 9, 2012 I know it has been quite some time, but thanks for all the work on the Apoc'd, for everyone involved, especially J'ordos. In the past, I have had the chance to mess around, albeit very minorly, with NKF on dune2 editing, so I was thrilled by all the experience. I read through all the forum topic in one breath... I always liked TFTD the most, yet I played all three games to great extend. Currently, (after all those years) a very good friend of mine and I are playing Apocalypse again, and using APOC'D to enforce our own campaign rules into the game. We have made up some additional benefits / drawbacks of having organisations allied / enemy... (If you are allied with sensovision, for example, they make good advertisement of you; thus we can change one "unfriendly" to "friendly" per week. Or if we have the gravballers allies, we will have special physical trainers attend to our agents, and each day a phsycial stat two agents will be increased by 1. There are also drawbacks in this manner too if you hostile with them, for example, sensovision makes bad castings about you and we have to add one neutral organisation to unfriendly...) As a further yet unneccssary note, we are playing a mod where the difficulty is increased and you need to research dead specimen first in order to research live one, I believe it was doctor karajan mod or sth...) What we failed to do, was to take over a building which was not on sale list for us. Is there only a specific set of buildings that can be sold to x-com? We are in war with osiron and we have buried their funding to the bottom of abys, and megapol also raided and even stormed them. As we are also allied with megapol and made several raids to osiron too, we decided to take one of their buildings as our base for free... (and name it outpost konnan for it was the name of the hero that died in hostile takeover mission, one of our best men...) we failed so we used an alternative building that was on sale right next to it (warehouse nine) but now I wonder if it was possible. Also great kudos on finding all that hidden stuff like multiplayer embedded into the game. You guys are awesome. I know how hard it is to search through all those variables, changing values and trying to find out the effect on the game. I know it has been quite a time since the last update, but now that xcom: enemy unknown is on the horizon maybe old games will be revisited and we will see more Apoc'd development... Imagine a steam-based online mode Link to comment Share on other sites More sharing options...
daruperez Posted April 10, 2012 Report Share Posted April 10, 2012 Good morning, thanks for apoc'd. I'm Spanish and I like xcom apocalysis, is there any chance that apoc'd support the game in Spanish? Thanks for everything Link to comment Share on other sites More sharing options...
localhosed Posted April 12, 2012 Report Share Posted April 12, 2012 [...]I'm Spanish and I like xcom apocalysis, is there any chance that apoc'd support the game in Spanish? If I remember correctly, lately apoc'd can edit text of some things. Maybe that would let you add some spanish text to the english version, in case you mean that there is a spanish version of the game also. In the case of support for a spanish version of the game, I don't know. J'ordos might be the most likely person to know. Link to comment Share on other sites More sharing options...
daruperez Posted April 13, 2012 Report Share Posted April 13, 2012 [...]I'm Spanish and I like xcom apocalysis, is there any chance that apoc'd support the game in Spanish? If I remember correctly, lately apoc'd can edit text of some things. Maybe that would let you add some spanish text to the english version, in case you mean that there is a spanish version of the game also. In the case of support for a spanish version of the game, I don't know. J'ordos might be the most likely person to know. Thank you for answering localhosed, With the "pedind" I can put the description in Spanish of the ufopaedia, changing the ".mt", but does not change the messages in the game. I ran apoc'd and does not recognize the Spanish version I tested has used all three versions that come with apoc'd (486, German, steam) but does not work correctly. Thanks for everything Link to comment Share on other sites More sharing options...
j'ordos Posted April 13, 2012 Report Share Posted April 13, 2012 Ouch, another version. You'll have to send me the UFO2P.EXE and TACP.EXE files so I can add support for them to apoc'd.Windwalker: it's possible to make any building available for sale in savegames, just go to savegames->edit buildings, select the building in question and set the 'purchaseable' field to yes. Link to comment Share on other sites More sharing options...
daruperez Posted April 16, 2012 Report Share Posted April 16, 2012 (edited) Ouch, another version. You'll have to send me the UFO2P.EXE and TACP.EXE files so I can add support for them to apoc'd. Thanks J'ordos, I send the compressed files. Great job, congratulations, greetings. File: APEspa_ol.rarContent: TACP and UFO2PAPespa__ol.rar Edited April 16, 2012 by daruperez Link to comment Share on other sites More sharing options...
