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Making Experienced Level for Experienced Players


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#1 teukros

teukros

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Posted 06 January 2011 - 12:49 PM

Well I recently got back into UFO and one of the first things I did was look up my old XCOMUFO.COM posts. Found this post (maybe just about things I was thinking of doing in my next game) from three and a half years ago:

http://www.xcomufo.c...c...&pid=172431

"Hey those sound like good ideas" I said to myself, and I slavishly implemented every one of them (actually I only increased Laser Cannon range to 35, and I nerfed the pistol to Auto Acc 40 TUs 63, Snap Acc 50 TUs 24, and Aimed Acc 65 TUs 40):

OMG

Well in my first game I had an Alien Battleship land on my only base and kill everyone - in the first week of Februarly 1999. WTF

In my second game I landed at Terror Site 1 and immediately dusted off, and then during the journey to Terror Site 2 I started thinking about the changes I implemented (it was a long shuttle ride)... :Coffee:

So then I sat down and placed this comment into my (modified) xcomutil.cfg. For the curious, I have included all of my XCOMUTIL.CFG changes (to repeat from my 2007 post, I am using XCOMUTIL 9.60 and answering YES to Improved Weapons, New Laser Weapons, Research Help from Captured Aliens, XcomUtil Messages after Combat, Stat Strings added to Names of Troops, Rank Indicators added to Names of Troops, and Automatic Re-equipping of Troops before combat (using the Clark Wehyr editor to keep everybody in order) and answering "NO" to everything else).

XCOM
ResearchHelp

// My my my, 5,000 scientist-days for laser weapons...
// oh dear oh dear oh dear... let's try this:
// Adjust the multiplies based on the difficulty
// level. The base will be for Beginner Level: x10 for
// Motion Scanners, x20 for Human tech (lasers etc)
// as well as for autopsies,
// and x50 for Alien tech. Then, just multiply these
// numbers times the number of the Difficulty Level
// you wish to play, before you start the new game.
// I.E. before you start an Experienced Level game,
// change the Motion Scanner multiplier to x20, the
// Earth tech multiplier to x40, and the Alien Tech
// multiplier to x100; for a Veteran Level game,
// x30 for Motion Scanners, x60 for Earth Tech, and
// x150 for Alien Tech; for a Genius Level game, x40
// for Motion Scanners, x80 for Earth Tech, and x200
// for Alien Tech; and finally, if you want to try the
// Superhuman level, x50 for Motion Scanners, x100 for
// Earth Tech, and x250 for Alien Tech (good luck)!
// Note that the Xcomutil default for the BASE number
// of days for Laser Weapons was 50, and as you can
// see, I have increased it to 500, to make it a kind
// of a "speed bump" for the hasty gamer, to prevent
// silly things like laser rifles by the end of the
// first month. If you think it is too much of a speed
// bump (more like a speed mountain) just divide by
// five for Beginner Level and increase incrementally
// for more difficult levels I.E.: 100 days for the
// Beginner Level, 200 days for Experienced Level,
// 300 days for Veteran Level, 400 days for Genius
// Level, and the full 500 days for Superhuman level.
// N.B. that doing it this way will make the more
// advanced difficultry levels EXPONENTIALLY harder,
// as you will be forced to rely upon 1999 era Earth
// Tech for the majority of the game.

// Day Mul Cmd Ldr Eng Med Nav Sol

500 100 0 0 0 0 0 0 // 0 Laser Weapons
180 50 0 0 50 0 50 0 // 1 Motion Scanner
210 100 0 0 0 80 0 0 // 2 Medi-kit
500 250 50 25 0 80 0 0 // 3 Psi-Amp

800 250 20 20 50 0 20 10 // 4 Heavy Plasma
400 250 20 20 50 0 20 40 // 5 Heavy Plasma Clip
700 250 20 20 50 0 20 10 // 6 Plasma Rifle
400 250 20 20 50 0 20 40 // 7 Plasma Rifle Clip
600 250 20 20 50 0 20 10 // 8 Plasma Pistol
400 250 20 20 50 0 20 40 // 9 Plasma Pistol Clip
900 250 80 60 70 0 0 0 // 10 Blaster Launcher
300 250 25 20 70 0 0 0 // 11 Blaster Bomb
550 250 20 20 20 80 0 0 // 12 Small Launcher
180 250 20 20 20 80 0 0 // 13 Stun Bomb
200 250 0 0 50 0 0 50 // 14 Alien Grenade
450 250 25 20 50 0 0 0 // 15 Elerium-115
600 250 0 0 0 80 0 0 // 16 Mind Probe

