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XCOMUFO & Xenocide

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X-Com has failed. Clearly the police has no hope of succeeding where a powerful, military, undercover organization failed. But ofcourse you, the Megapol chief of police will prove otherwise... Or die trying.

Yes, it's a mod where you try to defend the city as Megapol. Battle X-COM for control over the city streets and skies, down and raid their experimental craft for wondrous new technologies. Produce huge fleets of puny police (hover)cars and send them to their doom as larger fleets than ever before enter our dimension and destroy Mega-Prime. Build all the lawpistol ammo you've always wanted, it'll never be enough to stop the continuous onslaught of the alien horde. And ofcourse, have some fun on the way too.

Extract the archive to your base xcom apoc folder, install apoc'd 3.06c or newer and import MEGAMOD4. After that run megamod4.exe and choose option 1: install. That's all, start xcomapoc.exe and play! Edited by j'ordos
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I updated the save, turned out you somehow received around 30 xcom disruptor head shields :huh?: . It now also uses slot #9 instead of #4.
For those who might be actually already using it, don't bother restarting for this, only a minor bug (although I don't know what it does once you actually discover disruptor armor, but well, you still have to last that long :devillaugh: ) Edited by j'ordos
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  • 6 months later...
J'ordos: Once you find the global stock market, edit it so there's a bit of everything in store. Set up a system so you know where you edited for that item. (Like, 101 of item 1, 102 of item 2, etc.) You'll find it eventually, IF it is there... :rolleyes:

I think that all stock is done in 16 bit values.

Ammo is counted by the bullet in the save file, and then are calculated into clips in the game. FYI.
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Thanks Robo, but I realise now my question might be interpreted a little incorrectly, I meant : is there a way so you can make the game increase the stocks of 'illegal' vehicles (those you normally can't buy, police cars and such) every week. Right now they only decrease every week... Anyway, I finally found a way to do it, problem is I don't understand one bit of what the values actually are doing, but hey :) .

edit : ah, found out what the values do, just minimum and maximum stocks they will ever have :) . Edited by j'ordos
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Sweet, you found the values.

Here's a really sweet FAQ with lots of info:

If you want to be really cheap, I suppose you could make values for X-COM craft stock. The Explorer is almost as big as a hovercar, and as good as a Valkyrie Airhawk. I'd like to buy one. ^_^
-Edit: Bad link.-- Edited by Robo Dojo 58
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hey robo, the link doesn't work :) . I could make stocks appear for those craft, but why not a mothership while you're at it ;)

anyway, savedgame UPDATED! check first post for details. Biggest thing is probably You can't buy anything marsec has anymore and stocks for illegal vehicles increase too.

I also made every vehicle available (except marsec ones of course), but there are a few that have no purpose whatsoever (airtaxi, taxi, civilian car, ...). If anyone has an idea for them, feel free to tell them. Bear in mind corporations have them too though. Actually, any comments are welcome :)

edit : checked the faq you gave, it's the one that's on xcomapoc.com too, indeed a very good one, helped me alot. Edited by j'ordos
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Okay, I removed the bad link. This one should work, if anyone else wants to read it:
[url="http://www.gamefaqs.com/computer/doswin/game/11007.html"]http://www.gamefaqs.com/computer/doswin/game/11007.html[/url]

That game sounds very interesting, J'ordos. I think I'll try it out. :)

The default vehicle equipment may not be hard-coded into the engine, and might be adjustable in the save game file. The best way to find it, IMO, is to try to look for the default armor values of a vehicle.

Each vehicle stores its armor as 6 16-bit values. It's damage reduction, on 6 sides of a cube. The values are stored independantly for each vehicle, about 2/3 through each vehicle's info.
The hoverbike has 1/1/1/1/1/1 armor, the phoenix hovercar has 4/4/4/4/4/4. The retaliator: 14/8/11/11/11/11.
Biotrans: 12/8/8/8/5/6
The default armor values are very conspicuous, and be relatively easy to find. Maybe even change.
The equipment values shouldn't be very far away, either.