j'ordos Posted April 22, 2012 Report Share Posted April 22, 2012 Ok it should work now, try the new version: http://www.xcomufo.com/forums/index.php?showtopic=242028524 Link to comment Share on other sites More sharing options...
daruperez Posted April 25, 2012 Report Share Posted April 25, 2012 Ok it should work now, try the new version: http://www.xcomufo.com/forums/index.php?showtopic=242028524 Thanks j'ordos, Now, that's great that different mod: "roadwar", "apatcher", "megamod" and subsequent work with this new update. Thank you very much to all Link to comment Share on other sites More sharing options...
j'ordos Posted April 26, 2012 Report Share Posted April 26, 2012 Ah those programs haven't been updated yet, forgot about that I'll try to update them as well but it might take a while, updating offsets isn't very fun Link to comment Share on other sites More sharing options...
daruperez Posted May 19, 2012 Report Share Posted May 19, 2012 (edited) Ah those programs haven't been updated yet, forgot about that I'll try to update them as well but it might take a while, updating offsets isn't very fun  j'ordos magnificent, I'm anxious to try and play, thanks for your work Edited May 19, 2012 by daruperez Link to comment Share on other sites More sharing options...
man1ak Posted June 4, 2012 Report Share Posted June 4, 2012 Ah those programs haven't been updated yet, forgot about that I'll try to update them as well but it might take a while, updating offsets isn't very fun  Hello j'ordos, I have another Spanish version of X-COM Apocalypse that it is not supported by Apoc'd. Can you help us with this? I am attaching my TACP.EXE and UFO2P.EXE of this spanish version. Thank you in advance  RegardsApocSpanish.rar Link to comment Share on other sites More sharing options...
daruperez Posted June 6, 2012 Report Share Posted June 6, 2012 Hello j'ordos, I have another Spanish version of X-COM Apocalypse that it is not supported by Apoc'd. Can you help us with this? I am attaching my TACP.EXE and UFO2P.EXE of this spanish version. Thank you in advance  Regards hola man1ak, mientras esperas contestación te indico como poder jugar con los diferentes mod: - Bajate el mod "karadoc's mod" y copiate (hacte una copia de seguridad) los archivos tacp.exe y ufo2p.exe- Ahora ya te dejará utilizar todos los mod que hay (apoc'd, megamod, roadwar, apatcher, etc)- El juego se te habrá convertido en ingles y la ufopedia te aparecerá en blanco las descripciones- para solucionar lo de la ufopaedia, vete a la carpeta ufopaedia y localiza los archivos ".mt" (son 2) veras que acaban en SP: "paediaSP.mt" (el otro no me acuerdo) solo tienes que borrar lo de SP para que te vuelvan a aparecer las descripciones en el juego en español Los mensajes internos del juego te seguiran apareciendo en ingles... pero bueno... podrás disfrutar más o menos de los mod,  Saludos. Link to comment Share on other sites More sharing options...
j'ordos Posted January 4, 2014 Report Share Posted January 4, 2014  Ah those programs haven't been updated yet, forgot about that I'll try to update them as well but it might take a while, updating offsets isn't very fun Hello j'ordos, I have another Spanish version of X-COM Apocalypse that it is not supported by Apoc'd. Can you help us with this? I am attaching my TACP.EXE and UFO2P.EXE of this spanish version. Thank you in advance  RegardsI have added support for this spanish version too. v3.10b also adds a CSV export function. Many thanks to MarkDey for adding the code for this function and motivating me to release this new version! Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted May 30, 2014 Report Share Posted May 30, 2014 Hey J'ordos long time no talkI've gotten back into tinkering with Apoc'd and am wondering if there would be a way to rename items?I've been doing some neat stuff making the most out of the item slots and what not, but I seem to run into a problem memorizing what actually does whatMy psiclones for example are functional mind benders and I've converted the tracker gun into a laser pistol.various other things got a little more confusing as I mucked around and well, if its possible to rename an item ingame somehow Link to comment Share on other sites More sharing options...
?Treonin? Posted April 15, 2016 Report Share Posted April 15, 2016 Hello. The apoc'd files are unavailable, if you are still alive, could you please upload them again. Thanks Link to comment Share on other sites More sharing options...
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