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XCOMUFO & Xenocide

zaimoni

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  1. The Skyranger is only good for catching Retaliation UFOs (which never land so you still need either XCOMUtil or something that can actually shoot down UFOs).
  2. Assuming a normal install of Steam to a normal install of Windows on C: drive: * Navigate to c:\Program Files (x86)\Steam\steamapps\common\ [it should be obvious which subdirectory of this directory is which game]. You may have to unhide this directory first. * Run the DOSBox icon to get the DOS version. UFO and TFTD also ship with the Windows executables, which will likely be challenged on anything higher than Win95. * To run UFOExtender, install UFOExtender normally and run UFOExtender.
  3. This will completely bypass the bug, yes. I'm a bit fuzzy on how to interpret this. Yes, reallocating scientists to projects before the completed one does not trip the bug either. (Of course, any scientists originally allocated to projects after the completed project, that are reallocated to projects before the completed project, are lethargic and do not do any research that day whatsoever).
  4. Mmmmmmmm.......... just to make sure I understand, it is not the cumulative work of the entire previous project, it is just the amount of work your X scientists will perform in a single day which is added to the research immediately (without waiting for midnight). Right? Yes, any scientists repositioned after the completed project get to research again, regardless of whether they've already researched or not.
  5. Example from my current game: I have 100 Scienitists. Inveterate inspection of the save files indicates I have 100 scientist-days on both Motion Detector and UFO Navigation. To trigger the Research Rollover Bug, I put 100 scientists on Motion Detector. When midnight comes around, Motion Detector completes. So, put the 100 Scientists on UFO Navigation. Well, *that* completes by Research Rollover. So I put 100 scientists on Flying Armor, and *that* research happens immediately by Research Rollover. I just got three days of work out of the scientists. They are very inspired.
  6. Yes. Yes. Basically, when a research item completes, research for all items before it in the list has already been applied, while research for all items after the list has not been applied. So, move the scientists from the projects at/before the completed project, to something later than the completed project. The research effort will also be applied to the new project. UFOExtender currently has no effect on this.
  7. Vs. 16 per clip in Apocalypse. Not that much of an upgrade. The absurdly effective armor is what drives up the number of shots/kill. An unarmored target would usually die in 1-2 hits from a M4000.
  8. Depends on what you mean by scout. The first month, one of the starting mission series is guaranteed to be in the same region as your first base. The guaranteed mission is not the standard monthly Terror mission series. While I like to play with my first base just southwest of Nigeria, even that doesn't guarantee getting interceptors to the terror UFO scouts in time if their target zone is Siberia, Australia, or North America (even with launching at first graph uptweak)
  9. You don't have complete information in-game.* The slightly darker line is "sideways". The usual 90-degree field of vision does apply. * I'm unaware of whether this has been tested, but I think line of sight and line of fire are calculated from the NW quadrant regardless of facing.
  10. Stunned cyberdiscs do not explode. Incapacitated cyberdiscs (whether stunned or dead) do not float. The delay between the death of the cyberdisc, and the invocation of its self-destruct, is just long enough for the dead cyberdisc to fall out of the way of the explosion should there be someplace "safer" to fall to. The delay is also long enough to allow burst fire to complete, but not long enough to permit initiating any actions. (I have neither tested reaction fire, nor heard of any such reports of testing.)
  11. Check the Steam forums: the virtual CD-ROM is a bit flaky as a minimal install in DOSBox.
  12. XCOMUtil has changed maintainers; it's at http://www.bladefirelight.com/downloads now. I'd use the 9.7 "beta".
  13. Ok. The bug I counter-patched was an off-by-one: putting data to the file adjusts the file pointer, so I had to reduce the skip by one byte to make the 03 land on the 02 rather than after. The choice screen is bypassed as expected, but instead of dropping into AI-controlled RT the mission simply is exited immediately without any combat. (Steam.) Cityscape mods are being bypassed; I haven't done active testing yet of those. I am considering the less optimistic illegal flyers option (would like illegal flyers to actually shoot down Megapol vehicles).
  14. Ok...note that I had to do a local patch to re-enable hotseat after TB mode; curious about what the bugs being fixed were. Also, still unable to get Trainer to work. (It almost works; perhaps it needs aliens rather than a Cult of Sirius raid to drop the game into RT?)
  15. Not testable yet:Training mode: invalid data at 12653115Same approach as before.
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