I once made an annihilator with 192K armor. It wouldn't take any damage, which was lame... but it was still fun to use.

Something I just found out: The Biotrans really has 44 cargo spaces. You can only use 32 in the game. You can place hidden modules on the vehicle, and they'll still function. It may be that way for other vehicles, too. :)
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thanks for your comments Robo, I indeed have found those values, only thing I don't know is how to add weapon/equipment slots, do you know how? I've already altered some of the vehicles (check first post for details :) ), but there are some I can't think of a function for :) (well, maybe I could, but I have to consider corporations use those vehicles too). Don't know if the vehicles as they are now are very balanced, but well, I thought I'd see how things go :)

I also don't know if it's actually possible to win in cityscape later on. Don't be so foolish to think road vehicles are useless (well, maybe they are, but police hovercars REALLY can't cope), when used in packs they can down those heavier UFOs pretty well (at a cost, but hey, they're expendable). Use the hovercars to target lone UFOs without escort, but keep an eye out ,they might move in anyway. I once had around 6 hovercars chasing a transporter, when suddenly I saw pieces of nearby buildings collapse. Wondering what was going on I paused (auto pause for damaged/destroyed vehicles was turned off, and speed was set pretty high) and it turned out one of them destroyers had sneaked up on me. I had only two left who were also destroyed as they tried to retreat :crying: . Edited by j'ordos
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If you're thinking of adding weapons into any of the vehicles (i.e. illegally modify the vehicle :) ), you can. All vehicles can have a maximum of 3 functional weapons bolted onto them. Try a hoverbike with three rumble cannons...

From what I've seen in XED's vehicle equipment editor, all the equipment for any unit in the cityscape is stored in a big array of sorts. Only the first three weapons found in the array will be functional, any additional weapons are just ignored. The exact hardpoint location (in the inventory screen) may be dependant one which array index you use, otherwise, they'll all work, even if the weapon looks as though it's in the boot. :)

So what you need to do is find where this equipment array is stored in the vehicle table.

- NKF Edited by NKF
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Okay, the array.
When you find the 6 armor values, the equipment array goes like this:

0x-06: something else important. Maybe weight.
0x-02: Shields, or health. Was 800 on retaliator.
0x00:armor 1 (16-bit integer. 32768=negatives)
0x02:armor 2
0x04:armor 3
0x06:armor 4
0x08:armor 5
0x0A:armor 6
0x0C:?? (ammo, maybe?)
0x0D:??
0x0E:??(was 100 on retaliator.)
0x0F: ??
0x0A: Engine (0x00-0x0F, I think)
0x0B: Weapon 1
0x0C: Weapon 2
0x0D: Weapon 3
0x0E: Cargo 1 (from left to right, then top to bottom)
0x0F: Cargo 2...
...
...
0x3A: Cargo 44 (only tested on the biotrans.)

Some weapon values:
0x07: Medium disruptor
0x08: Heavy disruptor

Some cargo values:
0x29: Crew Module
0x2C: Small Shield
0x2D: Large Shield
0xFF: Taken by a module; filler. Easy to spot. Replace with modules for hilarious results. :)

This data was about 0x80 from the start of the vehicle info. (measured on retaliator)

The two negative positions were tacked on. I didn't want to renumber the whole array.
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Can't seem to make myself clear, I know how to add equipment, weapons, ... But I was wondering if someone knew how to add slots, equipment you add can't be altered by the player (unless placed in an existing slot), so it might be handy to know how :) .

Hey Robo, as far as I know, the game doesn't care where you place the equipment .I tried to add two engines, but it didn't work, so maybe that one IS required to be in the correct place.

Besides, vehicles don't seem to move at their max speed, the rescue transport is supposed to be faster but not as strong as the construction vehicle, but they both move at the same speed (unless you use manual control) Edited by j'ordos
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The only thing I can think of, is to look for a large array. Vehicle equipment specs may be stored as a huge series of blocks which scan across the screen. They may have small values which keep track of X/Y size and X/Y position of certain slots. I've tried looking a little for it, but no luck so far.

