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Enemy Unknown (ce) Et Version 28/03/2005


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#1 max

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Posted 04 June 2004 - 03:06 AM

XCOM Enemy Unknown CE (ET version, 28 March 2005)

Summary
--------------------------------------------------------------------------------

* bugfixes (geoscape/battlescape)
* video mode configuration / filters
* 1750 engineers
* 1750 scientists (~250 limit per project)
* alien grenade w/proxy (activate prime 23)
* auto sell manufacture enabled by decrease zero quantity (1111)
* allocate all scientist by decrease zero quantity
* allocate all technician by decrease zero quantity
* manufacture 'ingredients' removed at time of production
* idle engineers contribute to assembling base facilities (25/day)
* geoscape time


details are included in the zip
notes:
'click' bug fixed.
average filter at 640 4x0 fixed.
outstanding reaction bug et al.

added 3x edge filter (for 1024*768 resolution) etc.
requires registry configuration.

Have fun!

Attached Files


Edited by Micah, 08 July 2009 - 08:51 PM.


#2 Puasonen

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Posted 04 June 2004 - 03:34 AM

Oh yeah baby! :happybanana:
Thanks a lot man. Something like this has been wished for for a long time!
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#3 Puasonen

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Posted 04 June 2004 - 03:48 AM

Few notes.

Good:
1.The clock really works now!
2. Scroll speed in battlescape
3.Firing speed in battlescape
4. Now the music doesn't lag as bad as it did when I had to use turbo
5. Starting base layout is a lot better! :)

Bad:
1. There's some empty space at bottom of the screen and on the right side of the screen in Geoscape view.
2. In battlescape the mouse gets stuck at the bottom and the right side of the screen. Every time you scroll to right or down, the mouse stucks a little bit there and you can't stop scrolling. No problem scrolling up and left though so I don't know what is the problem :huh?:
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#4 SupSuper

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Posted 04 June 2004 - 01:12 PM

great work as always! :D
is there any chance of making the game have the original alien screams (from the DOS version)?

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#5 Kloreep

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Posted 04 June 2004 - 04:47 PM

great work as always! :D
is there any chance of making the game have the original alien screams (from the DOS version)?

Unless something was actually changed in the .exe to alter playback, wouldn't that need alteration of the actual sound file rather than the .exe?



Looks great, Max. :D Thanks!

#6 Cpl. Facehugger

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Posted 04 June 2004 - 04:51 PM

*Gets a hammer and nails and pins this topic up*

This is very important! Keep up the good work, and if it is within your power, please add the original DOS deathscreams to CE. (I can dream, can't I? :))
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#7 Kloreep

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Posted 04 June 2004 - 04:51 PM

I get an invalid page fault when trying to run it. :(

Here's the full error message in case you can get anything from it:

UFO caused an invalid page fault in
module UFO.EXE at 015f:0046a600.
Registers:
EAX=00000000 CS=015f EIP=0046a600 EFLGS=00010246
EBX=005e0000 SS=0167 ESP=006efda4 EBP=006efe38
ECX=00400000 DS=0167 ESI=00000000 FS=1997
EDX=81d169f8 ES=0167 EDI=00000000 GS=0000
Bytes at CS:EIP:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Stack dump:
0045e69f 00400000 00000000 0046061b 00400000 00000000 81cadabc 00000001 00000000 81d2db28 005e0000 c0000005 81cadabc bffc9490 00000044 00000000

#8 SupSuper

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Posted 04 June 2004 - 05:22 PM

great work as always! :D
is there any chance of making the game have the original alien screams (from the DOS version)?

Unless something was actually changed in the .exe to alter playback, wouldn't that need alteration of the actual sound file rather than the .exe?