450 250 0 0 50 0 25 0 // 17 UFO Propulsion
450 250 0 0 0 0 80 0 // 18 UFO Navigation
450 250 0 0 50 0 25 0 // 19 UFO Construction
150 250 0 0 0 80 0 0 // 20 Alien Food
150 250 0 0 0 50 0 0 // 21 Reproduction Chamber
150 250 0 0 0 0 50 50 // 22 Alien Entertainment
150 250 0 0 0 80 0 0 // 23 Alien Surgery
150 250 80 80 0 80 0 0 // 24 Alien Abduction
400 250 25 20 50 0 40 0 // 25 Alien Alloys

600 250 20 10 30 0 20 0 // 26 Firestorm
700 250 20 10 30 0 20 0 // 27 Lightning
900 250 20 10 30 0 20 0 // 28 Avenger

100 100 0 0 0 0 0 0 // 29 Laser Pistol
300 100 0 0 0 0 0 0 // 30 Laser Rifle
460 100 0 0 0 0 0 0 // 31 Heavy Laser

420 100 0 0 0 0 0 0 // 32 Laser Cannon
660 250 20 20 50 0 20 0 // 33 Plasma Cannon
880 250 20 20 50 0 20 0 // 34 Fusion Ball Launcher

510 100 0 0 0 0 0 0 // 35 Laser Defense
620 250 0 0 50 0 0 0 // 36 Plasma Defense
800 250 0 0 50 0 0 0 // 37 Fusion Defense
930 250 0 0 50 0 40 0 // 38 Grav Shield
360 250 0 0 0 80 0 0 // 39 Mind Shield
420 250 0 0 0 80 0 0 // 40 Psi-Lab
670 250 0 0 0 0 80 0 // 41 Hyperwave Decoder

250 100 0 0 0 0 0 0 // 42 Laser Tank
430 250 20 20 50 0 20 0 // 43 Plasma Hovertank
690 250 20 20 50 0 20 0 // 44 Launcher Hovertank

180 100 0 0 0 0 0 0 // 45 Sectoid corpse
180 100 0 0 0 0 0 0 // 46 Snakeman corpse
180 100 0 0 0 0 0 0 // 47 Ethereal corpse
180 100 0 0 0 0 0 0 // 48 Muton corpse
180 100 0 0 0 0 0 0 // 49 Floater corpse
180 100 0 0 0 0 0 0 // 50 Celatid corpse
180 100 0 0 0 0 0 0 // 51 Silacoid corpse
180 100 0 0 0 0 0 0 // 52 Chryssalid corpse
180 100 0 0 0 0 0 0 // 53 Reaper corpse
180 100 0 0 0 0 0 0 // 54 Sectopod corpse
180 100 0 0 0 0 0 0 // 55 Cyberdisc corpse

300 250 70 50 20 20 35 20 // 56 Alien Origins
500 250 60 30 10 10 25 10 // 57 Alien Origins - Leader
600 250 50 20 0 0 15 0 // 58 Alien Origins - Commander

180 100 25 20 50 0 0 50 // 59 Personal Armor
205 250 25 20 50 0 15 25 // 60 Power Suit
330 250 25 20 50 0 30 0 // 61 Flying Suit

/ResearchHelp
/XCOM

and also

XCOMShips
Stats
760 2 1000 150 0 14 3
3100 8 30 800 1 12 0
4200 9 78 600 2 26 4
2100 3 500 100 2 0 0
5400 10 16 500 2 0 0
/Stats
Weapons
21 70 70 15 6 6
40 60 100 20 3 7
10 25 10 2 200 8
64 100 230 25 2 9
35 35 35 4 0 0
33 50 140 6 0 0
/Weapons

and

// Patches for Improved Weapons

:IWpnXcom

0x0000: .P .i .s .t .o .l 00 00 00 00 00 00 00 00 00 00 00 00 00 00 03 03 00 05 01 02 01 FF FF 0C 0C FF 28 32 41 3F 18 28 08 09 64 32 14 05 00 01 01 01 01 00 00 00 00 00
0x0012: .H .e .a .v .y . .L .a .s .e .r 00 00 00 00 00 00 00 00 00 06 06 55 0C 02 03 FF FF FF 02 02 03 00 3F 69 00 21 3C 0A 08 64 32 14 12 00 00 01 01 01 00 01 00 00 00
0x0016: .H .i .g .h . .E .x .p .l .o .s .i .v .e 00 00 00 00 00 00 16 16 6E 04 02 01 FF FF FF 0F 0F 02 00 00 00 00 00 00 0A 08 .d .2 14 06 01 00 00 00 00 00 00 00 00 00

Now pardon me while I go start a Beginner level game :violinsmash:

Edited by teukros, 06 January 2011 - 02:22 PM.

runs with primed grenades