I don't know if weapons work if they're in the cargo space.

I'll try checking out my save files, see if anything's there.

--Edit: After counting the tiles, the entire equipment grid is 16x16(256 total). I hope that helps, somehow.-- Edited by Robo Dojo 58
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Woohoo! I found something!

Just before the 8 letter name of the vehicle, there is a number. It keeps track of the slot presets, that the vehicle has.

In UFO2P, at 18A8A3 (Just before the annihilator) is the variable (for the annihilator).
0x0E=retaliator layout
0x0F=annihilator layout
etc... with an unedited file, they're all there, right before the vehicle name.

Now, the problem is finding where the presets are stored... :hammer: Edited by Robo Dojo 58
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Cool, I figured they were just a number to indicate what craft it was. Finding where they are stored could be rather difficult, but being able to change between those could probably be just as good :)

Yes, weapons in cargo slots do work. Edited by j'ordos
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  • 5 months later...
Interesting... how did you get it (playing as Megapol) to work exactly? Any chance of playing as the aliens?

EDIT: And what's "Manual Control"? I've never heard of it! Edited by Exo2000
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[quote name='Exo2000' date='Sep 5 2004, 10:10 PM']Interesting... how did you get it (playing as Megapol) to work exactly? Any chance of playing as the aliens?

EDIT: And what's "Manual Control"? I've never heard of it!
[right][post="93157"]<{POST_SNAPBACK}>[/post][/right][/quote]
not really megapol, you're still X-COM, as far as the game is concerened, although I could edit apocalypse to replace xcom with megapol everywhere (almost everywhere :) ) and vice-versa, it's not worth it. All that happens is : starting funds are altered accordingly (not funding, would be too easy, I believe), relations with other organizations altered, you're not allowed to buy MarSec vehicles or equipment, but can now buy every other vehicle instead to compensate. Unfortunately I do not (yet) know how to let you manufacture megapol vehicles&stuff yourself, but you get a small price reduction on vehicles (not weapons, too lazy :) ). Then a few more minor alterations, not worth mentioning.

play as aliens, currently not possible, and I'm afraid it will never be, at least not a full campaign...

manual control : select a vehicle, press 'm' or ';', if you have an azerty keyboard, now you can control the vehicle with the mouse (left : fire, right, move to) and keyboard, forgot the controls.

edit : here are the full controls
;) -->
QUOTE(myself @ another savedgame I made, don't forget to try it out ;) )
left mouse button : fire!
right mouse button : move into that direction
home : turn around/raise altitude (ground/air)
end : change side of the road (left/right, note that you CAN crash into other cars)/lower altitude (ground/air)
pgup : speed up
pgdown : slow down[/quote] Edited by j'ordos
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So would it be possible for me to swap road lanes and be going on the same direction in both? And what happens when you crash? Do the two vehicles take damage equal to the weight or constitution of the other and the one that takes more weight/con damage than it has con explodes?

MMmm... anyone remember Road Rage? That'd be so damn fun on a Blazer just to blaze down the city streets and dodge traffic.
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Unfortunately, all road vehicles that collide blow up immediately as if they all had 1 hit point each. That is to say, the blazer turbo bike can wipe out a Griffon AFV just as easily as the tank would wipe out the bike.

- NKF
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[quote name='Exo2000' date='Sep 7 2004, 05:13 PM']Ah. Hehe. Thankfully the tank has a cannon and the bike does not.

Is it possible to actually turn 90 degrees without right clicking? Otherwise you just drive off of roads :wacko: and then explode...
[right][post="93341"]<{POST_SNAPBACK}>[/post][/right][/quote]
road vehicles will always follow the roads, no matter where you click, so you don't have to worry about that.
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Heheh... ok, was playing around on the Superhuman, and as long as there's a road beneath your vehicle (even a drop below!) it will keep going. I blew up a tile of the dual level highways with a Griffon and it dropped down onto the next level. I was like "Awesome!"... then I accidentally blew up another road tile that DIDN'T have road underneath it. Griffon went "wheeeeeee-SPLAT!"
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  • 1 year later...
Well, after a long break, there's another update for this one. Main change is that you can now manufacture all that fancy megapol stuff!
Check the first post for more details (hint: start reading from 'Update 2' ;) ), it's getting a bit long and will probably scare away a few people :D
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  • 3 weeks later...
This could be pretty easy to program(or whatever) is you know what you're doing, X-Com 3 shows signs of a multiplayer that started to be built but was abandoned Edited by Mustang
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*post merged #1*