Looks great, Max. :D Thanks!

well the soundrate was 8000 on DOS and 11025 on CE (of the sound files) so the EXE needs to be changed so that it loads the old sound files correctly (replacing sound file with old one doesn't work)

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#9 Blehm 98

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Posted 05 June 2004 - 08:20 AM

WHat does it mean by 1750 engineers?
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#10 Blehm 98

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Posted 05 June 2004 - 08:43 AM

tried it, but it really slows down, for some reason :( It gets "choppy" i might say
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#11 Puasonen

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Posted 05 June 2004 - 08:48 AM

tried it, but it really slows down, for some reason :(  It gets "choppy" i might say

Slows down?
Well the idea was to slow down the game so the clock works now. Don't use turbo anymore..
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#12 Blehm 98

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Posted 05 June 2004 - 08:49 AM

i don't. But it gets like i said, choppy, and it isn't as smooth anymore
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#13 SupSuper

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Posted 05 June 2004 - 09:47 AM

WHat does it mean by 1750 engineers?

it means you can have up to 1750 engineers (iirc the limit was 255, and if you went over you got negative engineers).

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#14 Blehm 98

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Posted 05 June 2004 - 09:49 AM

Okay. I am in a bad mood. I just finished my first Firestorm, and i am so happy, and then *poof* it says Firestorm completed at [blank] I go to my base. Nothing. Look at money-half a million gone. All supplies used for it gone. Then it just hit me while typing this that my stupid engineers just sold MY FIRESTORM. Please put the auto-sell feature into a button or something like that, so nobody else has to go through this.
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#15 NKF

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Posted 05 June 2004 - 02:47 PM

Won't the game have problems if you try and save with more than 255 engineers working on a project? Or is this stored as a data type larger than a byte? I know engineers can be hired up to 65535(from the data type used to store them), but I'm not sure what would happen about allocating them to workshops. I mean, what would happen if you save the game and then reload it later? Would all the bits past the first eight get lopped off?

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Edited by NKF, 05 June 2004 - 02:49 PM.

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#16 max

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Posted 07 June 2004 - 03:14 AM

Hi,

about the engineers, original savefile is forward compatible with ET version, engineers will be saved correctly.

The starting base layout has been restored (6th June version), is there any particular layout for next release?

about the sound files, I don't have DOS version, will give it a try, does it have nicer sounds?

about geoscape time, the game was not slowed down exaclty, original code had 5 second increments as fast as the machine could process it (roughly), so it appeared very smooth and fast. User input is unaffected by the changes in ET. Now it is not so bad, blehm?

blehm, we can implement a guard against 'accidentally' autoselling an e115 item, if there is any problem with this feature that you have spotted, please send a savegame with a description of the problem, thanks.

Kloreep, CE version?

#17 Cpl. Facehugger

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Posted 07 June 2004 - 03:35 AM

The DOS version has much better alien death sounds. They really sound like screams compared to the Collector Edition's moans.
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#18 Kloreep

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Posted 07 June 2004 - 06:09 PM

Kloreep, CE version?

Yep.

And your Et version of TFTD works fine for me, too...

#19 max

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Posted 08 June 2004 - 03:16 AM

blehm, there was a bug that caused manufactured crafts not to be allocated, it has been fixed in 7th June version, thanks for posting a description.

Some other problems where spotted and have been fixed.

Kloreep, delete 'ufoeuet' file, does it still crash?

about the sounds, will they work if they are resampled?

Edited by max, 08 June 2004 - 03:19 AM.


#20 SupSuper

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Posted 08 June 2004 - 04:12 AM

about the sounds, will they work if they are resampled?

nope, it's been tried editing the original soundfile and try to make it being read by CE but it doesn't work. see http://www.xcomufo.c...?showtopic=2629
i suppose the only solution is to make the game itself read the older DOS file just like the DOS version read it.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#21 Kloreep

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Posted 08 June 2004 - 10:48 PM

Kloreep, delete 'ufoeuet' file, does it still crash?

Yep.

#22 max

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Posted 09 June 2004 - 02:21 AM

XCOM1 ET version had many problems, hope that 8th June version everything is sorted out.

Kloreep, I would like to get it working for you, but I don't understand the problem, exactly. Are you using a 'loader', any other programs?

#23 Mark0

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Posted 09 June 2004 - 06:46 AM

man thats a great fix!!
will try that soon :D

great job dude! :master:

#24 Mark0

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Posted 09 June 2004 - 03:15 PM

till now i tested it otu a bit and i like it :D
gotta get used to the slowness.

I think you fixed somehow my base problem. it used to cras hafter 5-7 turns at the exact same spot.. well i just finished a base+ corpses dont disapear anymore. :)

one thing i dont know if its a CE bug(never experienced it before)
I fired a blaster bomb and it blew up right away, their wasnt any walls in front of me..
now i try to reload weapon it says Ammo round=0 and it says weapon already loaded..
NEways dont mind that ug for now..

