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City 2 For Ufo


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#1 Hobbes

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Posted 05 October 2005 - 06:05 AM

I've done a little mod for the original game that requires XComUtil to work. It basically adds to the original 9 buildings of City 3 versions for each, each facing a different direction (so each building has 4 perspectives: N, S, E and W).

Instructions to install it and use it can be found on the readme.txt inside its zipped file. Have fun.

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#2 stewart

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Posted 05 October 2005 - 07:56 AM

Can alien/xcom base modules be made 4 layers high? ANd will the game read them as such in an alien/xcom base mission?
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I'm starting to like the heavy cannon more and more.

#3 Hobbes

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Posted 05 October 2005 - 10:25 AM

Short answer: no. It's a matter of size: the game can have up to 10000 squares (50x50x4). Alien/X-COM Bases are 60x60 so that can only have 2 levels because of that limit.

#4 stewart

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Posted 05 October 2005 - 03:36 PM

But I've seen other maps that are 60x60x4; I dont get it?
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I'm starting to like the heavy cannon more and more.

#5 Hobbes

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Posted 05 October 2005 - 04:22 PM

Those maps either are TFTD (although I have no idea of what is the limit for TFTD...it might be 10.000 squares also) or for UFO2000 (where you can have 60x60x4 maps).
60x60x4 maps cannot be used on UFO, even with XComUtil. Scott Jones tried setting XComUtil for 60x60x4 battlefields and the tactical game would load but there would be a lot of bad effects.