Multiplayer tactical games yes, but not in the cityscape I believe :)

*post merged #2*

UPDATE 3, check the first post for more details.
Should you already be using the savegame, don't bother restarting, the only changes you won't see (i.e. have been done inside the savegame instead of UFO2P.EXE) are: X-Com craft not disappearing after landing again, and any existing police cars will still be easy to hit, police cars made after updating UFO2P.EXE will be fine though.

The game should be harder now, since you no longer start with an advanced workshop, and vehicles take a bit longer to build too. Police cars are becoming more and more useful, though I recommend using them in open spaces, as otherwise tall buildings will block their fire too much.
A few of the changes are rather experimental, such as the new disruptor cannon, improved point-defense cannons and improved justice/retribution launcher, I hope those work out a bit.

*post merged #3*

Small update here, cleaned up the first post, so it's a bit easier to see what's new :)
You can now use the old Megapol police stations&stuff as bases instead of the slums&warehouses.
Enabled some of the unused equipment: dimension destabiliser, forceweb and tracker gun+multitracker (not very useful but it's manufactured by you, so you can make some money out of it.
I also tried to allow you to down mega prime vehicles and raid them for their equipment similar to UFOs, but the game insisted on giving you the UFO propulsion, control & energy source techs + a UFO tech (which doesn't exist so it gives an alien building tech instead) when you recover it, so I disabled it.
If anyone's still interested I guess I could put it back up, but there are other issues too: the tactical UFO crash map for every mega prime vehicle is a senate building for some reason, and it's ofcourse still infested with aliens, LOTS of aliens... Edited by j'ordos
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  • 1 year later...

I've started reworking this mod again, the story so far is that XCom fell to the aliens shortly after MarSec did. Now MegaPol is the last line of defense of Mega-Primus.

 

I'm adding as much as possible to the mod without really looking at the problems these additions bring with them. Here's a list:

 

    [*]Xcom & MarSec are allied to the aliens & hostile towards you, but NOT infiltrated. It's probably possible to bring them back to your side with a bit of luck and taking the screwy politics into account, so I let them continue to release their products on the market. Other major changes in politics are the gangs take advantage of the chaos in the city to declare war on pretty much everyone (aliens as well). The aliens drop their tactic of silent infiltration and are hostile to every corporation (civilians included) except for those that support them (Xcom, Marsec&CoS). In time this could rally the remaining 'neutral' corporations to your side. I'm still thinking about the android and mutant alliances, the UFOpaedia descriptions mentions radical elements present there...

    [*]Xcom vehicles patrol the city happily blasting your vehicles to bit. I replaced the usual police car&hovercar with a stormdog and explorer. The explorer only carries human weaponry, still tweaking it a little. It can be downed and raided to recover the technology for the bio-transport module and XCOM weapons control.

    [*]Other military vehicles can also be downed and raided like UFOs. The armament of those units has been upgraded (they carry MarSec weapons instead of Megapol ones), allowing you to recover rendor plasma guns and even the all powerful lineage plasma cannon. There are a few problems with this though: when raiding the vehicle the battlescape is a senate map infested with aliens (I'm not sure where the game gets the amount of aliens from, perhaps the alien buidings?), but even worse, it insists on giving the alien control and such techs available along with an alien building research topic when recovering it. Can't seem to find a way around it.

    [*]I replaced the dimension probe and biotrans with a new police cruiser (basically a police hovercar with it's two weapon slots joined together resulting in one slot that can mount a medium disruptor, capable of ID travel) and a police transport (a weaker biotrans).

