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XCOMUFO & Xenocide

Catnub

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  1. I think I'm getting closer to a solution. It's to do with how some constants are stored within both save files and geoscape.exe. When changing prices of stuff: - if I immediately start a new campaign upon starting the program new prices will be used - if I immediately load an old campaign upon starting the program, old prices will be used - if I first load an old game and then abandon to start a new game (without exiting the program), old prices will be used - if I load multiple campaigns before starting a new campaign (without exiting the program), prices from the first campaign loaded will be used So: - prices in existing campaigns will never be changed - prices in new campaigns will be based on the values in the campaign first loaded after starting the program, else on the executable if no campaigns are loaded before starting a new campaign I know this applies to prices, I'll try to find out if it applies to other fields. It would be nice to be able to change these things during campaigns, but if you can't fix this then it might be a good idea to list it as a known bug (if you're able to verify it). Still not sure if it's related to the files geoscape.xcu and tactical.xcu which XcomUtil create, I tinkered around with those as well.
  2. Well, wouldn't they show up with a value of 1 rather than 0 according to the above?
  3. And it only takes effect in future games, it won't affect a running game if the setting is altered.
  4. My first problem was that the EQP flag didn't work with stat strings for some reason. But this is manageable, I can do without stat strings if the EQP flag is working properly. I can't get it to work, though. No matter what I try, I can't get XcomUtil to equip anyone with anything. I've tried so many things that I'd prefer to get a simple primer to using the EQP flag first, maybe I'm doing something completely wrong. If that doesn't work I'll delve into troubleshooting. Thanks in advance.
  5. The research update screen comes before the scoring screen. When configuring XcomUtil, did you see an option about receiving messages after combat?
  6. How about something like this (bear with my clumsy phrasing): if building is connected to lift then 0 else 1 if building is connected to building with value 0 then 0 else 1 if player requests building removal: - remove building (for sake of the above calculations) - if sum of buildings is 0 then okay else not okay
  7. It applies to both EU and TFTD. Do you get a message saying "Research update" after combat? You should get that message regardless of whether or not you get a research boost. If you do get a boost, it'll say which field you get a boost in and by how much.
  8. And now it's back It seems to be hit'n'miss, no idea why it sometimes works and other times ignores changes.
  9. Last time I returned to the game (about 6 years ago) I decided to play Ironman mode. I'll admit that I got discouraged and gave up on the game due to frustrations, it was just too hard for me at the time. I returned to the game again about half a year ago, and am doing much better this time. These are the key differences: 1) Learning how initiative works, especially the mutual surprise rule 2) Scouting more aggressively and always making sure to have sufficient firepower to take out any aliens spotted, ie. not scouting without coverage 3) Not becoming as attached to my soldiers, yet also making a bigger effort to keep rookies in front 4) Learning how experience works 5) Spreading soldiers out more and bleeding TU to curb damage from MC and Disrupter Pulse Launchers 6) Deploying chemical flares liberally and not being afraid of picking them up again (I thought aliens were also subject to darkness and that I'd be vulnerable when standing on a flare) 7) Learning how to get armour in a hurry 8) Learning to leave alien bases alone unless I'm struggling for points 9) Setting up a Gauss Craft Cannon manufacturing operation fast for generous and reliable bonus income
  10. Yeah, it's 6. I've reduced the speed of my Triton to 150 (from 790) so it becomes useful to use Interceptors to investigate small landed subs before they take off and you have to blast them.
  11. Hobbes, I only had soldiers and scientists at one base so that can't have been it. I didn't investigate it very thoroughly, I'll try to note down the situation next time it happens. Now that I have you though, do you know how .eqp files work? I have mine set up and it's not working EDIT: Just finished a mission with 4 live aquatoid soldiers captured, zero research help. Sonic Pulser and Sonic Pistol Clip were being researched. Do you need to have any scientists assigned to the projects to get help?
  12. thundering, you just have to capture the aliens. The bonus is given immediately after combat before returning to Geoscape, and you're informed about what it contributes to and how much. Each alien is counted separately, no special benefits or drawbacks from capturing several of the same race or rank. This isn't related to normal alien research in any way, it's a separate system. However, I know I've tried capturing aliens without getting any discount, in spite of having several projects they could contribute towards. I assume that's a minor bug in the progream.
  13. Sorrow, it works great but I can't figure out how to enable mic audio recording. Know if it's possible to record both mic and speakers, or just mix?
  14. Well, I certainly feel stupid now I'll give it a whirl and see if it works better, thanks for the tip!
  15. CamStudio doesn't work too well with sound recording, I can record either from microphone or from speakers. In order to record sound, I'd have to unplug the head phones and lean really close to the computer so my headset microphone picks up the game sound Moreover, DosBOX makes a lot of noise whenever I tab around. But you're not the first who's asked for sound, so I'll see if I can find a better solution. If you know a better program or way to do this I'm all ears, I knew nothing about screen recording prior to this. First mission has now been completed and uploaded!
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