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XCOMUFO & Xenocide

Wierd Xcomutil Bug


Trevelyan

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Yea... when i started the setup, i chose to have randomly made UFOs, but now i want them off... so i ran setup and set it up basically... but the UFOs on my Save file keep popping up as random... Do i have to make anew file or something?

 

Also, what improvments/changes did XcomUtil do to laser weapons?

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Yea... when i started the setup, i chose to have randomly made UFOs, but now i want them off... so i ran setup and set it up basically... but the UFOs on my Save file keep popping up as random... Do i have to make anew file or something?

 

Also, what improvments/changes did XcomUtil do to laser weapons?

It depends on how you randomized your ship floorplans. If you simply selected randomized floorplans, they should be temporary and return to normal at the next combat. However, if you chose the option to randomize them once and leave them that way, the change is relatively permanent. To undo it, you have to restore the files from their backups, the .XCU files in the MAPS and ROUTES directories. I should probably add an option to do that automatically if you selected that randomization option. I am currently at work and probably won't be able to look at it until the weekend. If you need help on this, contact me directly at [email protected] or contact me via chat.

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Ok where are the backup files? thanks for the help, this editor made Xcom oh so more sexah then it already was. :D

Sorry, I was sick over the weekend and didn't look at XcomUtil. This morning I took a quick look at XcuSetup and suspect I know what the problem is.

 

If you used someone else's map package, it would have created the shipadon.xcf file to tell XcuSetup NOT to restore the default ship maps. If you delete that file and run XcuSetup again, all should be restored. If you simply delete ALL of the *.xcf files (XComutil Flag files) and run XcuSetup, it will act like a clean install, even prompting you for use of f0dder's loader on Windows.

 

If that doesn't help, contact me via E-mail or chat. I only check my home e-mail from time to time, but I have chat enabled all day while at work. I am always open for questions as long as they are short. If I am too busy to answer, I will let you know and contact you later.

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Also, what improvments/changes did XcomUtil do to laser weapons?

The improved weapons increase the power and accuracy of the Heavy Laser, making it a viable weapon. The New Lasers option changes the Laser Rifle to require elerium for power and Heavy Laser to require elerium and alien alloys. The option was primarily designed to show other developers how to change the weapons and UFOpedia using XcomUtil.

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Now i find it odd that Laser rifles require Elerium, considering you can totally research them all without touching a single UFO site. Oh well... thanks for the help... if it doesn't work i will drop another reply.

 

Did you create Xcomutil BTW? you sound like you know ALOT about it... ;)

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Yes, STJones made Xcomutil. Thanks ST! :)

 

Anyway, the thinking behind human laser weapons with the new lasers option on is that humanity can't develope effective lasers without alien stuff (elerium for power and alien alloys for cooling properties.)

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  • 3 weeks later...

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