    [*]

Edited by j'ordos
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Oops, I was posting but gave up at some point... Must've accidentially hit add reply :huh?:

I don't think xcomutil allows for a percentage of 0, and even then, the UFOs would continue to appear...

 

Anyone any ideas for 'new' weapons/stuff/... btw?

Edited by j'ordos
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well the Ufo's could be set to auto crash mabye

 

if one was to set their Crash damage to their max health, would that not cause an instant crash of the ship?

or you might need to shoot it once. big whoop xP

 

hmm.. Im probably the only one to think this

But a new type of armor if possible would be epix :O

 

Im gonna see if I can figure out all useless items in the game ^^'..

 

Mindshield

Dimension force field (not personal)

Energy Pod

Alien Detector

multi tracker

tracker gun

tracker gun clip

Psi Grenade

Psi Clone

Force Web

EMPTY

 

There also appears to be 5 unused spots, although I am unaware if they Can be used for your purposes

 

Note: Dimension Destabilizerrrrr is not on this list, due to its slightly awesome shield eating abilities ^^

 

 

 

 

Edit: Also for the purpose of this save game thinger, we should make inventory backgrounds to be used with it :D

 

Just tell me all the vehicles added for use and Ill do it fairly quickly. =o

 

Cant promise high quality. But Ill do it ! ^^

Edited by NRN_R_Sumo1
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IIRC setting the vehicle's type to ground or overspawn would cause them to simply disappear upon spawning... That way it might be possible to remove aliens from active gameplay, but that's not my intention for this mod.

 

Psi Clone? I wouldn't try to edit the 'empty' field :)

I've been trying to create a 'grenade launcher' type of weapon (brainsucker launcher but with grenades) without success. I'm thinkinng of adding a few new lawpistol clip types: a shield damaging one (dimension destabiliser) and a forceweb one. The latter didn't work, so I might turn it into a toxin A clip (but less effective obviously). This could make it a sidearm that lasts the entire game. I also might recreate some of the old xcom1 weapons, available from civilians. Obviously they'd be quite bad, but they'd be the only weapons you can buy from the market while MarSec&XCom are hostile. It could come in handy, unless you use stun-raids, ofcourse.

 

Well the only vehicles added for use are the police car (=stormdog), police hovercar (=phoenix hovercar) and rescue transport (could use it's own background :) ). The police cruiser is the same as the police hovercar (it's icon has a skull on it to identify it more easily) and the police transporter is a biotrans... It could use a police paintjob though :).

Edited by j'ordos
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J'ordos, Ive made an example of the police ground vehicle edited from the storm dog, since it just seems wierd to have two vehicles the same ^^'..

Im adding this one to my own now. =D

 

the only problem is the background behind the pictures.. :(

makes it difficult to do one from scratch. xD..

 

Hmm mabye Ill make an inventory mod pack that will change the graphics to something, better. :D

 

Ill probably put in the full coloured versions or something xD..

Definatly change the soldiers equip scene ^^'..

Hate those stupid russian hats o_o..

 

Edit: the file didnt upload xD

Edit2: Yes it did.. Twice.. T-T..

post-12286-1186718425_thumb.jpg

Edited by j'ordos
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Hmm I missed this post :huh:

Thanks for the effort Sumo, keep up the good work! A better soldier equip screen would be nice indeed. =b

To be useable you need to upload the image in a lossless format like bmp though. PNG would be good too, better in fact...

While we're going nuts, I'd also need a fitting top down image of the police vehicles (those you normally see in the right windows of that vehicle equipment screen) It would be easier if we had the 3d models ofcourse. :)

 

The mod is progressing, I scrapped the extra weapons, as there were too many problems with them. I added a rechargeable laser pod (idea from NKF), but it appears clips using the same weapon data automatically stack with each other, so a normal laser pod would turn into a rechargeable one if you drop it and there already is a rechargeable pod on the floor (& vice versa). I'll just have to alter the existing one instead. This reduces the workload of your workshops a bit (in fact, the bulk of my agents is currently armed with lasers) so they can focus on producing more vehicles.