Superb stuff :D

#25 Kloreep

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Posted 09 June 2004 - 08:09 PM

XCOM1 ET version had many problems, hope that 8th June version everything is sorted out.

Kloreep, I would like to get it working for you, but I don't understand the problem, exactly. Are you using a 'loader', any other programs?

No loader. I just run the .exe

#26 max

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Posted 14 June 2004 - 02:15 AM

Kloreep, try rev.a version above, hope this helps.

have fun.

#27 Kloreep

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Posted 14 June 2004 - 09:29 AM

It works. :D Thanks.

#28 SemperFido

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Posted 16 June 2004 - 03:11 AM

What does 'et' stand for??

#29 jmcoo7

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Posted 17 June 2004 - 04:41 AM

Looks promising , however screen flashes any ideas for fixing this ? :whatwhat:

#30 Blehm 98

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Posted 17 June 2004 - 09:26 AM

now my game crashes whenever i do something, i forgot what. Does it work for Xcom: ufo defense CE?
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#31 SemperFido

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Posted 22 June 2004 - 05:28 AM

On 2 separate installs of xcom et, the game crashes at exactly the same spot. As soon as I receive my extra scientists/soldiers the game crashes as i switch to the 5sec setting... Any ideas?

#32 j'ordos

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Posted 22 June 2004 - 07:36 AM

now my game crashes whenever i do something, i forgot what.  Does it work for Xcom: ufo defense CE?

it's only for the CE version :)
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#33 Blehm 98

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Posted 22 June 2004 - 12:39 PM

But i have xcom ufo defense CE. It crashes i think when i go into battle. Is it designed for xp though. SCott said that xcomutil also had problems on xp with xcom 1
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#34 max

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Posted 23 June 2004 - 04:03 AM

SemperFido, that was a bug in earlier ET version, I thought it was fixed with latest release (8th June), please try latest version, hope it helps, otherwise post your save game please, thanks.

blehm, please post your troubled savegame. thanks.

#35 Blehm 98

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Posted 23 June 2004 - 12:17 PM

I can't though, and it happens on the first battle, same thing with xcomutil. I don't have a fast enouph connection (a sad 26400 bps) :boohoo: O:) highlight the angel and see what i mean
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#36 Robo Dojo 58

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Posted 23 June 2004 - 03:37 PM

l. I don't have a fast enouph connection (a sad 26400 bps)

Give it a try anyway. First, use a zip program to compress the saved game. Then, it should only be a few dozen Kilobytes. That shouldn't take longer than a few minutes to upload.
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#37 SemperFido

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Posted 24 June 2004 - 03:24 AM

max, I deleted both installs of xcom et. I'll try reinstalling it sometimes this weekend and quickly running it to the point where it crashes. I'll then pass on the saved game to u. The latest vers of et was used. It's the only one I have left, all others were deleted.
thanks for help.

#38 j'ordos

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Posted 24 June 2004 - 07:02 AM

I can't though, and it happens on the first battle, same thing with xcomutil.  I don't have a fast enouph connection (a sad 26400 bps) :boohoo:  O:)  highlight the angel and see what i mean

well, if you're using xcomutil AND xcom ET, perhaps they don't get along too well?
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#39 Blehm 98

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Posted 24 June 2004 - 11:44 AM

I have tried both seperately. Also, I don't have a saved file of it.

Edited by blehm, 24 June 2004 - 11:45 AM.

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#40 Kloreep

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Posted 27 June 2004 - 01:11 PM

I finally got around to starting a new game with ET and ran into another bug. :/ I can't buy scientists. Whenever any amount of new ones arrive at my base, the Transfer Arrival screen or whatever you want to call it pops up normally, but once I click either "OK" or "OK - 5 seconds" it crashes to the desktop. No error message; the screen just goes black for an instant and then I'm back at the desktop.

I don't have this problem with soldiers or engineers arriving.

Edit: Looks like this is the same problem SemperFido has.

I can post a save game if you want, though I would assume you could reproduce it easily enough by starting a new game, ordering a scientist, and setting it on 1 day. (Unless this is a problem specific to some machines, in which case a save game likely wouldn't help either.)

