Pocus Posted November 16, 2004 Share Posted November 16, 2004 which file should I mod to increase the numbers of aliens found on missions? I suppose it is possible?? Link to comment Share on other sites More sharing options...
Pocus Posted November 20, 2004 Author Share Posted November 20, 2004 mfttt... Link to comment Share on other sites More sharing options...
j'ordos Posted November 20, 2004 Share Posted November 20, 2004 Yeah, sorry, but I currently wouldn't have a clue, perhaps NKF knows? Link to comment Share on other sites More sharing options...
[NKF] Posted November 20, 2004 Share Posted November 20, 2004 Nope, I spend more time trying to undersand UFO/TFTD than Apocalypse. But I might suggest looking at Apocutil (which can be found on the XComutil website). I seem to recall it might have something along the lines of increasing the number of aliens. - NKF Link to comment Share on other sites More sharing options...
j'ordos Posted December 4, 2004 Share Posted December 4, 2004 well, it seems apocutil can actually do that for you : http://members.aol.com/stjones/xcomutil/ Link to comment Share on other sites More sharing options...
alok Posted December 5, 2004 Share Posted December 5, 2004 (edited) And how can someone increase the number of hostile units in a raid? I make some tests with apocutil and it can't increase this number... It could save time when doing raids, more hostile units, more equipment, more cash... Edited December 5, 2004 by alok Link to comment Share on other sites More sharing options...
[NKF] Posted December 5, 2004 Share Posted December 5, 2004 It's not really necessary, to tell the truth. The fact is, stun raids are endless. New guards and new equiment can be generated in each and every raid. All you need to do is stay there and just repeatedly raid the building over and over, and the effects will be the same. Only better because the haul from the previous raid will be in storage rather than out in the open for any old guard to pick up and escape with. The only worry is that too much equipment will mean too large a score. But I guess it would be fun to keep two or three score of guards stunned with a pair of stun grapples... - NKF Link to comment Share on other sites More sharing options...
alok Posted December 5, 2004 Share Posted December 5, 2004 The only worry is that too much equipment will mean too large a score.But I want a big score, and with the less missions possible. The bigger the score the faster I can have my teleporters to start researching them. I usually start using teleporters when the third week is starting. What does a soldier need more than a teleporter, a toxigun and a shield to kill an entire alien squad? Only find the squad to kill...There's no more worries on tactical combat when I start using teleporters. One turn is what I need to clear a mothership with let's say, 15 soldiers and some luck. Link to comment Share on other sites More sharing options...
j'ordos Posted December 5, 2004 Share Posted December 5, 2004 Well, I used the comparing prog again, but again, It's not a matter of a few values here and there, but lots of changes of which I don't get squat Best would be to hope stjones spots your post and replies... Link to comment Share on other sites More sharing options...
Jonaleth Irenicus Posted December 5, 2004 Share Posted December 5, 2004 (edited) I dunno if this helps any, but here it goes: Edit: It appears the change in map size did not have anything to do with my score. It depends on the number of soldiers you take to the mission. I had started using crews larger than 12 after sometime and that's why I got bigger maps. So if you have 12 soldiers, you'll get a normal map. If you even have 1 soldier more (13 and up), you'll get a double map. I'll try to see if there is another breakpoint at 24. Edited December 5, 2004 by Jonaleth Irenicus Link to comment Share on other sites More sharing options...
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