Xcom went bankrupt, but instead of decreasing they doubled the amount of stormdogs patrolling the city :(

I'm changing Osiron's relations to side with Xcom&MarSec (securing their bussines contracts?) since, before, the gangs all quickly became allied towards you, which is a bit weird. :) . The idea is to make Osiron target the Government, reducing your funding. (Osiron seems to do the most 'illegal flyer' actions) To add some incentive to intercept Osiron transports I made it possible to down&recover the airtrans vehicles which now carry 'Illegal Cargo' (worth $4500 similar to the Psiclones)

 

edit: I removed the double attachment from your post Sumo.

 

XCOM6.jpg

A small squad of police vehicles valiantly assist a gang raid on Xcom

Edited by j'ordos
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Well heres the pack of two Pcx files, Hope you enjoy them Jordos [:

 

Sure they arent perfect, but Hey. they Are useable. [:

 

I finished them shortly after doing that last post, but I got lazy and didnt upload them. Bahaha

 

 

Edit: Could you send me the storm dog images from the side? and also the APC. ty J'ordos. [:

 

Im going to start working on the new inventory screen now, Lets see how well I can manage :D

Police_Vehical_Inventory.rar

Edited by NRN_R_Sumo1
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Well here are the new Soldier Equip screens.

 

No more russian hats for us! =D

 

Also I left the text blue, just because I felt it looked better that way.

I never knew there was tips on that screen. Ahaha..

 

hmm.. Also, who would be the one to talk to about increasing my attachment space later on?

I still have 5.08mb, but I could see myself using that within the next 6 months LOL

New_Soldier_Screens.rar

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  • 1 month later...

Graphical modification for changing xcom agents into Cops.

And another for changing into security guards.

 

 

Later on Ill probably make my own graphical mod and stuff >>

 

Edit: I forgot to say how to install these..!

Extract files to C:\XCOMA\TACDATA\UNIT

Overwrite old files.

 

Edit2: Added Cops changing to Xcom units in Megapol Armour. [:

as I figured, the body parts of the armour dont cover up the body at all, but replace it ^^

 

Edit3: Added a file with various armours into the X-Com Megapol.

Xcom_Cops.rar

xcom_security_guards.rar

Police_to_Xcom.rar

mixed_police_armour.rar

Edited by NRN_R_Sumo1
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  • 2 months later...

I went ahead and gave police units (ie xcom) disruptor armor ratings&damage modifiers, quite impossible to kill them with basic megapol weapons :) I'll stick to megapol or perhaps marsec armor. (though I don't know how to make the gaurds fly).

Anyone know how many aliens there can be on the battlescape? IIRC the total limit is 70 or so, but how many slots are reserved for xcom/civilian units and newly created units (brainsuckers&hyperworms)? I'd like to know as I'm working on the UFO loadouts.

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Anyone know how many aliens there can be on the battlescape? IIRC the total limit is 70 or so, but how many slots are reserved for xcom/civilian units and newly created units (brainsuckers&hyperworms)? I'd like to know as I'm working on the UFO loadouts.

I doubt Apoc has a neat little file which stores unit data in a tactical mission like X-COM does (unitref.dat). Assuming it follows the same mechanics, unitref has a max record length of 80 units total. All the units on a tactical mission share this limit. There is a spawning order which can sometimes cut the number of slots open to units lower on the list though. In Enemy Unknown, tanks spawn first, then X-COM soldiers, then aliens and finally civilians. X-COM units have another limit for themselves: 40. That means, on X-COM base defense missions where you have a base full of 250 soldiers, only the first 40 will ever make it into battle. OMFG

 

Do you know where the quantity of aliens which spawn on each mission are found in the executable? If you do, you could send one X-COM soldier on a mission and modify the executable to spawn a ton of aliens. Then it is just a matter of counting the number of aliens which show up and that would be your number. ;)

 

- Zombie

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Apocutil can edit the game to spawn 250% the usual aliens. From the reports on the games run at that level so far, there's a limit to the number of aliens that can appear, and any alien lower down the list (like Megaspawn) will not get a chance to appear if the numbers of those that go before it use up all the slots.