Edited by Kloreep, 27 June 2004 - 01:14 PM.


#41 Kloreep

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Posted 05 July 2004 - 09:23 PM

BTW, I got around this by using an editor to give a specific base more scientists and subtract the appropriate amount of money. Scientists and everything else seem to work fine so long as you make sure not to purchase scientists through the game. :b:

#42 max

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Posted 10 July 2004 - 02:27 AM

Thanks for the feedback!

Will post an update with scientist working, when I get back to it - 2 weeks or so.

#43 The Master Maniac

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Posted 14 July 2004 - 02:18 AM

So, what is this--some kinda patch (shrugs at own stupidity)? Sorry, but I just started playing, and getting hooked on no less, X-Com, so I'm not all too familiar with any real bugs or whatever. Well, aside from the fact that Xcom just has a great fondness for crashing like, all the time.

...what was wrong with the clock again...?

#44 Kloreep

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Posted 14 July 2004 - 04:15 PM

It's an unofficial patch/enhancement.

On the patch side, I haven't had any crashes using it (except for the scientist bug); and I did use to have fairly frequent crashes during base defense missions. So it's helped me there.

The clock was programmed to be paced by the speed of the CPU. Problem is, CPUs back when X-Com was made were much slower... as such, if you have a processor that doesn't compensate for this in some way, you have to use a CPU killer program to play the game with the clock at a reasonable speed. This version fixes the geoscape time; I'm not sure if it uses programming independant of processor speed or is just brought up to date with today's speeds, but whichever it is, it works for me. :)

For the enhancements, see the first post:

* 1750 engineers
* 1750 scientists (~250 limit per project)
* alien grenade w/proxy (activate prime 23) I assume this means Alien Grenades can be set to act like Proximity Grenades if you prime it to 23 turns. Haven't tried this myself yet.
* auto sell manufacture enabled by decrease zero quantity (1111) If you click the down button when the quantity to manufacture is set at 0, the game will show 1111. If you then click OK once Engineers are assigned, not will manufacture the item until you tell it to stop, but it will automatically sell the item as it is produced. Very helpful if you're manufacturing Laser Cannons or somesuch to make a profit; you don't have to worry about going back to the Sell screen before you run out of money or storage room.
* allocate all scientist by decrease zero quantity Shortcut to allocate all your scientists to a project by pressing down with the quantity at 0.
* allocate all technician by decrease zero quantity Same for Engineers.
* manufacture 'ingredients' removed at time of production Apparently you could prevent the game from using up the ingredients needed for items by cancelling the manufacturing at a certain point. This prevents you from doing that.
* idle engineers contribute to assembling base facilities (25/day) If you put 25 engineers in a base and don't assign them to anything, the base facilities will be constructed faster than they otherwise would. Helpful for the assembling your new bases.

Note that this is for the Collector's Edition only, not the DOS version. Also, this .exe is currently bugged and the game will crash whenever scientists arrive at a base; so unless you're willing to get around this bug with an editor, wait for the fix.

#45 The Master Maniac

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Posted 14 July 2004 - 05:08 PM

It's an unofficial patch/enhancement.

On the patch side, I haven't had any crashes using it (except for the scientist bug); and I did use to have fairly frequent crashes during base defense missions. So it's helped me there.

The clock was programmed to be paced by the speed of the CPU. Problem is, CPUs back when X-Com was made were much slower... as such, if you have a processor that doesn't compensate for this in some way, you have to use a CPU killer program to play the game with the clock at a reasonable speed. This version fixes the geoscape time; I'm not sure if it uses programming independant of processor speed or is just brought up to date with today's speeds, but whichever it is, it works for me. :)

For the enhancements, see the first post:

* 1750 engineers
* 1750 scientists (~250 limit per project)
* alien grenade w/proxy (activate prime 23) I assume this means Alien Grenades can be set to act like Proximity Grenades if you prime it to 23 turns. Haven't tried this myself yet.
* auto sell manufacture enabled by decrease zero quantity (1111) If you click the down button when the quantity to manufacture is set at 0, the game will show 1111. If you then click OK once Engineers are assigned, not will manufacture the item until you tell it to stop, but it will automatically sell the item as it is produced. Very helpful if you're manufacturing Laser Cannons or somesuch to make a profit; you don't have to worry about going back to the Sell screen before you run out of money or storage room.
* allocate all scientist by decrease zero quantity Shortcut to allocate all your scientists to a project by pressing down with the quantity at 0.
* allocate all technician by decrease zero quantity Same for Engineers.
* manufacture 'ingredients' removed at time of production Apparently you could prevent the game from using up the ingredients needed for items by cancelling the manufacturing at a certain point. This prevents you from doing that.
* idle engineers contribute to assembling base facilities (25/day) If you put 25 engineers in a base and don't assign them to anything, the base facilities will be constructed faster than they otherwise would. Helpful for the assembling your new bases.

Note that this is for the Collector's Edition only, not the DOS version. Also, this .exe is currently bugged and the game will crash whenever scientists arrive at a base; so unless you're willing to get around this bug with an editor, wait for the fix.

<{POST_SNAPBACK}>


So, wait a second--the clock's not supposed to go really fast by default? It's supposed to be realtime?
*gulp*

Okay, so I guess I'll be waiting for the update. Thanks.

#46 Kloreep

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Posted 14 July 2004 - 10:30 PM

So, wait a second--the clock's not supposed to go really fast by default? It's supposed to be realtime?
*gulp*

Okay, so I guess I'll be waiting for the update. Thanks.

<{POST_SNAPBACK}>


Not realtime. How the speed it's supposed to go compares to the speed you're experiencing depends on what you actually are experiencing now. Some processors seem to run the geoscape time without time speeding up more than it should.

Judging from the ET version (I never played X-COM back in the day of the processors it was designed for) the speed should be roughly around 1 unit of your selected speed every second. So if you select 5 seconds, it should take 1 second for 5 game seconds to pass; useful if you want things to slow down while you order a bunch of aircraft around or something like that. At 1 minute, it should take approximately 1 second for a minute to pass; and so on.

1 day usually doesn't go by in 1 just 1 second, at least for me; but that's okay. It goes fast enough.

#47 Paladin

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Posted 20 July 2004 - 11:34 AM

So, when's the patch for the Scientists bug comming up??
Can't wait to try it!!
(Especially the auto-sell part O:) )

Edited by Paladin, 20 July 2004 - 11:34 AM.

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#48 The Master Maniac

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Posted 21 July 2004 - 03:49 PM

So, wait a second--the clock's not supposed to go really fast by default? It's supposed to be realtime?
*gulp*

Okay, so I guess I'll be waiting for the update. Thanks.

<{POST_SNAPBACK}>


Not realtime. How the speed it's supposed to go compares to the speed you're experiencing depends on what you actually are experiencing now. Some processors seem to run the geoscape time without time speeding up more than it should.

Judging from the ET version (I never played X-COM back in the day of the processors it was designed for) the speed should be roughly around 1 unit of your selected speed every second. So if you select 5 seconds, it should take 1 second for 5 game seconds to pass; useful if you want things to slow down while you order a bunch of aircraft around or something like that. At 1 minute, it should take approximately 1 second for a minute to pass; and so on.

1 day usually doesn't go by in 1 just 1 second, at least for me; but that's okay. It goes fast enough.

<{POST_SNAPBACK}>


Hmm, my game goes at Ludicrous Speed when I hit the 1 Day button. One time it went through an entire month without detecting any UFOs instantly! I wound up scratching my head when the Monthly Report popped up.

But using the normal, default speed, the game runs at a nice clip, though minutes seem to run as seconds. Ah well. Be sure to post that fix here, by the way!

Hmm, auto-sell... *snicker*

#49 max

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Posted 22 July 2004 - 07:00 AM

Scientists now fixed, please test and post if there are any problems.

Have fun.

#50 The Master Maniac

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Posted 22 July 2004 - 02:19 PM

Really? Sweet! So, the old download link'll do it?

Holy crap! Using the .exe, the screen hung black, then shifted to a view of the game in Apocolypse-style pancake mode! Everything's scrambled, and I get garbled video in the bottom of the screen.

Uh, I don't think it's going to run very favorably as such, unfortunately...

Edited by The Master Maniac, 22 July 2004 - 02:34 PM.




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