 

X-Com slots on the other hand may very well be fixed to 36, since you do get 36 slots to play with (or 30 if in the case of base defence).

 

- NKF

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Anyone know how many aliens there can be on the battlescape? IIRC the total limit is 70 or so, but how many slots are reserved for xcom/civilian units and newly created units (brainsuckers&hyperworms)? I'd like to know as I'm working on the UFO loadouts.

I doubt Apoc has a neat little file which stores unit data in a tactical mission like X-COM does (unitref.dat). Assuming it follows the same mechanics, unitref has a max record length of 80 units total.

The one true tactical savegame file uses a record length of 1180 for the unit-reflike section (tracking by unit names). I think this section is not at a fixed point in the file; I haven't worked out a signature for locating it automatically.

 

Absolute limits have been reported, I just don't recall where. It's in the mid-range hundreds total, but XCOM units are limited to 36 for normal missions, 30 for base defense. Aliens:250 cannot generate megaspawn because of the units table limits; speculation is that Aliens:200 can.

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Thx for the responses all! I found a post somewhere stating the limit is 36 for aliens too, and it seems to fit: I put 50 anthropods in my base, start the mission (1 man squad) and saved. Then checked the # if aliens in the building again, there were 24 left. (also took a peek in the battlescape save and there were 36 anthros present) According to the same post those remaining aliens should spread to another building, but maybe that happens only after the mission finishes? The poster also said the excess aliens took an amount of eggs with them but when I put 12 eggs with the 50 anthro's there simply were 36 anthro's left in the building, no eggs to take with them (didn't check the amount that was present in the battlescape though). Also note that Brainsucker Pods (last unit type in the list) took precedence over anthropods. Probably automatically turned into Brainsuckers (2nd unit type in the list). So I couldn't test how many slots were reserved for spawning aliens.

Civilians continued to spawn, though perhaps these simply use the remaining xcom unit slots?

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36 seems a very small amount when you consider the alien dimension buildings and their reenforcement spawn pads. Of course, even with these their forces are not infinite. How do they work this? Do new aliens take the place of dead aliens or are there a pre-set amount of aliens that can be generated on a map in total for every battlescape mission?

 

- NKF

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Looking at the alien building loadouts it seems none of the buildings exceed an amount of 30 aliens present (many contain only 20) except for the Dimension Gate Generator, which had 15 brainsucker pods in addition to the 30 defenders (strange as when I tried this it didn't allow the other aliens to spawn. Perhaps it's different for alien buildings (no civilians) or even a bug?) I was a bit disappointed at the low numbers too myself :)

Anyway there's always some room left for reinforcements, and I assume dead aliens are replaced by new ones yes. Though I can't confirm as it's been a while last I tried an alien building (too busy testing instead of playing :) )

Edited by j'ordos
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  • 1 month later...

J'ordos, I just got to thinking.

 

What if you remove all aliens from the game except for Anthropods, then change its graphics to the gangster's graphics, that way you can have "Crime outburst in Avalanche Apartments"

 

Of course you'd have to remove Ufo's and swap them for Gang vehicles from the Ufo missions, and of course you'll be able to change any wording you wish to, you ARE the one and only Xcom3 Code God :o

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Hey gimme a break, I finally almost finished the mod and now I'd have to turn things completely around. ^_^

It would be a little odd to see phoenix hovercars and such drop troops though, not to mention I can't alter the invasion force for those vehicles, only the crew. Because this time there are quite a few altered files I included an installer for the megapol mod, which also sports a few features of it's own, one of which is the removal of aliens. That'll have to do for now, but who knows, one day :)

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LOL I was testing gang relations and starting vehicles when something funny happened, two 'illegal flyer' actions occured at the same time! Never seen that happen before. :) In the pic the hovercar and first hoverbike are launched by Psyke while the 2nd hoverbike and valkyrie are launched by Diablo. An X-COM Explorer also decided to join in the fun. ^_^

XCOM3.png

XCOM7.png

Edited by j'ordos
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